[BtS] Star Trek Mod

I've already adjusted the team reseach modifier in The Galaxy. Looks like it needs to be adjusted again.

Unfortunately, The Internet is a project, so the effect can't be modded into buildings without doing DLL work that I don't feel like doing at this point. However, I could allow the AI to research as the Borg; that should balance out the AI knowing nothing about that rule. Humans can devise strategies around it (if it's still too slow I could add a 1% chance or something like that to gain a tech during combat).

I want to keep the Federation UU as the Constitution (unless going with the trait) since we have so many late game UUs already. Any ideas of what to do with it?
 
"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."

I am curious as to how you did that, JareshInyo, but since a couple of clicks on the OK button made the error go away and I could proceed I shall let sleeping dogs, or Klingons, lie. :)

Live long and prosper.
 
Quote (posted by Cmcastl)
"I am curious as to how you did that, JareshInyo, but since a couple of c s on the OK on made the error go away and I could proceed I shall let sleeping dogs, or Klingons, lie."

I used the same solution for a while, then I hooked up a microphone and went into options and selected the device from a drop down menu. I don't use the microphone at all, but it keeps me from having to push enter 3 times whenever I start up civ.
 
Thanks for the reply, JareshIinyo.

What a weird error message it is, then. Oh well, I don't mind a few clicks to proceed. As long as in future patches, there is not more of a problem.

Live long and prosper.
 
First of all, I would like to say Thank you! This is a marvelous mod, and I have a lot of fun with it. :goodjob:

But ... everytime if I play the ST Galaxy Mod with ore without independent states scenario after some turns I get this Message and the Game ist down.

An unhandled Win32 exception occurred in Civ4BejondSword.exe 2568.
ore ...
An unhandled Win32 exception occurred in Civ4BejondSword.exe 1320.
ore ...
An unhandled Win32 exception occurred in Civ4BejondSword.exe 2178.
and so on: 2348, 3060 ...

Mostly at turn 44 till 51 and it heappens often exactly at the turn 49.

If I play it normaly it is the end of the game. If I try to load a save, it will allways stop at the same turn.

If I play the game as a custom scenario and turn on the option: New random seed on reload, I can go on for a few turns after i reloaded a save, till it heappens again.

Is there any chance to find out whats wrong and help me? :cry:

By the way, sorry about my broken english:lol:
 
Sure, a save game.

This save is made on turn 73, and a pretty good example, becouse every time on turn 74 the game will shut down in the try to reach turn 75.

And let me say thank you again for this quick answer.

Tell me if it help you to find out what´s heappens, if not ... I´ve got some more saves.
 

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I don't know if this is the place to put this but I think the listening posts are too large compared to the Star bases, at least for the Federation. I think they ought to be only half as large.

Live long and prosper.
 
The save didn't crash when I tested it with the debug DLL. Did get some asserts though, but I can't figure out what's causing them.


Assert Failed

File: CvPlayer.cpp
Line: 4998
Expression: canReceiveGoody(pPlot, eGoody, pUnit)
Message: Instance is expected to be able to recieve goody

----------------------------------------------------------

Assert Failed

File: CvGlobals.cpp
Line: 1365
Expression: eUnitNum > -1
Message:

----------------------------------------------------------

Assert Failed

File: CvUnit.cpp
Line: 702
Expression: !isDead()
Message: isDead did not return false as expected

----------------------------------------------------------

EDIT: Does anyone by chance have the pre-4.0 version of The Galaxy's CvFinalFrontierEvents.py file? I just realized that I forgot to include the custom diplo code!
 
"The save didn't crash when I tested it with the debug DLL. Did get some asserts though, but I can't figure out what's causing them."

Damned ...

I can´t reach turn 75 with this save. So what can I do? Upload another save for you?
I don´t wont to steal your time, so I do this only if you say ok and it is helpfull.

