[BtS] Star Trek Mod

I was originally planning to have both Nebula and Akira in but couldn't find a role for them, so I would be interested in seeing what's posted. I'm thinking to switching the Nova with the Excelsior (graphics/text change - same stats).

A couple issues I should have warned people about:
-After a while, you will get python exceptions about the construction ship AI
-After a longer while, turns will get unbearably long
-The Klingons and Romulans don't know to build up their military

Here's some info about conditional events so people know what to look for in case something doesn't work:
-Dominion Surrender: Federation/Klingons/Romulans combined must have 10 cities at turn 181 and Cardassia must be captured
-Federation Surrender: Federation/Klingons/Romulans combined must have 3 cities or less and it must be past turn 181
-Cardassia Switching Sides: Cardassia must be captured
-Bajor entering the war: Bajor must have at least 5 cities, must be after turn 181

I'm also planning a change for the early light ships, to fix cloak issues with the Klingons and to extend the life of the early ships.
-Light I upgrades to Light III, not Light II
-Light II upgrades to Light IV, not Light III
-Klingon BOP replaces Light II, not Light III
 
OK. Here are the files in a folder! Please copy the folder in the star trek DSN9 xml folder.

Changes :
-enables
Akira( reqiures fighting the Borg)
Constellation
Nebula
Miranda
Excelsior
Ambassador
units for the Federation
- changes strenght, movement of all units changed for integration of the new
- I gaved the units Historical names with the Great Person name system
I only took names of ships which were of the same class and were not Destroyed in 2369 when the map start.

I am currently working on the DS9 map ( made by deanje, thanks for that and hope my work on it is ok) to make it more like the Star Trek Map in the Star Trek Star Atlas.
:)
@ deanje are you interrested in this map ? There the klingons and roumlans will have enugh systems to build a fleet cardassia have engouh system and the foundation worlds of the federation are inculded.
ps:The role for Akira is clear I think an fast ship a little bit weaker than Galaxy and
doesnt cost so much and (reqiures fighting the borg) nebula is an older ship and the second strongst at the start.
 
Excellent mod! I've been having issues with the "no buildings available after system conquest" bug, but still a first rate mod.

One change I would like to see, though. Civs with UUs at the lower end of the tech tree (such as the Federation), have very little opportunity to build their UUs. I would like to have the ability to build a range of ship levels, before the lower end becomes obsolete and unavailable. That is to say, Lights I, II & III are all available until the tech for Light IV is researched, at which point Light I becomes obsolete and Lights II, III & IV are available, and so on.

Thanks to all involved for the time and effort spent on this great mod! :goodjob:
 
I'm changing the upgrades - Light I will upgrade to Light III, and Light II will upgrade to Light IV. It should help.

As for the buildings, did you apply the patch? I need to know what buildings were in the system before it was captured as this bug is caused by many things (of which I'm not sure of all of them), mainly due to the buildings list and what's on each planet becoming out of sync. I use a LOT of things that Final Frontier never used, which causes problems.

As for the changes I'm planning for Deep Space Nine:
-Add in ship names
-Change Nova to Excelsior
-Add Nebula (like Galaxy, costs more, starts with Sentry)
-Add Akira (like Galaxy, costs more, starts with combat 1)
-Add Miranda (cheap, low stats)
-Add Valdore (?)
-Add Romulan ship spawn when Romulans DOW on Dominion
-Add K'Tinga (cheap, low stats, have some appear with Klingon ship spawn(?))
-Make Unknown ship cost more (lower stats?)
-Add Breen ship spawn on DOW (?)

Anything else? Any balance issues/technical issues that I should know about? Everything work right? If no one posts, I'll assume no news is good news.

Anyone else have the building problem since the patch? My next suspect is national wonders if the problem is still around.
 
Absolutely loving this mod, it's wonderful... much thanks to all involved!

A few thoughts (not quite thought out well enough to be suggestions):

1) as others have mentioned, I would love to be able to still play with the old ships while having newer, better ones available for the bigger fleets. The end game selection of two ships and a fighter is kind of disappointing... Demon59's idea of breaking them up into two groups (perhaps I-III; IV-VI though) sounds ideal!

2) I've read through the discussion about the cloaking balance/defense issues. While I don't have an answer for the major issue of how to get them to defend, etc, I do agree that an empire with many cloaked units would be quite overpowered. Perhaps an offset could be that only units with first strike II can use the cloaking promotion, or something similar (excluding UU's that start with cloaking, of course). That would make a cloaked heavy or cloaked fleet just that much harder to make and that much cooler to stumble across. Just spitballin, no idea what that would do to the game as a whole or if that's even possible)

3) #3 was going to be about the 20 power barbarians, but I just saw the little patch to fix it. That is much appreciated... in my game last night, 6 out of 8 civs were destroyed during a span of two turns (albeit early turns). Twas a bit crazy! The romulans (me) and the borg now have plenty of room to expand... though that game may be a wash :P

A few notes regarding other issue mentioned:

- I've yet to come across the no-more-buildings problem

- I've not noticed any big issue with civs not expanding or attacking as appropriate to their race or the difficulty level. That said, I've only played about 4 games, and I did notice on one occasion that a civ totally ignored a smallish system to go through my entire empire and grab systems on the other side. Not that unusual, but shortly afterwards I destroyed all the newly acquired systems, effectively corking this enemy entirely in one arm of the spiral galaxy map. That arm includes his two main systems and the one skipped system. It still took them around 100 turns to colonize the last system. Struck me as odd, being that was their only opportunity for expansion for a large chunk of the game.

