UnCivil Wars 2.0 release (updated 9-26-16)

Uncivil wars; showcase and support/discussion/questions/suggestions/reviews

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thunderchero
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UnCivil Wars 2.0 release (updated 9-26-16)

Post by thunderchero »

This file is now part of the BOTF All in One 1.0.0 installer

Hi Everyone,

I have sat on this way too long, I have gotten it to a point for testing.

File updated 9-26-16 (removed sun animations for AMD video conflict)

UCW2.0.exe
UCW2.0_1024.exe (this is only a patch mod must be installed first)

Notice: you will need to run Edifice Patcher every time before opening mod with UE due to building are used above tech 10
then re-run Edifice Patcher after UE use
EdificePatcher-130122-w32.zip
(612.84 KiB) Downloaded 218 times


work still needed;
minor structure descriptions/images
many available major race structure slots
stat adjustments (all)
update readme

here is what is in mod so far;
25 tech levels
3 ships per minor destroyer, cruiser, command cruiser (15 races)
3 troop transport levels
heavy colony ships
3 minor structures per race
many new ships for minors and majors
new minors and sounds
removed free trade
Tech Level Bonus Factors 21%
Custom starting systems for each empire (meprvnum.bin fix)
Corner check
Unlocking Empire Borders for all Treaties
Commands in Tactical Combat
Ram fix
Colonies Starting Pop and Buildings (energy, intel and research added)
Population growth rate increased
Outpost/Starbase for free bug-fix
ship to ship distance of attacking fleet
Ship stats pop-up bugfix
Disable the ship scrapping exploit [square root] (fix)
Ship Repair - Ally & Shipyard Bugfix
Research Decay Bug-fix
Rejected friendship message bug (fix)
Divisor for event frequency of system-specific random events on "impossible" set to 1500
Raiding Fixes 1-4
Production Bonus Adding Wrong Main Building IDs (fix)
Orbital Battery Tech Level Bug Fix for Minor- & Rebel-Systems (fix)
Orbital Battery fixes / Strike Cruiser defensive bonus
No-CD crack for 1.0.2 (fix)
Neutron Star Bug (fix)
MP Domination victory conditions
Morale overflow over 32767 (bug-fix)
Generated monsters savegame bug fix (2.4)
Edo God / Combat Drone Cloak (1.b/ 2.a,b,c/ 3.a,b)
Planet 'Minos' Position (fix)
Zero growth rate minor planets fix
Minor declares war - morale & message error (fix)
Minors without Main Buildings System Takeover Bug (fix)
Minor Race Ships Limit (fix)
Minor race rebelled / message withdrawn Bugfix
Minor races: corrected difficuly level bias & pop growth (1-4)
Minor Race Add Fed T1 Main Food Bug Fix
Map range tech field database fix (option A)
Lower Level Ship Type Index Bug (fix)
Liberating Native Systems (morale error fix - updated)
Liberating foreign home systems fix & morale omission fix
Intel Bugfixes (2.1, 2.2, 2.3, 2.4 & 2.5b)
Instant-Terraforming Bug (fix) UPDATE
Minor race hidden from diplomacy bug (fix)
Ground Defense Bonus and Popup Fix for Minor & Rebel Systems (fix)
Food popup for max-growth (fix)
F6/F11-key bitmask fix
Edo God Auto-Hail bug (fix)
Economic and Military Score Overflow bug (workaround)
Downgrade bug
Disabled Buildings - Extra Morale bug (fix)
Unremoved Stations of Dead Empires (fix)
Rebellions & the message withdrawn bug (fix) - UPDATE
Custom planet names for any system (fix)
Crew Experience fixes 1 & 3
Communications Grid bug (fix)
Colony Starting Pop/Buildings Index Bug (fix)
Cloak default for task forces (fix)
Send Chat Messages with Return Key
Chasing ships away morale-boosting exploit (fix)
Cardassian range bug (fix)
Borg Invasion bug (fix)
Eliminate Empire via Bombing - Morale Omission Fix
Avoid AI Systems Fix for Monster Programs 2-4
Ships in build queue occasionally not auto-upgraded (fix)
AI Tweak 10: Protecting the AI from Neutron Stars
AI Tweak 08: Disabling the System-Specific Random Events for AI
AI Tweak 06: Adapting AI Trade Goods (workaround for flawed AI building behaviour)
AI checks for Borg presence (fix)
Weapons "Jamming" Fix for Space Stations
Upgrading buildings bug (fix)
Terraforming Fix for Additional Starting Systems and Minors (updated)
Strengthening the AI Ships in Tactical Combat
Stolen Ships - Crew Experience & Bonuses Bug-fix
Disable the experience bar for ships that you don't own (fix)
Starvation rounding bugfix
Starting pop of extra starting systems (fix)
Outpost/Starbase self-repair bug (fix)(backup trek.exe changes)
larger task force (18)

