VERSION 2.0 RELEASED! Star Trek The Picard Era mod for DW:Universe
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RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod for DW:Universe
Can you post a 2.0 save-game so we can check it out.
- ehsumrell1
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RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod for DW:Universe
Hello Chet;ORIGINAL: Chet Guiles
Hi. Continuing to enjoy 2.0. But a question. In neither 1.0 nor 2.0 can I convince any pirates to do smuggling supply missions. Is there a secret button to push or a command line that I can modify to make sure pirate factions will take smuggling missions, at least some of them some of the time? I have not had this issue with the vanilla game, but I'm guessing you know more about the nuts and bolts than most. Any ideas?
Chet
My guess would be that the race you are playing doesn't have smuggling activated.
Open your race's policy file via the menu and look for the areas that states:
Accept Pirate Smuggling Missions
Offer Smuggling Pirate Missions
Make certain these are set to yes (on). Then, if your game start settings have pirating
active, you should be all set.
[:)]
Shields are useless in "The Briar Patch"...
- OttoVonBlotto
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RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod for DW:Universe
Excellent work, thanks to all involved I will be firing this up and having a play over the weekend. cheers
"Personal isn't the same as important"
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod for DW:Universe
No, I had no trouble starting up a Federation game. I uninstalled the previous version of the Picard Era, perhaps that mod is somehow interfering with this one for all of those who are stuck. Just a stab in the dark.
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod for DW:Universe
It's working for me now, it was a corrupt download for the previous errors. Now I'm just doing horribly in the game. I'm always getting my arse handed to me by the Kirakian. I don't think I'm researching right or something...
Argh!!!
Argh!!!
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- ravincravin
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RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod for DW:Universe
AAH, I'm glad it's up and running. It's a hard scenario, it will take some time to beat it.
Enjoy. Live long and prosper.

Enjoy. Live long and prosper.

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RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod for DW:Universe
Should there be 2 Ker'rat systems for the Borg? (just noticed that then when I tried starting the scenario as them.
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RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod for DW:Universe
ORIGINAL: Breet
Should there be 2 Ker'rat systems for the Borg? (just noticed that then when I tried starting the scenario as them.
Of course there are 2 ker'rat systems! everyone knows east and west ker'rat! East siders always like the eastside and westsiders always like the weatside. No single race finds the distinction between east and westside more important than the diversity minded Borg.
Well,I fired it up and sure enough two Ker'rat systems..........ooops. We were too busy making sure the game ran with all races and the tech tree worked. Also,I never knew whata tedious pain making a map was until Ed kinda explained and apologized for the never ending mapwork. I don't even want to bring it up,but the guy reads this forum as a work break.
So,ehh Ed there seems to be 2 ker'rat systems in the map scenario at start Borg setup. Price of indiscriminant assimilation perhaps?
- ehsumrell1
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RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod for DW:Universe
Sorry, looks like I overlooked Ker'rat while culling the beta systemNames file. When making the map, IORIGINAL: Tophat1812
So,ehh Ed there seems to be 2 ker'rat systems in the map scenario at start Borg setup. Price of indiscriminant assimilation perhaps?
needed to make certain that the 'actual' 30 races home systems (according to canon) were not in
the systemNames file so the game would not duplicate one of those system names elsewhere in the galaxy.
We're stuck with that one. As I work on the 700 star map I'll make certain that one is removed. Guess
I'm human (and NOT Son'a) after all!
[:'(]
Shields are useless in "The Briar Patch"...
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod for DW:Universe
Such a shame that you can't easily go in and edit out the extra planet. We need a scenario editor 
As one of the beta testers, Ehsumrell1, do you have any ideas about whether they might look into improving this side of the game?
Osito

As one of the beta testers, Ehsumrell1, do you have any ideas about whether they might look into improving this side of the game?
