star trek mod month version( for main beta 3)

Well sorry but i cannot take this numbers as seroius since this way some races, depending on the starting technology, start with no workers at all till they research a tech that counter the leg cutting feature of their starting techs.
But after i saw the starting conditions of the breen and comparing it to the romulans i guess this mod is not intentioned to be balanced or serious in any way.
 
I edited the starttechnologies and changed the ungood effects and make them smaller. I will upload.
The start position off the Breen is a problem, because the most off the breen teritory isn't any more on the map and all other factions have engouh teritory.
 
Well, now i tried play as ferengies since they start with the million trade routes.
Problem is, their techs gives both unhappyness and unhealthyness. Luckily the capital got enough happyness to produce a marauder in...73 turns. if you ignore the shrinking of the the population every turn. the rest of the colonies dont even seem to have hammers at all. luckily only 3296 turns till exploration tech finished...oh wait, the game crashed while processing turn 4 or 5.
 
i would recommend play testing the whole thing a lot more and reduce the number of....everything so that you dont need years to complete a game.
 
Thing is that a game will take 12*155( 2245-2400) Turns that is not too much. When you play in years you can not play anymore like in Star Trek. It is too unrealistic that a ship
needs years with Warp 9 to move through the map.
But thanks for your critic.
 
I meant real years because of the massive amount of hammers and beakers needed to produce/ research anything, like i mentioned in the post about ferengies.
 
Oh.
Do you mean that there is no normal population or that there is totaly no population?
In my map version all Romluan clonies have 2 inhabitans( Romulus 10).
It could be that only the star system has population. Not the planets.

There's just NO population whatsoever: every system is starving, but there are no people to put to work to counter it. Like the population POINTS are there, but the actual people aren't edited in. Just wondering if I installed it wrong, 's all.
 
I believe that what population is assigned to each planet is set in python script data, normally stored in the save file. This data is not stored in the worldbuildersave file, though, so population needs to be reassigned to each planet at the start of the game (I think). There is some procedure that the game is supposed to go through with world builder files, but I'm pretty sure that it's broken and won't run like it's supposed to.
 
I am on the way to delete the uniqe baracks and make the units real uniqe. I know now how to do it. That should fix the problem with to build buildings if you have it.
Also I will have finished a Dominion Warmap version in a few time.
 
It is done.
I finished the first beta Version of the map and deleted the Baracks.( Buildings work)
For downloading the new stuff look on the first post.
 
It is corrected.

p.s I hope you enjoy the mod and I would be verry thankful about every feedback you give me.:)
 
Not yet feedback yet: started as the UFP, went well (long turn #1 though with all the units). Started as the Romulans to see if that went faster, got a CTD (never got out of turn #1). Reloaded the UFP save, no problems there.
 
Ok, I will check that with the Romulans. Were it on the Dominion war or the real trek map ?
 
It's a little crazy that there's 20 Strength barbarian ships running around when you can build Light II's.

I had 4 ships guarding earth, 2 Constitutions and 2 Exploration II's, Alpha Centauri as a second colony, with two ships guarding it (a Light II and a Exploration II) and a 20 Strength barbarian showed up and destroyed all 6 ships, wiping me out.
 
Are you sure that you played my mod mod( version 3 beta) and not the main mod? ;
because in my mod mod there are not any more units from final frontier( like Exploration II and Light II) and there should not be an babarian ship over a strength of 12 ?
 
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