- I have encountered the long time between turns issue. In my first game, it started around turn 100 but then, oddly enough, ended around turn 175. In game two, it again started around 100, but then went away around turn 110 when I started messing with the graphics settings to see if that would help. That involved a few restarts, then, with the same settings I had originally, it went away. Strange!

What else, what else...
Honestly, if this was given just the unit icons, I would play this for a long time and I'd call it v1.0. This is the most polished beta I've played in a while. Kudos!

Can't wait for the scenarios!
 
@ deanej : do you want to have a version off your ds9 map with more star systems under control of the races ( klingons 10 systems, romulans 10 <, cardassians 10 - 20, federation 30 < including the foundation members, breen 3 or < , bajoran 2 or <, ferengis I donnot know in this moment) after ' Star Trek: Star Charts - The Complete Atlas of STAR TREK ' ( mostly non-canon , but good to use for mapping) ?
I am working on it and I am hopping the finish it on the weekend( map only I can not script)

I also wouldl add some units :

for Federation

50 Mirandas
30 Excelsiors
20 Ambassadors
15 Nebulas
11 Galaxys( 1 of the first 12 of them was destroyed before 2369: the Yamato.

for Klingons

50 Bird of Preys
20 K'tingas when you add them
20 Vorchas
2 Negh Vars

for the Romulans

30 Warbirds

for the Domion

200 Fighters
50 Battle Ships

for the Breen

40 Ships

for Bajor

5 Ships

and for the others I dont know.

So please give my an report about your thinking about it deanej .

P.S for the main mod and the ds9 version I would add historical names for the ships.
 
The main thing with another map is that some events are scripted to the map (ex: ship spawns, city flip to maquis and later Dominion), but the plots can be moved easily (they are in python - all scenarios and the main mod will use the same DLL file). Solar systems will need to be added by hand; worldbuilder doesn't work. If you give me the (x, y) coordinates that are needed for the new map I can make a special version of CvFinalFrontierEvents.py for it (thank god I had the foresight to set those plots in a variable instead of hardcoding in the methods themselves). I'll keep to my map/files but I support this effort (I'm hoping that people will make "mod-mods" actually - not sure how to advertise them though (first post?)). This way we can have my "official" map and an expanded map/mod. It is my intent to add the ship names to DS9 (I forgot to add it to the post; will edit it), but not the main mod (I'm trying to keep the civs balanced there and you can't add the names without a zillion UUs; DS9 doesn't have that problem because the units are linked to civ-specific techs). I'll consider it for the other scenarios though.
 
please make a ver. for standar map my comp. can not handle to many ships
or planets
1000 thanks
 
I'll keep to my map/files but I support this effort (I'm hoping that people will make "mod-mods" actually - not sure how to advertise them though (first post?)).

Cool!:thumbsup: Going out on a limb here: how about a Star Trek forum on the main Civ 4 page in the Project & Mod Development section? That way different threads can cover diferent subjects (main mod, mod-mods, scenarios, maps, etc.) Or do you think this premature?:confused:
 
I believe Thunderfall is in charge of such matters (although it's nowhere stated as such - as far as I know).;)
 
@ deanej: Tanks you for your report. I have two questions to you ( yes I no that you are on vacation, but I can wait some weeks for an answer).
1. Could you make an script which changes planets to an another player at an sepical time for an federation map starting in 2161.( need it to simulate getting new members.
2. Can you give me an link to an thread or an short description about adding planet-systems with windos editor ?

P.S.: I wish you a nice vacation.
 
The solar system stuff looks like this:
Code:
	FeatureType=FEATURE_SOLAR_SYSTEM, FeatureVariety=0
		StarType=WHITE_STAR
		PlanetType=GRAY_PLANET, OrbitRing=4, PlanetSize=0, HasMoon=0, HasRings=1
		PlanetType=YELLOW_PLANET, OrbitRing=1, PlanetSize=0, HasMoon=0, HasRings=0
		PlanetType=GRAY_PLANET, OrbitRing=3, PlanetSize=1, HasMoon=1, HasRings=1
		PlanetType=GRAY_PLANET, OrbitRing=7, PlanetSize=2, HasMoon=0, HasRings=0
		PlanetType=WHITE_PLANET, OrbitRing=2, PlanetSize=0, HasMoon=1, HasRings=0

I already do system flipping in DS9, but it's hard-coded to the map (it changes the owner of the plot). In theory it could be made more dynamic, at least for some cities. I do plan to move the start time back in the future, and possibly add in an Enterprise era graphic (when the new techs are added in AOP1 (Add-on pack 1)).

I do have internet access, but it's slow.
 
I found my problem it was placing cheater units with world builder I tested this theory and well I was right I never use worldbuilder for units and no building list bug :) I just got a federation game where I owned thanks to no bugs. :king: Not sure if this works with other computers though :(
 
@deanej: thank you for the description it will help me a lot.

@all: I am, sorry but in the next time I have to do some important things.
So the next release of my work ( i think that would be the new ds9 map)
will not release before october ore late september.
 
I also wouldl add some units :

for Federation

50 Mirandas
30 Excelsiors
20 Ambassadors
15 Nebulas
11 Galaxys( 1 of the first 12 of them was destroyed before 2369: the Yamato.

for Klingons

50 Bird of Preys
20 K'tingas when you add them
20 Vorchas
2 Negh Vars

for the Romulans

30 Warbirds

for the Domion

200 Fighters
50 Battle Ships

for the Breen

40 Ships

for Bajor

5 Ships

I'd cut those number at least in 1/2 (if not less) or you'll be micromanaging ships each turn.

BTW, you can now start your own thread on the forum (for the previous release).
 
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