Star Trek mod - The Next Generation!

* a lot of graphics, mainly civilopedia and production images
* Nebula terrain still needs to be altered a bit to have more variation in the textures.
* Leaderheads need to be converted to flcs
* Popheads need to be adjusted
* These are the missing units, with their replacements:

UFP Ground 1,2,3,4,5
Cardassian Ground 1,2,3,4,5
Romulan Ground 1,2,3,4,5
Klingon Ground 1,2,3,4,5
Borg Ground 1,2,3,4,5 -> T-800 (terminator)
Minor Ground 1,2,3,4,5
Jem_Hadar 1,2,3,4,5

Valiant -> Defiant
London -> Typhoon
Constellation -> Constitution
Ambassador -> Ambassador (incomplete)
Steamrunner -> Steamrunner (incomplete)
Prometheus -> Intrepid
Toran -> Typhoon
Nerok -> Hideki
Netel -> Hideki
Toran2 -> Typhoon
Neterok-> Galor
Hutet -> Keldon
R’Daran -> Typhoon
Romulan D7 -> D7 (incomplete)
D’Renet -> Romulan Bird of Prey
D’Ridren -> Valdore
D’Deridex -> Warbird
Norexan -> Valdore
D’Deridex2 -> Warbird
Raptor -> Negh_var
D5->Negh_var
Chargwh_l -> Typhoon
Chargwh_l2 -> Typhoon
K’Tinga -> Negh_var
K’Tinga A -> Negh_var
Vor Cha -> Negh_var
Borg Probe -> Sphere
Diamond -> Sphere
Minor Ship 1 -> Typhoon
Minor Ship 2 -> Defiant
Jem Hadar Scout -> Jemfighter
Karemma -> Typhoon
Assault Fighter -> Jemfighter
Attack Ship -> Jemfighter
Jem_Hadar Scout2 -> Jemfighter
Karemma2 -> Typhoon
Mothership -> Jemcruiser
Attack Cruiser2 -> Jemcruiser
Mothership2 -> Jemcruiser

Any suggestions for 'Trekky' replacements for these units?

Edit: Mentat beat me to it... :D
 
Ok, I seconded your suggestion in aaglos thread.
Thanks

Well let me list the most important missing Vessels here again:
You beat me to it... :D

ad 7.) Well there is a downside on using so many different dilithium resources -> ...
You have a point there.

ad 8.) ...lets say 3 or 4, reagarding how many planets they have at the start. ...In my eyes the "Race" ressource could also replace the settler resource.
That's better already... The settler resource is necessary for the colonization program. You cannot have one small wonder based on either Klingon or Human or Romulan etc resource...

ad 10.) Regarding the new Icons... In my configs I added 2 more Ship classes for the species and 2 more groundtroops. (advanced tech needed for each)...
Ic, you also added new units? Maybe you should send your biq so I can see.

Wel finally the ressources, I replaced some -> Look at Latinum (its always pressed in gold in the series)
I noticed... maybe a bit too big for ingame use

I have to stop for now --> Quiznight ;P
Good luck :goodjob:
 
OK, .. for now I would say, use the following Animations

Valiant -> Troop Transport
London -> Typhoon
Constellation -> Constitution
Oberth -> Oberth (incomplete???, well it wasnt used till now)
Ambassador -> Ambassador (incomplete)
Steamrunner -> Steamrunner (incomplete)
Prometheus -> Intrepid
Toran -> Typhoon
Nerok -> Hideki
Netel -> Hideki
Toran2 -> Typhoon
Neterok-> Galor
Hutet -> Keldon
R’Daran -> Typhoon
Romulan D7 -> D7 (incomplete, is it?)
D’Renet -> Romulan Bird of Prey or B'rel
D’Ridren -> Klingon B'rel or even K'Vort
D’Deridex -> Warbird
Norexan -> Valdore
D’Deridex2 -> Warbird
Raptor -> D7 (though the Negh'var design is somwhat closer its just too big)
D5-> D7 (though the Negh'var design is somwhat closer its just too big)
Chargwh_l -> Typhoon
Chargwh_l2 -> Typhoon
K’Tinga -> D7 (the K'Tinga is nothing but an advanced D7 class)
K’Tinga A -> D7
Vor Cha -> Negh_var (this hurts, but since none made a Vor'cha yet,...)
Borg Probe -> Sphere
Diamond -> Sphere
Minor Ship 1 -> Typhoon
Minor Ship 2 -> Defiant
Jem Hadar Scout -> Jemfighter
Karemma -> Typhoon
Assault Fighter -> Jemfighter
Attack Ship -> Jemfighter
Jem_Hadar Scout2 -> Jemfighter
Karemma2 -> Typhoon
Mothership -> Jemcruiser
Attack Cruiser2 -> Jemcruiser
Mothership2 -> Jemcruiser

@ Flamand

8.) OK I see your point, lets stick with the settlers, maybe I should just head out for another icon. I will resize the Latinum bars, thats no big thing.
I just had a look at them ingame, they are planetcrushing as it is, though no ferengi would mind that, hehe.

