Star Trek mod - The Next Generation!

Nice idea, but in Voyager they give several references that the Borg were like that already for a long time. Besides, the non-cyborg Borg wouldn't stand a chance against Species 8472 with whom they have a locked war in the large map...

I realised the Borg have been around for 1000s of years, but has the Dominion.

The big map, in my opinion is a bit messed up. Its like the map is set in different periods of time. On the left it is DS9 (New Bajor, Cardassians, Dominion). In the middle it is like Enterprise (Federation members, Xindi (What happened to them?) and Sulubon). On the right it is like Voyager (Borg vs 8472). :crazyeye:

I might try making my own map. :sad:
 
Yeah... guess you are right...
Let me know when you have your own map. :)
 
Do you have any good Star Trek maps?

I used to have a big one on my wall. I have also see a really detailed one with loads of star systems on.
 
Emperor Martyn said:
I realised the Borg have been around for 1000s of years, but has the Dominion.

The big map, in my opinion is a bit messed up. Its like the map is set in different periods of time. On the left it is DS9 (New Bajor, Cardassians, Dominion). In the middle it is like Enterprise (Federation members, Xindi (What happened to them?) and Sulubon). On the right it is like Voyager (Borg vs 8472). :crazyeye:

I might try making my own map. :sad:
The Dominion has been around for 2,000 years. Its said in one of the DS9 shows.
 
Emperor Martyn said:
I realised the Borg have been around for 1000s of years, but has the Dominion.

The big map, in my opinion is a bit messed up. Its like the map is set in different periods of time. On the left it is DS9 (New Bajor, Cardassians, Dominion). In the middle it is like Enterprise (Federation members, Xindi (What happened to them?) and Sulubon). On the right it is like Voyager (Borg vs 8472). :crazyeye:

I might try making my own map. :sad:
I can understand the Xindi and Sulubon as being out of place. However, consider that the DS9, Voyager and TNG were overlapping each other to some degree. I would say that they are okay being together. True seperate maps for those different shows would be great. So, if you'd like to step forward to make those extra maps. Have at them....

*****

Perhaps a scenario could be made where in you play as the Federation.
Start out with limited movement can only reach ENT cultures
movement increases and can reach TOS/TNG cultures
movement increase and can reach DS9/VOY cultures
All other races can not leave their sector. No great battles over planet Earth per se. But you wouldn't have the Borg assimilating the Dominion etc...
 
Tzar Sasha said:
I can understand the Xindi and Sulubon as being out of place. However, consider that the DS9, Voyager and TNG were overlapping each other to some degree. I would say that they are okay being together. True seperate maps for those different shows would be great. So, if you'd like to step forward to make those extra maps. Have at them....

*****

Perhaps a scenario could be made where in you play as the Federation.
Start out with limited movement can only reach ENT cultures
movement increases and can reach TOS/TNG cultures
movement increase and can reach DS9/VOY cultures
All other races can not leave their sector. No great battles over planet Earth per se. But you wouldn't have the Borg assimilating the Dominion etc...
I was thinking about something like that myself. Maybe with the editing tools in these forums it is very easy to do...
 
Here are some thoughts I had about possible scenarios. I still need some races for the different periods, especially ENT and TOS.


ENT (14+ races)

Playable races: United Earth, Klingon Empire, Romulan Empire, Xindi

Minor races (unplayable): Vulcans, Tellarites, Andorians, Bolians, Suliban, Orions, Rigellians, Saurians, Denobulans, Risa, + ???

-> Special scenario: Romulan war -> same races (- Xindi)


TOS (18+ races)

Playable races: United Federation of Planets, Klingon Empire, Romulan Empire

Minor races (unplayable): Bolians, Orions, Rigellians, Saurians, Kzinti, First Federation, Denobulans, Tholians, Gorn, Talosians, Xindi, Betazoid, Trill, Metrons, Organians, + ???.


TNG (21+ races)

Playable races: United Federation of Planets, Klingon Empire, Romulan Empire, Borg Collective, Cardassian Union, The Dominion, Q Continuum

Minor races (unplayable): Maquis, Kzinti, First Federation, Breen, Tzenkethi, Ferengi, Bajorans, Tholians, Gorn, Species 8472, Xindi, Trill, Bynars, Son’a + ???.

-> Special scenario: Dominion war

Alliance 1: UFoP, Romulan Empire, Klingon Empire, Bajor, Trill
Alliance 2: Dominion, Cardassian Union, Breen
Neutral: Tholian, Ferengi, Son’a,


-> Scenario: First Contact (21st century Earth, Borg vs. different factions + Enterprise crew) – based on ‘Escape from Zombie Island’ mod

-> Possible scenario: Voyager
(= king unit, carrying ‘crew’ treasure that has to make it back to Earth)

These last two scenarios require lots of new graphics and units.
 
