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Thema: Star Trek BAQ Mod 2.0

  1. #1
    Europäer Avatar von Radyserb
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    Star Trek BAQ Mod 2.0

    Hey, ich habe mal etwas an meinen Mod weitergebastelt, bzw. bin noch am Basteln. Hier der momentane Stand.

    (readme)

     MOD 1.0 CHANGES

    December 2008.

    There is now a fourth playable race: The Cardassians with own units, progresses, events and one wonder:

    The planetary system of Cardassia has been changed.

    To get the Keldon II unit, the Cardassian player needs the Cloaking Device from the Romulans (who gets it with the D'derix Design).

    Wonder changes: Organian Treaty -> The Obsidian Order (just for Cardassia), Reaching Delta Quadrant -> Transwarp Flights (just for the Borg).

    The Romulans don't need Cloaking Device to build the Tal'Shiar, but Plasma Torpedo.

    The Federation don't need to capture Cardassia to get the Defiant, it gets her, when Cardassia conquers Bajor.

    When Federation captures Cardassia, it will be impossible for the Cardassians to build Dominion Ships and Jem'Hadar (longer).

    The Cube can now transport Assimilators and 3cobalt devices instead of drones.

    The cloaked ships are now really cloaked (as stacked units too).

    ChooseRace.bat file extended.



     MOD 2.0 CHANGES

    December 2009.

    There is now a fifth playable race: The Ferengi with own units, progresses, events, government and one wonder.

    Wonder "Rules of Acquisition" is now a Ferengi-specific wonder.

    Syndicatism(Dm) is now a Ferengi-specific government named Alliance (D'Kora Design prerequisite).

    No Genesis Torpedo, Infiltrator, Borg probe and Advanced SDF available any longer.

    The Borg Sphere has the ability to detect cloaked ships (as compensation for the loss of Borg Probes).

    Proto Matter disengaged from tech tree. You just can get it per Event. Temporal Shieldings cheapened as compensationfor the loss of the Genesis Torpedo/Project.

    As compensation for the loss of the veteran spies, the romulan "communism" has been strengthened(4 instead of 3 units without shield support and no corruption any longer).

    The Neutrals are no playable race any longer, their cities are barbarian, Andor is now near Vulcan.

    Wonder change: Reaching Gamma Quadrant -> Daystrom Institut (Federation-specific wonder).

    The planetary systems of the Ferengi, Cardassians and the Borg have been changed.

    Unit positions in the Units.bmp and the tech tree changed in this way, that you can't get units like Keldon, Hideki or DomCruiser from goody huts any longer.

    Unit positions in the Units.bmp changed adequate to the sound slots. New Unit Sound for the Jem'Hadar.

    Cloaked units perfected.

    New neutral (strong defended!) cities: Breen, Gorn, Talos, Tzenkethi.

    The Cardassians start from another point on the map, their ships have partly changed values and prerequisites.

    New Cardassian Events and ship Neterok.

    Race-specific city screens added.

    There is now a new bat-file "MoreOptions". There you can lower the production costs, make theBorg Units stronger and get your race-specific city screen.

    German Civ2-players don't need to rename any file any longer, the adequate actions are integrated in the bat-files.

    There are now active race-specific government titles. To keep them active, the Klingons need to start the scenario(otherwise the player himself wouldn't has any specific title).

    In the MP-Events-Versions the Borg gets a cube for EVERY cube he loses.

    The scout-units are faster (+1 movement point; besides the probes).

    Tal'Shiar and Obsidian Order cheapened to make it more valuable.

    Cobalt devices renamed to Photon and Quantum Torpedos (more often used than Cobalt Devices in Star Trek).

    Android Plant buildable made and maintenance costs changed (otherwise no human player would build it).

    The prerequisites to get the Dominion Units and the Defiant changed.

    M1-Planets output can now be one mineral too ("grassland with shield").

    The Readme extended and a german version written.




    Falls jemand noch weitere Vorschläge hat, nur her damit

    Und falls jemand Zeit und Muße hat, eine neue Karte zu zeichnen, kann er dies gerne tun. (Auf der Karte sollte es keine "Binnenseen" außer bei Unimatrix 00 und kein Binnenland geben (jeder Planet muss an Weltraum grenzen). Außerdem sollten die Planeten an Sonnen=Walen liegen wie im Orginal-BAQ.)...
    Geändert von Radyserb (12. Januar 2010 um 00:54 Uhr)

  2. #2
    Das Spice muss fließen!!! Avatar von Barthi
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    geht das auch auf deutsch zu Machen, ich meine das Szen
    Fragen/Download = PN an mich:

    Civ 2 unter Vista/Win 7 Spielen

    Meine Civ2 Szen's:

    Star Trek Galaxy, Sezessionskrieg, Star Wars: Rise and Fall*

    Meine Mods:

    HoI2DD, EU3, Empire at War FoC#, North & South Pirates, Port Royale 2,

    Meine Maps:

    Civ5, Civ3, Patrizier 2, Warcraft 3 Frozen Throne, Railroad Tycoon 3, Strategic War Command,

    *in Arbeit, # auf Eis gelegt

  3. #3
    Europäer Avatar von Radyserb
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    Och, viel zu viel Arbeit

    Die Readme werde ich wohl auf Deutsch übersetzen...

  4. #4
    Europäer Avatar von Radyserb
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    Es ist fertig

    Mit sehr umfangreicher Readme (auch auf Deutsch)

    Szenario inkl. Readme
    Sounds

  5. #5
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    I lie that some wonders are faction specific, I would like to see more of that!
    I hate seeing the Borg build Utopia Planitia...
    Also, I think all wonders are way too cheap in this scenario.
    Powerful wonders available at the start at around 400 shields?
    Make that 1000 maybe....

  6. #6
    Europäer Avatar von Radyserb
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    Nothing is cheap in this scenario. If there are costs of 400, in reality that are 400+2*40=480 shields (12 shields per row). The caravans, unist and buildings are expensive too. So you have to calculate what you build

  7. #7
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    Artificial Gravity costs 200 shields. (increases science output by 50percent).

    -- I built this on earth less than 15 turns into the game.

    The Mirror Universe doubles science output, and costs only 200 shields.

    -- I built this right after I had built Artificial Gravity. I´m about 25 turns in now.
    Also on Earth.

    Utopia Planitia(Kings Richards) costs 300 shields.

  8. #8
    Europäer Avatar von Radyserb
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    Artifical Gravity and Mirror Universe increase the Science Output just in one city

    Can you attach your save?

  9. #9
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    Daystrom Institute increases research in all cities, at only 400 shields.
    Geändert von Ingvar (10. Juni 2011 um 00:20 Uhr)

  10. #10
    Europäer Avatar von Radyserb
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    Zitat Zitat von Ingvar Beitrag anzeigen
    Daystrom Institute increases research in all cities, at only 400 shields.
    It's 2232 and you didn't discover even EPS Technology for Photon Torpedos, Stellar Commerce for Cargo Pods or Dilithium Focussing for Elite SDF. Against an human Borg you would have a big problem (Edit: OK, the other races aren't human, tech exchanges not just easy therefore.)

    400 (resp. 480) shields for Daystrom Institute is a lot of money (resp. time). Furthermore you need the tech Science Universalism for this wonder, this is a tech which reduces your science and gold outcome of the Cargo Pods.

    If the Federation seems too easy for you, try the Cardassians
    Geändert von Radyserb (01. März 2010 um 03:33 Uhr)

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