1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Preview: Star Trek Mod 2.0

Discussion in 'Civ4 - Star Trek Mod' started by deanej, Dec 27, 2008.

  1. Agent327

    Agent327 Observer

    Joined:
    Oct 28, 2006
    Messages:
    16,052
    Location:
    In orbit
    Hey deanej, I noticed you installed patch 3.19; any trouble running Star Trek mod?:confused:
     
  2. deanej

    deanej Chieftain

    Joined:
    Apr 8, 2006
    Messages:
    4,859
    Location:
    New York State
    Probably due to all the DLL changes. I'm working on upgrading it; I should have a temporary patch out within a week at most, then 2.0 by the end of the month if all goes as planned.
     
  3. Agent327

    Agent327 Observer

    Joined:
    Oct 28, 2006
    Messages:
    16,052
    Location:
    In orbit
    I was afraid of that... Anyway, good news on the update and 2.0 release.;)
     
  4. Arakhor

    Arakhor Dremora Courtier Moderator

    Joined:
    Mar 27, 2009
    Messages:
    31,081
    Gender:
    Male
    Location:
    UK
    That's good news. 3.19 goodness and a mod upgrade :D
     
  5. Pablod

    Pablod Chieftain

    Joined:
    Sep 17, 2005
    Messages:
    294
    did you check babylon 5 mod
    you should use oficers promotion like this look great
     
  6. deanej

    deanej Chieftain

    Joined:
    Apr 8, 2006
    Messages:
    4,859
    Location:
    New York State
    Scenario Preview: Millennium: The War of the Prophets

    The three Red Orbs of Jalbrador have been brought together, revealing a second Bajoran Wormhole. The Dominion has been annihilated, and the Bajoran Ascendancy has risen to power. The Federation is now involved in a bloody holy war. At stake: the universe itself!

    I'm not quite done with this yet but it's mostly done. I suspect that there will need to be at least one patch for it after release dealing with balance issues. The second screenshot is already outdated - the initial version of the map was so unbalanced that I reduced the Grigari stacks (one with 5 units and another with 10) to 3 units each, and their strength has been reduced to 9. Their cost has also been doubled from the initial version (their capital was able to produce one every two turns, which would then be immedietly teleported to the red wormhole). I'm hoping these changes will make it difficult instead of impossible for the Federation. My intent is not to make it so that the civs are balanced but to make each playable. The scenario is set between books one and two of the Millennium trilogy (in the second book the Federation existed only as a handful of ships and Utopia Planetia). Like DS9, this scenario has events tied to the calendar, listed here. All but one were described in the trilogy (I added some backstory for the position of the Romulans in 2400).

    -2379: start of scenario
    -2385: Grigari attack Earth
    -2386: advanced technology to Klingons and Federation
    -2387: that event with the Romulans
    -2391: Tom Riker
    -2393: Grigari attack the Klingon Empire
    -2398: Project Phoenix
    -2401: End of the Universe (or not, if you can prevent it)

    And I just realized that I made a major error with the calendar (fixed with the posted list, but the screenshots show the old start date of 2378).
     
  7. apenpaap

    apenpaap Tsar of all the Internets

    Joined:
    Apr 7, 2008
    Messages:
    1,468
    Location:
    Amsterdam
    The Millenium books are WAY overdone, IMO, but they should make for an interesting scenario.
     
  8. apenpaap

    apenpaap Tsar of all the Internets

    Joined:
    Apr 7, 2008
    Messages:
    1,468
    Location:
    Amsterdam
    A few ideas on how units should look for civs:
    The Bajoran warp 5 and 7 ships should be those space sailing ships from "Explorers" (I know they never went faster then light, but they're closer to the era then the Bajoran warpships)
    The Romulan construction ships should be the Narada (It was only a mining vessel, after all).
    The Hirogen starbase should be the hologram fighting station from "Flesh and Blood".

    And one for the 22nd century scenario:
    The "Unknown Ship" could be the ship we see in ENT's opening credits, just before the NX-01, for Earth.
     
  9. deanej

    deanej Chieftain

    Joined:
    Apr 8, 2006
    Messages:
    4,859
    Location:
    New York State
    All good ideas, unfortunately I don't model, and Jaydn is busy right now.
     