Osito
Osito
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod for DW:Universe
The name wasn't a big issue I only noticed it cause I kept getting production stalled messages, but I was looking at the wrong Ker'rat system xD. (Seems borg start off really rough, going to set everything auto later on and see how the AI goes)
- ehsumrell1
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RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod for DW:Universe
I'm MOST DEFINITELY going to ask Elliot to have that high on the list for DW 2. I'll evenORIGINAL: Osito
Such a shame that you can't easily go in and edit out the extra planet. We need a scenario editor
As one of the beta testers, Ehsumrell1, do you have any ideas about whether they might look into improving this side of the game?
Osito
inquire if he can quite possibly patch Universe's game editor as it stands. I would just
LOVE to be able to edit/initially create nebula names (Briar Patch, Neutral Zone, Barzan's
Nebula, etc.) and map areas for more canon-accurate mapping and immersion.
(Beware though Osito, if that does happen, you're going to be kidnapped, a hood placed over
your head, traveled a great distance, and when the hood is removed you'll be in a room with
the "Trek Team"! LOL!)
Shields are useless in "The Briar Patch"...
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod for DW:Universe
ORIGINAL: ehsumrell1
I'm MOST DEFINITELY going to ask Elliot to have that high on the list for DW 2. I'll evenORIGINAL: Osito
Such a shame that you can't easily go in and edit out the extra planet. We need a scenario editor
As one of the beta testers, Ehsumrell1, do you have any ideas about whether they might look into improving this side of the game?
Osito
inquire if he can quite possibly patch Universe's game editor as it stands. I would just
LOVE to be able to edit/initially create nebula names (Briar Patch, Neutral Zone, Barzan's
Nebula, etc.) and map areas for more canon-accurate mapping and immersion.
(Beware though Osito, if that does happen, you're going to be kidnapped, a hood placed over
your head, traveled a great distance, and when the hood is removed you'll be in a room with
the "Trek Team"! LOL!)
Sounds like a holiday

Is Elliot still with Matrix? Haven't seen a post from him on DW for ages, but I appreciate there are probably plenty of other things he's doing.
Osito
Osito
- ehsumrell1
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RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod for DW:Universe
Not sure what Elliot is up to. Relaxing a bit in Bora Bora for a little longer if I was him.
Nevertheless though, even if I knew exactly, I'd respect his privacy. I'm sure all is well
and he is most likely diagramming and planning his next move concerning DW and spending
time with his family.
I know him and Erik are in touch because of the info received about Lonnie's passing in
December. So I'm sure Erik would let us know if something was amiss! These are just my
personal opinions though.
[:)]
Nevertheless though, even if I knew exactly, I'd respect his privacy. I'm sure all is well
and he is most likely diagramming and planning his next move concerning DW and spending
time with his family.
I know him and Erik are in touch because of the info received about Lonnie's passing in
December. So I'm sure Erik would let us know if something was amiss! These are just my
personal opinions though.
[:)]
Shields are useless in "The Briar Patch"...
- Elrohir525
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RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod for DW:Universe
ORIGINAL: ehsumrell1
Thanks for the kind words and compliment Elrohir525!
Yes, not all of the 30 races have a race/species specific wonder tied to them. But there are other
combinations of resources and character skills, traits and events that help balance out those that
don't.
As far as getting declared war on by the Borg, two things;
1. It's quite possible (and probable) that either a.) one of YOUR explorerships, or one of your allies
(who's makeup may have a colony with some of your empire's folks on it ~ check top of diplomacy screen)
ran across a planet with a Borg 'war-activating' event.
2. One of your ships inadvertently either crossed into a Borg sphere of influence, or was spotted and
scanned by a Borg advance scout vessel (Borg explorership) ~ {could be how you know they are at the other
side of the galaxy, or did one of your spies get detected? The Borg Queen just DETESTS spies)
Two other things, if the Borg have declared war on you, and they have researched and retrofitted their cubes
with their Trans-warp Drive, you better have Long Range Scanner tech.
The other and final thing....RUN!
