Star Trek Mod II: The Wrath of Mod

Can you be a little more specific about what you'd like to see incorporated from C2C? That was a bit vague.
 
OK. I am about to release Version Beta 4d (0.404). It should be uploaded by sunday morning here in the USA. Here is a preview of what you're gunna get:

Major Changes:
  • Converted over to FFP 1.81 as a base mod - this should fix any game wrecking bugs (like the no build bug) and has pretty map graphics!
  • Completely rewritten AI (CvAI.py). This was a major pain but the game now FLIES! Slow downs are minimal to non-existent, even on slower machines.
  • All Videos are now working including the Transcendence Project videos.
  • All the other cool stuff you've come to know in the FFP mod.
  • A theoretically Bug free release.
  • Borg now appears as some barbarian classes.
  • A small change in the tech tree.
  • Some Graphical and sound Improvements and added text.
  • New Unique Units for Federation, Klingons, and Romulans.

What is not included:
  • About 2/3rds of CIVS are not in this release and hense not their unique ships or buildings. Since I am going with a whole new system, I'm adding in the civs one at time, so you'll only have 7 civs to choose from in this release.
  • Special Abilities such as cloaking device, Red Alert, and Assimilation are not yet up and running.
  • Certain Promotions are not included in this release.
  • Graphics and sound are "unpaked"
  • Star Trek "events" have not been added yet

It will probably be a few releases until the game is fully restored to it's previous design, but as I add each Civ I am bringing them up to their full potential, which I've been meaning to do for a while now any way. I figured the most important priority was to fix the bugs and the speed issue so the game is at least playable all the way to the end.

Keep your eyes peeled on this message board for the release announcement!

:beer:

P.S. I'd appreciate it if you could give a "Like" on facebook.
 
Please don't add REV to this Mod as was suggested.

Waiting for new release. :)

JosEPh
 
OK, the BUG ini fail reports all over the screen are really annoying... Any way to turn this off:
 

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OK, after a first look, the new version looks much better. New background thexture, I can now spend money on production and many other changes. However I have just built my first Deadalos class and its scale is broken. It is too small. Even smaller that NX :( The same goes for Soyuz. It is just TOO small. And another wrong model, Federation starbase is a joke :( It is smaller than ships :( Why have you changed what was perfectly o.k.?

And the laser/phaser fire from Constitution Refit looks strange, it does not reach the enemy.

Oh, and I see 4 icons of people in the lower right corner. It is somewhat annoying as they do not disappear and it is hard to read the text.

Well and I have not touched aliens/barbarians (meaning I left it on default), yet there are tens of ships appearing every turn. It is almost impossible to travel with any non combat unit.

O.k. Final edit for today. I got to a turn 270 on a huge map just fine. But then it hit. Long turns are back. Till now a turn took a few seconds, now it back to over a minute. I think it is just a lousy programming of the original game that can not cope with all the data.
 
Check your game options on the options tab of the victory screen. Mods have a bad habit of inheriting settings, based on order, from the last mod you played even though the options past the ones from BtS mean different things.

Tens of barbs per turn sounds a lot like the "Challenge - Pirate Hordes" option is activated. This options increases the target number of pirates enormously, using a formula that was accidentally used in one FFP release (it leaves out the part where the number is divided by the iUnownedTilesPerBarbarianUnit from the difficulty XML, which on noble increases the number of pirates by a factor of 280).
 
Check your game options on the options tab of the victory screen. Mods have a bad habit of inheriting settings, based on order, from the last mod you played even though the options past the ones from BtS mean different things.

Tens of barbs per turn sounds a lot like the "Challenge - Pirate Hordes" option is activated. This options increases the target number of pirates enormously, using a formula that was accidentally used in one FFP release (it leaves out the part where the number is divided by the iUnownedTilesPerBarbarianUnit from the difficulty XML, which on noble increases the number of pirates by a factor of 280).

All I have selected is No technology brokering and Permanet alliances. But I can see a new option Reduced pirates. I did not select it as in previous version, number of alliens was fine.
 