I am sure over the years I have forgot so much.

thunderchero
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Re: UnCivil Wars 2.0 release

Post by Flocke »

awesome! :up:
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Re: UnCivil Wars 2.0 release

Post by rawsy »

great thanks ucw is my fav mod im looking forward to this.
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Re: UnCivil Wars 2.0 release

Post by Martok »

Sweet! Downloading now. :D
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Re: UnCivil Wars 2.0 release

Post by Martok »

Looks good in the short time I've played it so far, but I do have two questions:


1.) What's the point of building Subjugation Farms? I can't see the 15 energy cost being worth the 10 food it produces. Is it also supposed to give a morale bonus, perhaps?

2.) Why no Vor'cha-class for either Gowron or Duras? Not that it's necessary to enjoy playing as the Klingon factions, but it seems like such an odd omission, especially considering pretty much all the other Klingon TNG-era canon ship types are included.


Otherwise, having fun with it so far. :up:
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Re: UnCivil Wars 2.0 release

Post by adi »

Thanks TC!

Will try it pretty soon.
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Re: UnCivil Wars 2.0 release

Post by thunderchero »

Martok wrote:having fun
good to hear
Martok wrote:Subjugation Farms
this is only available at subjugated system and bonus is "unrest" but yes food production could be raised.
Martok wrote:Vor'cha-class
I had to check myself, so I am not sure why :wink:
also not sure who or where it would fit best with current line up.

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Re: UnCivil Wars 2.0 release

Post by adi »

thunderchero wrote:
Martok wrote:Vor'cha-class
I had to check myself, so I am not sure why :wink:
also not sure who or where it would fit best with current line up.

thunderchero
Gowron; it was his flagship.
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Re: UnCivil Wars 2.0 release

Post by thunderchero »

adi wrote:
thunderchero wrote:
Martok wrote:Vor'cha-class
I had to check myself, so I am not sure why :wink:
also not sure who or where it would fit best with current line up.

thunderchero
Gowron; it was his flagship.
I guess I will have to make a new vor'cha :grin:

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Re: UnCivil Wars 2.0 release

Post by thunderchero »

Hi Everyone,

Here is Vor'Cha I just finished. :wink:
Vorcha1.jpg
Vorcha1.jpg (176.2 KiB) Viewed 10489 times
Vorcha.jpg
Vorcha.jpg (93.64 KiB) Viewed 10489 times
This would replace Gowron's Battle ship (Kahless-class Bird-of-Death)
The Kahless-class Bird-of-Death would move to Duras battle ship (K'vek-class)
The K'vek-class would replace the Duras K'vort'cha

thunderchero
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Re: UnCivil Wars 2.0 release

Post by darthxeion »

Sorry but i couldnt find in the forum anything about a 1024x768 resolution patch for this mod, does such a patch exist, if not, will be than a patch released in near future?
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Re: UnCivil Wars 2.0 release

Post by thunderchero »

darthxeion wrote:Sorry but i couldnt find in the forum anything about a 1024x768 resolution patch for this mod, does such a patch exist, if not, will be than a patch released in near future?
I have tried to keep 1024 up to date and here it is

UCW2.0_1024.exe (this is only a patch mod must be installed first)

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Re: UnCivil Wars 2.0 release

Post by Martok »

Love the Vor'cha, tc!
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Re: UnCivil Wars 2.0 release

Post by thunderchero »

Hi Everyone,

anyone got any suggestions/comments?

thunderchero
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Re: UnCivil Wars 2.0 release

Post by Badbru »

I too have had the upgrade error where ships upgrade in name only. Self repairing if you group the ships that didn't upgrade properly with either ones that did or a new build of the same type. Odd.

When will there be a patch that installs the Vorcha and makes the other ship changes you mentioned as I don't have UE, only used it once years ago with disasterous results.

Finally the mod is more stable except upon completion. Everytime I've signed into Hall of Fame and then exited the game hangs and my result doesn't get recorded.

Also I don't think I'm a fan of the auto upgrade. I found I only built construction yards in systems that I'd decided were going to be ship builders. Everywhere else just had enough food and power to work and all else went to intel or research. No system seemed special anymore. It felt a bit dull.

Outposts and Starbases are expensive. I usually play lowest tech starts and had to build lots to actually get anywhere for range and they bankrupted me. Once I figured this out I dismantled most of them once I'd surpased their range extension with colony shipyards. Usually I just leave outposts in play for defensive strongpoints.

Also whilst there is now alot more Tech levels to research you still only get new ships at about two or three distinct stages everything around five everything around nine, and everthing around 11 or 12. Since there are more ships I was expecting more variance as to when new version and classes became available. In the end even with all the new Tech level actual ship progression didn't feel very different from Vanilla or UDM.
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