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I've released the 2.07 patch, attached to this post. It has the following fixes/updates:
•Corrected install instructions
•Weak barbarians from goody hut spawns Warp 5 Ships
•Strong barbarians from goody hut still spawn Light I but spawn the same number as weak
•Fixed bug where players started with Subspace Corridors tech when playing an era other than Enterprise
•Removed the intro from "The Emissary" from the Voyager/Future era music
•Restored old Dominion diplo music (intro from "The Emissary")
•Current Dominion diplo music assigned to Vaadwaur
•Alien Vessel: 1 strength/move, free combat 1
•Goody hut event giving Light I gives Alien Vessel
•Goody hut event giving Exploration I gives Deep Space Probe
•Alien Vessel barbs spawn in early portion of the game
 
Hello,

I just installed Star Trek again. I noticed that your Sounds folder for CustomAssets is corrupt. But remember I'm Deaf so it doesn't bother me a whit. But are sound files important for the game to play smoothly or can i just shrug it to you hearing people?
Thanks.
 
are you talking about 1 song for ent era
or every song (check please) if you can
 
If the game says "cannot find x" then they wound up in the wrong place somehow. Since you're deaf anyways don't worry about it; the sounds are nice for flavor but don't affect gameplay. If the file gives errors during installation, then it looks like FileFront might be corrupting my stuff again.
 
I've released the 2.15 patch (attached):
•Intro movie now exits automatically
•The Eugencis Wars: Transporter sequence: flat movement cost, cannot enter enemy cities
•Dominion diplo music change from 2.07 now applies to Deep Space Nine scenario
•Barracks: can only build one per system
•Courthouse gives 2 espionage as in BtS (but no spy specialist)
•Buildings that can only be built once in a system but didn't have help text now marked in game
•Scenario Text Fixes
•All Federation civs have the Federation UU/UB in The Galaxy
•Borg start with Subspace Corridors in The Galaxy
•The Galaxy now has no independent cities version

I will be gone until around Monday so if there are any more issues (and there is a chance that some patch changes won't work as I compiled this quickly) I won't get to them until then.
 
Good job on the patch, deanej. However, the Vulcans, Andorians and Tellarites now have rather silly looking fleets in the Galaxy scenario: They start with their own shipstyles, then swqitch to the Constitution class, and then revert to their old shipstyles again. IMO all their shipd after the Warp 7 ship should look like Federation ships.
 
I don't know; it's because the Federation UU is a relatively early model. I don't really mind all these different models: they're fun to watch and why should the Federation fleet be so uniform?
 
Why don't you disabled the SS victory in The Eugenics Wars? The playable civs are too small to destroy all the large ones like USA, China, Europe and Russia before they complete the SS.
 
^The nukes in Eugenic wars raze cities, so you can destroy their capitol easily.
 
Don't know. Tried with Serbian Dictatorship. I easily conquered the southern half of Europe with starting army before I ran out of units and Europe built up their strength. Spent the rest of the game in a stalemate against Russia in which I kept destroying huge stacks of their units without losses but had no chance of attacking them. Playable civs are so small they have problems with resources. Serbian Dictatorship doesn't have access to Oil so they can't build airplanes, tanks and modern warships.
 
Hello, I just tried the galaxy mod, sound very interesting but so slow. 10 minutes each turns, anyone are that slow ? Anyway, when the events bring up the federation up together I got this exception:
 

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I think that one's caused by the code not liking the fact that three players were just moved onto a different team (Earth's). All it breaks is a function that forces the occassional random war (and for that turn only). I can't figure out how to fix it (or even why it doesn't like it) and it really doesn't affect anything so I decided to just let this particular one go (in the screenshot in the full readme I photoshoped it out).
 
I must say it do it every turn after the federation creation and I have to click OK 9 times each time. There is 9 players wich are not in the federation, 1 click for every one.
 
