Removed.
Im using your mod for crusade but game crashes to desktop when trying to play the insane and the other gigantic map can't remember what it was called.It works in escessive and smaller maps. Are you going to make the game workable to large maps(Think also more star names have to be added.)? Pity i removed custom made star trek races i had made with their logos and portraits as i took game off time ago but now re installed and updated to play crusade. Great work keep it up,i love star trek.Are you planning to make more empires and civs from star trek playable as majors and also make some more minors? Maybe make some quick ones with generic ship sets for use for those that play with lots of empires as i did time ago but its still a lot of work.Ill keep on testing it your mod.Thanks!
Hmm I'll try a game on Ludicrous, atm playing Exessive. With the complete and utter nerf of minor factions I will eventually port the main minor over to majors, Bajoran, Orion, Naussican, Gorn and maybe a few others.
Tried to play a game on excessive it crashed to desktop i played on immense and it works and on smaller maps too. If you port minors to majors make sure you add more minors to compensate as game needs certain number of minors.
I can get all map sizes to work fine, with minors off and no default factions. There is probably a bugged star system in there somewhere, will take a while to track that bugger down, all I can suggest is you do not play with the default factions.
I am currently playing an excessive map:
No minors or pirates
Have all GST factions
Have 9 default factions:
Drengin, Altarian, Iridium, Krynn, Onyx, Yor, Iconian, Slyne and Thalan
Have had no problems.
Hope this helps narrow down problems
Could it be iv got patch 2.1.33,do you really need 2.1.4 i think that is an opt in beta?
Ill try again and try patch it to beta. When you finish porting minors to major and adding new stuff please let me know here or upload to nexus, Thanks. I admire your work i know cos iv done plenty of customising and some modding in the past and its hard tedious work.Keep it up! The Voth could be a good major quite strong empire. There lots others maybe you have them that can be minors e.g. Cheronites,Nyberites,Monean(Marine world people),Mizarians,Mazerites,Bynar,Kazarite(green fingered pastural aliens),Pakleds,Malon(hazardous waste aliens),Jarada(insectoids),Baneans,Numerians,Caldoon,El Aurian,arcturians,Axanar,Corvallen,Selay,Devore. Anyway just to name a few in case you need add more minors.
Is anyone else having issues with GST's custom tech trees or any custom tech trees? Whenever i go into the tech tree of any race the game will hang for around 4-5 min then eventually get to the tree. Tried both clean install live and opt in with only GST as only mod installed.
I would assume people would be making noise if they were having this issue but worth a shot to ask.
I get a pause too, but its only like 10-15 seconds.
I have that issue as well (usually a minute or so), but I have an older computer, so I was ascribing it to that.
Its related to the Tech Tree additions, I just dont know why. (They are carbon copies of techs already in the game with name changes)
Here is a question for you though, when playing the Borg, I don't get my award constructors or transports (from the ideologies), does not happen with any other race that I have tried.
edit: tried validating files, but did not fix problem.
Borg constructor is broken, fixing that right now. Transport should work though get no error for that. Will check.
In regards to the tech tree lag, this should be fixed in the next offical crusade patch or beta patch.
Thank you for that, will try the transport again.
1.02 (Under in house testing)Tech costs fixed.Map tweaks.Tweaked Galactic and Mega Events.Updated all Planet resources to be mini hubs (+0.3 per level). These mini hubs have had thier improvement type change to match thier adjacency buff.90% of Tech Influence bonuses changed to flat values.Fixed Crusade Colonization text to disply Crusade values not vanilla values.Regraded weapon resource costs.Tweaked AI's cost evaluations for thier assets (ships, starbases, colonies ect).Added a 15% base Security.Added 14 new Star types.Diplomacy tweaks.Added +2 Diplomacy and an additional 0.2 per influence level to Embassy, Diplomatic Ministy and Diplomatic DistrictIncreased Galactic Intelligence Agency diplomacy bonus to +2 and an additional +0.2 per influence level.Increased Majesty diplomacy bonus to +2.Reduced Mass on non Augmentation ship components by 25%.Fixed Treaties and Alliances to be 2 way. Givers get 3/5 the bonus a Receiver gets, due to Receiver's paying for the treaty. Max allowed per treaty 7.
@Horemvore
Trying to get my tech tree viewer to work on your mod.
According to the FactionDefs for the Borg they don't have the BasicWeaponsAbility.
There are techs that have this trait .i.e BeamWeapons that are key to the rest of their tree. The tree should be incomplete.
Yet in game the techs displays, this doesn't make any sense, unless I misunderstood the abilities.
