[BtS] Star Trek Mod

If you mean that you need the Star Trek mod loaded for the scenarios to appear, that is normal. If it isn't, could you elaborate?

As I try and load the mod everything seems to be going fine. And just after loading the map, which hasn't appeared to just show one city, the game crashes.
 
Is this with the 22nd century or Earth-Romulan war scenarios? Both have known vista issues; the others should work fine.

none of the scenarios work and neither does the main star trek mod. Every time I load the main mod and not a scenario, I get XML errors stating all of the religion (values) and civics info is either misplaced or misnamed. All of the scenarios will begin to load from the screen, and will finish loading and crash before I hit the initial game screen for the first turn.
 
Can you make an installer so we don't have to mess with the folders?
 
I reinstalled 1.0 and 1.4 the art and other stuff remained and I had the exact same problem when searching for the uncached XML...it cannot find the TECHS nor the VALUES....I don't know what I could be doing wrong as I put everything in the recommended folders.:cry:
 
have you fixed the issue with the ai killing all the other civ in the first 5 minutes? i tried the last patch before this one that said it fixed that issue but it didnt. this is a great mod and i hope this issue fixed for obvious reasons.
 
You mean beta 3? If so, the alien vessel had a stats change quite a while ago - I also tweaked the barbarian code since then.

@misthrasinvictus: Are you sure everything's in there right? All this points to a faulty installation of the mod. The only other thing I can think of is, do you have anything in customAssets?
 
I've released the 1.16 patch on the first post. It requires the full mod and fixes the following issues:
Fixed scenario save game loading bug
Dominion gets more units when flipping Maquis cities
Starting 10 gold only applied in non-scenario starts
Fixed Klingon unit art style
Tweaked cities needed for surrender conditions in DS9 scenario
Vista CTD fix on 22nd Century and Earth-Romulan War scenarios
 
In Vista, when I try to load the Klingon scenario, I get this message before the game loads vanilla BTS:

XML Error

Tag: ERA_ENT in Info class was incorrect
Current XML file is: xml\GameInfo/CIV4ForceControlInfos.xml

:eek:

Any ideas? :)

The main mod works great!
A few comments: The Borg Cube is too powerful. It should be a Heavy 2, not a Light 5. It should be at least made a Light 6. Why should a 5 be far, far better than the series 6 that replaces it? In my first game I was playing the Klingons unit a fleet of 5 Cubes destroyed my (until then) all powerful empire. Now I'm playing as the Borg and am doing unto others that they had done unto me! :D
 
It wasn't always like that, but people were requesting more powerful Borg Cubes. Note: they do not upgrade to Light VI, and they cost a LOT. I can't really move them up later because there are already too many UUs that late in the game already.

As for the error, I think you may have something in your customAssets directory. This mod is probably incompatible with most customAssets, though I don't know for sure what does/doesn't work. I would disable them, but then the sound would be lost.
 
I've released the 1.19 patch on the first post. It has the following changes:
Suliban Stealth Ship limited to 3 allowed
Adjusted unit AI for units that start with cloak
Klingon Bird of Prey limited to 5 units (affects AI only; humans can build unlimited numbers)
Romulans get more starting units in Klingon Civil War scenario
Klingon Bird of Prey required Integrated Deflector, not Transwarp Development Project
Added Yesterday's Enterprise scenario
 
The Borg Cube is too powerful. It should be a Heavy 2, not a Light 5. It should be at least made a Light 6. Why should a 5 be far, far better than the series 6 that replaces it? In my first game I was playing the Klingons unit a fleet of 5 Cubes destroyed my (until then) all powerful empire. Now I'm playing as the Borg and am doing unto others that they had done unto me! :D

The Borg are not too powerful: they should potentially be the most dangerous species, making it a challenge to play against them (Starbases and Interceptors being a must). In the series only Species 8472 (from the Liquid Universe, Voyager series) were able to defeat them - an interesting thought for a scenario, BTW.:mischief:
 
The Borg are not too powerful: they should potentially be the most dangerous species, making it a challenge to play against them (Starbases and Interceptors being a must). In the series only Species 8472 (from the Liquid Universe, Voyager series) were able to defeat them - an interesting thought for a scenario, BTW.:mischief:

If the Borg were so all-powerful, why did they need to go back in time to try and defeat the Federation? Why did Picard pull his punches and decide not to use a virus to destroy them? Why did their exposure to Hugh weaken them so? Their ships may have been powerful, but they sure were weak versus espionage. Maybe if the mod reflected Borg weaknesses then the ships could be as strong as they are. But as is, the 30 attack value of the Cube is like having Romulan ships totally undetectable or Breen ships able to deactivate the defenses of enemy ships, which would unbalance those races as well.
 
Good question and something we can only wonder about at the time. Maybe the worry with using a virus to destroy them was coming up with something suitable that could act on a part machine/part biological being. Or perhaps Picard was still hoping to be able to rescue the people the Borg had converted...
 
If the Borg had ever bothered to send more than one ship they wouldn't have had to go back in time. ;) FYI, the Borg cube in the mod represents the Borg at the time when they were first introduced to the Federation by Q. I'm sure there are some people here that would prefer that the Borg have an all-powerful UU for every ship, but I think its fairly balanced because it comes later in the game, and it costs a LOT to build.
 
If the Borg had ever bothered to send more than one ship they wouldn't have had to go back in time. ;) FYI, the Borg cube in the mod represents the Borg at the time when they were first introduced to the Federation by Q. I'm sure there are some people here that would prefer that the Borg have an all-powerful UU for every ship, but I think its fairly balanced because it comes later in the game, and it costs a LOT to build.

If the Borg are as they were when Q introduced them during TNG, shouldn't there be a limit to the number of Cubes? Much like the Kremin time ship's (another all-powerful UU) limit to just one, two cubes should be more than enough advantage for the Borg. And if the mod takes place just when the Borg were introduced, wouldn't one cube be more appropriate? Just asking? :)
 
I suppose perhaps the Borg suffered too much Optimism, although they did show themselves extremely dangerous in Star Trek First Contact converting most of the Enterprise Engine Room into a home. Who knows maybe the Borg have other commitments which is why they only seem to send one or two cubes at a time... It was never explained where exactly the home planet of the Borg was or a back story that explained how this part machine/part biological race came to be. This cyborg race so to speak.
 
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