Star Trek mod - The Next Generation!

i hope you will not say "it's easy you can make your own map"
^^" (i've still to wait the new mod)
 
Well... it IS easy you know... :p
 
Sorry to resurrect this thread, but as I have a new laptop, I wanted to get this modpack which was awesome when I played it. However, as I do not have the time or the patience to search through this thread for a possible repeat of my question now, I'll ask anyways: when I'd play the big map (I forgot which of the three or two) eventually the game would crash. I assume that's due to too many cities. Has it been fixed? Additionally, the smaller maps would always crash very quickly. Has that been fixed? It's a great mod, and I love the Star Trek series, I was just always pretty peeved about the crashes.
 
Are there any messages when it crashes?
 
I only just discovered this mod, and I have a question for those of you who've played it. Do you find that after a while it becomes nearly impossible to conquer a colony due to the sometimes several dozen ground troops that have building up there over time? I've yet to find any offensive units that have the power to overcome an entrenched defense, and looking through the 'pedia I didn't see any on the horizon.

So I guess my question is this...

Short of getting WAY ahead in tech in order to have better units, is the only way to have a chance at militarily take a colony late in the game to attack with about 50 ground units with about 50 ships bombarding as support?
 
I only just discovered this mod, and I have a question for those of you who've played it. Do you find that after a while it becomes nearly impossible to conquer a colony due to the sometimes several dozen ground troops that have building up there over time? I've yet to find any offensive units that have the power to overcome an entrenched defense, and looking through the 'pedia I didn't see any on the horizon.

So I guess my question is this...

Short of getting WAY ahead in tech in order to have better units, is the only way to have a chance at militarily take a colony late in the game to attack with about 50 ground units with about 50 ships bombarding as support?

Yes, I have noticed that. I forgot who I was playing as... I think as Klingons, when I remember mounting an all-out invasion of the Xindi Alliance. Since the Xindi are mostly concentrated in that huge Delphic Expanse, I went for the first major "homeworld", I forgot which.

To find the colony itself had over ONE HUNDRED defending units. I remember spying on it, and stopped counting at over one hundred, there were even more, and that wasn't even the capital, which I'm sure the AI keeps more units. I remember one Xindi homeworld is landlocked, and in editor mode I made it able to be a coastal city, otherwise it would've been stuck and useless.

One of my biggest gripes is the need for less naval transport limitations. We're talking about colonies which just... keep building units. A lot of units. And with transports having something like 2-6 or so unit limitation per individual transport, the ability to actually fight a war is so logistically challenging it becomes absolutely frustrating. I think I changed the limit to about 10 for basic and more for the more advanced transport units to suit the nature of the scenario.

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Sorry for not responding sooner, Flamand. As I remember, before all the available star systems are colonized, the game simply stops working. It freezes and I have to CTRL ALT DEL and manually shut down the game. Additionally, I remember the smaller maps having error problems, but I can't remember.

From what I recall of another scenario, Turkan's Test of Time, that scenario's map was just immensely big, and too many cities caused it to crash, all the time, for me, and I've seen other people complain about the same problem. I think the sheer size of the map you provide just encourages so many cities being built the game crashes, because it always happens the same way: before the map is completely settled, and when the map is filled with a ton of cities regardless, it stops working. The map needs to be scaled down.
 
One of my biggest gripes is the need for less naval transport limitations. We're talking about colonies which just... keep building units. A lot of units. And with transports having something like 2-6 or so unit limitation per individual transport, the ability to actually fight a war is so logistically challenging it becomes absolutely frustrating. I think I changed the limit to about 10 for basic and more for the more advanced transport units to suit the nature of the scenario.

I guess the AI does build quite a few land units. The transport solution is a reasonable patch, but I guess this problem needs to be solved more in a structural way. Let me see what I can do...

Sorry for not responding sooner, Flamand. As I remember, before all the available star systems are colonized, the game simply stops working. It freezes and I have to CTRL ALT DEL and manually shut down the game. Additionally, I remember the smaller maps having error problems, but I can't remember.