  10. toroca

    toroca Chieftain

    Joined:
    Aug 8, 2008
    Messages:
    3
    Location:
    South Central Nebraska
    Personally, I'd rather see a scenario dealing with the TNG Relaunch and crossover books (Before Dishonor, Greater Than the Sum, the Destiny trilogy and its followup, and several others) that all deal with a major Borg attack on the Federation. The books are awesome, most of them excellently well written, and the event they deal with covers something many of us fans always wondered about: "Why do the Borg always send one ship? If they attacked en masse, the Federation couldn't withstand them." :)
     
  11. deanej

    deanej Chieftain

    Joined:
    Apr 8, 2006
    Messages:
    4,859
    Location:
    New York State
    Scenario Preview: The Galaxy
    This is a huge galaxy map. By huge, I mean HUGE. With the fastest non-Borg ship, it takes 25 turns to cross it (probably more). This time can be reduced using the Bajoran and Barzan wormholes. It also includes the ability to found the Federation; Earth, Vulcan, Andoria, and Tellar can build the wonder Federation Headquarters, which will add them all to the same team. Screenshots are attached to this post.

    Final 2.0 Changelog
    This first set of changes is for the scenarios that came with 1.0 (version 1.22):
    -Decaren changed to Karr (Hirogen Hunters scenario)
    -Text fix for Deep Space Nine (fixes issue where Sisko would display as Archer)
    -Changed location of Breen unit spawn (Deep Spce Nine)
    -All scenario units (except Venator, Temporal Warship, Kazon Torpedo) have ranged attack ability (except Xindi Attack scenario)
    -Slight speed improvements to Deep Space Nine and Xindi Attack (converted unit sound code to 2.0)
    -Scenarios updated to 2.0 DLL file (to be compatable with 3.19)

    This second set is the update to the mod overall. Any of these changes that involved the DLL are already in the 3.19 Star Trek patch. Some have previously been released in previews.
    -Updated leaderhead art
    -Replaced Decaren with Karr
    -Replaced victory and defeat music
    -Tweaked health/happy values for buildings
    -Added Inquisitive trait
    -Tweaked trait building production bonuses
    -Added Rebellious trait
    -Tweaked leader traits
    -Added Value victory (need 75% of value influence and holy city)
    -Added ten new technologies
    -Tweaked tech tree requirements
    -IDIC is an Enterprise era tech
    -Universal Database is a TOS era tech
    -Sentry requires Enhanced Sensors
    -System Raider/Garrison 1 require Phase Pistols
    -Starbase I requires Shields, only 20 strength
    -Contruction Ship requires Warp 5 Program
    -Colony Ship requires Warp 5 Program
    -Light I requries Photon Torpedo
    -Adjusted starting techs for barbarians
    -Rebalanced existing units
    -Changed start year to 2140
    -Fixed issue with great person generation rate on normal game speed
    -Added new era/diplo music
    -Tweaked civilopedia entries for units from Final Frontier (Colony Ship, Construction Ship, Starbase, Anti-Ship Missile)
    -Added Exocomp Center and Geological Power Plant buildings
    -Removed 25% tech cost increase from Civ4GameSpeedInfos (now applied directly to base tech cost)
    -Added Warp 5 Ship, Warp 7 Ship, Exocomp, Starbase II, Sensor Station
    -Adjusted barb spawing for new units
    -Raised tech cost for TOS and Movie eras
    -Tweaked barb/Devore city lists
    -Added new civilizations (Vaadwaur, First Federation, Gorn, Tholian, Terran Empire, Klingon-Cardassian Alliance)
    -Reduced cost of Dominion UU (due to Tholian UB)
    -Added Subspace Corridor route (Vaadwaur only)
    -Fixed combat odds bug for units that can't kill other units
    -Espionage Advisor now longer shows up when No Espionage is turned on
    -Updated Assimilation Mod
    -Increased building limit to 200 (does not affect gameplay, only modding)
    -Fixed concepts in civilopedia
    -Barbarians spawn until the end of the game
    -Barbarians spawn time indexed to game speed (so it is later on slower game speeds)
    -Probes: -1000% space defense
    -All units lose bonus vs. probes
    -Changed interception ability text
    -Camp Khitomer government civic vote changed to Representation
    -Text fixes
    -Added new leaders (Pressman, Cretak, Damar, Weyoun, Sulan, Winn, Gedrin, Balok, Slar, Loskene, Sato, Spock, Worf)
    -Tweaked unit upgrades
    -50% increase in upgrade cost (except Starbase)
    -Re-Added Barrage promotions
    -Barracks also grants free System Defense 1 promotion, requires Phase Pistols
    -Razed cities now produce wreckage, not city ruins
    -Tweaked techs available from wreckage
    -Added sounds to almost all tech quotes
    -All Exploration ships have ranged attack
    -Removed ranged attack from all non-exploration units except Bajoran UU
    -Heavy units: cost and movement in line with light units, +50% vs. Starbase, does collateral damage
    -Light units: +10% city attack, no missile bonus
    -Light IV and above: +25% vs. Heavy, carry missiles
    -Added Subspace Warhead
    -Missiles can be captured
    -Missile: reduced range to 5, only 10 strength
    -Added victory movies
    -Cities no longer start with any route on the plot
    -Unit sounds now determined by unit combat type or special unit type where possible
    -Tweaked Great Person names
    -Tweaked Unit AI on unit types
    -Merged in apenpaap's Borg modmod
    -Renamed barbarians to hostile aliens
    -AI player names are always read from XML
    -Updated to BtS patch 3.19
    -Building cost increase changed to be in line with Final Frontier
    -Some Value text fixes
    -Added SpiralGalaxyManyCivs map script
    -Added new scenarios (The Tomed Incident, The Cardassian War, Millennium: The War of the Prophets, The Galaxy)
     
