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Installation instructions:
1) Install the "Star_TrekBeta2.zip" in your ....../Beyond The Sword/Mods/ folder
2) Install the "StarTrekPatch.zip" in your ....../Beyond The Sword/Mods/ folder. Override when asked.
3) Install the "Star Trek Art and Sound.zip" in C:\Program Files\Firaxis Games\Sid Meier's Civilization IV\Beyond the Sword\Assets. Fear not, it does not override any of the game's files.
NOTE: the above files can be found in deanej's thread, here:
http://forums.civfanatics.com/showthread.php?t=233074 and here
http://forums.civfanatics.com/showthread.php?t=233074&page=30
4) Install the "Nicky's Mod - Star Trek" in the ....../Beyond The Sword/Mods/ folder. Override when asked.
That's it.
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Disclaimer.
The mod and models above are not mine. I had no contribution in making them. All of that work is there thanks to deanej and his supporters. To find out more about who they are, go to his thread:
http://forums.civfanatics.com/showthread.php?t=233074
All that i did was to modify the XML files, tweak some things here and there while waiting for beta 3 to be to my own liking. Use my tweaks at your own discretion.
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Changelog:
alpha 1
- units limited to speeds 1-3
- no ranged bombarbmet except on exploration iv, vi and starbases
- no doomsday missiles
- no missile produced by starbases
- 3 starbase types, starbase costs 100. upgrade costs 100 and 150.
- miranda and soyuz models reversed
- most units no longer obsolete. you can have light IV, V and VI at the same time
- units can be built faster with some resources
- colony ship more expensive and it can be build with resources
- exploration units get withdrawal bonuses
alpha 2
- unit tweaks
- colony ship made severely more expensive (not a real problem for the AI, but for the player)
- units health severely reduced. this was done to allow a veteran older unit to defeat a new rookie unit.
- unit promotions cleaned up. only exploration units get speed, asteroids II and visibility upgrades.
- exploration units get withdrawal chances. useful for hit and run attacks.
- special recon units (excelsior and intrepid)
- world wonders tweaked (not enough prophets)
- starbase ranges (1-3)
alpha 3
- tweaks and ballance
- ai resource weight factors (not sure if it works)
- added a few more techs: 2 more starbase techs + one tech that gives movement +1 in the TNG era,
- deep space drone now requires integrated deflector
- memory alpha has its own technology ( to spread the wonders more evenly )
- tachyon defence grid now requires isolinear chips tech
- cochrane memorial gives +5 great prophet
alpha 4
- barbarians twaked so that more advanced barbarians will appear earlier
alpha 5
- crystaline entity and borg cube spawn as barbarians. they only spawn once and they pack a big punch
- nebula's (explorer IV) ranged bombardment limited to maximum 50% damage as it was way to easy to kill a cube that way
- late game a small fleet of cubes will spawn.