Removed.
Quoting Horemvore: 0.3f is a patch you install over the main mod
Did that. There are two versions of 0.3f, lets call them one and two to avoid confusion. Two contains the federation wonders.
When I copy the files from 0.3f version two over the files from 0.3f version one I get the error I mentioned. I get to the main menu but no Star Trek races show up. If I overwrite those files, and only those files, with the originals from 0.3f version one I get the full mod once again including access to my last saved game. That tells me it is the new version two files that have an issue
On another note, here is something I have been playing with for the Klingon's:
https://1drv.ms/u/s!AokCVy_b1r7j4CjKSqx-O8OQNHK9
I modified the weapons names and descriptions but did not touch effects or strength. I also removed any mention of slavery from the tree, Klingons are described as brutal in combat and unrelenting but honorable. They would not employ slaves, not fun to be working under them but you would be treated with honor. The mention of slavery for them would be a real turn off to die hard trekkies which is a large market segment. Some of the other races on the other hand ...
I will continue tinkering with the tree as I go without touching any values so as not to upset the current balance. Your call on what you want to use if anything. Just trying to make it a bit more compliant with Trek canon.
I toyed with the idea of using actual Klingon names, there is a full language dictionary available, but that just seems a bit too geeky LOL And no, I don't go around dressed up as a character LOL
From the OP, I just did:-
And got no issues.
I have thought and am still considering this (Yes I am a geek but no I don't do conventions and dress up)
I'll take a look, I know the slavery doesn't fit, I had not got to changing it yet. I got stalled with the tech trees, which goes hand in hand with component/improvement changes at least for me, saves me changing stuff several times (Hense the Borg Tree/Component/Improvements are 95% done), after the AI/Diplomacy got to me so bad I decided to do something about it everythign else got put on the back burner. I do not mind people doing text changes what so ever or helping with the mod, I am quite open to it as a matter of fact. Mainly due to the fact I never intended to make a complete Trek mod, but just some flavor modules, it just kind of steam rolled into what it is now all on its own
Like 90% of the changes, just not what you did to the cannon tech names, does not fit. Klingons have Disruptor cannons, not Anti Proton (Uniques for every race just not done them yet), Kinetic(No Longer exists other than damage type, and not very Star trek canon like), Tetryon (Tholians), Polaron (Breen/Dominion) or Singularity. Did however add it to 0.3f, before I saw the cannons.
Try this share instead, I noticed I forgot to modify the "Meat Trees"
https://1drv.ms/u/s!AokCVy_b1r7j4ClPrg-ZT81GepJ0
Quoting: From the OP, I just did:-
My issue may be that I am installing on top of the original 0.3f. I will try starting from scratch and see what happens.
Quoting: I have thought and am still considering this (Klingon vocabulary)
I will give it a shot and see how far it gets. May be able to compromise by having the English name included. Will toy with it over the weekend, would just translate the names already there.
Quoting: Like 90% of the changes, just not what you did to the cannon tech names, does not fit. Klingons have Disruptor canons, not Anti Proton (Uniques for every race just not done them yet), Kinetic(No Longer exists other than damage type), Tetryon (Tholians), Polaron (Breen/Dominion) or Singularity. Did however add it to 0.3f, before I saw the cannons.
Yea, I struggled with the cannons. Was trying to avoid using the same term, Disruptor which is strongly associated with beams and ended up recycling already existing techs. Most Star trek sites and encyclopedia are very sparse on Klingon kinetics, concentrate more on Disruptor beams and torpedoes having "Disruptor cannons" as the one weapon incrementing with Mk 1, Mk 2 etc ...
Cannons...change the cannons.
A bit of info to try an help. I split the factions weapons into groups and damage output, from Star Trek canon/lore:-
Phaser - Cardassian, Ferengi, Federation
Tetryon - Tholian
Disruptor - Klingon, Romulan
Polaron - Breen, Dominion
Adaptive Disruptor - Borg
Phaser and Tetryon do the same Damage, then Disuptors -> Polaron -> Adaptive Disuptors.
Ug I just noticed the Torpedoes too. This is from my Notes:
MissilesStinger - Spatial TorpedoHarpoon - Photonic TorpedoPhotonic Warheads - Photon TorpedoPhoton Torpedo - Quantum TorpedoNightmare Torpedoes - Polaron Torpedo (Klingon & Dominion) - Gravametric Torpedo (Borg) - Plasma Torpedo (Romulan & Cardassian) - Transphasic Torpedo (Federation, Fernegi & Breen) - Thermonic Torpedo (Tholian)BeamsPolaron Beams - Dominion & BreenDistruptor Beams - Klingon & RomulanTetryon Beams - TholianPhaser Beams - Federation, Cardassian & FerengiAdaptable Disruptor Beams - Borg
KineticPlasma Cannons - RomulanPhased Polaron Cannons - Dominion & BreenTetryon Cannons - TholianDisruptor Cannons - KlingonPhaser Cannons - Federation, Cardassian and FerengiCutting Beam - Borg
There is a method to my madness, honest.
OK, that helps by providing a template. Will follow it.
