RELEASED!! Star Trek The Picard Era Mod for DW:Universe

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ehsumrell1
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by ehsumrell1 »

ORIGINAL: sethat

I just wanted to say thank you all for all the hours you put into this mod it is truly amazing this will most likely be the only i will be playing this game for some time to come,and I cant wait to see future features!! My hats off to you!!

You're welcome sethat, and thank you for the kind words! [:)]

Yes...it's my hope that version 2.0 will be even bigger and better!
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Jethro420
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by Jethro420 »

That was a great review, both for DW and the mod.

Kudos!

I was wondering what you thought about the characters maybe being a bit OP?

This isn't a critique, by the way. Just a question. The mod is truly praiseworthy. I guess that's this thingy: [&o]
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ehsumrell1
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by ehsumrell1 »

ORIGINAL: Jethro420

That was a great review, both for DW and the mod.

Kudos!

I was wondering what you thought about the characters maybe being a bit OP?

This isn't a critique, by the way. Just a question. The mod is truly praiseworthy. I guess that's this thingy: [&o]

Thanks Jethro420!

No, the characters are actually finely balanced across the races. As he stated in the article, he wasn't aware if the
other races had similar high-powered (my choice of words) characters. Understand that there are over
a hundred skill and trait variances that are in play. For an example, a scientist with 59% Weapons
Research rating at a Neutron Star giving a Weapons bonus is great, until, or unless, the scientist
acquires a trait such as "double agent" or "drunk". Or what if a Leader is voted in that has numerous
negative skills and traits, but you have a kick-butt Governor. You can move the Governor to the Homeworld
to help augment the poor skills of the Leader. As you can probably imagine, it plays very well in how
the game is handled. There are 524 lead characters in the mod that intersperse with numerous other generic ones as well.
Some are set in stone for canon immersion purposes, many are not. Many are also
randomized in what skills and traits they may appear with, thus adding variety!
There will be more in the upcoming Version 2.0 release.
[:)]
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Blackstork
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by Blackstork »

I like your take on characters .. Its bit more extreme approach per character (uber hero personality) compared to what I do in Beyond, while I aim more on race and group specialization and social structure mechanics, but well done, deep and complex, hat down mate. I will try to play game aside from sneak-peaking, even considering I never been a Trekkie even abit . Keep it up!
Alien Immersion (WIP) : tm.asp?m=3651979
Beyond Extended Universe (WIP): tm.asp?m=3657646
OverlordCW
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by OverlordCW »

Can you remove WotA and WotD governments, they just don't fit into the universe?
Vandaley
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by Vandaley »

I'm experiencing problems with setting a custom game. I play on smallest galaxy settings and when I set sector for each race to be in they don't spawn there on galaxy creation. Any solutions to this? Any chance for next version each race starts on their planet and not some random one.
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ehsumrell1
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by ehsumrell1 »

ORIGINAL: OverlordCW

Can you remove WotA and WotD governments, they just don't fit into the universe?

Hello OverloardCW;

Yes YOU can! Please read previous post #76 for a explanation of why they're included.

For what you ask, just open each individual Star Trek race file and in the section shown below
behind the semi-colon add (if they are not listed already) the numbers 6 followed by a comma, and
7 followed by a comma. Remember though, if you don't uncheck the Return of the Shakturi box
during game setup, both the Shakturi (Way of Darkness Gov't) and Mechanoids, a.k.a.Ancient Guardians
(Way of the Ancients) will appear. Hope this assists you in your search for canon immersion! Enjoy! [:)]

Example:

'Disallowed Governments: comma-separated list of GovernmentIds that this race cannot normally use
DisallowedGovernments ;6, 7
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ehsumrell1
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by ehsumrell1 »

ORIGINAL: Vandaley

I'm experiencing problems with setting a custom game. I play on smallest galaxy settings and when I set sector for each race to be in they don't spawn there on galaxy creation. Any solutions to this? Any chance for next version each race starts on their planet and not some random one.
Hello Vandaley, and welcome to the forums!

As far as the Picard Era mod is concerned, the way we plan to do what you're seeking is with a
galaxy map, which I'm nearing completion. That map will have the Klingons on Q'nooS, the Cardassians
on Cardassia, the Federation on Earth, and so on. In addition, I'm hoping to make the map as close
to canon placement as possible, with the Neutral Zone, Badlands, etctera in the right areas. The
time-consuming thing is I'm making two different sized maps. One for 1,400 stars and one for 700
stars.
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Jethro420
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by Jethro420 »

Completely on topic, yet completely off:

http://www.avclub.com/article/beam-me-b ... ise-207976

It's a good read, but the comments are the best... "Oy, what's all this, then? Are we having a laugh?"
Chet Guiles
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by Chet Guiles »

Thanks. This is a great mod. Really enjoying it.
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ehsumrell1
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by ehsumrell1 »

ORIGINAL: Chet Guiles

Thanks. This is a great mod. Really enjoying it.
Thanks for the kind words Chet, glad you're enjoying it. We're working to make
version 2.0 even better!
[:)]
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Chet Guiles
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by Chet Guiles »

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.

Any secret codes hidden in your mods?

Chet
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ehsumrell1
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by ehsumrell1 »

ORIGINAL: Chet Guiles

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.

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?
[&:]



Image
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Chet Guiles
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by Chet Guiles »

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.

Image
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by ehsumrell1 »

Weird Chet. Have you tinkered with either the Federation race file or the research.txt
file?

Please zip the following files from your mod copy and PM the zipfile to me for a look:

Federation.txt (Race File)
Research.txt
Components.txt

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.
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Tophat1815
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by Tophat1815 »


I'd like to see that save as well.
Chet Guiles
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by Chet Guiles »

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
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ehsumrell1
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by ehsumrell1 »

ORIGINAL: Chet Guiles

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!
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Chet Guiles
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by Chet Guiles »

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...
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by ehsumrell1 »

ORIGINAL: Chet Guiles

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...
Actually, 'nothing' works better than '-1' IMO.

Glad to be of service! Enjoy the mod Chet! [:)]
Shields are useless in "The Briar Patch"...
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