[BtS] Star Trek Mod

@jfby

XML, the CIV4BuildingInfos in the mod.

@Alexbond45

Probes have a -1000% modifier for all combats in open space, giving a 99.9% chance to loose. They will defend at full (1) strength if on a system or on asteroids.

If you still want to play around with it, I'd start by modifying one or both of the lines:

<iCombat>1</iCombat> change the 1 to 0

<Combat>UNITCOMBAT_PROBE</Combat> change to <Combat>NONE</Combat>

Backing up recommended.
 
That's only in open space? Good to know... I'll fix that in the patch.

Probes at 0 is how they were origionally programmed. I changed it because 0 strength units can't auto-explore. The extra move is to represent probes like Friendship One that explored the gamma/delta quadrants long before Federation ships got there (though origionally the smalest movement was 2, when the tech tree started around the level of Photon Torpedo).
 
I've release the 4.09 patch (attached to post):
-Installer no longer prompts for directory
-Fixed python exception in Hostile Universe gameoption
-Borg: no starting value tech
-The Galaxy: Fixed Borg starting tech issue
-Barbs can no longer build probes (should fix spawning issue)
-Krenim: Moved Kyana Prime to end of system list
-Added AI weight to Warp 5, Warp 7, and Photon Torpedos techs
-10% discount on many techs up to Photon Torpedos
-Palace: +2 max population on planet, +50% system defense
-Geological Power Plant: 50% cost increase
-Probes: Fixed defense issue on Solar Systems and Asteroids
 

Attachments

That's only in open space? Good to know... I'll fix that in the patch.

Probes at 0 is how they were origionally programmed. I changed it because 0 strength units can't auto-explore. The extra move is to represent probes like Friendship One that explored the gamma/delta quadrants long before Federation ships got there (though origionally the smalest movement was 2, when the tech tree started around the level of Photon Torpedo).

Yeah, i usually have 2, then i get the tractor tech and get the Explorer ship.
 
I've release the 4.09 patch (attached to post):
-Installer no longer prompts for directory
-Fixed python exception in Hostile Universe gameoption
-Borg: no starting value tech
-The Galaxy: Fixed Borg starting tech issue
-Barbs can no longer build probes (should fix spawning issue)
-Krenim: Moved Kyana Prime to end of system list
-Added AI weight to Warp 5, Warp 7, and Photon Torpedos techs
-10% discount on many techs up to Photon Torpedos
-Palace: +2 max population on planet, +50% system defense
-Geological Power Plant: 50% cost increase
-Probes: Fixed defense issue on Solar Systems and Asteroids

Is the federation Underpowered? I think its pretty bad when everyone else has a better score...

Also, i suggest moving the Defiant for the terrans to replace the Warp 7 Ship, but still have 3 strength 3 move, and they would have temporary deadlyness.

The Connie is only useful because it builds slightly faster :P
 
Very nice! Will install it and try out the Collective the moment I get a chance. (This was fun! I feel like I'm part of the mod now, especially with the aesthetic Kyana Prime change added in) :P


EDIT: One slight thing I noticed. Now, this could easily be already noted, or simply be an error in the Final Frontier programming itself. I started a new game and began building a factory. I didn't go to the planet page to set a planet for building. Later, when actually going through the planets, my build wasn't actually on any planet. However, once built, I did receive its effects. Normally, this can be corrected simply by having the player check the planet page manually. Even if allowed to occur in a game, the only negative effect I can notice is that players can't build a factory, then build something at another planet, then return to build the power plant because the factory can't be located). It's also possible this oddity could also allow players to put additional local buildings (such as Hospitals, or Klingon monuments) where they don't belong in a solar system.
 
Alex, how do you say the Federation is underpowered? Even when playing my unmodded version of this mod I never got that feeling.
 
The Connie is only useful because it builds slightly faster :P

Free march and medic 1 isn't useful? That diplo bonus isn't something to sneeze at either.

I think having Defiant at Warp 7 would be a little overpowered.

One slight thing I noticed. Now, this could easily be already noted, or simply be an error in the Final Frontier programming itself. I started a new game and began building a factory. I didn't go to the planet page to set a planet for building. Later, when actually going through the planets, my build wasn't actually on any planet. However, once built, I did receive its effects. Normally, this can be corrected simply by having the player check the planet page manually. Even if allowed to occur in a game, the only negative effect I can notice is that players can't build a factory, then build something at another planet, then return to build the power plant because the factory can't be located). It's also possible this oddity could also allow players to put additional local buildings (such as Hospitals, or Klingon monuments) where they don't belong in a solar system.
The best planet should be selected by default. That's how it works for me.
 
