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 »

Hello LordTareq, and welcome to the forums! Thank you for the kind words of support as well!

At present, I am in the middle of preparing Version 2.0 of the Picard Era mod for pre-release
testing by our Trek Team. Currently, I have received and have considered many requests for more
race-specific items. I have complied with some, but not all. It's a time consuming project for
me, and those that know me know my favorite response to most requests. "The needs of the many,
outweigh the needs of the few...or the one".


Once version 2.0 is released, I think everyone will agree that there have been many great additions
and improvements to version 1.0. Without spoiling too much, I will say this; there are quite a few
race specific techs, weapons, facilities and new governments added in version 2.0. There are also
more minor races added, static and non-static, which will enhance gameplay and affect the way one
addresses strategy. Play balance has been addressed and will be more challenging as some of the less
peaceful races (the Borg as an example) have been buffed and toughened. I'll give you one spoiler,
Species 8472 is present in the game (Don't tell anyone I said that...I'll plead the 'fifth')!

To answer one of your questions, yes, the attack value entry in each race file is the main way to
modify a races overall troop strength. But remember, and don't overlook the fact that in our mod, each
races troop strength is also affected by the game's character system. Klingon, Reman, Jem'Hadar and
Gorn troops for instance are going to be stronger than Bajoran, Ferengi and Ktarian troops for example.
But in addition to the racial trait makeup, the races character rosters will affect troops as well.
For example, I'll take 5 Romulan Heavy Centurions with a Troop General that has 30% increased ground
attack trait against 15 Dominion Jem'Hadar Troops every time. So although you can 'adjust' the stat
in the race files be cautious, because the balance can definitely change. This also may be one of the
reasons you see some of the troop enhancement techs acting differently. Just a thought!

Again, thanks for the compliment, and to answer your next question, I hope to release Version 2.0 at
some point later within this month.
[:)]
Shields are useless in "The Briar Patch"...
Hunter20nov
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by Hunter20nov »

ORIGINAL: ehsumrell1

Again, thanks for the compliment, and to answer your next question, I hope to release Version 2.0 at
some point later within this month.
[:)]

[X(][&o][:D]

Thats good News [;)]
fruitgnome
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by fruitgnome »

Has this mod an update since release of V1.0?
zoommooz11
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by zoommooz11 »

ORIGINAL: fruitgnome

Has this mod an update since release of V1.0?

Not trying to be rude, but one post above yours answers the question. Its no, put probably some time this month.
fruitgnome
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by fruitgnome »

Hmm, maybe it's too late but I can't read there that there was no little update. Only that V2.0 will come.
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ehsumrell1
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by ehsumrell1 »

No fruitgnome, no update(s).
There is only Version 1.0. Version 2.0 is work in progress and we hope to have it ready for
release soon. With the complexities of Distant Worlds, I'm not a fan of putting out numerous
bit and pieces updates. Don't get me wrong, I'm not belittling that method, it's just not for
me. I like to put all the pieces in place, test abundantly, then release. All of our Star Trek
mod releases plan to be the same format (i.e Version 1.0, 2.0, 3.0, etc.).
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Bloodly
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by Bloodly »

While you're at it then, fix the 'key not found' in the building screen. Both for Range and Fighter Firepower.
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by ehsumrell1 »

ORIGINAL: Bloodly

While you're at it then, fix the 'key not found' in the building screen. Both for Range and Fighter Firepower.

Bloodly, I normally don't respond to rude, sarcastic or negatively stated posts like yours was. But
I decided to in this case because a "key not found" error is usually a syntax error in the 'GameText'
file. I believe you may be confused as to which mod thread you are in. In our Star Trek The Picard Era
mod version 1.0, I never touched fighters, fighter weapons, or their capabilities. Meaning that the
GameText file we use in our mod is still 'virgin' in the areas addressing the aforementioned areas.
To date, I nor any of our Trek Team have ever experienced or have report of that error.

It's seems that you either have a corrupted GameText file (which I highly doubt for you would have
other errors as well) or did you try to incorporate some other research type mod? Nevertheless, there
are five references to fighter firepower and range in the GameText file that could cause the problem
you have described.

It also would be helpful to maintain a straightforwardly civil attitude when posting in the forums.
You'll get a much better response to your posts.


Shields are useless in "The Briar Patch"...
LordTareq
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by LordTareq »

Thanks for your reply to my post ehsumrell1 [:)] I'm looking forward to version 2.0!

As for the error Bloodly reported in a not quite so nice way, I have the same one. After your above post I looked up and compared the vanilla & Picard era GameText files, and in my case the Picard era GameText file was missing the following entries at the end:

Range Shortest/Longest ;Range Shortest/Longest
Fighter Firepower ;Fighter Firepower


Hope this helps!
Hunter20nov
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by Hunter20nov »

ORIGINAL: LordTareq

Thanks for your reply to my post ehsumrell1 [:)] I'm looking forward to version 2.0!

