This mod is a “Revival”, that is, a continuation of the original Trek Wars mod made by SMG Modding team. The “original” Revival team (led by Kavok) added factions such as the Klingons, Romulans and Dominion as opposed to the SMG Modding Team that had only added the Federation. Now, a new team, led by Imperial aim to continue these teams’ great work by refining their work and adding brand new content. Our progress has been slow, but we have been working on a new release that will add a lot of new content, and with the help of new team members, our team is producing more content than ever before!

Report RSS Trek Wars Demo - Submit a Bug

Seen bugs of any sort in the demo release of The Trek Wars? You can report them here. UPDATED 5TH JANUARY 2017.

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If you come across any bugs, no matter how small or big, you can report them here by simply posting in the comments section of this post.

After a period of time (not decided as of yet) I will release a hotfix for the demo which should fix any of the bugs encountered so far. A fresh upload of the full installation will also be uploaded as well.

Below is a list of bugs reported and fixed so far CURRENT AS OF 5TH JANUARY 2017.

- Rebel Alliance and Zann Consortium AI not working - fixed
- Klingon Tech Upgrade has Dominion Tech Upgrade label - fixed
- Dominion getting access to high level Starbases in GC without teching up - fixed
- Remove duplicate Mon Mothma - fixed
- Additional ships (Constitution, D12, Son'a ships etc) not buildable from Merchant Dock - fixed
- Make Galor and Keldon a little smaller - fixed
- Fix Polaron Torpedo (Vorcha and both Breen ships) - fixed
- Make B'rel stronger - fixed
- Make Corvettes/Fighters used by Star Trek factions more accurate for when targeting other fighters, bombers and interceptors - fixed
- Add the Executor to Empire skirmish buildables - fixed
- Galor Class too strong - fixed
- Tonga Class Barrage fires too many torpedoes - fixed
- Fix the Readme file - fixed
- Make Star Trek faction frigates, capital ships and dreadnoughts using beam weapons unable to fighters/bombers/interceptors - fixed


Bugs outstanding
- Make debris from Venator Star Destroyer, Dreadnaught Cruiser, Providence Destroyer, Assault Frigate MK1 and MC40 Cruiser disappear quicker
- Investigate why certain crashes keep happening
- Nerf Skipray Blastboat
- Give Star Trek factions ability to detect cloaked ships
- Allow the mod to be playable online
- Adjust the mod's balance
- Fix Galactic Conquest AI

If you've not downloaded the demo yet, you can get it here; Moddb.com


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Reacon11
Reacon11

Right, during the GC the rebels have 2 monmothmas (I have a screen shot). Zann consortium ships just sit there firing back but not turning or moving(Not recognising scripts for movement?). The borg cube is a big orange cube looking thing.
Skip ray blast boats Op af. I had a negh'var, Katingas and a vor'cha. Three squads of fighters. The negh'var was lightly damaged and the vor'cha heavily. I almost lost the lot of em to two skip ray squads with two Zann consortium fighter squads to back em up. I only won when I autoresolved as everything else was already dead. Better klingon antifighter or nerf skip rays?
Klingon Vor'cha's attack ability only works half the time or is unnoticeable.
On a brighter note defiants and shrikes worked out great. Although be'rels are squishy to the point of near uselessness, maybe stronger be'rels variant for later game?

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jjs4s22
jjs4s22

IF you have yoden foc maps additional ships are buildable in it and sometimes the sovereign class warship crashes the game. Also the A.I for star wars units doesn't work all the time.

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CapnDan
CapnDan

Right on! Really great mod so far. Looking really really good.
Kind of installed on a whim but did take a few notes.

Bugs:
-Seems a lot of crash to desktop in skirmish battles (anything other than 1v1 basically guaranteed ctd by mid-match)

-I can confirm consortium AI doesn't seem to work anymore in GC

-in the 'Readme' file Jem'Hadar Battleship uses Negh'Var description

Other:
-Federation seems perhaps generally OP? A handful of Intrepids and a couple of Nebulas as support can basically take on anything making other ships a little redundant. I personally had a really good time with this at first, but it could be a problem technically speaking.

-Similarly the Dominion unit spam can get a bit tiresome, are all those little Dominion units really scaled right?

-Consider adding in a way to detect cloaked ships? Particularly against the Romulans skirmishes can tend to take a fairly long time just trying to track down ships that (properly I suppose) only decloak long enough to fire a couple of volleys and re-cloak

-Klingons seem to lack any real anti-fighter abilities (try playing as klingons in skirmish against empire for example) and most of the smaller ships seem to use a fine paper as armour making the faction a little frustrating to play

Seriously nice work so far though, looking fwd to whatever comes next if more work gets done on this one! :)

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Captain_Kavok Author
Captain_Kavok

Thanks for posting the bugs spotted so far, I managed to fix some of the bugs so far, including the Rebel/Zann Consortium AI so that they work again. Fixing the Galactic Conquest AI so far is proving a bit tricky, however I'm looking to release a hotfix for these bugs some time soon.

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Captain_Kavok Author
Captain_Kavok

I have brought the original post up to date with the latest progress on fixing the bugs.

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CapnDan
CapnDan

Right, so finished up a Federation GC playthrough and did quick setup and start for the other factions and here's results:

Bugs:
-There's some kind of a problem with something (probably) in the Dominion roster causing huge lag/slowdown to basically a couple of fps. At first I thought it was the battleship causing the problem but did see the problem in a battle where the big ship was not present, so not sure.

-Romulans apparently can't tech up in GC?

-Auto Resolve of GC battles seems a bit random/confused.

