[BtS] Star Trek Mod

Breakthrough: The memory error on exit is now fixed! It turns out that in Civ4LeaderHeadInfos there is a typo: FLAVOR_GROWTH was instead FLOVOR_GROWTH and civ didn't give an error on loading but instead had a memory error.

Cool! (How ever did you find that one?!)

@Azure-Dreamer: Sometimes unzipping a mod (or scenario) creates a folder inside the mod folder with the same name: BTS won't find it then. (If this is the case, rename the mod folder, like to "z[mod name]", cut/copy the folder inside to the Mods folder and delete the redundant z-folder.)
 
Federation units
 

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Cool, Jaydn!:goodjob: Looking good. (Wish we had Beta 3 already...)

@Azure-Dreamer: So it just doesn't work at all? Are you running Vista? Do you have an Unoffical Patch installed? (Hmmm, better leave this one to deanej to adress, as I'm running out of options...)
 
@Azure-Dreamer: What I mean is, is BtS on top of Civ4Gold or vanilla civ 4? Those two versions have different install paths. Did you install to the MODS directory like you the directions say? DO NOT create a Star Trek folder for it; it will be created while extracting. If you do, the files will wind up being located in Mods\Star Trek\Star Trek (which will make the mod not load at all) instead of Mods\Star Trek.

As for the Federation ships, they look great! Is there a possibility of having the galaxy and sovereign have registry values? I don't know which texture file to modify to add them.
 
As for the Federation ships, they look great! Is there a possibility of having the galaxy and sovereign have registry values? I don't know which texture file to modify to add them.

I'll be able to add the registry, and update your textures.
 
Does anyone know who designed the Final Frontier mod? I would love to be able to add phaser burst animations to the models but I have no idea how to implement them into Civ 4... the only unit animation tutorials I can find involve swinging swords and such.
 
There is a tool someone on here created that allows you to plug and XML edit animations from other models into new models (I believe it is this: http://forums.civfanatics.com/downloads.php?do=file&id=8747 ). You might find this useful, if there is a default unit that has something akin to phaser blasting.

Also those federation models look great, very well done, you do 3D model design for an occupation?
 
Modeling is a hobby, I'm a photographer by trade, and graphic designer... Thanks for the link, I'll check that out... hopefully I can get some decent laser animations into the models. I'll post any progress. :goodjob:
 
Update: I have a phaser-firing Enterprise E. It only took about 7 hours of trial and error :cry:

Now to start the other 4 dozen models
 
Are you going to add damage states and destruction sequences to the models? Would be visually very cool to see the phaser or disrupter blasts damage and then blow it's target. Of course it also might be too much work for the payoff, but I am curious how good a space battle can look in the CIV engine...

7hours is a long time for sure, hopefully it gets easier after you figuring out how to do it though. It took me like 2 days to finally add my first unit in CIV, and now it takes about 15 minutes, the hardest part is finding a decent button.
 
I am certainly able to add damaged units, but I have no intention. That would take forever by my estimation... maybe longer.
 
7hours is a long time for sure, hopefully it gets easier after you figuring out how to do it though. It took me like 2 days to finally add my first unit in CIV, and now it takes about 15 minutes, the hardest part is finding a decent button.

Yeah, now that I know how to do it, converting the models to fire takes about 30 minutes each... which is semi-acceptable compared to the initial learning curve.
 
I would like just to say that this mod is really great, i am looking forward to seeing it in action.

I appreciate all to time you put into this!
 
Were running into a slight problem with the units, if anyone out there knows ANYTHING about python and thinks they might be able to help... here is Deanej's thread on the matter
http://forums.civfanatics.com/showthread.php?t=278101

Basically it boils down to the ships working great for me, but when Deanej loads any from Worldbuilder, he gets a lovely error message...
 
Basically it boils down to the ships working great for me, but when Deanej loads any from Worldbuilder, he gets a lovely error message...

Both versions should match installation- and versionwise, that is: installation of Civ4 + any patches (preferably NO unofficial patches) plus installation of Star Trek Mod Preview.

Otherwise, I wouldn't know...
 
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