Star Trek Expanded modmod

If you did, I can't tell that you did. I don't see any unusual game speed settings though.

Will recreating the unique great people also mean having to make new city specialists who grant the appropriate yields?
 
Awesome Mod, but one tiny Critisim.......Where is Q??????? My whole reason for loving Star Trek is the interaction between Janeway and Q and while I am psyched to play her, I want my Q!!! Any chance of a new version including him and the rest of the omnipotent race?
 
Hey thanks really great mod, idk try to find an uploader that isn't ******ed so everyone can benefit.

good job btw
 
File not found again!!!

Maybe upload to a different site? I recomend sourceforge.net

I'm also working on a star trek mod and I'd love to take a look at it. Thanks!
 
Hi, Great mod, just getting into star trek myself, only just discovered all the series after I saw the modern movie this year, i wish they still had stuff like this on TV, guess i would have been a baby when it was on TV. Anyway, i was wondering if the Revolutions mod that is so cool with other civ4 mods can be incorporated into this star trek mod?
 
I wouldn't know about that. I did notice a couple of things trying out the modmod:
- the scenarios included still seem to have the modpath linked to the base mod
- there's something odd going on with the score fonts (see screenshot below)
- soundtrack seems to be missing (also the leader diplo screens have no sound)
- original tech quotes aren't audible/missing (although some new ones are present)
- cloaking device seems to be a permanent feature (I appreciate the need to actually buy a cloaking device for your ships, but once installed you can't turn it off; so a cloaked ship is useless for defense or capturing systems)

Otherwise I obviously like the additional UUs and leaders...:goodjob:
 

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- the scenarios included still seem to have the modpath linked to the base mod

Actually, correcting the modpath leaves them still unplayable with the modmod. I've been trying out various games and I also noticed that events seem to be missing as well (on purpose?).:confused:
 
Well, the modmod is made for 2.37. It therefore plays by the rules of that version, though they have changed quite a bit since then. There were no events and the cloaking device worked differently. Not sure what causes your sound issues, though; but my guess is the location in which the sounds were installed has changed since that version. I remember all music used to have to be installed in the main BTS folder instead of the mod folder; if this has changed since, or simply its location in the main BTS folder, the music wouldn't work. Scenarios made for later versions probably wouldn't work either.
 
Well, the modmod is made for 2.37. It therefore plays by the rules of that version, though they have changed quite a bit since then. There were no events and the cloaking device worked differently.

Yeah, that's why I re-implemented the scenarios "from scratch" (actually I used copy and paste a lot though) for 4.0 rather than try to update them normally. Kinda like updating a mod for a new expansion (fittingly, the version increments were designed to act like expansion packs for civ).

Not sure what causes your sound issues, though; but my guess is the location in which the sounds were installed has changed since that version. I remember all music used to have to be installed in the main BTS folder instead of the mod folder; if this has changed since, or simply its location in the main BTS folder, the music wouldn't work. Scenarios made for later versions probably wouldn't work either.
If I remember right, they did indeed. I figured out that I could reference sounds from another mod folder so I started doing that.

Same trick works for art, but since unpacked art is so much slower, I decided to leave it be.
 
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