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9Major mod
http://bote2.square7.ch/forum/viewtopic.php?f=19&t=4256
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Author:  pot the ferret [ 21 May 2011, 21:26 ]
Post subject:  9Major mod

couldn't get the game to work with more than 9

I think it reads MAJOR10 as MAJOR1

tried renaming it to MAJORA and MAJOR0 without success

have to get rid of the 10th major and see if the mod still works

and then will post a 9Major mod for download (probably tommorrow)

and if anyone figures out how to have more than 9 - let me know

Author:  reg [ 22 May 2011, 09:24 ]
Post subject:  Re: 9Major mod

Yesterday I played my german 14-majors-mod - BotE worked fined - I only noticed the problem, that ships of some races had the same symbol - not a different.

EDIT: I solved a similar problem with recopy original files and then replaced one file after another until I found the corrupting file. (ok - I think everybody knows the same method...)

EDIT2: MAJOR10,11 and so on works fine. My problem was MoralEvents.data - it didn't work with 20 Majors while 14 Majors were ingame. The original file (6 Majors) worked. I didn't tried with 14 Majors yet.

Author:  reg [ 22 May 2011, 17:37 ]
Post subject:  Re: 9Major mod

well - it's not to much colored as I thought - see here http://svn.star-trek-games.com/birth/mo ... axyMap.png

I noticed problems with Distribution Facilities like for Titan, Deuterium and so on - they are allowed "once a empire", but sharing the same buidlings brought that Titan Distribution Facility wasn't buildable suddenly. For other buildings "once a empire" I assume it will be the same.

So my summary is: it will work, but there is some work to do - best by SirP to include "medior" races in one of the next versions - well he planed the next version not before christmas.

So ....at the moment: Have fun with modding, be nice and give us your modding files :winkthumb:

you can use my files http://svn.star-trek-games.com/birth/mod-files/ :smile: and I hope pot will give us his files also for download at the point

I don't know exactly what we will need to bring the original game into the future:
- buildings lists + graphics - all copyright free and with source link (where it is from or whether it's build from yourself)
- ships
- Races
- Symbols
we take all you can do :-) and of course: modding with existing things is also possible

Author:  pot the ferret [ 23 May 2011, 22:02 ]
Post subject:  Re: 9Major mod

I'm going to upload it tonight after I get off from work (and after I'm done with the "chores" my girlfriend is making me do lol)

no intenet access for some reason Sunday

sorry for the delay

and will try to add more majors (and not be lazy and actually create a copy of the files before trying to mod them again . . .)

Author:  pot the ferret [ 24 May 2011, 00:22 ]
Post subject:  Re: 9Major mod

Here's the 9MajorMod and a description of the 3 races added

Void Collective - Very few have faced the Void and survived, so not much is known beyond these few facts: 1. they are biomechanical 2. they appear to be controlled by a collective consciousness 3. their technology and ships are far beyond our own.
(Uses human buildings and omega ships - also industrial, producing and hostile)

Guardian - The Custodians are a friendly, helpful, advanced species that believe in one ideal over all others: peace. This ideal almost destroyed them when they encountered a belligerent species. They almost became extinct because they refused to fight. When they finally took up arms, they fought not to win, but to survive. Practically every Custodian gave up their lives fighting a vicious rear-guard action so a few could flee. The survivors gather on Origin, hoping to revive their once glorious civilization. They still believe in peace (which is why all their ships are cloak-capable) and will reach out to anyone with the same dream, but vowed to never make the same mistake twice. They will defend themselves if necessary.
(uses human buildings and roth ships - also scientific and pacifistic)

Nation - The history of Nation begins on Terra. When humans first contacted an alien species, a vocal minority called for their destruction. When they did not achieve their aims, they fled Terra on cryo-ships and founded New Earth. Due to the long journey, their attitudes bear little difference to the attitude of 21st century right wing extremists, left wing extremists, communists, fascists, liberatarians, and many more. The king of Nation is able to unite his disparate people through fear and hate - calling for the destruction and/or enslavement of all alien species.
(uses roth buildings and omega ships - also warlike, industrial and maverick)

Attachments:
9MajorMod.zip [619.88 KiB]
Downloaded 354 times

Author:  pot the ferret [ 24 May 2011, 00:23 ]
Post subject:  Re: 9Major mod

also credit to Sir P for the void and revisor for the guardian (I just translated)

and changed the buildings and/or ships they used (just to add variety - they had both races uses omega buildings and ships; I switched both to human for the research bonus [since I consider them an "elder" race] and switch the ships for the guardian to the roth (omega ships were just too war-like, and I came up with the idea of using the cloaking device as a means of faciliting peace (ie running away bonus)

from my play tests (5 games, at least 100 turns - not more than 250)

Void - semi-powerful (sometimes good, sometimes bad - depends on starting position)
Guardian - very powerful (has good diplomatic bonus and snaps minor races up like candy); always does the best it seems
Nation - very weak (always bad it seems - no matter what)

Author:  pot the ferret [ 24 May 2011, 04:26 ]
Post subject:  Re: 9Major mod

created a 10th major and got it to worked

here's the idea

Qhoranni Commune: The Qhoranni are closely related to the Khaorons. They hold their family dear and even organize themselves in clan structures; however, they possess neither blood lust (and the warrior instinct that goes with it) nor bizarre concepts of honor. Scientists believe that this difference is due to the slight change in genetic make up while sociologists argue that the difference is to the heavy use of recreational drugs. Whatever the reason, the Qhoranni are a peaceful, agricultural species. (uses roth buildings and heyoun ships - also agricultural and peaceful)

when I get 12, I'll post a 12 major mod.

