Posts: 267
Joined: 6/14/2002 From: Southern CA Status: offline
A question if you would be so kind.
In this set of mods the Federation is not allowed to research beam weapons. But when I look at the file, it does not forbid that tech. Is there somewhere I am not looking that does this? I can use other techs, of course, but beam weapons interact with other tech and restrict how far I can research them.
In this set of mods the Federation is not allowed to research beam weapons. But when I look at the file, it does not forbid that tech. Is there somewhere I am not looking that does this? I can use other techs, of course, but beam weapons interact with other tech and restrict how far I can research them.
Any secret codes hidden in your mods?
Chet
Hello Chet;
I'm in the belief that you're misinterpreting something. The only beam weapons tech the Federation is disallowed research is the Disruptor and Borg Cutting Beam branches of the tree as shown below. They can research all the other regular and gravitic beam weapons and the phasers branch of course. Are you looking at the X'd out races in the Phaser tech treeand thinking that?
Posts: 267
Joined: 6/14/2002 From: Southern CA Status: offline
Here is a screen shot of what happens. Note that I can't work with advanced beam weapons and it also prevents me from working on gravitics. Any thoughts. I am playing around this, naturally.
I'll take an evaluative look and see where your problem lies. Your Federation tech tree branch for Beam Weapons should look exactly like my screenshot in post #93 unless it's been altered.
Posts: 267
Joined: 6/14/2002 From: Southern CA Status: offline
I have no clue how to PM on this forum. But have attached zip file to this message. Nothing in them that anybody couldn't see.
BTW I have done some playing with the files, but didn't think I'd buggered them up that badly. I noticed this phenom even first time I loaded the mod and had tried to undo it.
Any help appreciated. Still love playing with the mod.
I have no clue how to PM on this forum. But have attached zip file to this message. Nothing in them that anybody couldn't see.
BTW I have done some playing with the files, but didn't think I'd buggered them up that badly. I noticed this phenom even first time I loaded the mod and had tried to undo it.
Any help appreciated. Still love playing with the mod.
Chet
Hi Chet!
Found your problem! As you were making modifications to the Federation race file, you entered a zero (0) as highlighted below in the section shown. What that effectively did is disallow use and research of the component #0 (Pulse Blaster) and disallowed research of the Enhanced Beam Weapon tech branch. Just delete the zero, save the file, and everything will be back to normal. Glad to be of help!
'Disallowed ComponentIds: comma-separated list of component Id values that cannot be researched by this race DisallowedComponentIds ;0 <----- Delete the zero
Also, just for your future reference, if you need to place a zero (0) as a value in any of the race files, in most cases now, you use -1 instead. Just FYI!
Posts: 267
Joined: 6/14/2002 From: Southern CA Status: offline
Thank you! I am never sure whether to use a zero or just nothing in some of these files. Guess I betrter read the modding manual again. Much appreciated, because I love the mod! Looking forward to 2.0...
Thank you! I am never sure whether to use a zero or just nothing in some of these files. Guess I betrter read the modding manual again. Much appreciated, because I love the mod! Looking forward to 2.0...
Posts: 267
Joined: 6/14/2002 From: Southern CA Status: offline
Thanks again. I downloaded and reinstalled the whole mod, then VERY CAREFULLY made the couple of changes I wanted. And it worked fine. BTW if you design a ship with components that are not available under your start-up conditions, it won't auto-build any of them. I tried to mod my explorers to have some weapons and repair facilities, but didn't have the repair capability, so it just didn't make any explorers. Duh. Lessons learned.
< Message edited by Chet Guiles -- 9/4/2014 2:32:39 AM >
I have a simple question. Can you play the mod even if you only have the base game? The thing is that I've tried to start the mod up several times, but it refuses to change the theme from the default one.... hence, I wonder. :)
I have a simple question. Can you play the mod even if you only have the base game? The thing is that I've tried to start the mod up several times, but it refuses to change the theme from the default one.... hence, I wonder. :)
The Picard mod you find at the beginning of this thread is for Distant worlds universe. So it will not run with just the base game. There was an earlier release a few years ago that required base game,return of Shakri(2nd expansion) and legends(3rd expansion). So to play the mod you'd have to upgrade.
