The 3.0 Development Thread

I've put the 3.0 changelog below. What's left is polishing the leaderheads (putting the first contact text into the game, pedia entries, personalities). I'm afraid I can't promise it will be out soon, but I can promise that it will be out within the first couple weeks of May.

•Added bUnique XML tag to Civ4UnitClassInfos.xml and Civ4BuildingClassInfos.xml
•Krenim can build Heavy II and Kazon can build Intercepgtor (UUs no longer replace anything)
•Disabled USE_CANNOT_TRAIN_CALLBACK (now obsolete)
•AI recieves free Warp 5 technology on higher difficulty levels
•Lowest difficulty levels: player recieves free Warp 5 technology
•Highest difficulty levels: AI recieves free Phase Pistols technology
•Barracks: no free promotions, grants 5 XP
•Many Worldbuilder improvements by TC01
•Disabled unrestricted leaders (due to civ traits)
•Disabled vassal states (due to an unresolvable bug)
•The AI can capture units
•Theme files moved to Star Trek folder (instead of using Final Frontier's), so that people who have deleted the Final Frontier mod do not need to reinstall or download additional files
•Fixed bug where systems built on a razed system would have buildings from the razed system
•Merged movies into main mod folder
•Renamed Serfdom to Penal Labor
•Tacheyon Detector promotion requires 25 gold
•Cloned bOnlyDefensive from units to promotions
•Merged in TC01's cloaking modmod (with some modifications)
•Klingon UU: Can attack when cloaked, quick attack range of 1
•Merged in the CivAccelerator mod by the History of the Three Kingdoms mod team
•Merged in part of the AI Autoplay mod (came with CivAccelerator)
•Food and production from trade routes (if modded in) will now be properly applied
•Engineer specialists provide production again, not XP
•Added the scenario game option (hidden, used only for loading scenarios)
•Scriptdata no longer used to keep track of scenario files. Use the scenario game option instead.
•Forced city AI update at start of game, in case of a possible bug
•Penal Labor: 5% military production bonus
•bNeverCapture now works!
•Added bAlwaysKeep and bOnlyOne to Civ4BuildingInfos.xml
•No more buildings stored in long lists in python! XML is now used instead.
•World wonders are kept when capturing a city
•Changed Romulan UU to Scimitar (replaces Heavy II): can attack while cloaked, 1 range
•Fixed AI population assignment bug
•Disabled USE_CANNOT_FOUND_CITY_CALLBACK (functionality now in the DLL)
•Overflow is now calculated before a building is added to a city (so hammer overflow is now always applied correctly for buildings)
•Added Hostile Universe gameoption
•Barbarian cities should now be founded
•Disabled USE_GET_BUILDING_COST_MOD_CALLBACK (functionality now in the DLL)
•Avoid Growth renamed to reflect that it prevents the auto-assigning of population
•Added new technologies: Interstellar Diplomacy, Interstellar Economics, Advanced Engineering
•Added the Project Genesis wonder (requires Advanced Engineering, +2 Great Scientist points, +2 science, won't lose best planet when hit by Subspace Warhead)
•CvAI now understands unique buildings
•Added Orbital Weapons Platform: requires Advanced Engineering, 15 strength, +25% city defense, 1 move (but immobile)
•Vaadwaur UU: Fighter, replaces Interceptor, 25 range
•Added civilization traits
•Text fix for TradeYieldModifiers in Civ4TraitInfos.xml
•Financial provides +50% commerce per trade route, no gold modifier
•Fixed Starbase culture bug on flat maps
•Added Assimilator promotion (30% chance to capture enemy units, requires combat 3)
•Added Resistor promition (60% chance to resist capture, requires combat 2)
•Units have 1% chance to capture enemy units during combat
•Added unique wonders
•Doubled unit XP values from combat
•Religions have different effects when state religion
•Religions can have help text
•Merged in Sephi's Faster 3.19 mod
•XML no longer logs blank entries and entries with NONE as an error in the XML log
•Current building planet is updated when a city is captured (prevents exploit where a player can build on a culture ring they don't have access to when capturing a city)
•Unique buildings will no longer be converted with the Assimilation option on
•Regular game concepts are now displayed (requires clean install)
•The Galaxy: normalized to calendar, can adjust gamespeed
•Nerfed factories (only +25% production with power)
•AI will build Habitation System on any planet
•Fixed bug where AI would attempt to build Starbase on a plot owned by another player
•Disabled customAssets (removes conflict with BUG)
•Disabled many additional python callbacks (thanks to Afforess)
•Alien Vessel: 2 strength
•Removed "Faith of the Heart" full version from soundtrack
•All light ships can carry missiles
•Added new civilizations: Xindi, Maquis, Orion, Suliban, Voth
•Added new leaders: Chang, Odo, Lore, Garak, Seska, Jaro Essa, Intendant Kira, Degra, Dolim, Eddington, Harrad-Sar, Silik, Forra Gegen, Odala
 
Awesome, I'm looking forward to this.