EDIT: One slight thing I noticed. Now, this could easily be already noted, or simply be an error in the Final Frontier programming itself. I started a new game and began building a factory. I didn't go to the planet page to set a planet for building. Later, when actually going through the planets, my build wasn't actually on any planet. However, once built, I did receive its effects. Normally, this can be corrected simply by having the player check the planet page manually. Even if allowed to occur in a game, the only negative effect I can notice is that players can't build a factory, then build something at another planet, then return to build the power plant because the factory can't be located). It's also possible this oddity could also allow players to put additional local buildings (such as Hospitals, or Klingon monuments) where they don't belong in a solar system.

If a planet is selected as the "current build planet" that is outside your current cultural range, then it will build buildings there that you can not see on a planet list until your borders pop far enough to include the planet, since you can only see what is on planets that are within that range.

I don't know how you'd end up building on a planet outside your reach. It used to be possible if you captured a system from someone else and they had it set to a planet you can no longer reach.

Was it with the mod, or a scenario?
 
It was with the Galaxy scenario. I simply started a factory production without messing with any of the planet builds. Once I figure out how, I can send a savefile to check this.

This wasn't a captured planet. In fact, this was the very first Borg planet, with production started from day 1. I didn't even attempt to do it, really.
 
Since it is a scenario, it may be an issue with the scenario.

In the worldbuilder save each city has a section from a BeginCity through EndCity in the plot data where it is located. One of the values in the city data should be a "BuildingPlanetRing" value. That may be set to a planet that is not inside the initial cultural boundaries (i.e. > 3 since they start at 1 and the first 3 are what you should have access to before the first border pop).

Edit: I finally laoded v4 and checked the Galaxy scenario. The Borg homeworld has no "buildingPlanetRing" value specified. In fact, none of them do. I don't know what that means, as far as where the buildings will go... I also don't remember where it will put the buildings that are specified in the scenario file since no "Planet*BuildingType" values are specified either. As I recall, the scenarios use an older worldbuilder format that didn't specify any of that stuff. I loaded the Galaxy scenario and selected the Borg - sure enough, I have no idea which planet (if any) the building I chose is being built on.

It seems to me that in the CvFinalFrontierEvents.py's onGameStart function there should be something to set the current build planet. In the case where it is not a scenario this gets set - except that it is a scenario. I would suggest an addition to the code in the "else:" section for when it is a scenario, like so
Code:
			# Add Buildings in WBS to Home Planet of Star System
			for iPlayerLoop in range(gc.getMAX_CIV_PLAYERS()):
				pPlayer = gc.getPlayer(iPlayerLoop)
				for iCityLoop in range(pPlayer.getNumCities()):
					pCity = pPlayer.getCity(iCityLoop)
					
					pSystem = self.getSystemAt(pCity.getX(), pCity.getY())
					iBestPlanet = getBestPlanetInSystem(pSystem)
					pPlanet = pSystem.getPlanetByIndex(iBestPlanet)
[COLOR="Purple"]					# Set the default selected & building planet to the best one
					pSystem.setSelectedPlanet(pPlanet.getOrbitRing())
					pSystem.setBuildingPlanetRing(pPlanet.getOrbitRing())[/COLOR]

By the way - the indentation in that file is a mix of spaces and tabs. It is much much better to stick to tabs since that is what it uses originally and if you are not very careful the indentation will not work correctly to delimit the start end end of code sections if you mix spaces in with the tabs.

When messing with this I found a bug. If you are not set up to see the Python error pop-up you won't notice this and it will have no serious effect (it is the last thing in the function so when it fails nothing that should happen in other cases gets skipped).
The Python error:
Code:
Traceback (most recent call last):