Good Mod thx ! hope the New 2.0 Version come soon...
Thanks Hunter20nov!
It's not set in stone, but I'm working toward Version 2.0's release near the end of the month. Hopefully around Stardate 2014.30.9. Putting quite a few quality additions in the mod while attempting to keep it compatible in relation to future updates and current accessory mods is challenging at best. Keep your shields up!
Sorry to ask this but will you be changing the disruptor animation? It almost looks like the titan beam at the moment. Could it be changed to be more of a green bolt and fire more in a straight line instead of spread out all over the place? Also, will you be adding the plasma torp for the Romulans?
Other then that i have been enjoying the mod. I have to set the game at highest difficulty though or else i will just steamroll everyone. Only race that keeps up is usually the Federation :P
Sorry to ask this but will you be changing the disruptor animation? It almost looks like the titan beam at the moment. Could it be changed to be more of a green bolt and fire more in a straight line instead of spread out all over the place? Also, will you be adding the plasma torp for the Romulans?
Other then that i have been enjoying the mod. I have to set the game at highest difficulty though or else i will just steamroll everyone. Only race that keeps up is usually the Federation :P
Glad you're enjoying our work! I'm planning on some subtle animation changes in the weapons and warp animations. I agree with you concerning the disruptors and will look into that. Concerning Plasma Torpedos, there already are Phased Plasma Torpedoes that can be researched in the tech tree. I can look further into the Advanced Plasma Physics line and possibly 'specify' a torpedo tech line for the Romulans. We'll see! Still a couple weeks away though. As far as play balance goes, I'm looking at the balance (or over/under balance) of the play between the major versus minor empires. I really want to focus on that so that even when you'd expect one of the major powers to be a winner, if the right combination of events happen, a minor empire can kick some major butt as well.
Glad you're enjoying our work! I'm planning on some subtle animation changes in the weapons and warp animations. I agree with you concerning the disruptors and will look into that. Concerning Plasma Torpedos, there already are Phased Plasma Torpedoes that can be researched in the tech tree. I can look further into the Advanced Plasma Physics line and possibly 'specify' a torpedo tech line for the Romulans. We'll see! Still a couple weeks away though. As far as play balance goes, I'm looking at the balance (or over/under balance) of the play between the major versus minor empires. I really want to focus on that so that even when you'd expect one of the major powers to be a winner, if the right combination of events happen, a minor empire can kick some major butt as well.
Yes i noticed the plasma torps but hated that i had to research quantum torps and photon first. The research tree really need an overhaul especially vanilla. I was thinking everyone could start with the ordinary torps then continue to photon torps then it could split up into quantum/plasma and further down the line split into tricobalt, chronotorps and shockwave. Plasma and quantum should though still continue to be an equally strong alternative to trico/chrono etc but require more upgrades. Some of the torps would be illegal to some races though. Like Federation would probably not use plasma torps. Then you could focus on the type you want.
For the disruptors i noticed they are all called typeI disruptor. Maybe just remove the typeI and call it disruptor cannon. The research description could still be called type1,2,3 and so on.
Btw is it possible to add special tech for each race? I was thinking like a early tech cloaking and singularity core for Romulans, seperate armor, (but alittle stronger) and better manouver tech for klingons, better docking/cargo pods or better commerce center for Ferengi too boost their economy? If it's possible you could also add a sort of boost to morale when cardassians enslave people. These techs could also make them behave like you want and some of the traits of each race could be removed to make them a little weaker but still strong in their own special way.
I fear however that it would take some time. Oh and i seem to have the special tech from vanilla in my game. Can this be removed or replaced with the suggested upgrades?
These are just some suggestions on how i see a Star Trek mod but i don't have the talent to create it myself :P
...These are just some suggestions on how i see a Star Trek mod but i don't have the talent to create it myself :P
Hello Tozze101!
Good suggestions all. Some are even in contemplation. Unfortunately though, as I've respectfully stated many posts before, our goal of this mod is to address "the needs of the many"!
We're attempting to make our mods close to canon, yet also as easily adaptable to modification as possible. This way, future updates for the base game do not affect the mod. In addition, other UI, Graphic and other mods (such as Das123's GEM mod) are easily used with our mods without breaking anything or causing errors.
