Star Trek Mod Pool

Does The World Need A Star Trek Mod?

  • Yes!! Very Fine Idea

    Votes: 228 87.7%
  • I dont care

    Votes: 19 7.3%
  • No!! Dont Even Try To Do That

    Votes: 13 5.0%

  • Total voters
    260
Kenta'arka said:
:lol: :rotfl:

Good Job! :goodjob:
But actually it's spelled Bat'leth I think :)

My Star Trek Encylopedia Says Bat'telh. That doesn't mean it isn't Bat'leth; its very old. The Star Trek Guys might have changed it.

And we defiently need to change the name of the ground units. Redshirt be a good name for Federation Ground 2 :lol: (Give it 1 hp, 0 build cost. Expendable! Muhahaha!)
 
Okay guys, Ken and I have been talking about stuff, namely Federation Ships.

First off, we're missing the Nebula class. That probably will go in on the same tech or one before the Galaxy (Which will in all likliness be moved up the tech tree a bit)

Okay for post-tng age ships I've had some thoughts

First off, we'd have the Soverign Class become a Warship and ditch the Prometheous class. Then we'd tkae the Galaxy class and make her fire Quantum Torpedoes and up her stats a bit for the Command

Also, we're missing a Cruiser for the Post TNG age
 
I still disagree with your Prometheus problem. Thats a cool ship and I want it to stay. :)
And the Nebula could be the missing Cruiser for late game if it's far enough in the TNG tech tree. Then we could keep the Sovereign as Command Ship, but I guess you still think the Sovereign isn't a command ship, right? ;)

So if others could post their thoughts, it would be helpful
 
Why don't you have Species 8472 as the advanced barbarians?

Normal barbarians could be just mercenaries or something.


Idea. Also, I think that ALL ships should have a transport capacity of at least 1 (except maybe shuttles & scout ships) to allow them to evacuate small numbers of troops when retreating.

Does anyone know if it's possible for a unit designated as a carrier to hold both aircraft and land units? If shuttles used the aircraft method they could be used for scouting (think like reconisance) from the major capital ships. Bit suicidal using them to attack anything though.
 
Giving all ships transport abilities would make the AI weak, as the AI doesn't understand units with more then one role.
 
Thanks to TheMorpheus great OpenFX tutorial, I was able to do some placeholder unit graphics. There is just one animation, the default one. (ship is rolling a little to the right, like the default anims of Morpheus great units)
If you want more different looking ships and don't care there aren't attack or death anims, then try these:

A screenshot: My placeholder units in comparison to Morpheus Constitution, Defiant and Sovereign units (on the right ;) )
Daedalus Class_________________Steamrunner Class
Miranda Class__________________Akira Class
Oberth Class
Ambassador Class
Galaxy Class
Intrepid Class
 

Attachments

  • Star Trek Units.jpg
    Star Trek Units.jpg
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I followed the directions in the post above about installing the mod, and after having worked my way through all the missing .ini and wave files for the transplanted civ units, I finally got the game to load, my only problem is I can't get my "Colonists" to build a city. I never get the option, either as a key command, or a button at the bottom of the screen. Can anyone help? I looked at the unit in the editor and it says it has the build option, but I must be missing something.

Thanks,
Perseus109

P.S. It is only the feds (I think) the borg works fine. ????
 
Thats weird, I play Federation all the time, and I got no problem with the Colonists. Apart from that, it's the same unit for all races. Which version are you using? I attached the 2 .iq files of the last version a few posts earlier, are you using that one? Where did you try to build a city? Cause Cities are just allowed on planets, neither on stars nor on asteroid fields or gas giants.
 
Thanks that you want to help, but we don't use the Sabre class ships in the mod. I'd suggest you pick a ship from the list, for example the Miranda class, You will find the mesh here

btw: I know the problem with Excelsior meshes, all I found were the wrong type, and the only 3DS was corrupted. But tnx to Morpheus, he converted a .max one to 3DS for me :)

PS: Next ships I do are Dominion Battleship (the huge one from DS9's "Valiant", 85% completed), Dominion Cruiser, and 2 types of Jem'Hadar Fighters, so expect the threat from the gamma quadrant to invade the next version of the mod ;)
 
errr....what???
...going to test...

EDIT: Tested it, contacted Borg with the Federation, and got no problem. What race where you playing, and what race where you contacting?
I remember we had a diplomacy problem with the first version of the leaderheads, but thats fixed...please go to your Star Trek\art\flics folder, and check the date of the files, should be 11.02.2004 between 21:43 and 21:59.
 
Okay Perhaps it is wrong because of the, well, difficult installaition process. But I just installed the last modpack, but the problem is still there.I play as the Federation and when I contact the Romulans I return to the desk screen. What is that? I suggest a new version without that complicated installation.

Adler
 
It's the file size that made the installation complicated :(
I checked it, unfortunately Glorfinder removed the full mod file from his webspace cause he's working on the webpage. I hope he puts it on again soon.

I found you the post to get the leaderhead flics: http://forums.civfanatics.com/showpost.php?p=1663499&postcount=382

put them into the art\flics folder, I hope that solves the problem, if not, or if other problems occur, just ask :)
 
Can i have screenshots ?

For example completely explored map ;)

When we will can download the full latest version ? I'm a fan of Star Trek since i seen the 10 films in 10 DVD pack ...
 
I can post a few screenshots, but you won't get the full explored map ;)
I don't know when Glor will put the file back online, sorry :(
 
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