![]()
Yes, I think you're right, ehsumrell1! One of my explorers did stumble upon them. We'll see how that turns out...
I thought I'd provide a bit more feedback, if I may, regarding the Tech tree. I've noticed that the text for both Advanced Fleet Countermeasures and Advanced Fleet Targeting indicates that they give 0% bonuses. Also, the research costs for the disruptor series of weapons seems to drop off as the technologies become more advanced. While Nadion Megajule Theory II has a project size of 1640K, the next more advanced projects cost only 308K (instead of the usual 3280K at that tier) and then 410K (rather than 6560K).
Still enjoying an excellent game! [:)]
- ehsumrell1
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RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod for DW:Universe
Hello Elrohir525;
Concerning feedback on our mod, it is appreciated. All opinions are valid.
I'm not going to spend time on a full explanation, but as I've stated quite a few times before,
our mod of 30 races has a very delicate play balance where if the right situations occur any
of the races could achieve a victory using their set victory conditions. This can occur in any
of the game playstyles. It is much harder for the minor races to win than the others, but due to
certain tweaks in component values and strengths, race-specific wonders, research costs, characters
and race-specific weaponry and equipment, it can happen.
(Concerning the disruptor weapons, there are two different types, Nadion [Types I & II] and Hadron
[Pulse & Heavy Pulse] thus the difference in cost. The Fleet Countermeasures and Tracking is
set that way for balance due to certain races not being able to use them. The next researched project
for both has the enhancement.)
Remember also, as I've said before as well, that our mod not only was developed to be playable in
many playstyles, but also had to be developed to do so within the constraints of the Distant Worlds
game logic and dynamics. So yes, there are quite a few things that you'll see that doesn't seem to
'fit the norm'. Again, I'll repeat our Trek Team logic: "The needs of the many, outweigh the needs of
the few...or the one!"
Glad to see you're enjoying the game...and good luck with those Borg! [:)]
Concerning feedback on our mod, it is appreciated. All opinions are valid.
I'm not going to spend time on a full explanation, but as I've stated quite a few times before,
our mod of 30 races has a very delicate play balance where if the right situations occur any
of the races could achieve a victory using their set victory conditions. This can occur in any
of the game playstyles. It is much harder for the minor races to win than the others, but due to
certain tweaks in component values and strengths, race-specific wonders, research costs, characters
and race-specific weaponry and equipment, it can happen.
(Concerning the disruptor weapons, there are two different types, Nadion [Types I & II] and Hadron
[Pulse & Heavy Pulse] thus the difference in cost. The Fleet Countermeasures and Tracking is
set that way for balance due to certain races not being able to use them. The next researched project
for both has the enhancement.)
Remember also, as I've said before as well, that our mod not only was developed to be playable in
many playstyles, but also had to be developed to do so within the constraints of the Distant Worlds
game logic and dynamics. So yes, there are quite a few things that you'll see that doesn't seem to
'fit the norm'. Again, I'll repeat our Trek Team logic: "The needs of the many, outweigh the needs of
the few...or the one!"
Glad to see you're enjoying the game...and good luck with those Borg! [:)]
Shields are useless in "The Briar Patch"...
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod for DW:Universe
Any chance I can get some advice on why I can't seem to fulfill my own fleet fuel requirements? I'll admit I'm fairly new to the entire DW Universe, however, going off both the original game and both Trek lore, I'm still having all of my ships fly off stupid distances to the Bajorans in order to refuel! At the start of the game I'll immediately throw down two to three mining stations on helium sources--still have my fleets fly away. Next game I'll instead immediately throw down mining stations on dilithium crystal sources--and again, all my ships fly off again. The galactopedia states the fuel requirement is helium...so I'm at a loss as to why when I had four helium mining stations, and two of them inside Sol. >.> [&:][&:] I understand I have a lot to learn, but even when everything is set to Auto the AI isn't figuring it out so I have to step in and fix it somehow.