Author:  reg [ 24 May 2011, 20:03 ]
Post subject:  Re: 9Major mod

pot the ferret wrote:
created a 10th major and got it to worked

Congratulations - by the way - what's your location (USA, UK or something else?) apology my curiosity

Author:  pot the ferret [ 24 May 2011, 20:30 ]
Post subject:  Re: 9Major mod

southeastern usa

Author:  mrpp [ 05 Jun 2011, 17:28 ]
Post subject:  Re: 9Major mod

Hi

I've been playing the 9majors mod and finding it more even than the standard release. :clap:

The fact there are more majors seems to lessen the balancing issues between the standard 6 majors. :grin: It restricts their ability to expand and dominate a map as you struggle to get out of your corner of the board.

I think having more than 9 majors would pretty soon become unplayable however 6-12 "mediors" would give the game an interesting dynamic.

Mike

Author:  reg [ 05 Jun 2011, 17:47 ]
Post subject:  Re: 9Major mod

well...i'm playing a german 14-Major-Mod and i think it's fine (round 234 atm) - I agree to what mrpp said. Multi-major-mods are very interesting if somebody played the original majors many times. I suggusted SirP to integrate it in next versions. Anyway - network programm code of BotE supports only 6 playable major races - but as "mediors" it may be possible.

http://svn.star-trek-games.com/birth/mo ... reenshots/

Author:  pot the ferret [ 06 Jun 2011, 18:52 ]
Post subject:  Re: 9Major mod

a question . . .

on the majordiploanswers and offers, the part to agreeing to war or rejecting it is the last entry?

I've just been correcting minor errors I've made.

noticed that the game slows a good bit with 10 majors after the 300th turn (even though one was already eliminated).

should have a 12 major mod available for download by his weekend

Author:  reg [ 07 Jun 2011, 03:02 ]
Post subject:  Re: 9Major mod

pot the ferret wrote:
on the majordiploanswers and offers, the part to agreeing to war or rejecting it is the last entry?
I don't know exactly what the question is...
...diploanswer: I think, last answer is when a minor declares war to ourselves
....diplooffers: last offer is to give a gift
(I didn't match the files and numbers of entries yet)

pot the ferret wrote:
noticed that the game slows a good bit with 10 majors after the 300th turn (even though one was already eliminated).
I noticed the same - but my notebook is a little bit old

might be interesting: here is a link with another link for a 45*30-map (to slow the game further :twistedlaugh: - I didn't tried yet) http://bote-forum.square7.ch/phpBB3/vie ... =46&t=1710

pot the ferret wrote:
should have a 12 major mod available for download by his weekend
:winkthumb: :winkthumb: :winkthumb:

Author:  pot the ferret [ 07 Jun 2011, 05:08 ]
Post subject:  Re: 9Major mod

ah, ok

I think I see now (I just compared the answers/offers to what was already written and sometimes couldn't tell what they were really answering or offering at times)

the slowdown was (mostly likely) due to me increasing planet density and minor race density (due to me losing alot and trying to give myself a better starting position -lol)

saw the increase map size mod; thought about tinkering with it a bit to make it smaller (and the game harder)

didn't realize that you can use intel against new majors (or against you) until I read the german forum (translated); didn't realize you could scroll down

I plan on adding the Tuvulu soon (you don't mind, do you?)

Author:  mrpp [ 09 Jun 2011, 22:41 ]
Post subject:  Re: 9Major mod

pot the ferret wrote:

should have a 12 major mod available for download by his weekend


Can't wait to give it a go.

Just one little thing with the 9Majors mod...insignificant really.

The colour of the Void systems is almost invisible on the black background :gripe: and the Custodians are grey like all the minors :gripe: .

Other than that....its great!!!! :bigthumb:

Author:  pot the ferret [ 10 Jun 2011, 14:51 ]
Post subject:  Re: 9Major mod

yeah, I noticed that and will have it corrected

wanted black for evil and white for good, couldn't get it to quite work out

Author:  reg [ 10 Jun 2011, 20:23 ]
Post subject:  Re: 9Major mod

Tuvalu is free - everyone can use it, SirP said the same for Void and Revisor for Guardians(Hüter).

SirP wanted every mod proclaiming: (translated with my bad english)

The Mod is private and doesn't want to do a infringement of a copyright (e.g. to Star Trek, Babylon5 and so on)
The Mod is not an official product from the project Birth of the Empires (BotE), but based on it.

I've made the attached files - interesting is major8 - copied from humans (race1, kind 6 = researcher). I removed all "coalition" and replaced it with "we" or "our empire", so I did it neutral for any majorrace-name.

I don't think I'll spent time to complete the attached files - for original game major1 to 6 is sufficient.

Attachments:
MajorsDiploAnswers.dataV0.81V1.02.xls [74.5 KiB]
Downloaded 324 times
MajorsDiploOffers.dataV0.81V1.02.xls [80.5 KiB]
Downloaded 318 times

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