Wotan2a

Wotan2a

Joined Member # 2675848
10 Posts 204 Replies 3,900 Reputation

Going away for a while so here is some feedback on 0.3f beta after 200 turns: Federation wonders work well, may overpower against some of the more vanilla factions but BORG are still supreme. Commander improvement is nowhere to be seen. Terraforming changes are a great improvement. Much better balance Still some issues with anomalies due to base code, AI does not take advantage of precursor anomalies and even on rare they still can overpower the human player espe

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Quoting Space Cadet Stimpy: All you can do is upgrade the ship they're fitted to That is the crux of my problem, when I upgraded the ship the components were on, they disappeared. The new ship does not have them. They show up in the designer, I can design a new ship with them but I cannot build that ship in a shipyard or choose it as an upgrade version even for the ship that currently has the component. And yes, they are the same class.. I tried creati

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First off, I love the new components added in with 1.85 and the DLC. As my question asks though what is supposed to happen when I upgrade a ship with a precursor component? I had a beefed up survey ship with the precursor sensor that gives 54 power as well as the engine component and when I upgraded it I lost all the components, they show up in the ship designer but when i try to install them on another ship I get the message that says they can only be used on one ship. Is this

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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?

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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!!

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Got sucked in the Klingon tree :-) Starting a new game now with federation to trial out the new wonders, will provide feedback ASAP.

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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

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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. <

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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!

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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.

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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 ass

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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:- Downloaded 0.3e, Installed Downloaded Star Trek - Star Names 1.81, Installed and overwrote when prompted. Downloaded 0.3f Beta Opt-in Patch, Installed and overwrote when prompted. My issue may be that I am ins

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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 incl

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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.

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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

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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

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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 powerf

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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

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Quoting: Hint: Take a look down the Engine branch of the tech tree [e digicons]:)[/e] Which tree? I checked the Federation and Dominion and saw Stellar Folding as usual.

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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 thi

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I will load the new DLC and add your 0.3f, restart a game to see how the changes play out.

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OK, will search. Have kind of given up on the workshop for this game, very limited capability and no mod distribution.

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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&a

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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.

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