OS: Windows 7 Pro 64-bit SP1
CPU: Intel Core i7 4770K - 4.9GHz
RAM: 32GB Dual-Channel DDR3 - 799MHz
MB: ASUSTeK Z87-PRO
GPU: 3GB NVIDIA GTX 780 Ti (EVGA)
HDD: 698GB Samsung SSD 840
Audio: Realtek High Definition Audio
CPU: Intel Core i7 4770K - 4.9GHz
RAM: 32GB Dual-Channel DDR3 - 799MHz
MB: ASUSTeK Z87-PRO
GPU: 3GB NVIDIA GTX 780 Ti (EVGA)
HDD: 698GB Samsung SSD 840
Audio: Realtek High Definition Audio
- ehsumrell1
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RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod for DW:Universe
ORIGINAL: Aedaric
Any chance I can get some advice on why I can't seem to fulfill my own fleet fuel requirements? I'll admit I'm fairly new to the entire DW Universe, however, going off both the original game and both Trek lore, I'm still having all of my ships fly off stupid distances to the Bajorans in order to refuel! At the start of the game I'll immediately throw down two to three mining stations on helium sources--still have my fleets fly away. Next game I'll instead immediately throw down mining stations on dilithium crystal sources--and again, all my ships fly off again. The galactopedia states the fuel requirement is helium...so I'm at a loss as to why when I had four helium mining stations, and two of them inside Sol. >.> [&:][&:] I understand I have a lot to learn, but even when everything is set to Auto the AI isn't figuring it out so I have to step in and fix it somehow.
Hello Aedaric;
Sorry but you seem to be confused. You need to be mining for either Caslon and/or Hydrogen
for fuel. The Galactopedia (Star Trek The Picard Era mod version) still states those two gases are needed
as fuel, which when combined with Dilithium Crystals and other elements create warp energy. Build mines
on Caslon and Hydrogen sources and you'll do much better. Below is the excerpt from the Galactopedia fuel
page with the aforementioned information encircled.

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RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod for DW:Universe
Not sure if this is an oversight/planned thing but:
Playing as the Fed I cannot research stealth (which makes perfect sense, as I assume you have tied cloaking with stealth in a 'close as possible' solution). However, there are quite a few scanner techs and components that rely on stealth tech as their parent techs which I would have thought the Fed should have access to. In my own game I made 'Deep Space Array' & Directional Jump Sequence require parent 200 (Advanced scanners) rather then the 207 (Stealth).
Cheers
Playing as the Fed I cannot research stealth (which makes perfect sense, as I assume you have tied cloaking with stealth in a 'close as possible' solution). However, there are quite a few scanner techs and components that rely on stealth tech as their parent techs which I would have thought the Fed should have access to. In my own game I made 'Deep Space Array' & Directional Jump Sequence require parent 200 (Advanced scanners) rather then the 207 (Stealth).
Cheers
- ehsumrell1
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RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod for DW:Universe
ORIGINAL: zoommooz11
Not sure if this is an oversight/planned thing but:
Playing as the Fed I cannot research stealth (which makes perfect sense, as I assume you have tied cloaking with stealth in a 'close as possible' solution). However, there are quite a few scanner techs and components that rely on stealth tech as their parent techs which I would have thought the Fed should have access to. In my own game I made 'Deep Space Array' & Directional Jump Sequence require parent 200 (Advanced scanners) rather then the 207 (Stealth).
Cheers
Planned that way.
Respectfully provided, the following statement concerning our mod for the "nth time".
Remember also, as I've said before as well, that our mod not only was developed to be playable in
many playstyles, but also had to be developed to do so within the constraints of the Distant Worlds
game logic and dynamics. So yes, there are quite a few things that you'll see that doesn't seem to
'fit the norm'. Again, I'll repeat our Trek Team logic: "The needs of the many, outweigh the needs of
the few...or the one!"
Shields are useless in "The Briar Patch"...