Xindi Attack Scenario

They are the screenshots in the "About This Mod" thread in this forum (there are only 2 of them). DS9 1.0 is waiting for the full Star Trek 1.0 (though I did consider a patch for it with the latest patch for beta 3, but there isn't really anything game-breaking except some late-game events). Version 1.0 of this mod will be the same (I've playtested it - there are no game-breaking issues). I don't think this mod even has bugs; there may be some text/balance issues though. I'm currently working on the Enterprise-era scenarios, but Xindi Attack is the last one to release before version 1.0, but I will post preview threads as I finish them.
 
I played some.

Her is a little bit of feedback: The events are nice and have a nice text, but
all other ships then the Enterprise are to strong

p.s. I will realse a new version of my mod mod in a few weeks. It will be without superbuildings, supertechs and including a gamesspeeds of 6 months and a year a turn.
I does know if you interested, but when you need a unique unit version of the mod for your scenarios you take could my then, because there all units beginnig with daedlus in and you does not to make different versions of one unit, because the most units have a refits.
If your interested just tell my and i will make and give you list of all units.
 
Well, when Enterprise is killed in combat it will just respawn, but at reduced strength/movement. You need to repair your weapons/engines to go back to full strength. I could lower the other ships a little though (It becomes a problem when other vessels gang up on you, especially if a ship decides it has nothing better to do than kill Enterprise).
 
I think I've identified the issues that need fixing by now. Here are the changes that will appear in the scenario when 1.0 comes out:
Spoiler :
-Episode featrues allow improvements and no longer obstruct visability
-Enterprise can heal while moving when the engines are fully functional
-Reduced sphere cloaking barrier damage to 15%
-Removed many entries from Starfleet, Minor, and Sphere Builder city lists
-Removed Great People unique names
-Enterprise retains engines when killed except near Azati Prime
 
I think a small change mainly for the pirates would be enough.

@deanje. What are you thinking about my offer?
 
And now I remember that I needed to remove that last issue from merging the pirate and minor civs into one minor civ: the pirate ship and minor ship cost the same. I'll increase the cost of the pirate ship.

As far as adopting a refit system for the main mod, I don't think I really want to do that right now. I may look at your work when I make the addon pack as I plan to extend the tech tree to that era so the units will have to be rebalanced anyways.

I've basically finished most of the work for 1.0 (I'm doing the scenarios right now, just finished the XML/graphics for 22nd Century and Earth-Romulan War) so if you want I can send you an advance copy so you can update your mod.
 
Yes, it would be greatfull when you would send me the new xml and graphics.
Could you also give my a link or a short explanation, where you show my how to
add cityside changes and war peace changes in the python file ? ( That would my allow to make an version of my map starting in Ent with getting new planents for the federation on the right time and a version with historic wars.)
 
You can basically look at the DS9 scenario for those. For the city changing, I used code to change who owns the plot (it triggers the city flip event):
Code:
            pCity1 = CyMap().plot(69, 38)
            pCity1.setOwner(6)

The number in setOwner is the player number that the plot gets assigned to.

For the war declarations:
Code:
            eKlingon = gc.getTeam(gc.getPlayer(1).getTeam())
            eKlingon.declareWar(3, false, WarPlanTypes.WARPLAN_TOTAL)

I'm not sure if e is the correct prefix for the variable - I had a whole bunch of variables running around and it was a letter that wasn't taken yet that I could put before Klingon. The number inside the parentheses for the declare war event is the team that is declared on. A similar system is used for peace declarations:
Code:
            eKlingon.makePeace(3)

You can use the following to display event text:
Code:
            for iPlayer in range(gc.getMAX_PLAYERS()):
                pPlayer = gc.getPlayer(iPlayer)

                if(pPlayer.isAlive() and pPlayer.isHuman()):
                    popupInfo = CyPopupInfo()
                    popupInfo.setButtonPopupType(ButtonPopupTypes.BUTTONPOPUP_TEXT)
                    szBody = localText.getText("TXT_KEY_KLINGON_PEACE", ())
                    popupInfo.setText(szBody)
                    popupInfo.addPopup(iPlayer)
 
Thanks, I will make a new map when i have updated my mod.

By what way you want send me the new files ?
 
Thanks I got the email and downloaded the new version.

The new leaderheadart is very helpfull.
 
I was playing this scenarior, and I have to say that this mod in general is pretty cool! Are you supposed to lose all the experience you gain when the enterprise respawns?
 
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