Star Trek Mod Pool

Does The World Need A Star Trek Mod?

  • Yes!! Very Fine Idea

    Votes: 228 87.7%
  • I dont care

    Votes: 19 7.3%
  • No!! Dont Even Try To Do That

    Votes: 13 5.0%

  • Total voters
    260
The name is Scott Stoner. Pleased to meet you.

And if any of you make fun of my name, I'm going to phaser you.

[phaser] :die:
 
Originally posted by Goldflash
The name is Scott Stoner. Pleased to meet you.
Pleased to meet you, duuude. :smoke:
Sorry couldn't help myself.
 
Added more civ pictures to the civs_all.zip file. Same instructions as before...

EDIT: Civs_all.zip file is complete. I've gotten all race leaderheads for the Foreign Advisor screen completed. Not all of these may be used, but if they are Kenta'arka or whomever makes new scenarios should adjust the pediaicons.txt file to point to these. They go in the "..\Star Trek\Arts\Advisors" folder
 

Attachments

Race icons for the Civilopedia based off of the leaderheads are now available. These images go in the "..\Star Trek\Art\Civilopedia\Icons\Races" folder. The pediaicons.txt file will need to be adjusted inorder to use these. Future scenarios and scenario updates should come with an updated pediaicons.txt file if you do not want to make changes yourself.
 

Attachments

I really need to work on the Pedia. I have the week of next week. .I'm sure I'll get some done. I promise
 
Since no one is posting, perhaps everyone is play testing the beta :)

Share your exploits, while we wait for the next beta update.

I've never finished. Can't get past that embassy problem. Anyone else have a problem with having to pay two times before doing anything in the diplomat screen. It only happens a certain times and it's weird, can't seem to fix it...

Anybody else have a better story than me in their conquest of the galaxy????
 
Today I finished Version 0.6.2. If you played Borg until now, you will notice some changes.

0.6.2

Fixes:

-Fixed bug with Romulan Ground units not requiring technologies
-Fixed transparency for some graphics
-Propaganda modifier for governments fixed
-Despotism renamed Collective (Borg only)
-Fixed Pediaicons.txt for C3C Version 1.22 (I hope )
-Fixed Tech Tree Page for ENT era

Changes:

-Borg aren't able to use diplomats or spies anymore
-Borg don't have access to luxury good anymore
-Borg governments allow more military police now
-Moved Transwarp Gates Technology deeper into Tech Tree, now it requires Interstellar communication
-Reduced Production cost for Borg space units to 50-66%
-Borg space units require population now. (1-2 depending on size of the ship)
-Added 2 new buildings (Borg only)
-Added building graphics to Civilopedia
-Added Race graphics to Civilopedia
-Added units32 graphics
-Added Government for Minor Races: Race Council


This Version is for C3C V 1.22

Comments about this Version, bug reports and so on are welcome.

BTW: I hope the AI understands the population cost for Borg units. I don't see why it shouldn't but you never know, eh? ;)

Download: Version 0.6.2
 
It's a patch for version 0.6.0, make sure to download that one first (from our homepage, see my sig)
In case you already installed the full version, please tell me what files are missing, so that I can add them to the download.
 
Tzar Sasha reported a similar problem, and now I know what the Problem is. I wasn't sure if I put the building graphics in a previous version, and downloaded the 0.6.0 file from Glorfinders page. As that download included all building graphics I just put the new/changed graphics in.
Seems I included the building graphics in a version I sent Glorfinder, but in no version I ever posted in CFC. Gonna correct that.

In case you don't use the version from our homepage, dowload all graphics seperately:

here

Sorry :)
 
One advice: Try not to open the dilithium civilopedia entry. It won't crash the game, but you will have to click some anoying error messages about too much hotlinks. :(
 
Oh well. Does anyone know of any ptw star trek mods?

Otherwise, would it be possible to post the tech tree, unit details, improvement details, etc so I can have a go at throwing one together?

This mod looks like it could add depth to what is fast becoming a pretty stale game for me, just like Kevin Gilbert's (is that his name?) Star Trek Mod did for CivII =].
 
Hi everybody,

I tested the 0.6.0 Version and fixed some major Bugs on my own.

