[BtS] Star Trek Mod

@deanej & Imrahiel: Am I right in assuming that it's possible to create a scenario using a space map (FF or Star Trek) by editing the appropriate lines in the WBS file (NOT using Worldbuilder)?:confused:

EDIT: Nevermind, I think I found a useful thread on this in the Tutorials section.
 
They do work like submarines in civ, actually. They can be seen by units with the Tacheyon Detector promotion. I think that the city stuff with cloaked units served to balance them, as this way you can't just cloak an entire invasion fleet to make conquering enemies easier.

Deanej, I see your point, and after playing more, I like this form of balancing. However, I haven't witnessed an enemy unit "stumbling" onto my cloaked unit yet, as in Civ, if you have a hidden unit, and another civ's unit moves into your unit's tile, a combat ensues automatically. For example, if I have a bird of prey near a UFP unit, and that UFP unit accidently moves into my tile, then they would under normal civ rules go into combat automatically. I will test this when I get home with world builder, but I haven't seen this happen yet.

Before I spend the time tonight testing this out, could you let me know whether this does happen? Has anyone seen this happen?
 
Deanej, I had another idea to help ballance the cloaking.

Your mod allows all ships to in effect bombard enemy positions. If you limited this ability to only certain ship types and/or made cloaked ships visible after they attack or bombard until the player's next turn, then cloaked ships would be less able to attack larger fleets with impunity.
 
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


I like your new proposal for a change in the upgrade paths.

Personally, I would like to see more unit diversification and a longer technology path. I recently played a game as the UFP and with only 5 systems, I was able to finish future tech 1 on Monarch by turn 200 on Normal speed. By turn 150 or so, everyone's running around with Heavy I ships.

As it is now, there is a very small window to colonize new systems, before you really should shift to fleet production.

I love what you're trying to do. I think the basic mechanics are there. With a longer tech tree, and more unit diversification, I think this would be an awesome mod.

I know you're aware of some of the resource usefullness issues already, so I won't harp on those.

Combat is almost totally a numbers game. If the other guy has 4 light IVs, then I better have at least 6 to win, etc...Bombard the other stack, repeat until you can safely attack. Anti ship missiles don't appear to be that effective, and need to upgrade with time. They are so easily intercepted also.

So basically, my strategy now is to rex to 4 systems, max production, pump out a fleet ASAP, and attack nearest neighbor.

It's not subtle, but it works, but it is darn near impossible to reach a domination victory on Monarch...at least I haven't done it yet, and the strategy seems simple enough...just pump out more and more ships, but the problem is that this fleet build up becomes exponentially more difficult after about turn 170 or so, especially on Normal speed, where the AI can replace their ships so quickly. I have found myself needing a fleet with nearly 20-30 ships in it to effeciently take down an enemy and even then setting up defensive positions behind your main fleet is a further drain, making conquest extremely difficult. On a Large map, forget about it.

I'm not sure what the solution is, but perhaps other victory paths, such as team projects may be in order. As it stands now, culture is the only alternative end game, and that is only slightly less difficult than a domination win.

With a longer tech path, and more unit diversification, other avenues for victory could be opened up.

Then again, so much depends on your start position. If it's a great position, then you can race through all of the technologies in less than 200 turns. If it's horrible, then you're dead meat. If it's so-so, then you might have a chance, if you can worm your way to a better system and avoid any conflicts for a long time.

These are my thoughts based on my own extensive time in your mod. I love the Star Trek setting, and the nice eye candy you have, and I love what you are trying to do. The potential is there and this mod has a bright future. I hope you don't get discouraged by the amount of work that may be left to do.

~Seidrik, Admiral of the UFP in most games :)
 
@Seidrik:

If you want to play an game with more turns, tested my month version mod. It's an mod mod for the star trek mod.
This week the new version will realse including unique units and an new upgrade system( refit system)
An epic game should take over 1200 turns.

For the downloading and more information check out this thread:
http://forums.civfanatics.com/showthread.php?t=288811
 
Deanej, I see your point, and after playing more, I like this form of balancing. However, I haven't witnessed an enemy unit "stumbling" onto my cloaked unit yet, as in Civ, if you have a hidden unit, and another civ's unit moves into your unit's tile, a combat ensues automatically. For example, if I have a bird of prey near a UFP unit, and that UFP unit accidently moves into my tile, then they would under normal civ rules go into combat automatically. I will test this when I get home with world builder, but I haven't seen this happen yet.

