Star Trek Mod II: The Wrath of Mod

Sorry...

I was so happy about your effort and looked forward playing the game, but now I am sad :sad:

Just installed the new Verison 4f, started new game and...
...all Planets on my home System show "size = 0" (see attached screenshot)

deleted BTS, reinstalled it, patched it with 3.19 (official), new Game and...
...all Planets on my home System show "size = 0"

patched it with the "3.19 unofficial Patch v1.6" new Game and...
... same result

NoCustomAssets is set to 1, I checked.
I also emptyied all temp Folders I could think of...

any Ideas?

CivIV BTS patch 3.19 and 3.19 unofficial 1.6
Win XP (32bit) SP3

I have the same problems, the planet size and constant error messages as seen in your screenshots. I also use XP, could that be the issue?
 
Ok, I got it working. I had to uninstall and re install civ 4 and all the expansions to get it working. Quick question, what could cause ALL my civ 4 files to delete themselves? :confused::confused::confused:
Seriously, the only thing in the folders beside my mod files was just the bts launcher!:confused::mad: I couldn't even play the standard civ 4 or warlords.:cry:
 
Hello! I'm trying your great mod, have started some games with 4f and here are my impressions:

- The Ferenginar faction is very overpowered. All games they expand too quickly and they get an impossible boost on investigation. They should be tweaked. It's annoying all games the same civ ranking... :eek:

- On the other way the Orion is ever the last, but at least they expand well.

- From turn 200 onward the game turns become veeeeeeery slow randomly, with some AI turns taking 5 minutes, and another very fast. Don't know why, because with another mods more resource-demanding, like RI or so, I have no problems. :mad:

-The magnetic mines are bugged, if I build one and select it the game freezes. :rolleyes:

-There are too few "grow" buildings, and too much health penalties, so growing it's too difficult (AI does not seem to have this problem...) :scan:

- Some minor spelling bugs (Excelsoir instead "Excelsior" class) :crazyeye:

The mod is very good, a pity that turn-slowing prevents me of playing more, it's frustrating to wait too much time for playing a turn, but I hope it would be solved in a future. Thanks a lot for your work and keep improving :goodjob:
 
Hello! I'm trying your great mod, have started some games with 4f and here are my impressions:

- The Ferenginar faction is very overpowered. All games they expand too quickly and they get an impossible boost on investigation. They should be tweaked. It's annoying all games the same civ ranking... :eek:

- On the other way the Orion is ever the last, but at least they expand well.

- From turn 200 onward the game turns become veeeeeeery slow randomly, with some AI turns taking 5 minutes, and another very fast. Don't know why, because with another mods more resource-demanding, like RI or so, I have no problems. :mad:

-The magnetic mines are bugged, if I build one and select it the game freezes. :rolleyes:

-There are too few "grow" buildings, and too much health penalties, so growing it's too difficult (AI does not seem to have this problem...) :scan:

- Some minor spelling bugs (Excelsoir instead "Excelsior" class) :crazyeye:

The mod is very good, a pity that turn-slowing prevents me of playing more, it's frustrating to wait too much time for playing a turn, but I hope it would be solved in a future. Thanks a lot for your work and keep improving :goodjob:

Well, I got a couple of games under my belt, now that I got mine working :D:D.
Faerengis...... do expand quite quickly for me as well. I don't remember them doing this in the shows :confused: However, that really isn't an issue for me. My issue is their music. My god, I know everyone has their own taste in music but I just throws me off soooooo badly. I go out of my way to make sure there are no Faerengi factions in my games.

Also, what is wrong with the Orions? For me, they are ALWAYS last place in score, got the least amount of systems, the lowest total techs, and the least amount of ships. I know the Orions are kinda like space pirates and the like, but I think they can do better.

As for how long it takes between turns, I still got a game going that takes 15-30 minutes for the AI to finish their turns, but that is my own fault because I purposely set the map to Huge. Mostly, for stress testing purposes. (For my computer, not the mod.)

The magnetic mines, I'm able to click it. It can't move, but it doesn't crash my games.

I'm with you here, mostly. The health penalties make sense, but feel unneeded.

Spelling errors? Haven't noticed them, yet.:lol:

All in all, I can say that I absolutely love this mod. I hardly play anything else. Despite my problems at the beginning, I gotta give this mod a 9/10!! :D:D:D Very well done, sir. I tip my hat to you.

A final thought though. I noticed that you are using the destroyer modal for Final Frontier for most space pirate ships. (aka barbarians) I did flips when I first saw this, and I mean in a good way. The idea of a kind of crossover mod between Star Trek and Final Frontier sounds sooooooooooooooooooooo awesome!! Although, if I remember the strenght value of all those ships were quite a bit higher then what your Star Trek ships mostly do. Just a thought though.
 
RE: Magnetic mines

Magnetic mines can not move. To place a Magnetic Mine in the field, you must load it onto an Exploration type ship and then unload it where you want to place it.

They shouldn't crash the game though. Can you write up a bug report for that?
 
Sounds good . Will try it in the next minutes.
Thanks man !!!!

Any updates on this topic:
-From turn 200 onward the game turns become veeeeeeery slow randomly, with some AI turns taking 5 minutes, and another very fast.

??
 
Any plan to add more ships? Maybe from other games like startfleet comand to flesh out some of the eras?

I would just love a ultimate all era startrek strategry game.
 
If your talking SSI's Starfleet Command, then that would be awesome. Would be really great to see a Tholian Pinwheel , Klingon B3, or even a Hydran cruiser in this. The SSD display's might make it easy for ship models.
 