As far as I know map size is not important, but number of cities is. Having the maximum number of 512 cities slows down the game considerable, which sometimes seems like a freeze. There are many mod out there with XL maps and 512 cities that work well, so I think it might be a problem with your computer. I conquered the entire map several times myself, without any crashes...
 
I guess the AI does build quite a few land units. The transport solution is a reasonable patch, but I guess this problem needs to be solved more in a structural way. Let me see what I can do...



As far as I know map size is not important, but number of cities is. Having the maximum number of 512 cities slows down the game considerable, which sometimes seems like a freeze. There are many mod out there with XL maps and 512 cities that work well, so I think it might be a problem with your computer. I conquered the entire map several times myself, without any crashes...

Maybe you could try to find a way to limit military size in a more calculated manner according to government (which would then affect specific races), so the AI can't just... build and build and build. Now, on a scenario like Age of Imperialism (in the Scenarios subforum) by El Justo, I'm playing a game as Imperial Russia, and I transported exactly 200 units (a mixture of Field Guns, Russian Mounted Infantry, and Russian Cossack Cavalry) via Steam Transports from Russian-conquered Portugal to the shores of Brazil. Within about 15 turns (because South America was ravaged by war, partially), I've virtually conquered the entire continent. However, the logistics of AoI is not the same as this scenario. In this scenario, cities are largely isolated and on their own. Preparing an invasion force just isn't feasible on the level of AoI, and overcoming huge garrisons is a mammoth task.

I'm not saying it should be different city-wise. This way, war in the Star Trek universe follows a kind of space warfare mindset where wars will take time. In the Star Trek universe, like the Dominion War, it didn't end quickly, and it often went in favor of the Allies or the Dominion, and was a long process of slowly taking territory. But, this scenario does need a little bit of improvement in finding the optimal way of encouraging playable wars. That's just my opinion, but I do play it quite often.

It's also quite possible my laptop was the problem. I'm going to try your scenario out again and see if it happens again. It always happened before on my other laptop, but I have a new one.

I like this scenario a lot and I like Star Trek so it's very neat.

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Oh, one major request: could you please make distinguishing "coastal/sea/ocean" squares better? It's very very hard to see where I'm going, and subspace corridor/sea tiles are hard to distinguish from regular space tiles.
 
Maybe you could try to find a way to limit military size in a more calculated manner according to government (which would then affect specific races), so the AI can't just... build and build and build.
Yeah that's the way I had in mind. I use a combination of propaganda (works perfectly one new colonies! ;)) and heavy orbital bombardment to conquer other planets. And if you land just a few units on a distant planet, the AI will sent most of if's garrison out to intercept them. That is the moment you start bombarding them with all you have. That is why I gave blitz ability to major starships. This way you can decimate them in a few turns... :D

Oh, one major request: could you please make distinguishing "coastal/sea/ocean" squares better? It's very very hard to see where I'm going, and subspace corridor/sea tiles are hard to distinguish from regular space tiles.
Major request indeed... If you change the contrast settings of your screen, you should be able to see it.
 
Yeah that's the way I had in mind. I use a combination of propaganda (works perfectly one new colonies! ;)) and heavy orbital bombardment to conquer other planets. And if you land just a few units on a distant planet, the AI will sent most of if's garrison out to intercept them. That is the moment you start bombarding them with all you have. That is why I gave blitz ability to major starships. This way you can decimate them in a few turns... :D


Major request indeed... If you change the contrast settings of your screen, you should be able to see it.

I've messed around with my contrast settings but still it's incredibly hard to distinguish. Could you consider making subspace more gray or white to better contrast against black?
 
I've messed around with my contrast settings but still it's incredibly hard to distinguish. Could you consider making subspace more gray or white to better contrast against black?
The difference is in the number of stars on the tile, but I guess it can hard to distinguish. I didn't make the terrain, I just use it... ;)
 
The difference is in the number of stars on the tile, but I guess it can hard to distinguish. I didn't make the terrain, I just use it... ;)

I adjusted my contrast more, and it's easier to see, but, it's still a bit confusing because, regardless of the very tiny "red stars" in subspace terrain, it's overall very similar to space terrain which has tiny "white stars" and both little stars are so tiny it is hard at times to distinguish. When I'm exploring, it often is confusing. Once the areas I'm entering lack fog of war, I can see more visibly the distinction... but anyways. It's not a huge problem.