As for the error Bloodly reported in a not quite so nice way, I have the same one. After your above post I looked up and compared the vanilla & Picard era GameText files, and in my case the Picard era GameText file was missing the following entries at the end:

Range Shortest/Longest ;Range Shortest/Longest
Fighter Firepower ;Fighter Firepower


Hope this helps!

I have the same Problem with the error Text. But it is a little Problem i can live with this at the moment.
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ehsumrell1
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by ehsumrell1 »

ORIGINAL: LordTareq

Thanks for your reply to my post ehsumrell1 [:)] I'm looking forward to version 2.0!

As for the error Bloodly reported in a not quite so nice way, I have the same one. After your above post I looked up and compared the vanilla & Picard era GameText files, and in my case the Picard era GameText file was missing the following entries at the end:

Range Shortest/Longest ;Range Shortest/Longest
Fighter Firepower ;Fighter Firepower


Hope this helps!

Thanks LordTareq;
I reviewed the Version 1.0 Release Candidate GameText file for our Picard Era mod update version
1.9.5.8. It has the last two line entries. The only thing I can figure is that the DW update 1.9.5.7
must not have those two lines added and somehow overwrote the GameText file, as this is the first I've
heard of it. Did you download the mod from the MediaFire site or the Strategy Informer site, just
curious as to how to track this down.

I just looked to ascertain if our Version 2.0 GameText file has those line entries and it does. So
if anyone does not have those two line entries (highlighted below) please just copy and paste them
into the bottom of the GameText.txt file in your "DW Universe-ST Picard Era" root directory and it
will solve this simple problem.

Range Shortest/Longest ;Range Shortest/Longest
Fighter Firepower ;Fighter Firepower
Shields are useless in "The Briar Patch"...
LordTareq
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by LordTareq »

Thanks LordTareq;
I reviewed the Version 1.0 Release Candidate GameText file for our Picard Era mod update version
1.9.5.8. It has the last two line entries. The only thing I can figure is that the DW update 1.9.5.7
must not have those two lines added and somehow overwrote the GameText file, as this is the first I've
heard of it. Did you download the mod from the MediaFire site or the Strategy Informer site, just
curious as to how to track this down.

I just looked to ascertain if our Version 2.0 GameText file has those line entries and it does. So
if anyone does not have those two line entries (highlighted below) please just copy and paste them
into the bottom of the GameText.txt file in your "DW Universe-ST Picard Era" root directory and it
will solve this simple problem.

Range Shortest/Longest ;Range Shortest/Longest
Fighter Firepower ;Fighter Firepower

No problem. I downloaded the mod from the alternative link, maybe the issue lies there :)
mulahey
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by mulahey »

Hi ehsumrell!

I just registered an account here so I could thank you for this wonderful mod! Im looking forward to version 2.0 very much! If I may I would like to make a small suggestion. Please add more music tracks to the next version. Dunno about copyright issies but the first one that comes to mind is the famous and soothing "Picard flute solo"... Keep up the superb job and thank you again good sir!
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ehsumrell1
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by ehsumrell1 »

ORIGINAL: mulahey

Hi ehsumrell!

I just registered an account here so I could thank you for this wonderful mod! Im looking forward to version 2.0 very much! If I may I would like to make a small suggestion. Please add more music tracks to the next version. Dunno about copyright issies but the first one that comes to mind is the famous and soothing "Picard flute solo"... Keep up the superb job and thank you again good sir!
Hello mulahey, welcome to the DW forums! [:)]

Thank you for your kind words! Yes, Version 2.0 is a work in progress. I am adding more Star Trek themed
music tracks to 2.0 once I get permission. It's ironic that you mention Picard's flute solo, one, I watched that
episode just the other night on NetFlix, and two, afterward I said to myself that would be
a good piece to use for Federation diplomacy...after ending a war for instance! I'll see what I can do!

I was trying to have Version 2.0 ready soon, but I have to do some more tweaking and testing now that
Elliot has put out a new DW update for Universe (1.9.5.9) which I expected. Especially in the area of
characters (now that the random appearance order bug is fixed).

It is players like you mulahey and many others who we aim to please in our efforts! I'm pleased that we
have had our mod downloaded thousands of times over two sites and everyone seems to be pleased with our
results.
[&o]
Shields are useless in "The Briar Patch"...
zoommooz11
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by zoommooz11 »

ORIGINAL: ehsumrell1

ORIGINAL: mulahey

Hi ehsumrell!

I just registered an account here so I could thank you for this wonderful mod! Im looking forward to version 2.0 very much! If I may I would like to make a small suggestion. Please add more music tracks to the next version. Dunno about copyright issies but the first one that comes to mind is the famous and soothing "Picard flute solo"... Keep up the superb job and thank you again good sir!
Hello mulahey, welcome to the DW forums! [:)]

Thank you for your kind words! Yes, Version 2.0 is a work in progress. I am adding more Star Trek themed
music tracks to 2.0 once I get permission. It's ironic that you mention Picard's flute solo, one, I watched that
episode just the other night on NetFlix, and two, afterward I said to myself that would be
a good piece to use for Federation diplomacy...after ending a war for instance! I'll see what I can do!