10.) I will continue some work today and tomorrow, then I will send you the biq and all other files that I have changed so far. This includes some CIV-Pedia entries. Just give me some time ;).


@Mikeytikey

I like the idea to incorporate Starwars Unit_animations(as long as they fit in) as replacements for now, I have tried to find some of those to DL but didn't find any good resource yet. Are they all to find in the Unit DL section?

The Droid fighter might be even a permanent replacement, since I am not aware of any existing early Dominion vessel designs.
 
Mentat said:
Romulan D7 -> D7 (incomplete, is it?)
I didn't open the folder, but yes it is complete...
 
Perhaps this could be used as an optional ground troup for some races
It's actually a Star Wars unit, but what they hey. At civ scale it's hard to tell. A humanoid shooting a gun is still a humanoid shooting a gun.... :lol:

http://forums.civfanatics.com/showthread.php?s=&threadid=42088

Yeah, Yeah, Yeah... I'll figure something out for the Borg. I'm the one who wanted to play them. I'm the one who had to make the units for them. So I guess, I'll try to come up with some more. But don't hound me about it. I've got to squeeze it in somewhere.

Would you be satisfied with "static units"? At least to start....
 
Static units will do for now... :) and plenty of different humanoids shooting guns for all races... :D
 
ussprometheus45hh.jpg

a unit I've been working on. Not done, but the USS Prometheus.
 
@Bjornlo:

Well, that looks like we get another great unit. Thanks a lot for your efforts.

@Tzar Sasha:

Thanks for the info, I have already downloaded some of the SW groundtroops aswell as some of the ships. The Droid fighter fits well for the Dominion early ship style and I have it already in my experimental.biq. Another good addition was the Gradius-fighter animation, which I added as a Minor Ship. I also found some Mines that can be used in the sea/space tiles, aswell as a satellite model. Lets see if I can get those into the Mod.

Btw. what do you guys think about cloaked mines for the Romulans and the Klingons, that might prevent Dominion/Cardassian preemptive strikes ;P.

Regarding static units. Yes they would be a good start,
and already much better then using a Defiant-animation for a Breen warship.

Some recent changes in my experimental.biq:
*added the species8472 and the remans as strategic resources (both have new icon_graphics)
*added the mysterious Reman shocktroopers as Unit
* Ketracel white is now a ressource needed additional to the Jem'Hadar ressource to build Jem'Hadar Ground 3 and up.
* New Unit32_graphics for the major powers transports.
* Scaled down some of the ressources, so that they fit on planets (including latinum)
* all major power ground units and ships need the specific(respective) race as ressource now -> this is still experimental, I plan to give each race a few of its own race as ressource from start on. So they can be traded to gain new ship designs and maybe even foreign groundtroops. In the long term the best solution would be, to incorporate strategic ressources for all kind of races and respective groundtroops and Vessels. So that if e.g.: the Federation gets wiped from earth and Mars and Alpha centauri, they can still build some basic Fed vessels but only advanced Vulcan and maybe some Klingon vessels and groundtroops, since they still hold those two racial ressources. Well thats the idea, ... I'll have to test this first of course.
* as already mentioned above I addded some Unit_animations from variuos sources, and I may continue doing so.

--> to all that work on the mod:
Finally, as soon as I have made some progress, that is worth to be shown, i will post and upload the files needed, so you can have a look at it and make changes additions. I am heading to get most of the stuff done till this evening/night.
 
@Bjornlo: Looks great, can't wait to see the finished model...

@Mentat: clocked mines sound like a good idea. We should adjust the 'detect invisible' setting for some units though to make it work...
Still strange to have Klingon mercenaries working for the Federation or the Romulans. Maybe it is better to make that resource untradable somehow...

Should we add more races for other scenarios, or will the ones we have do?
 
I like the sound of static units in the meantime. (Though might end up feeling all nostalgic for civ 2) :lol: As for anybody wanting the star wars units, I am using, here's the links (I hope so, not made many posts yet!)

Corellian Corvette

I'm using this as a Cruiser for the minor races for now. (Was made by Pleb)

Trade Federation Droid Star Fighter

I'm using this as an early scout for the Dominion and the Cardassians for now. (It could probably do with shrinking down a bit but I don't have the software!) (Was made by Pleb)

Geonosian Fighter

I'm using this as a scout for the minor races, again it could do with a little shrinking to look more like a scout and fit better in the mod. (Again this was made by Pleb)

Oh if anybody is looking for some well made Infantry units that might fit in I can recommend these ones by Bero, they were originally made for an X-COM scenario)

Possible Infantry Units

Defintely handy until the Star Trek ones are ready!