What do these do exactly?....
-Sephi's Faster 3.19 mod
-CivAccelerator mod
 
Incredible... I look forward to downloading and playing this. I will be going out of the country and will be bringing my laptop, so I'll be playing 2.0 and modding a bit, but really like all the changes listed!
 
How much faster can we expect time between turns to be towards the end game?
 
AWESOME! I look forward to it greatly. Is there a way that bug can be fixed for 2.0?
 
It's a simple python change in CvAI. God-Emperor posted it somewhere, probably the Final Frontier Plus thread.

While the bugfix is included in Final Frontier Plus (one of many reasons why FF+ is nearly as fast as normal BTS), it was in fact posted in the Final Frontier: Problems and Issues thread. The exact fix can be found in this post (discussion occuring around that post). But bear in mind that the line number of this file will be different.

Here's a post by me, showing the context of where the code goes in CvAI.py. (That file can be found in Star Trek\Assets\Python).
 
Major announcement: 3.0 will be released some time during either Monday or Tuesday (EDT) next week.

And it will have speed optimizations? Python callbacks are migrated to SDK? If so, then excellent news!!! :D
 
And it will have speed optimizations? Python callbacks are migrated to SDK? If so, then excellent news!!! :D

It has a few AI optimizations, fixing a bug that had huge performance consequences, disables a bunch of BTS python callbacks that Firaxis didn't make possible to disable via XML without SDK changes, and disables four more (about half; these would be the ones that were easy to move and one that should have been disabled as of the first version for BtS because it was never used in Star Trek). Some of the building code was also made to use XML rather than python lists. What it doesn't have is Final Frontier Plus, which will be merged in for 4.0.
 
Hello y' all,

I'm also a trek fan and I love ur mod Deane - can't wait for 3.0 and 4.0. Wasted many hours on it :p.
I also have to agree with KittJT:

Now, i know i don't come around often, but i'm an avid star trek, as well as civ 4 fan, and i have to say as soon as bts came out with the final frontier, i almost drooled at the prospect of a star trek mod. Well, i downloaded one (cant remember which as i have long since deleted it) and i have to say, was very dissapointed. Long have i wanted to make my own star trek mod, but i have never modded anything before, and i'm afariad i have no idea how. however, regardlessly, i have given great thought to it anways. With any star trek game/mod, there are always 2 types of people out there. the first being the ones who don't care, and like everything over the top and have as much as you can get. The problem with this is that the less and less canon you get, the less and less it feels like star trek. THe other type are the ones who would want a star trek SIMULATION. everything has to be exactally like the series. no innovation, no interesting concepts, some races horribly overpowered, some horribly underpowered. THe problem here is that it become not very fun. The entire game you would have sparse ships, and there would be no war. No, the correct path would be down the middle.
Here's my honest opinion of some of the good and bad things that can be done with a star trek mod.

1. having minor powers play a major role is not a good thing.
The best example that comes to mind here would be having the ferengi or bajor (or similarly regarded races) playable. Sure, they're an integral part of the star trek universe, (and might be a good idea for a minor, unplayable race in a large scenario). But in all honesty, in any of the series, the ferengi or bajorans never play a large power role. bajor only has the one planet (plus a couple temporary colonies). It would be much better to have bajor as a star system in say a galaxy map, than a playable race. Same stands for say, breen. Yes, they are cool and play a large role in the dominion war, but we've only ever seen one ship of theirs. again, cool for a scenario as an unplayable, but maybe not best for a simple ffa. I think enough said here.

2. Starting out too quick, too fast.
The tech tree should be at least as large as that in final frontier. With all the culture surrounding star trek, it shouldn't be hard. infact, if the 'age system' is used, you can start in enterprise era, and move through the tech tree into the modern (and even more than modern if you like) eras. Like i said, i am an avid star trek fan, but the game should still feel like well-paced, well-balanced game of civ (albeit a super-awesome-cool game of civ)

3. Hordes of UUs for the eras.
Every game i play that has star trek in it, has a rediculous amount of ships that we've never even seen on screen. Star trek gaming, and fan creation is awesome, but we never heard of half of them before somebody comes out with them. Now i realize to make a balanced game, it will require some digging, and probabaly some faking in order to fill in say, the units for cardassians for the early game, but there's no reason to have a maquis raider with an intrepid saucer section welded on the front :p

4. Borg
I realize i could just not play with borg, but for balancing issues, they just have to be omitted from regular gameplay (scenarios would def. be cool though). simply put, there is no way to balance it, wile still keeping the flavor of the series intact.