Considering this, using the Universe Modding Guide, most of what you wish to see in our mod you can do without much exertion. Just take one thing at a time. You can make the mod perform as you wish to see it and so can others. Enjoy!
Don't take it the wrong way though. I appreciate everything you are doing here. Would never be able to do all this myself and i have been enjoying the first release for a long time.
That i can understand. The only thing that bugged me was the big trait boost and the disruptor animation but playing on hardest difficulty seemed to scale down that boost a little (atleast for me). Federation are still owning in every game though but i guess that's what the humans did in vanilla also.
Maybe i will...we just have to see when you release it. I'm still looking forward to playing it and i will probably be too lazy to mod it myself. I'm just glad someone finally took the time to update this. Good luck! :)
Don't take it the wrong way though. I appreciate everything you are doing here. Would never be able to do all this myself and i have been enjoying the first release for a long time...
Don't be concerned Tozze101, the Trek Team is all thick-skinned (mostly ).
Glad you're enjoying what we've put together. Version 1.0 is just an adaptation and extension of what Igard began and we've made the first version what we thought was best for all. Version 2.0 will be more in-depth and have more interesting game-play. More races and one "surprise" race addition is going to add very exciting options on how to play the game!
No, the AI Improvement mod is not included. We feel that with the combination of the diverse racial traits and the race character interactions of the 22 races, the AI does a good job in the game. Icemania's AI Improvement Mod is a very good mod. It addresses both the 'Vanilla' game and Haree78's Extended mod very well. But since our mod does make changes to many files it is not directly compatible. Although, with study, one can integrate select parts of the mod if one wishes.
WARNING! Be careful if you make the Borg more powerful than they are! You've been warned!
Not sure if this has been mentioned in other posts, but just bought this game, and downloaded your mod without playing vanilla at all. One of the first things I noticed was that ship build rate seems very fast, and one of the things I always liked about Star trek was the sense that each ship is a major investment in terms of build time. So, in my own game I changed the construction build rate in the componets.txt from 200 to 75. Is the the right way to go about slowing ship production rates (as opposed to worry about how the ai will handle these changes).
Also, really looking forward to 2.0, as I love 4X space mods with Star trek as close to canon as possible.
Yes, that is a way to do it globally, and it will affect the balance slightly, but will make for a more lengthy game. In addition, if/when the Legendary Pirates appear (which is hard-coded and we can't do anything about) you may find races getting their butts handed to them due to their lack of fleet ship capacity. Just FYI!
Can you help me? I want to put extra Federation shipset to the mod (I want to merge the TNG, TOS, and Enterprise era ships to the mod), can you tell me which shipset is free and can be used without any problem?
Can you help me? I want to put extra Federation shipset to the mod (I want to merge the TNG, TOS, and Enterprise era ships to the mod), can you tell me which shipset is free and can be used without any problem?
Hello Brainsucker, you would use shipset family 26 for that. Have fun!
Can you help me? I want to put extra Federation shipset to the mod (I want to merge the TNG, TOS, and Enterprise era ships to the mod), can you tell me which shipset is free and can be used without any problem?
This sounds good as I start in the pre warp era too. Any way that you could post the altered file(s) and point me in the direction of the relevant graphics download?
Thanks for this mod, it makes Distant Worlds my favorite Trek game, a better Birth of the Federation!
I hope you have plans for the future for more race exclusive technology lines like spiral-wave disruptors for the Cardassians, plasma torpedoes for the Romulans & Gorn etc.. in other words some more racial flavor. It would also be wonderful to see some more show-like weapon effects for ships, like green disruptor beams and cannon fire for Romulans/Klingons, things like that :)
1 (small) bug(?) I ran into: When I recruit troops from conquered species, those troops do not take into account the various troop-boosting technologies. In other words after researching assault tactics & defense tactics my Romulan soldiers are far more effective than say Reman troops I recruit, which is a shame.
On another note, is it possible to mod the stats of ground units somewhere? Specifically planetary defense, armored and special forces units? I could only find an entry to the base attack value of basic troop units in the various race files. I'm also wondering if its possible to separately mod the upkeep and the defensive value of troops, or is the latter always identical to the attack value?