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Removed

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Reply #1 Top

Does the Star Trek mod have all the other mods in it?

 

Thanks

Reply #2 Top

Is Enhanced Ship Levelling not part of the mod collection?

Reply #3 Top

Take a look at Battle Behaviors mod. It adds better ship leveling.

Reply #4 Top

Updated 17/05/17:-

Enhanced Planet Traits and Features

  • Balance pass on planet Traits to bring them more in line with 2.1.4 values
  • Tweaked Precursor world colonization events to bring them more inline with Crusade.

Informative Diplomacy - Gameplay

  • Tweaked Conquest diplomacy modifier

Star Trek - Crusade

  • All of the above
  • Increased Administrators per map size, 3-12 was 3-6
  • Rescaled Map Sizes. Gradual increases rather than great big jumps, from 30 (Tiny) - 500 (Ludicrous). (Was 16-500 with some pretty hefty jumps)
  • Increased base max habitable planets for each map size
  • Increased habitable planet frequency
  • Increased amount of techs required to progress to the next age
  • Added 5 new Terraforming improvements
  • Improved ship blueprints
  • Updated City icons

Re-download from the links in the OP.

Reply #5 Top

Be aware that beyond all of the version 2.13 and 2.14 patch fixes there are number of serious errors and balance problems with ImprovementDefs.XML, MasterTechDefs.XML and StarbaseModuleDefs.XML files..  Torian/Amphitious improvements were originally copied into 2.1 unchanged from EXP1 so they have higher multipliers that the improvements for other races.  2.14 has fixed most of the Torian tech references most if not all don't exist in Crusade.  Various Slaver and Synthetic improvements don't match the equivalent standard buildings.  Research costs for some techs are out of synch for the current state of the new tech tree.  Then there are issues with the simplified tech tree mixing techs that shouldn't really be together and some old buildings in new and sometimes inconsistent locations.  There seems to be some "drift" in how patches are implemented to fix the tech tree layout or significantly lower bonuses than before Crusade  (manufacturing bonuses are about one quarter of 2.0 and research about one third of what they were in 2.0 however currently that is inconsistent in those differences as well).  A number of improvement are missing upgrade references or like Research Laboratory semi converted to colony unique building maybe intended as a copy intended only for Intuitive Ability races (but they used cultural instead of racial requirement so everyone sees the revised building) that does not upgrade to Xeno Research laboratory which has lower bonus and is still not-colony unique.  But other racial research buildings remain non-unique and do upgrade like they did in 2.0.

 

The last two patches has made some progress in returning the previous abandoned research buildings and Tourism has returned maybe staying for everyone and not just partially for Diplomats.  Hopefully the squeaky wheel syndrome doesn't lead to fixes being made in poorly organization or implemented just to please someone without regard to whether the fix is consistent with the "prior to Crusade" design or some thought-out plan for how to better do things in Crusade.  I give it another month till the XML files reach some aspect of being fixed and consistent. 

Reply #6 Top

I have actually fixed all the tech cost issues. They scale correctly now.

Reply #7 Top

That is cool if you don't mind I look through your mod XML files and update my XML files to reflect the revised research costs (note all references to Torian Technology techs can be removed from StarbaseModuleDefs.XML and ImprovementDefs.XML (later needs to be fixed - most ?? of those fixes were done in the 2.14 Opt-In patch).  My patch is almost ready once I plod through a consistency / sanity check and full comparison to the 2.14 Opt-in.  I been having an Mod running error (It loads to the Opening Page just fine but won't let me generate a galaxy without crashing) when I use my revised MasterTechDefs.XML file which I am hoping is me having things like upgrading from improvements that don't exist (removed reference to Solar Power Plants last night) and not a continuation of the memory limitations that plagued you customizing your Star Trek Mod prior to Crusade.  I have left a lot of comments in the XML files when I make changes to default values or rearrange the tech tree or fix "improper" tech references (and adding upgrades for buildings and restrictions to colony unique buildings).  FIgured my crashing problem with MasterTechDefs.XML, the 2.14 Opt-in Patch to simply things removed the "duplicate" Techs for Slaver and Synthetic Races along with removing references to the Missing Amphibitious (Aquatic - Torian) techs that were always missing in MasterTechDefs.  Which also means that the associated specialization techs that used to be defined in MasterTechSpecializationDefs.XML got deleted (which I never changed and assumed had not been edited) as well so the old tech tree XML file crashed when building tech specializations no longer supported.  The new Tech tree now does reuse the standard Manufacturing and Research technology branches (haven't look yet but probably also for Farming, Morale, etc) for races that had their own technology entries to allow for customization (AI research weighting, etc.) for each race.  Probably means the game can parse faster but bunches of references had to be fixed that used to work and some potential lose of customization availability for each race/fraction results from the change.

Reply #8 Top

My dropbox link to GST contains the updated tech costs, as of 00:26 18/05/17.

Reply #9 Top

Hi, 

Sorry but before I download and mod my game, does this allow me to set higher planet classes? That's the only kind of mod I am looking to add to this game ATM - just set the classes from 3 to 25 for normal worlds and from 20 to uh max - (terraforming tech)... Something like that, if you get me...

Reply #10 Top

Updated