Star Trek mod - The Next Generation!

Put the scenario and the data folder in there and it should work.

I think the text files are ok. This version has been out for several weeks now, and this is the first complaint so far... Try reinstalling the mod, you might have accidently changed/ deleted a file...
 
Very nice work thus far. Played as Earth on my normal difficulty level and got skunked by the Tellarite-Vulcan-Saurian Alliance in the Early Warp Era. Some questions:

1) Is it intentional that Subspace Corridors are not discernable from regular space?

2) Is there a reason that systems are so far apart? Seems to me that the distances could be halfed and there would be a lot more room for expansion and it wouldn't take six turns to get between systems.

Thanks for your work on the mod.
 
Daniel Khan said:
1) Is it intentional that Subspace Corridors are not discernable from regular space?
If you look carefully there is a difference, usually some red pixels. You could use thatas a guideline.
Daniel Khan said:
2) Is there a reason that systems are so far apart? Seems to me that the distances could be halfed and there would be a lot more room for expansion and it wouldn't take six turns to get between systems.
Space is supposed to be big... :p I tried to compensate a bit by making the later vessels faster, which made the waits a bit shorter. But especially inthe beginning it is supposed to go slowly as the spaceships were barely able to reach warp 5...
 
It also depends in what map you are playing. The large map is optimized and should be quite playable asthe Feds, especially if you secure the two systems on the right.
 
Flamand said:
If you look carefully there is a difference, usually some red pixels. You could use thatas a guideline.

QUOTE]

You could make them more on the grey side. I might, for Federation. I haven't noticed any red pixels, probably cause of my tiny monitor in the 1st version, so take that into account.
 
That's a good idea... I'll do that when I find the time. Right now I'm studying the deeper principles of unit making, so expect some new Trek units soon... :)
 
Flamand said:
It's playable and itcan be found in the first post. We're just working to expand the work already done...

I played as Earth and I enjoyed this mod but it's a bit of a pain to check all the time the BIQ to know anything about what I'm doing. Are you planning to do a bit of work on the Civilopedia, at least the basic technical part.
 
Oops, my mistake... :( I already had an updated civilopedia file that included the basic functions of the wonders in file 0.8.2 but I forgot to put it in the latest version. I uploaded them separately in the first post now. Just replace the old ones with these and it should work...
 
I have been playing this mod a bit for the past two days... I must say I like it very much. I guess I need to integrate the newer patch... will that destroy the way I've been playing it?

Anywho, I've been looking forward to playing as the Q. Muhuhuhahahahahaha! What, I'm not evil. *innocent*
 
Hassenpfeffer said:
I guess I need to integrate the newer patch... will that destroy the way I've been playing it?
Nope, just a number of previously unused (sometimes incomplete) animations will be activated and the civilopedia is updated. The game itself will not change and you won't have to start a new game to make it work. Just change the files and continue with your original game... :)
 
For the Newer patch what will be in it? Will all the ships and stuff be in it? Also is the patch the download on page 1?
 
No new ships, just the civilopedia. Any new graphics will be added at a later date... The two txt files are added to post 1.
 
Had it working for a while know. Its nice. It was a bit hard getting into it with the old civlopedia, but the new one is much nicer.

(I was quite supprised when my collinisation project started sprouting settelers).
 
Glad to be of service... :)
 
I started an ST unit request/ preview thread. You can find the progress on my units there...
 
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