But there is still a big problem with the Cities on fruitfull Planets (e.g. Gaja) : The City-Sqare has only 2 nutriens and not more. Because of that I'm forced to build my cities on more fruitless planets and have the fruitfull ones in the City-Range.
Not very nice, I think ...

Another point is the huge Borg Power. The Sphere is very strong, thats quite well, but there are to much of them ! If there would be only one every 8 - 10 turns in a War it would be a more funny game, than there are 10 Spheres every turn (because I have to research more than one Age to have Ships with similar Power and while that research time I couldn't do anything against the Spheres :-/ )
So maybe the Borg could build more weak ships (so that they don't build infinite ground units) and get the powerfull ones only with some buildings (which produce every 10 turns one Sphere / Cube and so on...)

And here is a strange behavior of attacing AI groundtroups : sometimes the computer-ships left them behind in space. There they "stand" till the end of the game :confused:

here 2 images :

C3ST_Scr01.jpg

C3ST_Scr02.jpg
 
Originally posted by Vadus
...I tested the 0.6.0 Version and fixed some major Bugs on my own.
Try 0.6.2 it's been updated and has many bugs fixed. What changes did you make?

But there is still a big problem with the Cities on fruitfull Planets (e.g. Gaja) : The City-Sqare has only 2 nutriens and not more. Because of that I'm forced to build my cities on more fruitless planets and have the fruitfull ones in the City-Range.
Not very nice, I think ...
Change your government type. In 6.0 you start out in despotism this is changed in 6.2

Another point is the huge Borg Power. The Sphere is very strong, thats quite well, but there are to much of them ! If there would be only one every 8 - 10 turns in a War it would be a more funny game, than there are 10 Spheres every turn (because I have to research more than one Age to have Ships with similar Power and while that research time I couldn't do anything against the Spheres :-/ )
This actually helps make up for the time when the Borg are weak and have no attacking ships. Once the Federation gets the Daedalus class ships they can put a hurt on the Borg until sphere becomes available.
 
Originally posted by Vadus
Hi everybody,

I tested the 0.6.0 Version and fixed some major Bugs on my own.


Try the 0.6.2 Version. I fixed some bugs sice 0.6.0. However, those who wondered, because of plain stupidity the 0.6.2 version is labeled 0.6.1 is scenario list.

Originally posted by Vadus
But there is still a big problem with the Cities on fruitfull Planets (e.g. Gaja) : The City-Sqare has only 2 nutriens and not more. Because of that I'm forced to build my cities on more fruitless planets and have the fruitfull ones in the City-Range.
Not very nice, I think ...


Sorry, but the production of city squares is hardcoded. I wasn't able to do anything to fix that. I tried to rebuild most systems so that a fruitless/desert or ice planet is in center of the system.

Originally posted by Vadus
Another point is the huge Borg Power. The Sphere is very strong, thats quite well, but there are to much of them ! If there would be only one every 8 - 10 turns in a War it would be a more funny game, than there are 10 Spheres every turn (because I have to research more than one Age to have Ships with similar Power and while that research time I couldn't do anything against the Spheres :-/ )
So maybe the Borg could build more weak ships (so that they don't build infinite ground units) and get the powerfull ones only with some buildings (which produce every 10 turns one Sphere / Cube and so on...)


The Borg ships are meant to be strong, but it wasn't meant for them to have a huge number of ships. Again: Use v0.6.2 I made some changes to Borg, like all their ships requiere population now, I hope that reduces the number of their ships. And like Tzar said: It's never a good idea to leave Borg alone, if you start attacking them as soon as you get Daedalus or NX class ships, they won't get that strong ;)

Originally posted by Vadus
And here is a strange behavior of attacing AI groundtroups : sometimes the computer-ships left them behind in space. There they "stand" till the end of the game :confused:

here 2 images :

C3ST_Scr01.jpg

C3ST_Scr02.jpg

Ok, thats indeed weird, and never happened to me. That shouldn't happen, and I got no idea whats causing it. I fear thats a Civ3 hardcoded bug :cry:

Oh, btw: Welcome back, Vadus!
 
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