Maybee this mod ST Galaxy will be unplayable for me. Maybee there will be a solution for my problem in the future. But, till this heappens I like to play all the other scenario´s you have made. I found no other Bugs and it´s fun to play them. Great Work!!! :goodjob:
 
I like to have a look at any new patch that maybe come. I let you know if it fixed my problem, ok?

Thank you.
 
Let´s have a try with any changes you have made, becouse a try is hope and I hope one day ST GAlaxy will work on my system :cool:.


If you realize patch 4.18, I like to try to test it again.
 
I've released 4.18 (link in first post)
-Borg AI can research technologies
-Borg have 1% chance to gain a tech when winning in combat (global define)
-Adjusted team research rate in The Galaxy
-Fixed CTD on flat maps (DoGravityField - check for null plot)
-Decreased size of sensor posts by half
-The Galaxy: Re-added custom diplo (forgot to include in 4.00)

The Borg stuff is adjustable in GlobalDefinesAlt. This was done both so I can adjust it easily for balance and so it can be modded without a new DLL. Additionally, the Borg AI has a 15% cost increase for techs (so they don't totally ignore their trait).
 
Yep. That was done because the AI knows nothing of the Borg mechanics. The AI still receives techs like the player does, so they have a 15% cost increase (changeable via a GlobalDefine).

The chance to gain a tech when winning combat should make it easier to get to the end of the tech tree for everyone (also changeable via a GlobalDefine).

EDIT: Looks like something I did causes a CTD whenever I open the tech tree with the Borg. I get this assert:

Assert Failed

File: CvGlobals.cpp
Line: 1175
Expression: eCivilizationNum > -1
Message:

----------------------------------------------------------

In this code:
Code:
CvCivilizationInfo& CvGlobals::getCivilizationInfo(CivilizationTypes eCivilizationNum)
{
	FAssert(eCivilizationNum > -1);
	FAssert(eCivilizationNum < GC.getNumCivilizationInfos());
	return *(m_paCivilizationInfo[eCivilizationNum]);
}
I do use this method whenever I need to identify if a player is Borg, but why is eCivilizationNum <= -1?

EDIT: I've run it with the debugger attached at the problem stems from this line of code that I added in CvTeam::getReaserachCost:
Code:
if(GC.getCivilizationInfo(GET_PLAYER((PlayerTypes)iI).getCivilizationType()).isBorg())

I guess this isn't the correct way to access the civilization info from outside of CvPlayer, but I'm not sure what is. Nowhere else in the code needs to do something like this.

EDIT2: Looks like the reason for this is because I'm looping through to MAX_PLAYERS.

EDIT3: I fixed that, but now it crashes whenever a Borg unit wins combat! No asserts generated even.
 
I'm sure by now many have noticed the CTDs with the Borg. I've released the 4.21 patch. It also fixes not one but two issues discovered in The Galaxy (though one is a universal bug):
-Fixed CTDs caused by the Borg changes
-Fixed issue where barbs could be forced to build construction ships (which they cannot build)
-Fixed issue with The Galaxy's diplo code
 
Very sorry, but I have another save for you, at turn 45, after 4.21 patch as Borg at the Galaxy Scenario with a CTD at my System.

I think, to realize this mod is hard work and you do a good job!
 

Attachments

Doesn't crash for me, even with the regular DLL. Is this reporducable? Often lack of memory can be a cause of crashing.

Using the debug DLL and Visual Studio, I get this assert:

Assert Failed

File: CvPlayer.cpp
Line: 13199
Expression: isHuman() || isBarbarian() || ((getGold() + iGoldChange) >= 0) || isAnarchy()
Message:

----------------------------------------------------------

I can't identify a change that is causing this; it may be one of those that we just have to live with (I get tons in map generation about features and in the game about yields and goody huts that I think we'll just have to ignore, being related to changes Firaxis wasn't expecting such as solar systems).

I do attack the alien vessel on the wreckage if that make a difference.

About the Borg in general: should the the capture chance from combat increased? Currently it's 1% chance each victory, but it seems like that might be a little low.
 
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