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#1 |
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Deity
Join Date: Apr 2006
Location: Rochester, NY
Posts: 2,447
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This mod* is a total conversion of Civilization IV: Beyond the Sword to Star Trek. You can play as one of 20 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. Requires the Beyond the Sword expansion pack (windows version) with 3.19 patch and the game language set to English. Updated 08/01/09 Full Install (version 2.0) 2.37 Patch (requires full install 2.0) View the forum for this mod. Last edited by deanej; Aug 01, 2009 at 02:40 PM. Reason: Released version 2.37 |
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#2 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 3,566
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wow!!!
unbelivble!!! when i first layed my eyes on the final fronteir - the first thought came to me was - star trek mod! if yould like, i can help covert it to bts! have you done all the work so far by your self? very impressive!
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Last edited by keldath; Jul 24, 2007 at 05:40 PM. |
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#3 |
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Deity
Join Date: Apr 2006
Location: Rochester, NY
Posts: 2,447
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I converted the files using the assets included in the Final Frontier demo to let me know what to change. When I get BTS (should be this week) I'll be able to make sure there are no typos/missing tags. If strange things happen, I guess I know who to contact!
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#4 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 3,566
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well done deanej, you really did some awesome job there,
maybe i can help you around...
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#5 |
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Deity
Join Date: Apr 2006
Location: Rochester, NY
Posts: 2,447
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No errors while loading, but the mod crashes while getting into the main menu. No idea why; it could take awhile before I have anything that works with BTS.
EDIT: It doesn't like the AudioDefines and Audio2DScrips files for some reason. Any idea why? Last edited by deanej; Jul 26, 2007 at 04:15 PM. |
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#6 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 3,566
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well the copy that you uploaded isworking fine to main menu,
f the audio causes ctd, might be a type error, ecperienced it once, if you send me the comp;ete files you have i can asist. KELDTAH@GMAIL.COM OR MSN (PREFFERED) LORDKELDATH2@HOTMAIL.COM
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#7 |
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Science Officer
Join Date: Dec 2003
Location: TN
Posts: 42
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This is just way too cool.
Thanks |
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#8 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 3,566
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hey deanej,
ill check the error in the sound this week and let you know
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#9 |
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Deity
Join Date: Apr 2006
Location: Rochester, NY
Posts: 2,447
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Thanks. I'm currently working on other areas of the mod. I just got a custom main menu!
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#10 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 3,566
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really? your making somthing from star trek?
and im interested to see how youll encorporate the final front' scenario - should be cool. also, i wonder about the corporations system that youll use. and most off all, theres a need for graphic models, i hope you have some people for creating starships and such! i see you have profound knoldgle of star trek, impressive, im currentlry - watching deep space 9 from season 1-7 - got to season 4 by now ![]() so im very excited on playig a star trek civ game
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#11 |
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Unit Maker
Join Date: Nov 2005
Location: The Far East
Posts: 1,187
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THE Civ 4 Modern Unit Maker WW1 Mod: Blood and Iron Development Thread How to add units by Rabbit, White |
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#12 |
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Deity
Join Date: Apr 2006
Location: Rochester, NY
Posts: 2,447
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Here is more content concerning the mod. Included is the sound files (they are for both the Warlords and BTS versions of the files), a patch for the warlords version that will make the game use them, as well as the BTS version. The BTS version will get a CTD if you enter the TOS era (easily fixed by commenting out the sound data in the EraInfos file) as well as contacting/playing as the Federation, Klingon, or Borg civs.
As for units, I certainly could use someone making models. I'll have to make some kind of chart, but here is a list of the federation ones as well as a few others. Federation: -Constitution -Constitution Refit -Miranda -Soyuz -Excelsior -Constellation -Nebula -Ambassador -Nova -Galaxy -Intrepid -Sovereign -Akira -Prometheus -Defiant Generic: -Deep Space Probe -Advanced Deep Space Probe -Tactical Missile -Subspace Warhead -Colony Ship (will probably use graphics from Final Frontier) -Construction Ship (will probably use graphics from Final Frontier) -Spy -This will probably include all the types of Great People from the epic game -This will include missionaries for the various religions. Space Lifeforms: -The creature from "Encounter at Farpoint" -The creature from "Galaxy's Child" -The cloud creature form "The Cloud" |
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#13 |
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The Tallest Lilliputian
Join Date: Aug 2006
Location: Heavensent
Posts: 544
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Wow. This looks awesome.
My request, take it as you will - Use Dale's Ranged Bombardment to allow firing proton torpedos at adjacent targets! Wheee! |
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#14 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 3,566
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hi, bts has a system of range bomb in it.
like the assult mech has iy... so its easy - just giving an airrange to a land unit -makes it reanged.
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#15 | |
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Chieftain
Join Date: Feb 2002
Location: Oslo, Norway
Posts: 36
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Quote:
Kalkas |
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#16 | |
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Deity
Join Date: Apr 2006
Location: Rochester, NY
Posts: 2,447
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For some reason I get a CTD whenever I decide to build a building that has had a custom button made instead of using a default button. Why would this occur? The art displays fine in the game.
Quote:
EDIT: Fixed crash. Had to remove comma before the path to the button. EDIT: The Audio files now work. I don't know what caused the crash for the old ones, but the new ones I made work fine. Last edited by deanej; Aug 03, 2007 at 08:21 PM. Reason: Audio files fixed |
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#17 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 3,566
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hey deanej,
i ws just about to write you that you should see if theres a comma, and then noticed the "edit" tat you found it.... i had this problem too, im gladto earyou got over the audio problem, i sorry but i didnt get the time to workon your problem.... so keep up the good work
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#18 |
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Deity
Join Date: Apr 2006
Location: Rochester, NY
Posts: 2,447
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This mod has been updated! This now includes the audio as well, so the file size is much larger than the original. See the first post for more details as well as the new version.
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#19 |
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Chieftain
Join Date: Jun 2007
Location: Saladin's Arabian Empire
Posts: 21
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we boldly go were no modder has gone before...
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#20 |
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Kia Hora Te Marino
Join Date: Jul 2007
Posts: 993
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Yay Star Trek mod! (I actually got through watching Generations not half an hour ago.)
Downloading, comments coming soon... Seems pretty good (though it's tough to comment when you're playing as the UFP and the first unit you build is three guys with clubs). The rock music files don't seem to fit, though - especially the electric guitar screaming out the Generations overture. My suggestion is to stick strictly with the classical-ish. I don't really have any other suggestions, but it's great! EDIT: Oh, there are also a couple of spelling errors - I think you misspelled 'rules of acquisition' and 'Original Series'. Last edited by T_F; Aug 08, 2007 at 10:07 AM. |
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