Before I spend the time tonight testing this out, could you let me know whether this does happen? Has anyone seen this happen?

Never seen it happen. I got an UFP Scout to cloak through combat upgrade and for 100+ turns no ship ever caught it.

Deanej, I had another idea to help ballance the cloaking.

Your mod allows all ships to in effect bombard enemy positions. If you limited this ability to only certain ship types and/or made cloaked ships visible after they attack or bombard until the player's next turn, then cloaked ships would be less able to attack larger fleets with impunity.

Sounds ideal.

So basically, my strategy now is to rex to 4 systems, max production, pump out a fleet ASAP, and attack nearest neighbor.

It's not subtle, but it works, but it is darn near impossible to reach a domination victory on Monarch...at least I haven't done it yet, and the strategy seems simple enough...just pump out more and more ships, but the problem is that this fleet build up becomes exponentially more difficult after about turn 170 or so, especially on Normal speed, where the AI can replace their ships so quickly. I have found myself needing a fleet with nearly 20-30 ships in it to effeciently take down an enemy and even then setting up defensive positions behind your main fleet is a further drain, making conquest extremely difficult. On a Large map, forget about it.

I'm not sure what the solution is, but perhaps other victory paths, such as team projects may be in order. As it stands now, culture is the only alternative end game, and that is only slightly less difficult than a domination win.

With a longer tech path, and more unit diversification, other avenues for victory could be opened up.

Then again, so much depends on your start position. If it's a great position, then you can race through all of the technologies in less than 200 turns. If it's horrible, then you're dead meat. If it's so-so, then you might have a chance, if you can worm your way to a better system and avoid any conflicts for a long time.

Being more a casual player I usually go for 7-8 systems (on Ensign/Warlord level, sometimes Lt. Commander/Noble), then start building them up to the max. Even if your starting position is crappy, you can still go for the nearest large systems to get a reasonable empire going (not forgetting resources or the AI will steal them).

With a firm base, I can usually fight off aggressive civs, forcing them to make peace, and I have no need for a large fleet (although I can build one if push comes to shove), focusing on research and cultural expansion.

I agree with Imrahiel though: if you're more into combat and war, try a scenario (there are two - in beta - now available). So, check out the new Star Trek Mod forum. Here's the link for the forum.
 
With a longer tech path, and more unit diversification, other avenues for victory could be opened up.

Actually IMO the tech tree is too linear. But even without further tech diversification several dead end techs leading nowhere could be used as prereqs for the more advanced techs, slowing down research progress and making for a more challenging game.
 
(Well, I thought I saw a "How to mod FF" somewhere, but couldn't find a post in the last 75 days, so: ) Could you tell what to edit to disable the Ascendancy Victory?:confused: (I'm asking for MOO2Civ's new patch.)

BTW, are you gonna update the forum's main mod post #1 or shall I just go ahead and post there?
 
First the victory needs to be removed from Civ4VictoryInfos. Then there is the Ascendancy Gate project that needs to be removed from Civ4ProjectInfos (I think it's the only one, so the file from the DS9 scenario should work). After that the references to both the victory and the project need to be removed from the python.

I'm planning on adding both a "Welcome/About the Mod" thread and a "Notes for Mod-Mods" thread to the forum later on. Posting on the Download Latest Version thread is fine.
 
FYI, turning off the Assimilation option in custom game does not stop the error, where after capturing another civ's colony, you may sometimes no longer be able to build buildings anywhere.
 
I believe the one the assimilation option is tied to is the inability to build economic buildings after a certain period of time. As for the one after capturing a system, is this WITH or WITHOUT the patch? If with the patch, could you please provide a screenshot of the city screen in that system from BEFORE it was captured (gift yourself a great spy and use espionage). If the number of buildings goes off the list having another screenshot with the rest of the list (as well as screenshots of other systems that cause similar problems) is appreciated.
 
I can do better. Here are the saves from right before I take the capital (I have not had this error when taking other worlds...only the capital.)
 

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That is indeed great news! It's a great mod, and I'd really like to see development continue :)
 
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