[BtS] Star Trek Mod

All animation problems solved, starship construction has resumed.

Great , keep the good work:)

And I ve got a question for deanej : Are the leader pics just for the beta or do you plan to replace them by better pics? because some are really ugly:sad:
 
Unable to attack or defend, Colony Ships are the units which Colonize Star Systems and extend your control over the universe.

The Construction Ship is used to build Transwarp Corridors to speed movement and the Extraction Facility to harvest resources. It is also necessary in order to create the powerful Starbase unit.

Unlike the epic game, in Final Frontier it is impossible to disable barbarians. Be wary, as it is easy to be left unprepared in the seeming security of the emptiness of space!

Values replace Religions in Final Frontier. Unlike the epic game and Final Frontier, most values in Star Trek are founded at the start of the game as each civ starts with a technology that founds a value.

The Starbase is a powerful immobile platform which can use indirect fire on passing starships, manufactures Missiles, can base Fighters, heals units and extends a civilization's cultural influence.

The Advocate can spread the Value of which it belongs to a Star System where such Values don't yet exist.

A good early build for a system is a Factory in order to increase production early on.

Diplomacy will be harder than the epic game as many civs will have their own values from the start.

Don't build more starbases then you can afford. They cost money to build.

Beware of the Crystalline Entity. It has a city attack bonus (and an AI set for city attack) and can enter your borders even if you have the Border Defense Network wonder.

Though most civics share the name with the epic game civics, some have changed effects. The same applies for traits.

The Cargo Holds technology is key because it enables cities and resources to be connected.
 
How about hints on UUs and UBs? (Also, some general Star Trek trivia might be both fun and enhance the Trek feel of the mod. And if Tutorial mode is enabled, that could also be edited to be more Trek-style.)

BTW, any news on a more exact ETA for Beta 3?:confused:
 
Here's some ideas about starbases.

First main idea is that they should have some upgradeable modules. I mean you upgrade it to a another unit (using the same graphics) but with different capabilities.
Examples:

- Fortress base (trades own combat abilites for long range and support weapons). Practically adds 25% tile defense bonus to all the ships parked in the area.

- Research base (loses a lot of firepower but gains research). I don't know how this can be done, but i think it would be cool to have research bases produce more research if planted near galactic phenomena. ( a base near a nebula produces more reasearch than one in an empty space, etc....). It can also detect cloacking vessels.

- Military base (can manufacture subspace warheads)

- Refining base (loses some combat abilities but sends a few production points each turn to the nearest star system.) To avoid spamming those bases there should only be two such bases allowed per system. They only produce if they're placed on an asteroid field. They produce much more resources if they are placed on a resource, but you will no longer be able to build an extractor on that resource

- Repair yard. (loses some combat, not much, but quickly repairs ships)

- Battlestation. (ads more combat capabilities and the bombing capabilities).

- Outpost (loses some combat capabilities for a decent sensor range). It can also detect cloacked vessels.



Other ideas:
- the cultural influence of the starbase should only be 1 tile (unlike FF's 5x5 tiles). This will reduce the sensor range of all but the Outpost class bases.

- promotions should be base specific (the battlestation should get combat and sensor promotions, repair yard the combat and repair promotions, the science base a special promotions that will give it more science points)

- The standard, unapgradeable base should be a lot cheaper than 150. Let's say around 50. However if you want to upgrade to a specific base, the upgrade itself should cost more. (200 - battlestation, 100 - science base, etc....)

- Only the battlestation should have the bombing capabilities
 
I'm not suggesting it be put into the game, but i wonder if the Civ4 engine would allow for something like an Argus Array that could allow you to point a place anywhere on the minimap and reveal the fog of war... sort of like having a spy there except you could move it around at will and not be detected.
 
I hate to ask a question I'm sure has been asked before, but has anyone released graphics for any of the units yet? Just wanted to check, thank you!
 
There are some units in beta 2 (cardassian and ferengi), but the others (and animations) will wait for the release of the art/sound pack that's coming with beta 3. I have everything except the vidiian, hirogen, devore, and scenario-specific ships (still need the animations for 1 vessel though, but that vessel comes only with an event or two).
 
Thank you for the quick answer. I got so excited by this MOD that I took my Civ 4 off the shelf and bought the two expansion packs yesterday! My only regret is that I have ZERO abilities in advanced programming. Keep up the great work!
 
There are some units in beta 2 (cardassian and ferengi), but the others (and animations) will wait for the release of the art/sound pack that's coming with beta 3. I have everything except the vidiian, hirogen, devore, and scenario-specific ships (still need the animations for 1 vessel though, but that vessel comes only with an event or two).

I should have vidiian, hirogen, devore units done at some point soon... now that the blasted Kazon are done.
 
I just glanced through this thread and OMG! The models look amazing! I'll have to learn to play effectively and get ready for Beta 3!
 
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