Star Trek Mod II: The Wrath of Mod

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



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.

Hmm, I have never seen a Windows circle, just the game one (two halfcircles turning in an opposite direction). But turns take definitely longer again. Will continue to play and to test.
 
Also, I'm sure you know, the religion icons don't match Star Trek values yet.



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.

Well, next time I will definitely select the option for halving the pirate/alien numbers. But right now, they are a good way to train my ships. Although a bit annoying having to kill all of them.
 
Yes, they take up quite alot of game time. (To be true, as is the mod feels more like B5 mod in Star Trek environment.) Maybe having more civs will at least partially solve this.
 
Yes, they take up quite alot of game time. (To be true, as is the mod feels more like B5 mod in Star Trek environment.) Maybe having more civs will at least partially solve this.

Well I tried the Babylon 5 MOD as well, but this one is way better imho. I really feel like I am in space. In B5 for example, you have to build lanes to connect systems. I know it may be a leftover from the original Frontier Mod, but still, the way this MOD does it is much better. Not to mention the updated graphics. The new background is superb ;) Now if we only could get the unit scaling back, it would be perfect.
 
I don't quite mind the unit rescaling, it's much more realistic this way.* ;)

*Except for the Fesarius, which now looks really huge in comparison.
 
No, it is not. Soyuz class has the same saucer as Contitution, yet it is now incredibly small. Not to mention the Starbase. It is smaller than ships!

Well. I got to the turn 297 and the game now crashes :( It is right after I met Slar/Gorn which gave me a technology (why?). Is there some log to find out why it crashed? I really do not want to start a new game with the same result...

EDIT: Here is the savegame if anyone wish to try

http://www.ulozto.cz/xy3vSjA/james-t-kirk-ad-2322-april-civbeyondswordsave

P.S. I have tried 7, yes SEVEN, new games and I always get the total logic. I do not want total logic, I want the exploration. Whan determines this?

EDIT: Success after 9 tries. But this time I exploration, but the total logic as well. Is this a bug?
 
AFAIK Soyuz class IS smaller than Consitution class, and Starbases are of the same scale (they are only smaller than Fesarius, which for some reason isn't scaled down).

Getting a free tech after meeting a new civ may be related to the Multi-Race Database.

The rest of what you're saying I can't confirm, as I haven't gotten that far yet...

Before I forget: I can't seem to Mine/Extract Deuterium; I put my Constructor on it, but there's no button to do so...

EDIT: And the Multiple Production option has no effect, as far as I can tell.
 
ADAIK Soyuz class IS smaller than Consitution class, and Starbases are of the same scale (they are only smaller than Fesarius, which for some reason isn't scaled down).

Getting a free tech after meeting a new civ may be related to the Multi-Race Database.

The rest of what you're saying I can't confirm, as I haven't gotten that far yet...

Before I forget: I can't seem to Mine/Extract Deuterium; I put my Constructor on it, but there's no button to do so...

EDIT: And the Multiple Production option has no effect, as far as I can tell.

No, the saucer is the same as Constitution and Miranda. And the whole ship is only about 50m shorter.

http://www.ex-astris-scientia.org/fleet-charts.htm

http://www.strekschematics.utvinternet.com/fleetchart/fedshipfleet/fedshipfleet.html

Therefore the saucer should be of the same size as was in beta 3h. And I am sorry, but seeing a starbase smaller that a ship is simply not of the same scale...
 
So I'm working on a patch for the latest release.

It will fix the music problem in the movies era, change some of the model sizes, and take the barbarians down a notch.

I made pretty much all the federation ships a tiny bit bigger and the space stations bigger.

If you got a free tech after meet a race, there is a good chance it is completely unrelated. One of your probes might have discovered a technology but techs don't ding until the next turn. The beginning of a turn goes Diplomacy, planets, tech.

almost all of the Enterprise Era techs are discover-able by probes.

Before I forget: I can't seem to Mine/Extract Deuterium; I put my Constructor on it, but there's no button to do so...

Some of the resources don't require mining faculties. This is not on purpose, I just haven't fixed this yet. But for right now you should get the resource by simply having it in your border.

I have tried 7, yes SEVEN, new games and I always get the total logic. I do not want total logic, I want the exploration. Whan determines this?

It is kind of random. It depends very much on which other civs are in the game. If First federation is playing, they almost always get Exploration. You can switch your value even if you don't have the holy city.
 
Some of the resources don't require mining faculties. This is not on purpose, I just haven't fixed this yet. But for right now you should get the resource by simply having it in your border.

That I know; I mentioned, because the resource shows me having 0 of it, while I have several of them inside my borders (unmined/extracted).
 
You bastards totally got me tweeking out over the size of these ships now. Thanks for the charts BTW.

You are welcome ;) I am looking forward the new patch. Althogh I have managed to live with those barbarians. I even do not build border defense as they are an excellent way to train units. Especially when playing as a peaceful Federation.
 
I'm afraid I've had some random crashes too...

Also, when starting the Klingons instead of the normal start screen there will be a frozen Science screen or the buttons are missing on turn 1 (both are fixed upon re-load, but it's still weird).
 
I'm afraid I've had some random crashes too...

Also, when starting the Klingons instead of the normal start screen there will be a frozen Science screen or the buttons are missing on turn 1 (both are fixed upon re-load, but it's still weird).

Isn't this a Schema problem? 2 Schemas with the same name?

JosEPh
 
Also, when starting the Klingons instead of the normal start screen there will be a frozen Science screen or the buttons are missing on turn 1 (both are fixed upon re-load, but it's still weird).

I had this problem with another CIV, and I fixed it, but I can't remember how I did it.

EDIT: Fixed. The art def for the Klingon starbases was incorrect in the XML. This is also what was causing the game to crash.

As for the turn end crash, I just ran into that one myself and I don't know what is causing it. I played through a game before all the way to the end without that happening and it just happened to me in the game I'm running right now too.

I could really use your guys help as testers here. Try to find out exactly what is causing the crash. Turn on the log file and see what is going on. Try to get around the crash and pinpoint what is causing it. I only have so much time right now to work on this. I've got school finals next week and then I'm moving. So I really don't have the time to figure out what the bug is but I should be able to fix it if you do.
 
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