[BtS] Star Trek Mod

Well, I managed to fix that little issue. Apparently, "Do not match mat id" means "destroy textures", not "keep textures" like I thought.

Oh, does anyone have any idea on how to reduce file size? The mod is 200 mb right now. I expect it to grow to 300 mb by the final release. This is not good for scenarios, which means that the final release could be 1 gb big, as each scenario will need a significant amount of the main resources. I wish civ had a "parent mod" function that would allow mods based off of mods, it would really reduce file size.
 
well reducing mod size......thats somthing i always do.

i left only engligh text, reducing the text files by 3,

also, i suggest you get rid of all unit buttons, leaving only say 1 button for ship, 1 button for transprtt,
this can save much space. same goes to every tech.

also, i bet rhe sound is a large portion, you can reduce the sound file quality, with some converter.

also, recycle building art files,
meaning, do not add any building arts, use the eones ff brought, noone will notice that.

another thing about music, recycle unit sounds, use one sound for one class,


if you wish, i can sort you the text easly with excel.

is it possible you post some of you new added units? im anxius to see them.
 
deanej ,.

your saying you acctuallly got working models for this mod??

im sure if you upload the stracture of the model someone will sure help.

p.s.

im now watching voyager, fro the first time, always avoided that show for some reason, im in season 5! and its awesome!!
:agree:

deanej, I'm still confused: are the models working now? (Thorgrimm seemed to be under the impression you didn't want 'em...) If not, if you got something basic that needs fixing, I'm sure there's help available if you post something.;)

EDIT: Thorgrimm says if you can convert he has several hundred models (just posted on the Babylon 5 thread)!

Ah yes, Voyager... not sure how you could 've missed it: awesome indeed!:D
 
Models are working, but I still need more. I especially need TOS/Enterprise era ships, as well as ships for the Delta Quadrant races, and a couple later Federation ones. The stock Bridge Commander selection is really limited, and some people who make mods for that game don't want their stuff re-released, though many will allow it with permission.

Would people object to me releasing a separate Star Trek art/sound pack that would be required for the mod but would be installed in CustomAssets and have no impact on the epic game/other mods? That would allow me to use many of the art/music in scenarios for the mod without copying the files over.
 
Models are working, but I still need more. I especially need TOS/Enterprise era ships, as well as ships for the Delta Quadrant races, and a couple later Federation ones. The stock Bridge Commander selection is really limited, and some people who make mods for that game don't want their stuff re-released, though many will allow it with permission.

So, have you contacted Thorgrimm? (If you want 'em, he's got 'em - he also announced he's got like the whole B5 fleet ready for shipment.)

Would people object to me releasing a separate Star Trek art/sound pack that would be required for the mod but would be installed in CustomAssets and have no impact on the epic game/other mods? That would allow me to use many of the art/music in scenarios for the mod without copying the files over.

Like a 2-parter? A double episode? Methinks that'd be fine.;)

(Otherwise. all I know of is PAKbuild, which requires a lot of rewriting of lines, according to CIV Gold team.)

PS: Been playing a couple of custom games, but keep getting behind on ship upgrades; they seem to be too close together (Light II-III-IV in particular). Not sure if it's the way I research and it may also be because the Cloak advances don't do anything yet.
 
Attached to this post is a screenshot of what I have so far (other than an alien ship for an event, I don't think I'll add more for beta 2 as I still need to do many events, the tech/civ/leader pedias, and the Manuel).

As for the upgrades, II is really a minor upgrade (the Constitution refit to be exact) and IV was already pushed back. Should I increase tech cost for that era as well?
 
wow!!! deanej, its beutyfull!!

will you get more models??

you know,
if i were you,
i would have concentrated more on the structure of the game and leave pedia, and events for a later stage, test is really time consuming.

thats my opinion.

say,
at the current version,
do you have any ctds? or so?


i thought a little of space travel, i think its apropriate that early vessels cant move without some "road" , you can use shqype mod to restrict unit from moving on the map except on those roads i duuno maybe called - "warp course".

i must commened you for the fine work your doing all by your self.
i really wanna help you, but i cant stop working on my own mod...
 
As for the upgrades, II is really a minor upgrade (the Constitution refit to be exact) and IV was already pushed back. Should I increase tech cost for that era as well?

I know I-II is a minor upgrade, II-III-IV isn't; if you go for the Multi-Race Database (which I now standard do) it's too fast (but you covered that already, so maybe it's alright). Anyway, increased tech cost is always good.

Can't really tell much from the pic (is that a new starbase?) and I wish there could be more units in the upgrade, but I don't want to be too critical. So when is it due?
 
send it one by one if you have to
but put somthing new
(like those ships files posted please)
 
Actually, I just looked and this next update is going to be HUGE. The only stuff I have left is finishing the random events, finishing the pedia text, finishing the Manuel, and fixing a game font issue (and this is a beta and something current may get more help). So maybe I should just release what I have now and leave that stuff to beta 3?
 
Actually, I just looked and this next update is going to be HUGE. The only stuff I have left is finishing the random events, finishing the pedia text, finishing the Manuel, and fixing a game font issue (and this is a beta and something current may get more help). So maybe I should just release what I have now and leave that stuff to beta 3?