I have a few concerns though: when I have played Borg, my Probes often sink in sea/ocean squares even when I research the tech to allow travel into those tiles. I noticed the unit Probe among other ships (virtually all ships) have "sinks in" flags for sea/ocean tiles. Wouldn't that indeed mean they will sink anyways even if the tiles are open for trade?

I have one more concern: first-level scout ships have the same exact movement as first-level transports. I know the scouts have 1 attack (on average) compared to a transport which lacks attack value, but don't you think scouts should have at least 1 more movement than a transport? Because in the past, once transporting colonists to a destination, I simply keep exploring with that transport for the time being because it's equal in movement to the first levels of scout ships and ships altogether.

I modified the scenario a little bit, adding "Mars" and "Pluto" to the "Solar System". Right now I'm playing as Dominion, and planning on conquering New Bajor, because for farmers, they'll fight well. :P
 
I have a few concerns though: when I have played Borg, my Probes often sink in sea/ocean squares even when I research the tech to allow travel into those tiles. I noticed the unit Probe among other ships (virtually all ships) have "sinks in" flags for sea/ocean tiles. Wouldn't that indeed mean they will sink anyways even if the tiles are open for trade?
No, after they are open for these tiles should be save to pass after researching those techs.

I have one more concern: first-level scout ships have the same exact movement as first-level transports. I know the scouts have 1 attack (on average) compared to a transport which lacks attack value, but don't you think scouts should have at least 1 more movement than a transport? Because in the past, once transporting colonists to a destination, I simply keep exploring with that transport for the time being because it's equal in movement to the first levels of scout ships and ships altogether.
One of the many things that need to be balanced out...

Right now I'm playing as Dominion, and planning on conquering New Bajor, because for farmers, they'll fight well. :P
Well, they have the Prophets at their side... ;)
 
Now that you don't have to worry about the Monthly Competition stuff, will you be devoting a bit more time to the Star Trek project that's in the works? Just curious, though I do really like this version.
 
No, after they are open for these tiles should be save to pass after researching those techs.


One of the many things that need to be balanced out...


Well, they have the Prophets at their side... ;)

Well I recall problems with crossing tiles even with tech that claims to allow safe passage, so I just looked through the tech tree...

(I'm using the XXL map)

Astrometry, in ENT era, claims to allow passage of "ocean" (space) terrain, when in reality, the tech does not enable it. In fact, the tech has only two flags: "cannot be traded", and "not required for era advacement".

The tech that allows passage into nebula/space tiles is Space Navigation, in the later stages of the TOS era.

I assume this is a map error because I don't recall messing around with techs...
 
Now that you don't have to worry about the Monthly Competition stuff, will you be devoting a bit more time to the Star Trek project that's in the works? Just curious, though I do really like this version.
Glad you like the mod, but I can't make any promises on continued development... Too many RL things to do...

Well I recall problems with crossing tiles even with tech that claims to allow safe passage, so I just looked through the tech tree...

(I'm using the XXL map)

Astrometry, in ENT era, claims to allow passage of "ocean" (space) terrain, when in reality, the tech does not enable it. In fact, the tech has only two flags: "cannot be traded", and "not required for era advacement".

The tech that allows passage into nebula/space tiles is Space Navigation, in the later stages of the TOS era.

I assume this is a map error because I don't recall messing around with techs...
Then that is a bug that needs to be corrected...
 
The difference is in the number of stars on the tile, but I guess it can hard to distinguish. I didn't make the terrain, I just use it... ;)

Possibly just put a small planet or something in it?

Also, I have noticed that some squares say "wormhole." and some say "coast." is there anything special about these tiles?

Also, Surak greeted me as
Surak said:
the leader of the warlike Vulcans
:lol:(trekkies must think that's pretty funny)
 
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