Added the 2.30 patch (link in first post) with the following changes:
•All Federation civs in The Galaxy use Federation unit looks for Light I and beyond
•Fixed quick attack in Millennium and early Exploration ships
•Fixed Subspace Warhead rebase in Millennium
•Oil to all playable civs in The Eugenics Wars
•Athens to Hunyadi in The Eugenics Wars
•Millennium: Horbus and Romulus destroyed in 2387 as intended
•Rescaled Ascendacy ship strength in Millennium (boosted Assault Vessel and Keldon, Jem'Hadar Fighter gets 1 first strike)
•Reduced Grigari ship cost, added second variant
•Added Alpha Quadrant only version of The Galaxy (note: map is the same, but without Dominion, Kazon, Vidiians, and Vaadwaur)
•This one should be obvious when you look at the install instructions (and download size) ;)
•Fixed issue with Fesarius button (did not have alpha channel)
•Multi-Vector Assault Mode requires Quantum Torpedo and Astrometrics requires Advanced Warp Field (to extend DS9 era)
•Changed calendar (used version from the ST Expanded modmod)
•Added a version of the DLL with asserts enabled (used for debugging) in the SDK source folder
•Enabled the High to Low option
•Millennium: The Federation can cloak ships after 2387
•Corrected Millennium victory conditions and intro text
•Fixed python exception when a player changes their team (as well as some other fixes for possible bugs in same area)
•Eugenics Wars: Added AI weight to Transporter Suppression Technology, so the AI actually researches it
•Eugenics Wars: Augment civs (all playable except Aegis) have random chance declare war each turn after turn 10
•Eugenics Wars: All playable nations start with Laser and Satellites
•Eugenics Wars: Some resources now improved at start
•Eugenics Wars: Improved Morrison's start location (added corn and fish, turned many tiles to plains)
•Eugenics Wars: Some cities start with cultural buildings
•Fixed bug where buildings couldn't be built when their requirement was replaced by a unique building
•Eugenics Wars: Great person rate cut in half
•Added Gomtuu animal to hostile alien spawn (5 strength, 2 moves, can only defend)
 
Patch 2.30 includes a great deal of new units, below the list are screenshots of the new fleets:
Romulan Ships
* Scimitar
* Narada (construction ship version)
* Outpost
* Cruiser: R'derex-class
* Strike Cruiser: R'tan-class
* Battle Cruiser: D'dredar-class

Ferengi Ships
* StarBase
* Outpost
* Scout: Bronta-class
* Light Raider: Ngort-class
* Raider: Tokorn-class
* War Cruiser: Goront-class
* Strike Cruiser: Ooron-class
* Colony Ship: Tomax-class

Cardassian Ships
* Orbital Defence Platform
* Outpost
* Scout: Nerok-class
* Destroyer: Netel-class
* Heavy Cruiser: Telok-class
* Colony Ship: Ranol-class

Federation Ships
* USS Agustus (Millenium)
* USS Opaka (Millenium)

Bajoran
* Sail ship

Klingon
* K'vort

Grigari
* Light Cruiser (Millenium)
* Battle Cruiser (Millenium)

Devore
* Explorer
* Light Cruiser

Vidiian
* Starbase
* Explorer
* Battle Cruiser

Hirogen
* Starbase (holodeck complex design)

Aliens
* Fesarius (low poly model)
* Gomtuu
* Edo Guardian
* Ktarian Raider
* Pakled Transport
* Talarian Warship
* Tamarian Defender

Terran Empire Fleet
* I.S.S Miranda
* I.S.S Constellation
* I.S.S Nebula
* I.S.S Intrepid
* I.S.S Constitution
* I.S.S Constitution Refit
* I.S.S Excelsior
* I.S.S Ambassador
* I.S.S Galaxy
* I.S.S Sovereign
* I.S.S Akira
* I.S.S Prometheus
* I.S.S Defiant
* I.S.S Starbase

Its been a long few weeks, enjoy!
 

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