[BtS] Star Trek Mod

I'm an avid Star Trek nut, and a 3d modeler. I'd love to help out with this project in any way I can, gimme a pm deanej.
 
Sorry for the delay; I just got back from vacation. Currently I'm working on the UBs and then will convert the mod to Final Frontier. Then another release, and then the default units will be done.

Things that will be needed:
-Art for units (will post chart this week)
-Script for the Cloaking Device

About the cloaking device:
-When the player discovers the cloaking device tech, he can cloak his ships.
-Cloaked ships can't defend or attack and are completely invisible.
-Units that cloak or decloak can't do anything else that turn (to prevent cloaking, moving to a lightly defended system, decloaking, and attacking in the same turn)
-The Tachyon Detection Grid wonder reveals cloaked ships in your borders (if this is too much of a stretch don't worry about it)
-This should work with Final Frontier.
 
I was thinking about replacing gold with latinum, iron with duranium, oil with deuterium, and titanium with dilithium. I'm not sure what to do with uranium - I was thinking about antimatter, but it makes no sense for antimatter to be in an asteroid field, and I'm not sure what the game will do with resources that don't require an asteroid field. The other resources will be the same. I also plan to add the following:
Subspace Anomaly
-Impassable
-Created as fallout by Subspace Warheads

Transwarp Conduit
-Built by Construct Ship
-Units move faster
-Requires Transwarp Conduits tech
 
hummm...try catrossel white :)

also tacyon particals as a resource, or tacyon radiation,

you can make also ore - ds9 proscessed it...

im sure that theres more.

s animals you can do some of the space critters, like the entity that took datas bro - lore.

is anyone creating models for units yet?
 
I just converted to Final Frontier and tried to test out a game and it freezed on the "Initializing" stage. I had to do a hard reboot to get out. What's causing this?

I also get "BUILDINGCLASS_CAPITOL in info class is incorrect" for the Civ4ForceControlInfos.xml file. I don't have a different version of that file in my mod, nor is there one in Final Frontier.
 
mmm the building cass might be cause your missing the tag in building info,
or building classinfo.xml,

bout why it froze idunno,

i think you should have started the build on the ff files,
try to merge it agaipart by part and check if it works, its realy hard to guass wheres the bug now when you have it all on ff,
start with adding just thenations to the ff mod, then try the mod see if its ok, then move on to the units, and so on.
thats the only way to track the cuase i belive.
 
sweet!! is gonna be like botf? ive always wanted botf to have better graphics! btw botf stands for birth of the federation.
 
I'm not sure I understand what's causing this problem but my advice is, if you can't get it to work, start a clean folder with just the modified Final Frontier terrain in it and go from there. If all else fails, I suppose you could always ask John Shafer, the FF maker, for help (though he's very busy). :)
 
deanej,
the onyway to track to problem is byworking step by step,
convert each parts by it self.

ill try to help,
get me a save game where the game get stuck, and ill see what i can do,
if i wont succeed, il re merge everithing to ff.

we will have this mod ready! we have too!
 
My advice is, if you can't get it to work, start one step at a time from the beginning. I know, I know... it's awful. I've had to do this myself before. However this mod is, quite frankly, one of the best ideas yet for BtS, and it's very likely it will become one of the top ten most-downloaded files on CFC.

Let's make this into what BotF should have been. :D
 
If you don't want to start over again, I might be willing to take on the project under the guise of "Re-Birth of the Federation." Do you think you could post a mini-mod with just the unit and building art in it?

Also, another issue: the way buildings are set up in Final Frontier (i.e., per planet) is kind of confusing. I much prefer the standard Civ 4 way of doing it. Obviously, in this case one "city" represents an entire solar system. Is this how you set it up?
 
OK, I'll just let you guys re-convert it. I'll be on vacation next week, so don't be surprised if I don't reply until after then. I have attached the files that have changed since the last version. Also included are the converted game font files.

Since there are no python changes that can be copied over exactly. The same goes for the "Resource" directory (the theme should point to the Star Trek mod though, but it probably doesn't make a difference). The XML for the terrain and units can be replaced, but the missionaries and the great people from the Star Trek mod should be carried over. It was my experience that the delta and omega units had to be removed, as the game refused to use the greek symbols and just made the font bold. Technologies should be left alone - I don't want Final Frontier techs in it (thus the tech references need to be removed). There are also improvement references that will need to go - these are in the Leaders file and the civics file. I also want standard graphics for the processes - culture stays culture, not influence. I also want the specialists and more importantly, the great people, to work normally.
 
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