You should remove the Xindi and Denobulans from the later scenarios. I assume the Denobulans joined the Feds and the Xindi died off/killed by angry Trekkies.
 
You should make the Breen a major race. Cause they did alot of fighting in the Dominion war.
Don't worry, they'll be much stronger...
Emperor Martyn said:
You should remove the Xindi and Denobulans from the later scenarios. I assume the Denobulans joined the Feds and the Xindi died off/killed by angry Trekkies.
Oops, the Denobulans should be Feds of course... And for the Xindi, maybe I should replace them by a civ of angry Trekkies then... :D

Any suggestions for TOS civs that should be included?
 
Hi Flamand, first of all its great that there is still someone working on that Mod.

On second thought, I would really like to aid you in some parts, at least if you would like to have some help ;).

In fact, I already have had a brief look at the whole scenario/mod and found out a few bugs/problems:

1.) Heros are meant to create armadas in space?, but they can not do so as it is now. There should be a solution for that.
2.) Some of the existing Unit-Animations are not Used -> Oberth class, D7 class, Steamrunner class and some more, others are still missing ;(
And some animations are, well, quite "odd". (The not so beautiful Norexan class for example) --> Well, I need to clarify something here, the Norexan class animation is another great unit done by Morpheus, and its better then stated above, maybe it was just the coloring, that I disliked it on first sight.
3.) The actual tileset has some problems, or I have at understanding it.
When I use a Gaia(or Ocean Planet) Terrain for example, it doesn't show the entire planet as Gaia but only a quater of it, unless you surround the gaia with 8 semigaias, which completes the central one.
4.) Some of the smallpop heads are not correct or missing, example -> Bajor uses Cardassian heads, Species 8472 uses Romulan heads and so do some other. There are no popheads for the dominion.
5.) The actual stats aswell as the Attack and Bombard Values of the ships, are more or less not very realistic.
6.) In version 0.8.2 the Map for 12 players won't work for any race but the Feds, others crash on loading.
7.) The necessity of 5 different qualities of dilithium is neither reasonable nor practical.
8.) Many of the ships are in the database in two variants (one for the race only, abnother spec for other races to build under certain circumstances)
This is not necessary, it would be enough to make the race-ressource(e.g. "Klingons" or "Klingon trade") a key element to build such spacecraft and give every major race a few racial-trade resources on various planets. Not all vessels should be tradeable though and not to every other race (restrictions)
9.) The XXL Map is quite cool, but too big for some machines, thus a XL galaxy (240x240) in above stated variations would be more handy ;).
10.) Many of the Icons for the Pedia and buildqueue are missing or just not good enough.

Well I am not just checking for bugs I also got some solutions ;) and have already worked on them.

ad 1.) Either someone knows a solution how to incorporate the army concept into the fleets(ships;sea_units), or you could to change the spaceships to ground-units, the space tiles to "restricted" solid terrrain (restrict all groundtroops to move on them). Another solution would be to use heros as they are used in CIV3.
ad 2.) I have changed some of the paths and files for the Animations and it looks much better already --> Oberth is Oberth now -> D7 is D7 and not Neg'Vhar and so on. Prometeus uses Intrepid animation, still closer then the defiant style
For all missing units you could try to ask for help creating those
ad 3.) I got no idea here
ad 4.) I am sure that problem can be solved
the 5 basic popheads should be = romulans (roms and vulcans), humans and aliens mixed (feds, many minors), klingons, cardassians and the dominion (using jemhadar heads mixed with Vorta maybe)
Borg and Species shouldnt be playable anyways
ad 5.) I have corrected some of those already and keep updating them on the data from http://www.ditl.org/ and other sources.
ad 6.) I guess new maps are the real solution
ad 7.) I have reduced the dilithium to one kind, I was considering to additionaly incorporate "lithium" wich was used prior to Dilithium, but Anti_matter should do for that part.
ad 8.) Thats an easy change -> btw. I got the idea from a WWII scenario, which allows to trade some racespecific units that way.
ad 9.) Same as 6.)
ad 10.) I have been working a lot on that lately and have tons of pics of any of the ship classes and more. I have started to convert them into the specific CIV style, and I already finished some new pics for the build-queue, which you can find in the "Units32.pcx"
I have also added and changed some ressource pics, which you can find in "resources.pcx"

best regards

Mentat
 
I would really like to aid you in some parts, at least if you would like to have some help ;)
Welcome to Civfanatics and thanks for all your comments :D. Any help is more then welcome… :)