My tree viewer is ignoring this tech and any tech connected to it because it doesn't have the matching ability.
If I change the filter to include BasicWeaponAbility it works.
Any ideas???
Borg get Disrupter Weapons(untill i add borg specific weapons), which replace basic weapons, that is how the weapons abilities work, they replace basic weapons(vanilla weapons) with star trek themed weapons: disrupters, phasers, poloran beams, tetryon beams ect.
Correct me if I am wrong.
If I create a tech with the same GenericName as a base tech it will get replaced by the new tech.
In your mod I can only find one reference to BeamWeapons which has the BasicWeapon ability tag.
Borg do not have the BasicWeapon ability, yet the BeamWeapon appears in their tech tree in game. It should not appear.
I use the in game tech tree to compare against my viewer to make sure its working correctly, but the in game tree is not doing as would expect.
If you dont have the ability you dont get the tech.
Am I missing something?
ST_TechDefs.xml contain techs that replace Beam Weapons.
Looks like good changes be nice to see what you end up.
I know there are techs that replace beam weapons.
When I say BeamWeapons I mean the generic name <GenericName>BeamWeapons</GenericName>. There is only one tech that has the generic name BeamWeapon and that is in the modded MasterTechDefs.xml. This tech has the
<RaceTrait> <Option>BasicWeaponsAbility</Option> </RaceTrait>
Ability.
The Borg DO NOT have this ability, so this tech should not be available to them. Other Borg weapon specific techs are connected to this tech that they should not have.
My tech tree viewer recognises this fact and so does not display the associated techs. The game however does display this tech (that they should not have) and all connected techs.
My question is, am I missing something, or is the in game tree engine not working as it should?
I cannot progress with the tree viewer until I fully understand what is going on.
Bytheway i managed to get an excessive game working with all star trek civs on and no default game civs on at all.It worked fine had two games and i get the Xindi very near me(dont know if its coincidence or its plotted and setup like that)thing is they seem quite unlikeable are quickly overpowering me and start war with me very soon in the game when iv yet not set my foot down. Iv downloaded some proper real star names from nexus and also put them in mod folder(no i didnt remove your star names)just in case large map requires more star names as in past i got numbers for some stars i hate that happening.Please let me know when you port your minors to majors and update?
Previous message> Ok since i had no answer ill repost- Could it be iv got patch 2.1.33,do you really need 2.1.4 i think that is an opt in beta?
Getting races near your start position happens alot, just plain bad RNG. You cant use 2 star name files. One will override the other, mine contains something like 7800 stars, the game never ever generates that many.
You really need to use the 2.14 beta.
I fixed the Tech Tree lag and also the broken weapon lines (they were linked). I will boot the game and test each race then release new version since this is game breaking. Change Log:-
1.02Tech costs fixed.Map tweaks.Tweaked Galactic and Mega Events.Updated all Planet resources to be mini hubs (+0.3 per level). These mini hubs have had thier improvement type change to match thier adjacency buff.90% of Tech Influence bonuses changed to flat values.Fixed Crusade Colonization text to disply Crusade values not vanilla values.Regraded weapon resource costs.Tweaked AI's cost evaluations for thier assets (ships, starbases, colonies ect).Added a 15% base Security.Added 14 new Star types.Diplomacy tweaks.Added +2 Diplomacy and an additional 0.2 per influence level to Embassy, Diplomatic Ministy and Diplomatic DistrictIncreased Galactic Intelligence Agency diplomacy bonus to +2 and an additional +0.2 per influence level.Increased Majesty diplomacy bonus to +2.Reduced Mass on non Augmentation ship components by 25%.Fixed Treaties and Alliances to be 2 way. Givers get 3/5 the bonus a Receiver gets, due to Receiver's paying for the treaty. Max allowed per treaty 8.Cities are now graded the same as any other improvement.Fixed some extreme world traits doubling up thier bonus.Tweaked abilities.Fixed Borg missing Constructor and Transport.Ship Hull costs increased by 25%.Ship component costs increased by 15%.Added a Trade Resource for Durantium.Change Minister promotion to require Hyper Silicates.Change Epiphany promotion to require Thulium.Change Coerced Invention promotion to require Thulium and Hyper Silicates.Change Galactic Tour promotion to require Snuggler Colony.Added a Monsatium cost to the Bumper Crop promotion.Halved the credits awarded by Treasure Hunt.Increased Influence growth and radius.
Nexus been updated.
Just out of curiosity, in the faction defs you often have different blueprints than your starting ships, (which are defined by abilities now). Are these just legacy code now, or did you intend for the races to have multiple starting ships?
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