I think you've done a great job so far deanej - again I don't want to criticise coz you've done the community a hell of a job already, but if you want to canvass opinions about what should go into the releases in terms of priority I'd also recommend you prioritise unit models... at the end of the day they'll be what really seperates this mod from all others in terms of flavour. :)

But in terms of releasing what you've already completed? Sure, why not break it up? It'll allow a) a checkpoint at which any further bugs can be ironed out, as well as meaning two smaller updates rather than one really large one (you mentioned you were already concerned about mod size). Up to you of course, but yeah I reckon that sounds like a decent idea... :goodjob:
 
I think you've done a great job so far deanej - again I don't want to criticise coz you've done the community a hell of a job already, but if you want to canvass opinions about what should go into the releases in terms of priority I'd also recommend you prioritise unit models... at the end of the day they'll be what really seperates this mod from all others in terms of flavour. :)

But in terms of releasing what you've already completed? Sure, why not break it up? It'll allow a) a checkpoint at which any further bugs can be ironed out, as well as meaning two smaller updates rather than one really large one (you mentioned you were already concerned about mod size). Up to you of course, but yeah I reckon that sounds like a decent idea... :goodjob:

:agree:
In agreement here!:D
 
Well, here it is: beta two! (see first post for download link)
There's a problem with GameFont.tga. I currently don't have it in the font directory - the main effect here is that religion icons in the city bar will use the default options. Here's how they will appear:
Exploration: Judaism
Total Logic: Christianity
The Prophets: Islam
The Pah-Wraiths: Hindu
Warrior's Code: Buddhism
Capitalism: Confucianism
Isolationism: Taoism

If you want to see the correct icons in the city bar, you could move the GameFont.tga in the root directory into the Fonts directory, but this will cause the city bar icons for anything but the values to disappear.

Changes:
-Fixed text bug
-Removed spaceship launched text
-No Tech Brokering on by default; Permanent Alliances off
-Multi-race database now costs 300, gives techs discovered by 3 civs
-Portal projects (except generator prereq) cost 375, not 250
-Ferengi use lighter green text
-GP text for born in unknown system fixed
-Crystalline Entity now first appears in 2nd 1/3 of game, more frequent in 3rd 1/3
-Corporation headquarters now build by player; cost 250; available with Free Market
-Many promotion text changes
-Fixed bug where exploration III wouldn't upgrade
-Greatly increased late game tech cost
-Removed Iron, Copper, Horse resource messages
-Changed population feat text
-Religions now Values
-Finished fixing GP text
-Federation headquarters now Camp Khitomer
-Fixed continent game text (Great Wall/SDK)
-Buildings have pedia entries
-Mercantilism now 50% commerce from trade routes, no foreign trade
-Tech quote now in
-Portal projects now require wormhole generation
-Removed corporations
-Intelligence Headquarters now Section 31
-Resource pedia entries now in
-Doomsday Missile now Subspace Warhead
-Doubled cost of late-game units
-Changed to Final Frontier hints
-Added in Cardassian units
-Added in Ferengi units/Federation Starbase
-Started random events
 
:thumbsup:DLing. Should Beta2 overwrite? (There are no installation instructions.) And will you place a notification in the "New/Updated Files" thread? (Appears I'm the 2nd downloader so far; 't might help...);)
 
Some preliminary feedback: tried it out Custom Game-style (10 civs, Alpha Quadrant-only, no Human Ascendancy, Aggressive AI). Great to see the new Starbase in there!:) Spotted the first Ferengi Explorer I in 2323 AD: looking perfectly ugly!;) (Nice text fixes too.)

Some minor comment:
- although the [Great Person] born now has the correct line, Wonders built still get the "built in a far away country" text;
- hope you can fix the weird Religion/Value issue for Beta 3!

All in all::goodjob:
 
I know i'm fairly new online at this modding stuff, just thought i'd offer the services of one fully paid up, walking Star Trek encyclopaedia. If you need info on relative specs of ships or any background info at all give me an e-mail i'll try and respond quick.

:scan:tammoH SoH Targ!!
 
In my testgame I've now been hit by plague twice (annoying). I've also noticed a certain Captain Cash being alternatively a Borg, Federation, Hirogen and Ferengi smuggler (perhaps the text should read "posing as" [a ... smuggler]).

Otherwise, as far as I can tell so far, the game proceeds well-balanced.:thumbsup:

PS: Noticed the Beta now appears in the New/Updated Files section, but not in the DL Database list itself.(?)
 
Does the DL database do updated files? I'm just updating the same file, so it may not register there as new.

I'll change the event text, as civ wouldn't know that it wouldn't make sense (though theoretically possible but extremely unlikely).

Actually, overwriting probably would be OK, as I really didn't delete any files except GameFont.tga (the one used in beta 1 is the one in the root directory - if you want city bar icons, just delete it) and the theme files (it now points to Final Frontier, so all the old ones do is take up space). I did rename a few text files, though. Just delete anything that starts with "Civ4GameText_ST_".

@Whte_rbt: You could do the pedia text for the techs/civs/leaders. I could easily get the stuff myself, but having someone else do it would make it go quicker as it would be one less thing for me to do. I think I have the rest of the civlopedia done already.
 
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