1.) Heros are meant to create armadas in space? but they can not do so as it is now. … or you could to change the spaceships to ground-units, the space tiles to "restricted" solid terrain (restrict all ground troops to move on them).
There is no way to include Fleets into Civ III in the same way as armies, and believe me quite a few people have tried. I was thinking of using a Fleet Headquarters building to automatically generate a multiunit once every 10 turns or so. It would be a combined animation of 3 Galaxies, but I’m still thinking about it. Changing to a land based mod is not an option, too much work and some features will get lost (e.g. shuttles)

2.) Some of the existing Unit-Animations are not Used -> Oberth class, D7 class, Steamrunner class and some more, others are still missing ;(And some animations are, well, quite "odd". (The not so beautiful Norexan class for example)
Oops, didn’t notice that. Please give me the list of your alterations and I’ll see what I can do… Not a very nice thing to say to the artist of the Norexan, though… New animations are needed, but no one is either capable (like me :() or willing to make them. Perhaps it is better to start using other spaceships from these forums that look a bit ‘Trekky’…
EDIT: those units only have the default animations, so no attacks and no death.

3.) The actual tileset has some problems, or I have at understanding it..
That cannot be avoided with Vadus’ terrain. The only option is to try a lot of times until you get it right. Those tiles are LM terrain and have special relations with their surroundings. Changing to the standard CIV III terrain should make it clearer…

4.) Some of the small popheads are not correct or missing… Borg and Species shouldn’t be playable anyways
I know about the popheads but I was still trying to figure out how to define more than 5 civs in it. The original creators of the mod managed to make it to a certain extend, hopefully I can finish it some day. I disagree about the Borg, lots of people enjoy playing them…
5.) The actual stats as well as the Attack and Bombard Values of the ships, are more or less not very realistic.
I kept those from the original mod, but I dunno where Kenta’arka and Glorfinder got those stats from.

6.) In version 0.8.2 the Map for 12 players won't work for any race but the Feds, others crash on loading.
Didn’t notice that either, but I guess I will have to check out what is wrong with it.

7.) The necessity of 5 different qualities of dilithium is neither reasonable nor practical. I have reduced the dilithium to one kind, I was considering to additionally incorporate "lithium" which was used prior to Dilithium, but Antimatter should do for that part.
It’s another thing from the original mod. Personally I like it this way, but that’s my feeling.

8.) Many of the ships are in the database in two variants (one for the race only, another spec for other races to build under certain circumstances) This is not necessary, it would be enough to make the race-resource(e.g. "Klingons" or "Klingon trade") a key element to build such spacecraft and give every major race a few racial-trade resources on various planets. Not all vessels should be tradable though and not to every other race (restrictions)
Do you mean that Klingons would need a Klingon resource to build their vessels? That is as such a good idea, if it weren’t for the problem that Klingon can’t build any of their ships anymore as soon as they loose their Homeworld. Even though it is much more elaborate, I think this system is still better.

9.) The XXL Map is quite cool, but too big for some machines, thus a XL galaxy (240x240) in above stated variations would be more handy ;).
That is why I included the original 9 player map as well. Making a new map takes a long time, it took me about 2 months to finish the large one. But if anyone is willing to make a new one, feel free to do so… :)

10.) Many of the Icons for the Pedia and buildqueue are missing or just not good enough. I have been working a lot on that lately and have tons of pics of any of the ship classes and more. I have started to convert them into the specific CIV style, and I already finished some new pics for the build-queue, which you can find in the "Units32.pcx". I have also added and changed some resource pics, which you can find in "resources.pcx"
I took what I could find online, but I in some cases I could only find generic things. If you have better graphics, I’d love to see them. What are the 3 series of units you put underneath the ones used in the mod in unit32? The new resources look very cool, but what are they and how to use them?

Thanks for all your remarks and suggestions. I look forward to hearing more from you.... :)
 
Mentat said:
3.) The actual tileset has some problems, or I have at understanding it.
When I use a Gaia(or Ocean Planet) Terrain for example, it doesn't show the entire planet as Gaia but only a quater of it, unless you surround the gaia with 8 semigaias, which completes the central one.