Well and I have not touched aliens/barbarians (meaning I left it on default), yet there are tens of ships appearing every turn. It is almost impossible to travel with any non combat unit.

That is actually part of the game design. Non-combat units should be loaded into one of the transport shuttles (explorer 1 thru 4) such as the soyez class for the federation) or escorted by a combat ship when traveling through non safe space.

You can keep the pirates out of your territory by building the border defense network when you get the tech long range sensors. I also recommend building star bases in between your planets.

Oh, and I see 4 icons of people in the lower right corner. It is somewhat annoying as they do not disappear and it is hard to read the text.

Yes, I noticed that too. It seems to have something to do with the FFP mod and the city screen. I've been trying to find it in the code, but no luck thus far. I've been meaning to ask God-Emperor
about it.
Spoiler :

75992_517769438233569_2120254138_n.jpg
406781_517769478233565_1671764498_n.jpg
 
That is actually part of the game design. Non-combat units should be loaded into one of the transport shuttles (explorer 1 thru 4) such as the soyez class for the federation) or escorted by a combat ship when traveling through non safe space.

You can keep the pirates out of your territory by building the border defense network when you get the tech long range sensors. I also recommend building star bases in between your planets.



Yes, I noticed that too. It seems to have something to do with the FFP mod and the city screen. I've been trying to find it in the code, but no luck thus far. I've been meaning to ask God-Emperor
about it.
Spoiler :

75992_517769438233569_2120254138_n.jpg
406781_517769478233565_1671764498_n.jpg

Yes, I know, I escort them now, but the main problem was having 10 enemies around Earth, 5 of them Explorers constatly bombarding me. I managed to fight them off an the number of attacks is lower now. Will have ot statrt a new game though, I selected a huge map and the game came to crawl again in the turn 270 (see my prevous message).
 
Huge map (which map?) what were your game settings?

Spiral galaxy, huge, epic speed, normal systems, 8 players (as predifend). Strange thing is that now, 9 turns later it is back to normal. Kepp fingers crossed it holds.

Oh and in the movies era, for some reason it keeps playing the main menu music, none of those 4 tracks are played. It was also in the beta 3h. And to be honest, it is getting a bit to my nerves to hear the same music over and over :)
 
Oh and in the movies era, for some reason it keeps playing the main menu music, none of those 4 tracks are played. It was also in the beta 3h. And to be honest, it is getting a bit to my nerves to hear the same music over and over

yes. I noticed. it is a bit maddening:wallbash:

9 turns later it is back to normal.

When the DLL takes over is runs really slow. Not sure why. When you see the windows wheel pop up instead off the normal wait cursor, that means the DLL has taken over.
 
Yes, I noticed that too. It seems to have something to do with the FFP mod and the city screen. I've been trying to find it in the code, but no luck thus far. I've been meaning to ask God-Emperor
about it.
Spoiler :

75992_517769438233569_2120254138_n.jpg
406781_517769478233565_1671764498_n.jpg

I'm guessing you are using the same "free specialists on buildings" as the prior ST mod since those look like free specialists and a great person progress bar. Free specialists probably work as expected with the FFP DLL, but I have not actually checked. (It's easy enough to check: are all the expected benefits from each type actually being added in? If so, it works.)

You have to rearrange the city screen if you want to do this. As you can see, the planet display uses the part of the screen the specialists use in regular BtS. FFP doesn't have any specialists, including free ones, so it's CvMainInterface.py just doesn't do anything about them. You also need to move the great people bar.

You should look into what the old ST mod did for this. It moved them over to the left side above the culture stuff, as I recall.

I'm not sure why the specialists are appearing when not in the city screen. It may be a bug introduced when adding BUG, which modified a bunch of things in this main display file but I did not do a 100% merge since FFP does not use all of the features. Since FFP doesn't use free specialists, it never would have been noticed before.
 
Also, I'm sure you know, the religion icons don't match Star Trek values yet.

Spiral galaxy, huge, epic speed, normal systems, 8 players (as predifend).

8 players on a Huge map will leave a massive area for Pirates to spawn - as is the case in Babylon 5 mod, which only has minus 10 civs.
 
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