Take a look at the Governance tree also, made some changes also and changed the "Slaughterium" which does not fit.
new version uploaded following your template more closely.
https://1drv.ms/u/s!AokCVy_b1r7j4CrMdGwjc9djIAyI
Played with the cannons while keeping the disruptor name and idea. replaced the torpedoes with your names, edited the descriptions.
By the way, found out that polaron is a real thing based on a Bose-Einstein condensate particle called polariton. Cool!
I don't see a difference?
No new text file. You are editing the text file and not the tech file? I am a bit of a stickler for proper format
Should be a different file showing various flavours of 'Disruptor cannons" as well as the missile names you use. Not sure what happened there, repackaged and reposted to:
https://1drv.ms/u/s!AokCVy_b1r7j4Csty2duHQDDm-o7
I am modifying the strings that the KlingonX_Name" points to in the ST_KlingonTechDefsText file. No changes made to the tech file all made in the text one. Learned that the hard way.
That did it. Looks good. I have however noticed that SD has the specialization techs way cheaper than the PreReq techs for them that I am now going to have to correct
Here is an updated Klingon tree.
https://1drv.ms/f/s!AokCVy_b1r7jal0Tb6U966psMYo
I removed all references to slavery replaced it with scientist or worker references
I removed all references to other races as "food species", replaced the term with "enemy", "other races" or "lesser races" depending on context. I still need to go thru every description and Klingonize them to remove the Drengin flavor that remains but at least now it should not be as jarring to read some of these description in the context of playing Klingons. They certainly do not eat their foes, although drinking blood wine in their skulls might be feasible Added some Kilngon terms in a few places.
I received the following error when attempting to launch the Mod.
C:/Users/..../Documents/My Games/GalCiv3/Mods/Star Trek - Star Names/Text/StarNamesText.xml(0,0): error: String collision! String 'DrathOverlord_Dec' and 'Karnaugh' produce the same hash. One of these strings must be changed to avoid collision.
To solve the problem, I edited StarNamesText.xml by changing 'Karnaugh' to 'Karnaughh' and now the game launches fine.
There is an updated Star Trek - Star Names 1.81 mod on the OP.
Got sucked in the Klingon tree Starting a new game now with federation to trial out the new wonders, will provide feedback ASAP.
So far so good, no issues with new version of 0.3f. Playing Federation on immense with everything common. The new wonders are available and are being built Interesting way to soak up some of that early game Elerium and Prometheon, especially the elerium as it now makes the decision to build the Elerium defense shields strategic, do I build those or wait and accumulate to build the Starfleet wonders? Good choice!
I like the Federation tree by the way, it feels right!!
My newly built starbases only have 200 HP. Are they supposed to be tougher, like maybe start with 500 HP, or do all the extra HP come with the defense and engineering mods? If SB's should have 500 HP to start with, then I'm not sure where my install went wrong. The rest of the mod like factions, tech tree, etc is all working fine.
BTW I just finished a 0.3d game yesterday. Thanks for putting all the work into the mod. I have completely stopped playing vanilla GalCiv3 and now I only play this mod.
They should be 500 from the start. Make sure you are not using any other mods that modify the Starbase files.
What faction are you playing? Not that this should make a difference, but I can check none the less.
The mod is probably fine. I must have screwed it up myself when I tried to give an extra +25 HP to the StarbaseDefenseSystem module by adding the following to the StarbaseModuelDefs.xml file. It seemed pretty straightforward, but maybe it wasn't....
<Stats> <EffectType>HitPointsCap</EffectType> <Target> <TargetType>Starbase</TargetType> </Target> <BonusType>Flat</BonusType> <Value>25</Value> </Stats>
Wonders seem to work but one question. What is the "Commander" that the Starfleet improvement is supposed to give. Pretty sure I saw the weapons increase but not sure where to look for to confirm I get this one.
Take a look at the entertainment section of the Governance branch in this tree.
https://1drv.ms/u/s!AokCVy_b1r7j4DB9juHg1A67Fe2t
Is that what you had in mind for some Klingon names?
I'll check that out after work tonight. As too the commander, not sure what that Action does tbh. I saw it there and thought I would try it out and see what happens. I guess it is part or will be a part of Crusades.
I think I figured out what happened.... I changed one of the Federation faction's abilities to Vigilant. From what I can tell, when a race with the Vigilant ability constructs a starbase, that starbase starts out with 200 HP. This occurs even if the StarbaseDefs.xml file specifies 500 HP. I tested this by deleting the Federation's vigilant ability, and then I could build 500 HP starbases. That is strange; possibly a hardcoded bug?
Anyway, maybe it's not such a bad thing. The Vigilant ability is overpowered IMHO so taking a big cut to starbases hit points might be good for balance.
I decided to redo the AI Handicaps. I can not change the names due to them been hard coded in the UI. I have graded them equally from a boosted Godlike(I removed the 2 Lower difficulties then re did the last two) This is what I have ended up with after my 5th balance pass:-
Updated 4/8/16 - See Change Log. Will not be working much on the mod for the next 2 weeks, shifted over to 6-6 Night Shift.
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