The problem is the understanding.
In the editor, the tiles you see consist of 1/4 each of 4 adjacent tiles.
So it takes 4 tiles to make one tile in game. However, surrounding tiles can change one or more of the original tiles. Look at the standard terrain in the editor. You will see this happen when you add forest, marsh, hills, mountains, or anything else. With this said, when it comes to Vadus terrain, you have to try and err to find just the right combinations
 
Aaglo has a unit lottery going on and I asked for a Star Trek unit. Anyone care to back me up? :D
 
Hey first of all I'd just like to say thanks to Glorfinder Kenta'arka for starting this really good ST mod and also thanks to Flamand for progressing with it. Despite the odd problem here and there others have mentioned I'm really enjoying it! Being a BIG fan of Birth of the Federation I'm finding this equally enjoyable especially as the Dominion are playable. I've been tweaking the XXL map to create a Dominion Cold War sceanario starting somewhere around season 4 or 5 of DS9, my first proper go at anything like that and I'm having a ball with it. If anybody is looking to "plug" holes in the graphics I can recommend The Trade Federation Droid Fighter as a Cardassian scout (In my opinion it had the right look about it) Also I've used some Star Wars units for the minor races. The Corellion Corvette I made into a Minor Race Cruiser and the Genosian Fighter is a scout and they work pretty well (after I added some sfx from Armada 2). Just till more Star Trek graphics become available. Thanks also to any other contributors and anybody who worked on the graphics. Keep up the good work!
 
It seems like quite a few people are making new versions of this mod alone. Wouldn't it be better to join forces and try to finish a new version together?

Using Star Wars units for the minors is a good idea. :)
 
Ok, I seconded(spelling???) your suggestion in aaglos thread.
My own try to get some units in the work at the wonder thread was somewhat in the wrong place, since its just meant for wonders.

Well let me list the most important missing Vessels here again:

USS Valiant, Constellation and Prometheus class

Klingon Raptor, D5, K'T'Inga and Vor'cha class

Romulan Early Bird of Prey, D'renet and D'ridren class

Cardassian Nerok, Netel, Nesterok and Hutet class

Transports: caremma, mars class(london), charg'owl and so on are all missing.

Other races: Breen, Son'a, Vulcan, Tellarian, ..... all missing

Vessels that need to be improved or to be finished:
Norexan, Bioship, Steamrunner, Oberth, Ambassador
I am trying to fix the error with the B'rel always firing when it moves.

Ok finally some explanation to the changes i made in the MOD, or would make.

ad 2.) check the #ANIMNAME_PRTO_shipclass entries fr all races in the uploaded PediaIcons.txt at the end of my post. e.g.:
#ANIMNAME_PRTO_Steamrunner
Steamrunner
#ANIMNAME_PRTO_Prometheus
Intrepid
ad 7.) Well there is a downside on using so many different dilithium ressources -> the AI will have a hard time building advanced ships, and thats something we don't wan't I guess. And on the other hand, its really hard to attack the special and rare Dilithium planets(systems) to really dampen the Enemies production, sine it will still posses other kind of Dilithium and can still build different kind of ships that way. In my eyes a Civ without Dilithium has to trade for it, or simply can't build advanced ships.
ad 8.) Hmm, I see tyour point, but then, my Idea was to give the Major races not just one "Klingon trade" ressource, but lets say 3 or 4, reagarding how many planets they have at the start. Thus they could trade with other major powers to exchange tech (limited to certain ship classes -> D7 exchange for cloaking device -> Roms and Klingons get both the D7A class after they decided to trade "Klingon trade" vs. "Romulan trade", which can cloak, the orig. D7 shouldn't be able to.) In my eyes the "Race" ressource could also replace the settler ressource.

ad 10.) Reagrding the new Icons, well its quite easy to figure out.
In the Unit32 I have added some existing ship Icons (starwars) and added a fwe new ones (new Icon Variants for some existing Romulan ship classes. e.g.: Norexan, Scimitar, Warbird. Its up to anybodys liking, if he prefers the new ones or the old ones. Else I have added Son'a ship Icons, caremma transport, some other shuttle icons, maquis fighter and so on. Regarding the Icons for ground soldiers its quite the same, just that I didnt add any new.
I use Icon 170 and 171(for the 2 most adv. troops) for the Jem Hadar and gave the original Jem Hadar graphics to the Minors. I use Icon 107 for the species groud troops and added an additional bioship Icon --> In my configs I added 2 more Ship classes for the species and 2 more groundtroops. (advanced tech needed for each)
Wel finally the ressources, I replaced some -> Look at Latinum (its always pressed in gold in the series)

I added most of the others and just changed the Icon# in the editor ->
So now Klingon resssourde uses Klingon graphic now and so on for te other races --> also using the small pyramid for Iconian relics

I have to stop for now --> Quiznight ;P
 
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