5. A simple promotion re-vamp
Instead of combat 1, or armor 1, please, make some graphics (or if you won't i will) for a different button. However, the system already put forth in final frontier (FF) is great. For unit classes, splitting them into groups like light ships, heavy ships, battleships, etc. was a great thing for them to do. In star trek, would be like frigates, light cruisers, heavy cruisers, battleships, escort, etc.

6. Ship production/balancing.
One interesting departure from regular civ gameplay that i think a star trek mod could afford is the percieved value of materiel, and the inability to convert. to describe this, i'll contrast regular civ to ST. In real world, a new technology comes along, you hand your Longbowman or swordsman a gun, train them on it, and done. You've upgraded your unit for a couple bucks. In ST however, a ship is a huge construct, that constantly undergoes refits, and eventually, decomissioned.

Adding this to the game would be an AWESOME change. for example. The excelsior class was first released in 2285, and was the top of its line then. By 2375 (the end of the dominion war) the excelsior class is probabaly the most plentiful (along with the miranda) ship, and serves as the backbone of the fleet, spotted by galaxies, steamrunners, and supposedly at least 2 sovereigns (USS enterprise and the USS sovereign, although neither are ever seen in an episode. So 90 years after their production, they are still plentiful despite more advanced ships to come out. This is because of refits. In star trek, ships aren't "upgraded," an excelsior isn't magically replaced by a galaxy. Instead they're refitted. Having upgraded models such as excelsior I, II, III, etc. would add a flavor (and diversity) to an otherwise monotoned fleet. No new graphics would be required, just an upgraded strength, and maybe movement value. Eventually, the ships would get outdated (there aren't any constitutions in ds9) and (like in real life) would be useless and deleted (decomissioned) to avoid paying maintenance. Just a thought

I have more, but i'm too lazy to type everything all out, especially considering it probabaly won't be integrated.
Anyways, sorry for the block of text, hope you keep some of those things in mind. I would offer my services and time if i knew how. But if you are desperate for help, i suppose i could learn.

In 2.x the Borg are über-powerful (a sure win if u play them) and some of the minor nations like the Bajorans are quite un-canony strong. Still this doesn't mean ur mod doesn't rock :goodjob:.
If u need any more help with modding (modeling, graphics, resarch 'n stuff - XML editing I might be able to help with but python programming is definetely not my thing) feel free to ask. Keep up the good work, I'm watching this thread with eagle-eyez:borg:.
 
I finally found the time to download version 3 and take a quick look around, and noticed that you merged in the diverse religions from my modmod (:D). However, you only merged in the amounts of stuff that the religion's precence/holy city provides, and not the different yields that I had their temples and holy shrines give. I don't know if it was an oversight or intentional, but figured I'd best notify you in case it was an oversight.
Also, I'm honoured by you including some of my leaders and the diverse religions component in the main mod.
 
Hi, I'm not sure if this is the best place to ask this but I was wondering like if there is a way to allow building of obsolete ships in the city build screen. Juts thinking cause say when I get to be able to build the Intrepid Class (EXPVI), I lose the ability to build Nebula Class (EXPIV)... to keep it canon perhaps Nebula's were still build when Intrepids were designed and mass produced... I'm just wondering if this is in the XML or is it in python thats all.

Thanks in advance
 
It's in the XML file. It took me a couple days to figure out with some help from some very understanding Forum members including deanej, but I've modded my game so that there are multiple ships that can either still be built in the end game, or a newer 'variant' (which uses the same graphics as the original version) in addition to the original Light VI and Heavy II. I try to give each ship a unique-ness that gives me a reason to build the different ships (some are better on offense then others, some heal other ships, some are faster, some see further, etc.).

Of course I've only done this for the Federation, the other races more or less use the Light V and VI and Heavy II towards the end, though those too are unique.
 
It's in the XML file. It took me a couple days to figure out with some help from some very understanding Forum members including deanej, but I've modded my game so that there are multiple ships that can either still be built in the end game, or a newer 'variant' (which uses the same graphics as the original version) in addition to the original Light VI and Heavy II. I try to give each ship a unique-ness that gives me a reason to build the different ships (some are better on offense then others, some heal other ships, some are faster, some see further, etc.).

Of course I've only done this for the Federation, the other races more or less use the Light V and VI and Heavy II towards the end, though those too are unique.

I guess I'm trying to do something similar... do you mind giving me a little head start as to just which part of the code affects the building of ships? in different stages?
 
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