Further Suggestions:
-models and meshes for the most part look great, maybe consider scaling things up further so we can spend more time appreciating them? Rise of the Mandolorians for example I'm pretty sure even scales up from vanilla and looks great

-And a wishlist item maybe? If/when rebalance comes, a slightly asymmetrical deal along the lines of the fiction (Empire: big, tough and expensive but slightly inaccurate, Federation: Lots of shields and sensors but weaker hulls (and maybe even keep phasers accurate against fighters but relatively weaker than other factions against heavier ships?), Klingons: Hard hitting, weak shields but either more heavily armoured than average or fast and stealthy (or both) depending on class, Romulans: Stealthy and huge damage but brittle, Dominion: Balanced with (some) shield bypassing weapons but maybe higher than average popcap costs?) -anyway just a thought, looking fwd to the patch and a future klingon playthough. ;)

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alexsav78
alexsav78

The mod is great indeed! I wait very much for it's full version :-) The issue I noticed except noted other gamers - Venator Star Destroyer doesn't want to launch fighters, though they must be it's main weapon and it has hangar hardpoint. I think it must to launch the same types as Acclamator class (TIE Fighters and TIE Bombers) but in twice amount than even ISD.

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CapnDan
CapnDan

Hotfix seems to have introduced some novel CTDs
I've seen them primarily when consortium faction is involved and I suspect it has something to do with the newly added droid cruiser (no evidence though, just a vague suspicion)

Also the updated Fed Galaxy class phasers seems to be doing this weird fan shaped thing shooting in ten directions at once when targeting fighter sized units

Neat to see the Brels being all powerful-ed up though, that was quite a bit of fun. :)
Balancing probably still needs work though. Are you doing the balancing by hand and file by file or by aggregate spreadsheet? If spreadsheet would you be willing to share the working draft?

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bohndigga
bohndigga

This mod looks amazing! Great work! The only problem I am having is that whenever I load it up it crashes within about 10 seconds. I understand that modding is really hard though, Great work!

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SetsunaChiame
SetsunaChiame

i get crashes mid battle when there are too many models on the field. eveything is already set to low and still cant finish what could have been an intense battle. and this is just me playing GC

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Guest
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Genjator
Genjator

Something I noticed the other day while playing a few games, not totally sure this is the place, but seemed best:

Norway class ships seem to sit outside weapons range when ordered to attack a target and have to be manually moved closer to start shooting.

Akira class ships turn really slowly to "broadside" targets, which seems to leave half of their weapons unable to fire. This seemed more of a problem once the weapon facing the target was destroyed. It also feels like it moves too slow for the attack destroyer class that it is intended to be, making it less desirable to add to attack fleets.

Excelsior class ships would sit close to the edge of weapon ranges. When the front phasers and torpedos get destroyed, the rear torpedo weapon port is out of range of targeted ships.

These were all from playing the Steam Workshop version, in Skirmish and GC matches, so if anyone is still checking here after that update, here is this.

Otherwise, I'm loving the mod! Super fun to play, and something I've been looking for for a long time.

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KommissarReb
KommissarReb

Bugs and suggestions:

*Sometimes get an "Exception!" error for this mod.

*Beam weapons can be seen through starships and appear to be a bunch of projectiles instead of beams like the Eclipse's superlaser.

*In space skirmish the Klingons don't upgrade their space station tier 2.

*In Galactic Conquest it appears the Star Trek Factions just sit and do nothing.

*The Dominion's Phased-Polaron Beams don't bypass shields. They need to since it'd be canon and the Consortium's Mass Drivers skip shields and do far more damage than PPB's. There could be a late-game expensive armor upgrade to reduce the effect of Mass Drivers and Phased-Polaron Beams to balance this. The Dominion are supposed to be a powerful faction anyway and could be balanced by raising their prices.

*Change the Star Trek faction symbols from the Desilijic Hutt Cartel symbol to their own symbols for the Galactic Map.

*The Borg Collective faction is just the unchanged Black Sun Pirates that own one Borg Cube in one system. They should get their own faction symbol (its on Memory Alpha wiki), their own color (I recommend dark red), and should be renamed to "Borg Collective". Also they should get a type of "space station" so they can build more Borg Cubes (and maybe even sphere ships) so they can spice things up by invading the rest of the galaxy instead of just camping in an obscure system.

*If possible it'd be cool to add the Undine (species 8472) as another OP obstacle npc faction the way the borg are. Maybe their color can be brown or tan.

*Heroes should display in their descriptions whether or not they add a credit discount. Not as necessary as the other things I mentioned, but it would be helpful.

*Either darken the color of the Klingon faction or give the Rebels a different color. They're too easy to confuse.

I'm sure you guys probably are thinking some of these things and will hopefully have ground support in the future, but I hope to see the other things I mentioned. Keep up the good work!

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KommissarReb
KommissarReb

In addition to the Zann Consortium's mass drivers being able to skip shields, the Rebel Alliance and Galactic Empire's concussion missiles and proton torpedoes can too. May as well give the Dominion SOME teeth by making their phased polaron beams ignore shields like they're supposed to.

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KommissarReb
KommissarReb

Can't edit my comment so I'll make a second post to add what I forgot to mention. Sometimes Federation ships will be partially destroyed and the ship will be separated from the saucer section. When this happens, the back part of the ship doesn't fall apart and blow up or become a second unit, but moves sideways after breaking off in an awkward fashion.

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libbybouncer
libbybouncer

It constantly gives a perception error when launching then promptly crashes. How do I fix this? I ask because I think its on my end.

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Guest
Guest

Yeah, I have the same problem and I have no idea why. Though I noticed it only happens for me with the hot fix. Without the hot fix it works just fine...

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