Star Craft 1 Mod

Ch1ll1ng

Chieftain
Joined
Sep 15, 2011
Messages
11
I want to write a SC1 MOD for Civ 5.
Im already study the gameplay files and i got a clue how to include the functionality
but i would quite still need help becouse i have no idea of 3D Modelling...

Its probably pretty big project so anyone who wanna be part feel welcome to help me out.

Since i have done nothing yet maybe someone could give me a overview how much work would be involved overall.

I would think redesigning the world would be crutual for gameplay and athmosphere so the terretory would need to be modified as well...

Dunno if i get problem with copyright as well but since i dont want to make money this wont be a issue right?


EDIT: ahhh here are ready projects only sorry for that could a mod move this please
 
1> These forums are for COMPLETED mods and their discussion. I'll notify the moderators to move it.

2> Most of what you're probably intending for functionality just won't work without the DLL. It'd be a TON of work, and if you've never made any mods for Civ5 before, it'll be a long, long time before you get anything close to playable.

3> The only 3D models we can make, presently, are those for units. Resources, Improvements, and Terrain cannot be modified.

4> That's not how copyrights work with Fair Use. If Blizzard feels that your use of their content is reducing their ability to make profits off the StarCraft license, it doesn't matter if you're making money directly or not, you'd still be violating the law.
 
1> These forums are for COMPLETED mods and their discussion. I'll notify the moderators to move it.

Yeah have seen it too late...

2> Most of what you're probably intending for functionality just won't work without the DLL. It'd be a TON of work, and if you've never made any mods for Civ5 before, it'll be a long, long time before you get anything close to playable.

Well i can understand and programm php, xml, sql, c++
I have written freeciv code be4...
So i feel at least usable to the project.

3> The only 3D models we can make, presently, are those for units. Resources, Improvements, and Terrain cannot be modified.
Thats some sad news well still u can modify the trerrain Funktion a bit...
4> That's not how copyrights work with Fair Use. If Blizzard feels that your use of their content is reducing their ability to make profits off the StarCraft license, it doesn't matter if you're making money directly or not, you'd still be violating the law.

Well they hopefully dont care...
 
It would really suck to go to the trouble of building a huge SC mod only to find it get crushed by Blizzard for copyright. With that said, I doubt they will care/notice so long as your mod does not become super popular. Sounds like a fun idea to me.
 
So first of all i wont change thw whole freaking game to something totally new i just modify the game that far that you will get the feeling of star craft one without changing tooo much of the funktionality...

If no one wants to make the Models i will just use units and modify the abilitys of those im fine with that.

Well today i gonna try to get a overview over the project and start with the first part of the game if u want to help out feel free any advice is welcome.

thx

First i will only make a total Terran Conversion with only the bararcks Comand Center Worker Settler Marine
Spoiler :

Part 1 Economy:

1. Food and Gas

Food = Minerals
Produktion = Gas

Normal Tiles dont Produce any Recources
The only special Recources are Gas and Minerals
Each Mineral giving 1 Food
Workers may Improve Minerals (1 Turn = +1 Food/Min) since "food = min"
Workers may Chop Minerals (10 Turns = +20 Min)

Each Gas giving 0 Produktion
Till you have a Geyser (Building wich gives Gas + 1 Produktion/gas) since "gas = Prod"
Workers may Improve Gas (1 Turn = +1 Gas)
Workers may Chop Gas (10 Turns = +20 Gas)

Citys May Grow with 8 Min while producing Wealth(+0)
becouse every unit or building produktion will usually also need Food and Produktion...

Citys May Build supply Depod, Gas or Barraks in the beginning 8/8/16 Min.
Citys May Build Settlers (16 Min)
for new Bases/Citys
Citys May Build Worker (8 Min)

Gas / Produktion will be needet for higher tech units

2. Money

Money = Supply (max Units)
Base Adds Money +8
Supply Depot adds money +8
Worker cost 4
Marines cost 5
City Size over 1 = -4

Max income Overall = 120


Well my first attemp think i gonna change everything again :D

Well gonna read some more Code to understand the mechanics a bit better since im usually see it from the player perspective :)
 
It would really suck to go to the trouble of building a huge SC mod only to find it get crushed by Blizzard for copyright. With that said, I doubt they will care/notice so long as your mod does not become super popular. Sounds like a fun idea to me.

Yeah i dont choose the first part of the series for no reason i think they wont mind becouse its more than 10 years old
 
So i see the Work now :/
Ok but i really want to do this so heres my plan:

1.
Editting Units (Movement abylitys Damage Defence and so on)
2.
Editing Terrain (Combination with Movement Types for Dropships and High Ground...)
3.
Editing Buildings (Plain Functionality Enable Units fasten produktion...)
4.
Editing Economy (recource Types...)
5.
Edditing Terrain (Mineral Gas....)
6.
Editing Citys (depending on economy system)
7.
Editing Unit (Cost and Upkeep (depending on economy system))
8.
Editing Research System (Upgrades)
9.
Editing Kulture System (probably remove it)

How much time this will be for one person... I dont have a clue but i start with the Units today :D
 
Something to keep in mind is there are some annoyingly low limits on certain things. The big one being the addition of new promotions. I haven't gone to the trouble of figuring out exactly how many there is room for adding, but I know it's somewhere in the 40-65 range. I mention this because promotions are really nice for specializing units for certain things, and it's easy to get carried away with adding them when creating a large mod.
 