  12. Arakhor

    Arakhor Dremora Courtier Moderator

    Joined:
    Mar 27, 2009
    Messages:
    31,081
    Gender:
    Male
    Location:
    UK
    Sounds cool! 3.19 compatibility is just one more reason to upgrade :)
     
  13. os79

    os79 Chieftain

    Joined:
    Mar 14, 2009
    Messages:
    3,067
    Location:
    Eastern USA Coast
    So the final 2.0 will be out soon right?
    Looking forward to it!
    I'm a long-time Trekkie! Live long and prosper!
     
  14. apenpaap

    apenpaap Tsar of all the Internets

    Joined:
    Apr 7, 2008
    Messages:
    1,468
    Location:
    Amsterdam
    I have briefly looked over vesion 2.0, and I really like it. I will try it this afternoon, but I've noticed these thigs:
    The Dominion have a new song. I must say I like the old one better. Maybe you can do one of them for the female founder and the other for Weyoun.
    The Terran ships all look exactly like the Federation ships. At least the NX should have the yellow stuff on it.
    The Vaadwaur diplo musicdoesn't play in-game for some reason.

    Luckily, these are just small things. It looks really cool.
     
  15. Agent327

    Agent327 Observer

    Joined:
    Oct 28, 2006
    Messages:
    16,052
    Location:
    In orbit
    Quite impressive, deanej! :goodjob:
     
  16. jfby

    jfby Chieftain

    Joined:
    Jun 17, 2008
    Messages:
    196
    I've done some pretty significant modifcations to my v1.0 XML files, particularly regarding the units. Will I be able to load my changes into the new XML unitinfos file, or will I have to start from scratch?
    (I'm writing from work so I can't check the files, I'm just anxious...)


    Either way I'm looking forward to the 2.0!
     
  17. apenpaap

    apenpaap Tsar of all the Internets

    Joined:
    Apr 7, 2008
    Messages:
    1,468
    Location:
    Amsterdam
    ^I haven't taken a look at it yet (I have three modmods I will need to update to version 2.0), but I think it will just be copypasting your stuff into the 2.0 files.
     
  18. apenpaap

    apenpaap Tsar of all the Internets

    Joined:
    Apr 7, 2008
    Messages:
    1,468
    Location:
    Amsterdam
    I just noticed that you can get a Light I or Exploration I from goody huts when you don't have the appropriate techs yet.
     
  19. Agent327

    Agent327 Observer

    Joined:
    Oct 28, 2006
    Messages:
    16,052
    Location:
    In orbit
    So? Sounds like regular Civ to me.;)
     
  20. deanej

    deanej Chieftain

    Joined:
    Apr 8, 2006
    Messages:
    4,859
    Location:
    New York State
    -I believe the old Dominion diplo became era music.
    -Don't know how to retexture them
    -The Vaadwaur diplo music is really low (pitch, not volume) so it's possible that you aren't hearing it. I'll try increasing the volume via XML.

    As for the goody huts: I'm thinking to changing the Light I one to Warp 5 ship; not quite sure about the Exploration I one (leave as is (getting an Exploration I before the tech is not as game-changing as the Light I)? change to warp 5? change to probe?).
     

Share This Page