[BtS] Star Trek Mod

okay the exact thing I did was there was the list of stuff I can build then I chose 3 explorer and the next build list had no buildings the first time it happened was when I finished building a shipyard so those two both include the build screen from the looks of it.
 
Do you know more? I did a test and build a shipyard - I didn't have that problem. Either something else in the game in interacting with it badly or one of the changes I made after beta 2's release fixed the problem.

If you can, re-play the turn exactly as you did before with python exceptions enabled. To enable them, go to My Games\Beyond the Sword\Civilization IV.ini and find HidePythonExceptions = 1 and change the 1 to a 0.
 
I've built lots of Shipyards and never encountered this problem. Posting a Savegame of it might be helpful.

@deanej: Will you be adding some events later or are you removing them altogether? (That would be a pity, as most of them are quite good, IMO.)
 
well here is something that sucks I was about to go back and see what happened then civ well crashed and I couldn't see so it could be something else I will try to find out.
 
You're not double posting (= posting the same text twice). BTW - forgot to mention - welcome to CFC, lopaz!;)
 
What buildings were already in the city? I believe that Jaydn's problem was the fact that he had two factories, but I don't know for sure. This problem is just too elusive. You really should turn on python exceptions and tell me what, if any, errors you receive when the problem occurs.

I have python turned on and it doesn't give me any errors. I've compiled some screenshots of conquered systems that allow buildings and don't.

These systems, when conquered and a new governor installed, do NOT allow any buildings to be built from here on out:
 

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And these systems when conquered and new governor installed act as they should, DO allow buildings to be built as expected.
 

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Odd. Another matter: I've started a game using the Spiral galaxy map, saved it as a WBS, added some nebulae and set some civs at war with eachother. Playing 50+ turns I encountered no problems. Perhaps this could help with scenariomaking?:confused:
 
The only problem comes with placing solar systems via worldbuilder. Fortunately, labels are saved with the map so I can place those and then put in the solar systems in the file manually (I need to customize the star/planet types there anyways).

I'll take a look at the buildings.

Another update: Beta 3 will be uploaded later today.
 
Beta 3 is released (see first post for download link). This version requires the Star Trek Art and Sound pack. Please delete your existing Star Trek folder before installing this update. Here's the (very very long) change list (some of which is in the patches for beta 2):

08/03/08
-Changed wonder text
-Changed "Captain Cash" event text, plague not reacurring
-Crystalline Entity ignores the Great Wall
-Fixed python exception when city razed
-Tech pedia entries are now in
-More text fixes
-Changed Dan Quayle screen leaders
-All pedia entries are done
-Decreased Great People spawn rate
-Removed free engineer from replicator
-Border Defense Network now gives spy points, not engineer points
-Finished diplo text
-Scouts/Probes no longer have multiple ships
-All units: +1000% vs. probe
-Fixed font issues
-Fixed memory error on mod exit
-Changed effects of resources (yields only applied to plots)
-Romulan UB and shipyard re-balanced to take resource changes into account
-Alphabetized civs and leaders in custom game screen
-Added Star Trek hints
-Transwarp Corridor and Wormhole Generation are now future era
-Added future era graphic
-Great People now show up in civlopedia
-Sounds - separated into Art/Sound Pack
-Kazon Torpedo: -1000% space defense, 90% attack limit
-Kazon Torpedo: no bombing or interception ability
-Can capture starbase
-Tweaked leader personalities
-Updated to 3.17 patch
-Hirogen hunter is now Venatic (text change only)
-Barbarians can now spawn Starbases
-Liberation popup now works properly (bug introduced when updating to patch)
-Temporal Calculator: 1 free plasma as bonus isn't cumulative (was 3)
-Fixed CTD with Borg civilization
-Epic Game Unit Models/Animations done
-Removed Barrage
-Accuracy: +10% city bombard
-Supernova/Black Hole: Requires 2 cities if player is human
-Late game techs no longer require Value techs
-Removed Dreadnought Project
-Added partisans event
-Light units can now be drafted
-Devore UU gets anti-spy bonus
-Emancipation civic changes
-Renamed religious civics/changed pedia entries
-Financial: +25% gold, +1 commerce from trade routes
-Added Habitation System to the game
-Civilopedia UB change as per Solver
-Removed no nukes, force war, and force embargo from Camp Khitomer
-Fix for No Espionage option on demographics screen as per Solver
-Removed unused corporation icons from GameFont.tga
-Removed random events and no events game option
-Added DS9 Main Title and Enterprise Main Title themes
-Changed main menu/loading screen
-Max 50 XP from animals
-Decreased number of turns before time victory
-Barbarians can spawn Alien Vessel
-Renamed many civics
-Base civics: no upkeep
-Empire: 2 happy per military unit
-Collective: requires subspace radio
-Borg: favorite civic Collective
-Rom: favorit civic Representation
-Slavery: low upkeep
-Serfdom: +100% worker speed
-Caste System: -3 happy, +15% production
-Annorax: favoite civic Empire
-Extensive changes to leader personalities
-Separated art into art pack
-Removed sabotage building/project spy missions
-Removed portal victory and portal projects
-Decreased cost of Wormhole Generation
-Removed Subspace Warhead
-Fixed romulan UU unit art
-Borg Cube: strength 30, cost 650, does not upgrade to light vi
-Crystalline Entity only uses the ATTACK_CITY_LEMMING AI
-Ranged attack is now quick attack
-Promotion changes
-Increased cost of colony ships, construct ships
-Danula is now Wolf 359
-Miranda and Soyuz switched
-Cochrane Memorial: 5 prophet points
-Tacheyon Defence Grid requires Isolinear Chips
-More advanced barb units spawn earlier
-Exploration ships: withdrawal, evasion chance
-All units can intercept
-Reduced quick attack range (all units)
-Many buildings only 1 per system
-AI will change civics in golden age as per Solver
-Added change leader function from Revolution mod
-Tweaked movement values (all units level 4 and above and heavy units)
-Merged in Kael's Assimilation mod
-Removed holographic cloak/phased cloak techs
-Merged in some code from Dom Pedro II's Conquerors Delight mod for cloaking device
 
Seems you've done a lot lately, deanej! Like the screenshots, like the new startscreen. Played 40 turns on the Flatmap with 9 civs and already 3 civs got eliminated! Those Alien barbs are brutal. (Lost my first colony too... I think I need more ships this time around.)

Which brings me back to my rudimentary scenario setup: I think I'll do a little Beta 3 setup, taking into account all the changes from Beta 2. Talk to you later!;)
 
Hm, just found out why these Alien Vessels are so brutal: strength 20 and they spawn real early in the game; how are spawning civs supposed to found colonies - or even to survive such onslaughts?:confused:

EDIT: Alien Vessels also seem to spawn right next to Star Systems...
 
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