  File "CvEventInterface", line 19, in onEvent

  File "CvEventManager", line 187, in handleEvent

  File "CvFinalFrontierEvents", line 1668, in onPlotRevealed

AttributeError: 'NoneType' object has no attribute 'getTargetWormholeType'
(Line numbers are in a file with my above modification for setting selected and built planet.)
The issue is that most plots don't have a feature, yet the code attempts to identify a wormhole plot by checking the plot's feature to see if it has a target wormhole type. Since most plots don't have a feature, this attempts to run the "getTargetWormholeType()" method of a non-existent feature object. It should instead check to see if there is a feature before trying that.
Original:
Code:
			elif ((gc.getFeatureInfo(iFeature)).getTargetWormholeType() != -1):
					if (not Tutorial.isWormhole()):
							CyCamera().JustLookAtPlot(pPlot)
							CyEngine().triggerEffect(gc.getInfoTypeForString('EFFECT_PING'), pPlot.getPoint())
							self.addPopup(localText.getText("TXT_KEY_ST_TUTORIAL_WORMHOLE_TITLE", ()), localText.getText("TXT_KEY_ST_TUTORIAL_WORMHOLE", ()))
							Tutorial.setWormhole(1)
New:
Code:
				elif (iFeature != -1):
					if ((gc.getFeatureInfo(iFeature)).getTargetWormholeType() != -1):
						if (not Tutorial.isWormhole()):
							CyCamera().JustLookAtPlot(pPlot)
							CyEngine().triggerEffect(gc.getInfoTypeForString('EFFECT_PING'), pPlot.getPoint())
							self.addPopup(localText.getText("TXT_KEY_ST_TUTORIAL_WORMHOLE_TITLE", ()), localText.getText("TXT_KEY_ST_TUTORIAL_WORMHOLE", ()))
							Tutorial.setWormhole(1)
Running a few turns after that, I saw only one minor thing: the hover text for the Palace does not indicate that it gives +2 population for the planet it is on. You can set this via the Help tag for the building.
 
The reason the scenario's like that is because I didn't want to make new maps for them. As such, every scenario except the Mirror Universe ones and the Maquis use the old worldbuilder code that Star Trek has had since 1.22. Building planets is a little weird with it. It should be placing the starting buildings on the best planet and setting you to build new stuff on the first planet; that's what it does whenever I play those scenarios. The spaces/tabs issue is because the python install I had on my computer at the time insisted on spaces and I didn't know how to change the setting (still don't). It's never seemed to be a problem so I never felt like re-doing the indentation on python files that are thousands of lines long.

When do you get that exception? I've never seen it in my testing.

EDIT: It looks like the starting planet to build things on is only the first planet for the first player; all others have none. Odd.
 
When do you get that exception? I've never seen it in my testing.
When moving the Borg Probe around. After hitting the end-turn button it starts happening any time you reveal a plot that doesn't have a feature on it (and a pile of them happen when moving onto a nearby wreckage that gives a map). The Tutorial must be active, so don't select the option that turns it off. It doesn't happen on the first turn because there is a check that make it only run the code after that.
 
Here's what I'm planning for the next patch (either 4.13 or 4.18):
-Scenario detection is now atuomatic; scenario gameoption no longer needed
-Fixed python exception with tutorial on
-Best planet now first building planet on older scenarios
-Added Palace help text
-Disabled Hostile Universe gameoption in scenarios
*Added second Federation trait (free Advanced Repair, Medic 1 for all units; epic game only)
*Removed Federation UU (replaced by second trait; epic game only)

I'm still on the fence about weather to implement the last two changes. Thoughts? It certainly is a much more major change than I had planned to implement at this point, but if it balances the Federation relative to everyone else, I'll go for it.

And if anyone's curious, the Federation's second trait would be The Power of Miracle Workers ;)
 
This might be a good point at which to inform you Deanej that when I start the game I get an error msg "unable to capture user voice capture device". FORTUNATELY, a couple of clicks on cancel and the game gets going. :) It doesn't really bother me but I thought you ought to know.

Any chance of a later patch giving us troops transports? :)

Live long and prosper.
 
Ive been playing the Xindi Attack Scenario, its like, impossible, but i tried it on captain...

Victory works different in that scenario than the others. You need to follow the plot events. Once you do that it's actually really easy (since you can't die in combat).

As for troop transports, at this point all patches are for bug/balance fixes. But as I said, it's easy to mod in.
 
I've been playing 4.00 and I noticed a few problems. First of all, the Federation on the Galaxy map is extremely powerful relative to other civs. I don't see how increasing the difficulty level as Earth would help either because then Earth would just do poorly while Vulcan, Andoria, and Tellar become powerful together.

Also, the Borg are extremely weak in the late game since they can't research. I randomly generated a map, and by the 2360s I could conquer a Borg system with an Exp. V vs. a Cube II. To fix this, you could give the Borg a UB that acts like the MRD/Internet. That way they would still "assimilate" technology from other species (just an idea).

On a separate note, I would agree that the Constitution's free promotions do not really help, though it seems like they would. Despite this, I would prefer that the Federation still have a UU, not a second trait. Perhaps you could just change the benefits of the Constitution, or create a new Fed. UU (such as the Prometheus).

Again, on a separate note:

Quote posted by Cmcastl:
"This might be a good point at which to inform you Deanej that when I start the game I get an error msg "unable to capture user voice capture device". FORTUNATELY, a couple of c s on cancel and the game gets going. It doesn't really bother me but I thought you ought to know."

I had a similar error, but it affected BTS as well. I don't know if it was caused by the Star Trek mod or not, but when I hooked up a valid "voice capture device" the error went away.
 
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