Removed.
Yep, new DLC. Looks like the ideas from a couple mods were adapted to the base game especially the colonization events and planet diversity. Should not be too hard for you to incorporate into your mod I think.
The "Ships components" piece looks interesting, new specialty weapons based on ideology? Cool.
If you get a chance take a look at these suckers for ideas. Once you get to 1.0 you may want to expand. The Mirror Universe is very popular. It kind of resonates right now.
Aside for the Dominion wars or the BORG attacks, this would make a great expansion Same universe completely mirrored environment, what if?
http://www.wolfsshipyard.com/yards/viewtopic.php?f=22&t=3691&view=previous
New DLC and Mod are compatible. The DLC is using the append method so all is good.
Most them ships are on the workshop.
OK, will search. Have kind of given up on the workshop for this game, very limited capability and no mod distribution.
I only use it for ship designs. Omnibus and Airmaster are the two designers you want to check out for them ships.
I made a start on the Resource changes. You can try what I have done so far by extracting THIS over the 1.8 Mod (Contains the Hotfix too). This is what i did:-
Alpha 0.3f TestUpdated to 1.81 Code base.Reduced resource frequency a little bit.Increased Special Improvement resource consumption to 2.Added some Star Trek flavor resource ship components.Added unique wonder for the Ferengi. (Needs testing)Added unique wonder for the Federation. (Needs testing)
I am open to suggestions for any Improvements for non Federation and Ferengi factions.
Also open to suggestions for resource ship components.
Reason for this I had most my ideas/todo list all written down in my GST Mod notebook which my 8 month old puppy decided the notebook would better serve as snow for the front room!
So before I go trawling through the internet again I am open to suggestions.
I will load the new DLC and add your 0.3f, restart a game to see how the changes play out.
Horemvore, does this mod use the latest in ai tweaks? I am likely to go back to 'normal' with this mod for the moment. You 'fixed' the colonization of the ai and now they are spreading like flies...(great job), Seriously this puts the ai on a far better footing than before. I will restart with your mod and knock back down to normal for the moment.
What updates if any are you planning? I can play this game I have now for a bit and wait if you are going to make some changes.
OK I installed the DLC and copied your 0.3f files on top of the old ones. Just started a game, worked like a charm, the first colony I colonized gave me the new "Elemental Extractor" which is an improvement that gives an extra 35 credits per turn but takes forever to build at first. The DLC integrates very well I guess
Will play some more to see how the new settings integrate and then will start as another faction.
Edit: turn 80, still rock solid. One interesting thing, may just be luck but I got 3 mega City planets and two precursors within the first 25 turns. Could it be the new DLC adds additional ones? Playing immense with everything common except precursor relics and artifacts on uncommon. Maybe I am just lucky, will play a bit more and lift FOW to see how the map shaped up.
No clashes between the DLC and the mod so far. The new ship and planet enhancements are interesting, one is an engine that gives 11 moves and i got it on the second colonization event while another adds significant power to beams, interesting to see what that does to the Dominion beams.
Thats pure Luck! I have had similar RNG in the past, take full advantage of it!
Hint: Take a look down the Engine branch of the tech tree
Quoting: Hint: Take a look down the Engine branch of the tech tree
Which tree? I checked the Federation and Dominion and saw Stellar Folding as usual.
Hyperfield Projection
Cool !!
Could the mod be set up so that the "super" planets are more evenly distributed? It's great if a number of them are near you but it really stacks the deck. It takes skill out of the game if five are near you but none are near your opponents (or visa versa, which is what is happening to me in my first game).
RNG, naught I can do about that sorry. What size map are you playing? (Its balanced for huge+) Have you met all the Star Trek factions? Cause I am pretty sure some of them do not need "super" planets
I updated the 0.3f test link to include the small amount of work I did today. Federation now have 4 out of the planed 5 Wonders. Starfleet Academy may cause a CTD, I have not had time to test the action I am using on it and it is not used by Vanilla, so it is trail and error on my part. The code for said action may or may not even be present in the default game, saying that, I feel if the action is there then the code should be too.
Feel free to try them out.
Quote: Feel free to try them out.
Will do thanks.
Edit: Will not launch, here is the error which i cannot skip
C:\Users\wotan\Documents\My Games\GalCiv3\Mods\Star Trek - Core\Game\ST_Res_ImprovementsDefs.xml(341,44): error: value 'AwardCommander' not in enumeration
Sorry about that. Fixed that, re download the Test patch.
I will install today, I am at turn 100 of the original 0.3f (reloaded it after the fail of the test patch). Everything is stable and the resources are a bit sparser, plays well. The new DLC adds quite a few interesting colonization events that give you a choice between ship components, civilization wide bonus or colony improvement depending on the ideological choice. Some of those significantly increase shield strength and beam power which will be interesting in the hands of races with powerful beams to start with. BORG anyone?
Horemvore, if I can make a suggestion. I love the way you modded terraforming techs. Is there a way to 'limit' the number per tech? So instead of all 'salvageable' tiles being done perhaps 5 on one and 5 more on the next tier up? For example I play almost always the Thalan tech tree but I know that the Terran one also follow the Thalan one in regards to Terraforming. The first two techs in that line are normally terraform 'one salvageable' tile.
Your mod allows me to do ALL of them upon researching that one tech which will usually in most cases be 10 to 20 tiles depending on planet. It can quickly take a class 7 planet up to 20 or 30 with enough production. Is there a way to fix or scale the number of tiles allowed but still interest the player to keep going up the line?
First two techs grant 5 tiles each (in un modded form its 1 salvageable tile each), then it picks up again with Terraforming so on.
As it is now its (in my opinion) terribly over powered but the good news is the ai is also building class 25 and class 40 planets with the changes so its good.
Do 'Gifted' AI still suffer from Fog of War? If so Ill bump back up to gifted after this game, otherwise if you tell me how Ill mod it so they do, that is the only perk I do not want the ai to have as a bonus on difficulty.
Cheers!
If memory serves the modded terraforming tech work by stipulating the percentage of land a sector has for the terraforming improvement to work. I agree with larsenex that the initial tech gives too much at once, fun but too much of a good thing. Making the land percentage higher for the initial techs might be a good way to limit the effect until the last tech is discovered at which point the entire planet becomes free game.
Another improvement would be to give the last tech the ability to be mounted as a tech on colony ships to terraform dead planets like the mercenary ship can. That would reduce the need to play everything on abundant or even common
I need to balance that a bit. Your not the first to mention this.
Internal code. (I do not see it in the "Handicap List"). And its debatable if its there or not on Gifted. I have thought of redoing the difficulties due to this. Getting rid of the Very easy and Easy. Making Very Easy, Normal and grading up from there, so we would end up with 2 more difficulties past Godlike.
85% is my limit
Something else I am toying with tbh. Planet creation is a possibility with Star Trek, Genesis anyone?
Anyone tried the Starfleet Academy yet?
I will reload the game with the new 0.3f and start playing with your version of the Federation. Feedback coming as soon as possible.
Juggling that with trying to update the Klingon tech tree, names anyway.
This is becoming actual work LOL
Still having problems with the new version of 0.3f. When I update and launch a game I get to the main menu but when I try to start a new game none of the Star Trek races are available, I am back to vanilla races.
I reloaded the previous 0.3f to see what would happen and everything was ok again, could even resume my previous save so it is definitely something in the new code. Not much else to give though, no error message just a lack of content.
0.3f is a patch you install over the main mod
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