How much time this will be for one person...

If you finish this in less than a year, I'd be very surprised. Without the DLL, much of what you seem to be intending cannot be done. Our XML/SQL is very limited, and while Lua can do quite a bit, most of what it can do won't translate to the AI. And many things, like the 3d model issues I mentioned before, are absolutely impossible to do in the current environment.
 
If you finish this in less than a year, I'd be very surprised. Without the DLL, much of what you seem to be intending cannot be done. Our XML/SQL is very limited, and while Lua can do quite a bit, most of what it can do won't translate to the AI. And many things, like the 3d model issues I mentioned before, are absolutely impossible to do in the current environment.

hmm sad news indeet
well maybe i can find a way to import parts of it
or change the gameplay in the direktion of an starcraft game without changing its style
 
or change the gameplay in the direktion of an starcraft game without changing its style

That would make a big difference. If you're using StarCraft as the source of your units, buildings, etc. but still playing it in a mostly Civ-like way then things get a LOT easier. So if you're still founding cities to produce everything, researching on a technology tree, unlocking policies, and so on, then it won't cause nearly as many problems because the AI already knows how to DO that much, and the UI is already built towards that sort of playstyle. You can change the strategic resources to be "Vespene Gas", "Crystals", and "Population" and use the existing resource system to handle it. There's already a "hovering unit" flag to represent the flying units in SC, but instead of two terrain levels you'd just have mountain ranges separating areas. And so on.

There's a thread around here where Skajagauda is making a Warhammer 40k-themed mod, and you can go see how he's handling this sort of thing, turning a realtime-ish strategy game into a Civ setting. I'm doing the same sort of thing with Age of Mythology in my own thread. It CAN be done, as long as you're not trying to recreate StarCraft's actual playstyle.

Now, it'll still be a ton of work, especially on the artwork side, but you won't absolutely need the DLL to make any progress. The thing is, it's a very ambitious goal for your first major mod; total conversions are HARD, because you're going to have to rework the balance from the ground up, instead of tweaking what's already in place. That's going to slow you down significantly, especially if you're doing this by yourself.
 
Thanks Spatzimaus ^^
Yeah ive got some help by a game programmer (a old friend of mine) he may be able to help me out if i get lost...
But yes i will exacly try that... just change the system a bit to implement my Ideas...
The Units seem great for editing.
But when it comes to terrain or citys i doubt editing will be that easy :/
 
About a year ago I was actually sort of flipping a coin if I were going to learn to mod SC2 or Dow2 (WH40K) to make either mod for Civ 5 with their unit-models. If the models are important for you I'd recommend finding a tutorial to get the models out of SC2 to Blender or 3DS and from there just use the model import-tutorial for Civ 5 on this forum. For me it've been mostly an excuse to get a better understanding of 3D-programs and Photoshop as well as modding altogether. If you're not interesting in those things I'd recommend just using placeholder-art for all the units and Google for SC1 2D-art. Then of-course use the game-play, resources and tech-trees in SC1 to make an interesting twist on Civ 5.
 
Spoiler :

About a year ago I was actually sort of flipping a coin if I were going to learn to mod SC2 or Dow2 (WH40K) to make either mod for Civ 5 with their unit-models. If the models are important for you I'd recommend finding a tutorial to get the models out of SC2 to Blender or 3DS and from there just use the model import-tutorial for Civ 5 on this forum. For me it've been mostly an excuse to get a better understanding of 3D-programs and Photoshop as well as modding altogether. If you're not interesting in those things I'd recommend just using placeholder-art for all the units and Google for SC1 2D-art. Then of-course use the game-play, resources and tech-trees in SC1 to make an interesting twist on Civ 5.


Thanks for the info... yeah i have a friend who might be interested in 3d modelling but hes busy atm he may join in a month or so...
till then i just gonna use original units who are most fitting...




Smal Update on how i want the economy to funktion:
Spoiler :

There will be only Food and Produktion by Special Recources.
Those gonna be Minerals and Gas.
Minerals can be worked (by City) for 1 Food (Minerals)
Gas can be worked for 0 Produktion (Gas) but with building Refinery +1
You can Improve Minerals and Gas once each - but the worker will be romoved after completing the improvement.

City Grow for Food.
Citys max size will be 3 (City Size repressents number of worker) growing by 1 cost same as producing 1 worker

Each Unit will cost Food and Produktion (see the normal settler)
But some will cost Produktion Only so the food is invested in growth (very gas heavy units)
Buildings like Barracks Factory Starport will reduce Cost For Units.

-- So the whole idea is that you may build every Unit from the Beginning but reduce its cost after having the needet building.
-- This will reduce problems with the current system becouse units dont get unlocked by buildings here. (maybe somehow poss?)
-- The Cost before the first Baracks will be much higher so you cant really build it efficently...


Buildings like Engeneering Bay/Armory/Sience lab... will provide Culture.
Culture will upgrade certain unit types.

Sience will be removed (hope its possible)
Gold will be removed (hope its possible)
The current Unit Supply system must be modified (dunno atm)
 
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