View Full Version : About This Mod
deanej Oct 27, 2008, 06:54 PM This mod* is a total conversion of Civilization IV: Beyond the Sword to Star Trek. You can play as one of 14 Star Trek civilizations, starting with a "city" and a deep space probe and are tasked with building a civilization to stand the test of time. Like the Final Frontier scenario for BtS, there are space features such as black holes, asteroids, and solar systems. Unlike Final Frontier, concepts such as Great People, unique units, etc. are back in the game**. This mod also has scenarios such as Deep Space Nine and Xindi Attack that let you play out specific events in the Star Trek universe.
*This is actually a mod-mod of the Final Frontier scenario. But is has its own mod-mods, so let's just call it a mod to keep things simple, OK?
**Corporations and random events are not in the game.
Pablod Jul 05, 2009, 09:08 AM what does the high quality feasurus thing
i try before and after no diference
it go to xlm/civilazation right
deanej Jul 05, 2009, 09:37 PM It changes the Fesarius unit art to Jaydn's high quality model. It slowed down my video card when I tested it on my computer which is why it's separate (without it you get a crappy retexture of the borg sphere made by me). When I get my new laptop I'll test it again and if it doesn't slow anything down I'll post a poll to see what the results are here to decide if I want to include it by default.
Yes that is the right spot. Only in the main mod though, as others have their own versions of the file (but no First Federation either, so no need for a separate version).
Jaydn Jul 05, 2009, 10:31 PM Yeah sorry, I guess making the models on a zippy computer doesn't do much for others. My efforts on making a low-poly model didn't work well.
deanej Jul 05, 2009, 10:41 PM It might not be that. My current video card is obsolete.
Autolycus Jul 07, 2009, 03:18 PM Can we get one of the halfway ethical admirals, or one of the more popular enterprise captains in as a leader for the federation in the next version. It's hard to be motivated to be the good guys, when their only leaders are idiots.:)
deanej Jul 07, 2009, 03:36 PM I included Leyton to provide a different take on the Federation (like how in BtS we have Alexander and Pericles, or Qin and Mao). Pressman as implemented right now is more like a generic Admiral. I could change him to Ross if there's demand for it; not really looking to add a fourth leader (for any civ).
apenpaap Jul 07, 2009, 04:53 PM Can we get one of the halfway ethical admirals, or one of the more popular enterprise captains in as a leader for the federation in the next version. It's hard to be motivated to be the good guys, when their only leaders are idiots.:)
<Advertisement>
My Star Trek Expanded modmod (http://forums.civfanatics.com/showthread.php?t=327056)adds Sisko, Picard, Kirk, Janeway, Khan, and the Federation President from TUC as Federation leaders.
</Advertisement>
os79 Jul 10, 2009, 11:07 AM Hello,
I finally settled to play Star Trek mod a bit recently. First off, I have a fairly good computer (3 GB RAM, athleon x64 duo, windows xp, ati radeon 1250). When I play other mods with usual civs, I play about 18 or less civs maps and the turns are fairly fast till later in game, with Rise of Mankind 1/4 slower. Not bad. However, when I play Star Trek mod, the lag time got horrible! I even tried to go down to 12 civs and the lag time gets bad fast. Is that normal?
deanej Jul 10, 2009, 11:19 AM Yes, there is more lag. A lot of the Final Frontier code is in python, which means that it's compiled whenever it runs.
apenpaap Jul 10, 2009, 11:50 AM A trick you can use for playing with a lot of civs but keeping the lag down is to play on Standard or large, and put Solar Dydtems, Features and Hostile Features each on very dense. Like this, you can comfortably fit 10-14 civs on smaller maps. The only thing it cuts is empty space, so that isn't so bad.
JEELEN Jul 15, 2009, 06:46 AM I've tried 70+ turns of the Euegenics scenarios, but not much is happening. (One barb city was conquered and Khan declared war on a neighbour.) Are the any events supposed to happen to trigger the Egenics Wars?
deanej Jul 15, 2009, 12:27 PM I was hoping that the aggressive AI would do that part itself but it seems like it doesn't. I may have to add random DOWs.
jfby Jul 23, 2009, 06:21 AM I had a quick question: are space wreckages supposed to give out alien vessels? I had my exploration probe find two before I even researched Warp 5 tech. It is a very powerful vessel that early in the game.
deanej Jul 23, 2009, 02:33 PM 1 strength/move with a free combat 1 is very powerful? They have identical stats to warp 5 ships with an aggressive leader.
jfby Jul 23, 2009, 03:21 PM The ships that were spawning in my game were 7 strength with 3 movement.
deanej Jul 23, 2009, 03:36 PM From the goody huts? Those were the old stats of the unit, changed in a recent patch.
Pablod Sep 20, 2009, 10:34 AM please when i install 3.19 i lost the art pak files
i dont want the whole 512 mb mod
can you post the art.pak files only please
deanej Sep 20, 2009, 10:55 AM The art files take up at least half of that 512 mb, but they at least get a decent compression ratio. Unfortunately I don't have the greatest internet access in the world (especially on Sundays, when everyone is accessing the internet) nor the time to upload them.
Pablod May 13, 2010, 06:44 PM were is the list of changes to 3.0
deanej May 13, 2010, 07:35 PM There's a post in the 3.0 Development thread with them, and the Mods\Star Trek\Manuel\changes.html file has them too.
Raven Destroyer Aug 20, 2010, 11:00 PM is there already a workable 4.0 as i can't find it then already ty
and 3.0 sounds old when you know there should be a 4.0
deanej Aug 21, 2010, 11:45 AM There's the beta in the 4.0 and the future thread (you do need to scroll through the posts to find the download link; I posted two, so take the later one and the fix towards the end of the thread). It's pretty much bug free to the best of my knowledge other than a commerce bug from Final Frontier Plus that isn't figured out. Currently I'm working on converting the DS9 scenario, if I can get it to work.
Raven Destroyer Aug 22, 2010, 04:07 PM when i get the destiny mod working i will look if i can get your mod also working i hope those two won't get to fight?
destiny is from smeagolhearts
deanej Aug 22, 2010, 08:05 PM I don't see why two mods wouldn't be compatible. Is there something strange about destiny?
nody Aug 26, 2010, 02:44 AM Great mod, Deanej!
Just one thing 'bugs' me: In ST Galaxy no religion/value is founded by the right civ.
I played as Vulcans and Klingons and they both had the right starting tech, but a couple of turns later the values of Logic and Warrior Code respectively were founded by a distant civilization.
In case of the Vulcans I contacted the Romulans and they founded Isolationism. Is that correct?
I'm still a Star Trek noob, but I know the Vulcans should found Total Logic and the Klingons should found Warrior Code. Am I right?
deanej Aug 26, 2010, 01:53 PM In 4.0 the values will start pre-founded in The Galaxy. For now, the use the epic game system, which assumes a more generalized form of the value.
|
|