Star Trek mod - The Next Generation!

Just finished today. A complete map (minus the resources because I have to look up on the net which planet was famous for producing what). this is the first time I have posted a file on this board so hopefully it will work.
 
Well I see that it worked. I'll give the file out as soon as I'm done with it. At the moment it stands at a massive 49.5MB!!!!:cry: . enormus I know. I might have to chop it up in pieces and post like the civelopedia (sp?) separate and so forth and so on for all those who have dial up (like me). Hopefully this will give you all an idea about how massive the Dominion War was and what I have planned for this mod. Thanks for your patience and as always certique (Sp?) me, berate me, compliment me, advise me, etc (although give more compliments to flamand he deserves them cause I couldn't do this without him and his work) thanks all and have a good night.:goodjob:
 
The map looks great!! :goodjob: Did you use the Star Trek Atlas? I think you should fill up the hole on the left, perhaps more Breen territory and add the Tzenkethi as a neutral party (like the Ferengi). You also better make a coalition between the Romulans, Klingons and the Feds. Otherwise the Romulans or Klingons might join the Dominion against the Feds :crazyeye:
Also Bajor looks crowded with planets. In 'reality' it has only one Class M planet and a number of rocky neighbours. The same goes for DS9: too many astroids would damage the station...
Did you change any graphics? Otherwise you could just refer to the STfolder. It is also possible to stack folder names, like so: Dominion war;Star Trek This way Civ looks to your graphics first, then to the general Trek graphics and only then to the standard graphics. This could save you lots of memory.
 
I did use the Star Trek Star Charts by Geoffrey Mandel. The reason I have so many planets around Bajor is because thats how many therer are in the system (but your right too many astroids around DS9 and Bajor is too crowded) At the beginning of the war only the Federation and the Klingons are allied and thats how I'm going to put it as. The Reason I won't have the Romulans involved in the war is because them, the Breen, and the Ferengi have non-agression pacts with the Dominion and there was a chance that the Romulans would join the dominion due to their beating in the Omarion Nebula and the fact that the Dominion might have constructed a veteron collider. Another reason why the Romulans aren't involved is to have the Federation place a little resources in gaurding their hind parts and playing nice with the Romulans as they had to in the DS9 series, kinda adding a little diplomacy to the mod so to speak. Besides the war for the Feds is suppose to be tough (almost unbeatable at first) duriong the first part of the war. But thanks for the advice I'll use it in my next mod.
 
Good point... But I would fill up the empty areas on the left with Breen and Tzenkethi systems. Maybe adding a victory point to DS9 (looking like the station in the series) will make the AI more interested in conquering and defending it...
 
I need a little help. As everyone knows I am creating a Dominion War mod. Each Civilization will have their own tech tree (this is a star trek mod so science is a BIGGIE). the problem with that is I have to make up all new improvements for each civilization because an improvement can't have two techs that develop it. I need suggustions for wonders for the Klingons, romulans, Breen, and Ferengi. the feds are easy to create wonders for as there is a butt load of information about them and their culture (hey, its us in the future). the problem is with the other races. Not many notable achievements per say. I wish to limit the wonders to a time period from, say, ten years before the beggining of the Dominion War and any futurestic wonder you can come up with. Any and all help will be great. Btw I am halfway through creating all the Tech Trees (coming up with six individual tech trees isn't easy). Granted these techs aren't the best in the world, I'm sure someone could come up with better, but I try and I'm sure the tech trees get the point across and keep things moving. again thanks for any input.
 
Maybe you should keep the same layout for all tech trees, and just invent new names. If you give a list of the Federation techs, we can think of equivalents for the other civs...
 
My Civ says: File not found:
"ArtßUnits\Colonist\Jet Fighter\JetFighterRun.wav" and exits... since the others here don´t seem to have this proplem i´m wonderring where i ditd wrong?
 
I'm afraid the 'Eszet' in the path name is the culprit. The mod was intended for the English version of Civ.
 
Sorry but the"ß" is just a typing error, since it´s the same key as "\"
but i solved the proplem already, and it realy had to do with the german version
 
Glad for you. Enjoy it! :)
 
Well I thought about doing it the way you suggested Flamand. The only problem is that each civilizatiion went to different ways of techs. The Feds were more scientific, the klingons warlike, etc. I also wanted to have some techs be events like the "2nd Borg Invasion" and the "Battle of Omarion Nebula" These events proved vital in the role of each civilizatiion and so they reacted according to these events. For example the Federation reacted to Wolf 359 by developing weaponry and ultimately the Defiant (can't have the dominion War without the "Tough Little Ship". But I understand what youre saying and it will help spark some things in my brain (My clogs are already turning) Thanks Flamand!!!!
 
Using major things that happend in history instead of tech is pretty common, so I agree... :)
 
:bump: I hate seeing this thread go to the second page.

Flamand, why don't you put this in the mod thread, it is already in beta .8 and most mods go to a thread in beta .6

There are a few problems with this mod I think, I takes forever to get from point A to point B. I know that that is intentional, since space is big, but I is impossible to launch attacks on enemy stations because by the time your attack force arrives they're already obsoleat.

A way I think you could solve this is by making the attackers Much more poowerful then the defenders of the same era, then when you amass an attack it will be like you are attacking defeders of you're same era since it will take a turn or 20 to get attackers together.

The minor cives are also almost impossible to conquer, I looked at one of thier cities and they had an increadable # of units, way to many by my count.

Anyway love the mod, it just has some small things that cause a problem.

PS When are all you're cool units going to be added.
 
That's a lot of questions... :)
As I said space is very big and if we at our current state of technology would want to attack Alpha Centauri it would take us 50000 years to get there. At that point humans on Earth can probably already be considered as another species... :) That is what I wanted to reflect by making them slower, plus that it is correcter with Trek canon. You can't have a sleeper ship (XCV class) to go as fast as a Galaxy or even close that speed...
My advice here: spend your early efforts in building your empire rather than attcking another. And definitely: lots of defensive units for protection.
I also noticed that the minors have impossibly high troops. I experimented quite a lot with making units more expensive or give them higher maintenance costs, but still no succes. The best way of defeating minors is by lost and lots of bombardments, followed by an invasion force. I also suggest to use lots of propaganda ('offer membership') as an easy way to steal colonies and becoming big very quickly.
In a next version all land units (except the Borg) will have paradrop abilities. This way the Iconian gate can be used the way it was described in the series rather than as an airport. That should also facilitate terrestrial warfare in a later stage.

The new units will be added in the next version of the mod. Hopefullly it will be ready in a couple of months if other units making help me. Otherwise perhaps longer... :(
 
Did you try to give minor cives increadably high matinence cost, then every time they biild over a certian number of units they'd go brok and have to disband them. You could also require them to have population.
 
I tried the high maintenance thing and it didn't work. But the population thing is a good idea. I'll try that.
 
Great news: Thorgrimm has agreed to put together the next version of this mod. This means that the final will correct in as many details as possible, even more ships than listed in my other thread. But unfortunately it also means that the date when it will come out is postponed considerably...
However you can be sure that when it comes out it will be the best CivIII Trek mod possible... :)
 
Back
Top Bottom