I was trying to have Version 2.0 ready soon, but I have to do some more tweaking and testing now that
Elliot has put out a new DW update for Universe (1.9.5.9) which I expected. Especially in the area of
characters (now that the random appearance order bug is fixed).

It is players like you mulahey and many others who we aim to please in our efforts! I'm pleased that we
have had our mod downloaded thousands of times over two sites and everyone seems to be pleased with our
results.
[&o]

Eagerly anticipating this, especially a more divergent tech tree. IMHO, the more different (and canon) the races the better.

Just a quick general question (it may be a vanilla one, but as I have never played it-so sure). It seems that many of the techs/components are not really worth while. An example (and the are many of these) is in the damage control/repair bots section.

Why would you ever follow the S2F4 RepairBot, when the S2F7 RepairBot way is shorter and better.

Same for many of the hyperdrives. The is two much similarity with speed vs charge up vs energy use.

It would be very easy to change these and make all of them a viable option (ie the absolute fastest could much greater energy, or be much larger.

Please don't take these as complaints, just trying to see the logic behind a tech tree that lacks diversity (relative to its possible diversity, not in absolute terms) but a game that has all the modability to put it in.
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by ehsumrell1 »

ORIGINAL: zoommooz11

...Just a quick general question (it may be a vanilla one, but as I have never played it-so sure). It seems that many of the techs/components are not really worth while. An example (and the are many of these) is in the damage control/repair bots section.

Why would you ever follow the S2F4 RepairBot, when the S2F7 RepairBot way is shorter and better.

Same for many of the hyperdrives. The is two much similarity with speed vs charge up vs energy use...

Hello zoommooz11, and thanks for your comments!

Yes, the tech tree in The Picard Era Version 1.0 mod is based off the original 'vanilla' tech tree. There
was not many changes/additions or deletions to the original tech tree for many reasons. What you may have
missed is that originally, we designed the mod so that it would be both compatible with, and playable with ALL
of the Distant World Universe gameplay options (except The Ancient Galaxy of course, which is its own mod),
especially Pre-Warp. I know that many true 'Trekkies' will bark and moan about it takes away from 'canon' and
'canon immersion'. Remember though, that we also had to take into account the DW game dynamics and how they work.
So being more 'canon exact' just isn't possible in numerous situations of how the game works.

In Version 2.0 we have corrected many of the tech pathing discrepancies (as you've noted above). For an
example, we have realigned the Damage Control tech line so that you go from standard Damage Control
modules to S2F4 Repairbots to S2F7 Repairbots. We also added certain race-specific projects to that,
and many other tech lines, new facilities, etcetera to Version 2.0. Hopefully, you'll see many new and game-
enhancing additions in Version 2.0 that will better your game play and immersion!
[:)]
Shields are useless in "The Briar Patch"...
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tjhkkr
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by tjhkkr »

I just want to know when the Tech Tree will include SOMETHING to keep the androids out of my ale...
And no fair using Luxoina Troi as a weapon of Mass Destruction... [:D][:'(]
Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.
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ehsumrell1
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by ehsumrell1 »

ORIGINAL: tjhkkr

I just want to know when the Tech Tree will include SOMETHING to keep the androids out of my ale...
And no fair using Luxoina Troi as a weapon of Mass Destruction... [:D][:'(]
Hi TJ!
The Trek Team is currently working on that project in our "Briar Patch Think Tank". The problem is
how to develop a Anti-Positronic-Coordinate-Locating-DATA-Deceiving-Cargobay-Cloaking ALEmonitor! Wish us luck on that!
[&:]

Actually, our best bet is with Shark7's new Utopia Planitia Shipyard project that, when completed,
will build tremendous sized Star Destroyers complete with 'Anti-Android Defeater' tech! PM him for
completion date estimates!
[:)]
Shields are useless in "The Briar Patch"...
Brainsucker
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by Brainsucker »

ORIGINAL: zoommooz11

ORIGINAL: Brainsucker

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

There are Kirk, Spock and Archer era mods in this forum. You can seek them and take the shipset, then choose the ships that you like and put it to this mod
LordTareq
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RE: RELEASED!! Star Trek The Picard Era Mod for DW:Universe

Post by LordTareq »

Just a little constructive/negative feedback after playing for quite a few hours now, don't take this the wrong way though as the mod is fantastic in itself and its obvious a lot of work went into it! However:

This may be a base-game issue but in all my games playing on Hard difficulty, after a couple of hours the AI is completely outclassed by my ships which makes the game far too easy. When a race declares war against me they send almost unlimited waves of fleets of decent composition, usually a mix of frigates, destroyers, some cruisers and some troop transports. But by comparison, where my ships at that point have roughly 3000 shields for frigates up to 5000 for capital ships the enemy ships only have between 600 and 1200 shields, and a fraction of the offensive power. Just a couple of my ships annihilate entire fleets. I've resorted to just donating my technologies to the other races to keep things somewhat interesting, but even that barely helps. :(

I also noticed that capital ships and large spaceports in the design template folder have multiple damage control components specified. Since damage control components do not stack, a single one should suffice.
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