I don't make models, so if anyone wants to make models, I can add them in. Else, there is no plans to add any models at this time.
 
Well poop nuggets, lol.
 
I don't make models, so if anyone wants to make models, I can add them in. Else, there is no plans to add any models at this time.

I can find you models that easy. I can get you tons of models. I was collecting them for a mod of tmy own for another game (with permission from the orignal model makers) I have even been makeing lists of ship roles and progressions to.


But its a case of if you can touch them up for adding in game as the starfleet command ones date back from 2003. So textures may need improving.

PM me if intrested.
 
hi. I joined for the sole purpose of posting about your mod. First of all I would like to say.. WOW what a refreshing take on a star trek mod. Years ago I used to play and mod Armada 2, and I was the creator of the "Birth of the Federation mod" for A2, so I can understand the painstaking time and attention what goes into a mod like this. Many restless nights staring at 3DS Max 4 making models!

Everything is as it should, but as someone else mentioned above the turns process very very slowly to the point I can walk away, make a cup of tea, and a sandwich, wash the dishes and come back and it still hasnt processed the turn. This can be up to 5 mins max per turn, and to a point makes IMO at least, makes the mod unusable, unless your willing to wait. Thats the only issue I can find :)

Otherwise, a great mod. Love the D'deridex warbird model! :)

Nice work :goodjob:
 
Well, I have not been "painstakingly" making models in 3ds max. All the models are from the original Star Trek Mod. :) Jaylon did most of the work on the models I believe.

5 minute max turn is pretty good since when I started out converting the original STM turns were taking up to 20 to 30 minutes! Playing smaller maps and quick game reduces the turn time. I usually play in windowed mode so I can do work inbetween turns. :)
 
I have noticed that the specialists and various specialty buildings are not properly applying their bonuses,

In the Reddish Square I am also not sure if it effects the actual game play, but all those things (the specialists and such) are all stacked over each other, and I don't remember it being so in the ST1 mod.

In the Greenish Squares it shows the Engineering Core and the lack of the +4 influence in the bar.

Is there something I need to activate or change for the specialists and the buildings to work properly?

Oh also forgot to highlight the gaggle of engineers there and the 6 hammers instead of should be what 18+?


Oh also (and this maybe my unfamiliarity with the upgrade system, but there seems to be many of the ships that won't upgrade to the next levels, the Ambassador to the Galaxy, many of the Explorations don't upgrade to anything till 2 or 3 levels further up.

The Federation has access to the Latnium science, but can't research it because one of the required sciences, Rules of Acqu. is stopped (which I understand,) but it should be detached so we can do the research.
 
This is a problem I had after switching over to the FFP 8.1 DLL/BUG MOD, I don't know why it does that. I could just get rid of the specialists, but then I would forget that it is something I need too fix!
 
In FFP the city's "base yield rate" is overridden in the Python. Because of this, things like specialists that change the base yield rate end up being ignored. When a specialist is added to a city it modifies the various yield rates as appropriate for its type, but the changes are then wiped out by the Python which sets it to what it wants it to be every turn.

This should not affect anything that is a commerce (credits, research, influence, espionage), just the yields (food, production, and commerce).

You can fix this by adjusting the Python to take the specialists into account.

In FinalFrontierEvents.py there is a function called updatePlotYield. At the end of this function is a loop over the 3 yield types where it sets the base yield rate for each. Inside that loop you could add the yield from specialists for that yield type by looping over all the specialist types, multiplying the number of free specialists of that type by the amount of yield they give for that player.

OK, so this is (I think - not tested) the code for the adjusted loop, new code in bold dark red text:
Code:
				for iYieldLoop in range(3):
					[B][COLOR="DarkRed"]// G-E: Add in the effects of free specialists
					for iSpecialist in range(gc.getNumSpecialistInfos()):
						aiSystemYield[iYieldLoop] += pPlayer.specialistYield (iSpecialist, iYieldLoop) * pCity.getFreeSpecialistCount(iSpecialist)[/COLOR][/B]

					pCity.setBaseYieldRate(iYieldLoop, aiSystemYield[iYieldLoop])
					printd("  Setting City Base Yield %d to %d" %(iYieldLoop, aiSystemYield[iYieldLoop]))

That should get the free specialists adding their yields into the totals. It should also cover any settled great people since they should also be in the list of specialist types. Give it a try and let me know.
 
So I was playing on difficulty level 2 (slowest speed) to get used to the mods quirks, when I noticed that the AI loves to spam cities to the point of 4 cities by the time I get to complete the second tech's research... for multiple AIs. With raging barbs.

Then I noticed that most of those were one population cities. That never grew. The reason became clear once I got enough spy points to look at their worlds. The autopick first planet in the system function picks 0 :hammers: worlds as the first planet 80% of the time or something. This means that you end up using :gold: to buy a mining upgrade or the planet never grows. Only 2 civics allow buying buildings... a starting tier one and Free Market.

Edit:
I've noticed something really weird with Orion Slaver ships, They have a withdrawal chance. This may be a matter of having the privateer promotion or not. The thing is when they actually roll the chance they instead switch out with something random on the same square. If they are the only ship on the square, they automatically switch themselves back into combat. Meaning they withdrawal themselves into combat by leaving it.

If this wasn't intentional this is one amazing bit of programming irony, what with how they are always in last place unless someone else is planetless.
 
Top Bottom