Is it alright to link to other websites here? because I know of a really nice website where people could get some good quality unit pictures for the civilopedia or a point of reference for unit creation as well as a small profile of the ships.
 
@Mikeytikey

Thanks for the links, some of those units look quite cool

@Flamand

Regarding the "see invisble", at the moment all the starship vessels can detect invisible units --> We might reconsider that and remove this ability from the earlier models, ........

If the Klingons (or the Klingon trade) are not tradeable, the Vessels that they use, won't be tradeable aswell. There is another solution to this, then making it non-tradeable --> We simply restrict the Powers that are able to build those vessels or mercenaries (regardlesss if they have the ressorce or not). e.g.: The Borg won't be able to build any other powers shiptypes or groundtroops, since eventhough they could do so, they simply wouldn't.
On second thought, the BORG will/should be at war anyways with all other races. But lets take another example, the romulan troops, I think its very realistic, that no other empire then the romlans themself will be allowed to build those units, but still some of the romulan Vesseldesigns (early bird of prey, D'renet) could be traded in for some Klingon ground troops and/or the D7-Variant class, .... or for some Federation Know How.

On the other hand, if we would want to make the ressources untradeable, its easier to use the starttechs instead of the racial ressources.

Basically I think if some Power manages to trade for another powers racial ressource, it should get a resonable "package" -> since if a power has conquered another powers systems with a racial resssource, it would use this advantage too. I am sure that the Jem'Hadar could be used by any Power after some time to work as mercenaries/soldiers. Though if the Power doesn't have Ketracel White in addition, it will be restricted to Jem'Hadar Ground 1 to 3. (btw. I already changed the stats of the Jem'Hadar -> they move 1 now instead of 2, but still have "blitz" and every terrain is like road for them now.)

I think we have enough races for now, and rather should trim down the scale a bit, differing from scenario to scenario.

Important! I did this already some time ago: Borg-Drones were not able to assimilate -> Though "enslave" was enabled, no slave unit was chosen. I have fixed that, so that every borg drone enslaves now to a drone one level less then itself now (representing the time it takes to make a drone completely borg).
 
We might reconsider that and remove this ability from the earlier models, ........
I agree

If the Klingons (or the Klingon trade) are not tradeable, the Vessels that they use, won't be tradeable aswell... On the other hand, if we would want to make the ressources untradeable, its easier to use the starttechs instead of the racial ressources.
That's the point. I can't remember any exchange of units in any of the Trek episodes, only capturing. I can't imagine the Romulans or the Klingons giving any of their ships to the Feds, not even old ones. It is just not un their nature... Sticking to racial resources means a civ will have to conquer worlds (equivalent to capturing enemy engineers) inorder to get the schematics for the spaceships.

btw. I already changed the stats of the Jem'Hadar -> they move 1 now instead of 2, but still have "blitz" and every terrain is like road for them now.
That was on purpose to symbolize their quick attacks...

I think we have enough races for now, and rather should trim down the scale a bit, differing from scenario to scenario.
I was talking about different scenarios, with appropriate races for ENT, TOS and TNG. The question is actually if I forgot somebody's favorites... :D

Important! I did this already some time ago: Borg-Drones were not able to assimilate -> Though "enslave" was enabled, no slave unit was chosen.
Hmmm... really sounds like the mod benefits from your fresh set of eyes...:) But I never noticed ingame and assimilation problem.

...representing the time it takes to make a drone completely borg.
Maybe it is better to give the new drones less hitpoints (e.g. make them 'ensign') rather than one level down.
 
Hey, that's a good idea... :D
I finished making the small LH's together with the logos and race pics for the civilopedia.
 
@Vadus

You got a good point there, the stations look cool, I will do what I can, though I am not sure how to do it. Try and error i guess. ;)

Btw. are you still working on the space empires Mod or is it postponed till CIV IV? *hint* We could use some help with the Mod, ;)

@Flamand

Thats good news that you finished that part of the PediaIcons.
I will/would start working on the ship PediaIcons as soon as I have finished my experiment.biq.

Btw, the longer I think about it the more I have to admit, that your are propably right on the race-ressource topic. Maybe we really keep it like it used to be (with some modifaction), that you are just able to build "Alien" Vessels, when you have conquered the homesystem of the race. I still would restrict that, and make the ships more expensive then for the orig. race.

Regarding the Jem'Hadar I see your point, but with the feature to use every terrain as if it had a road, they are still very mobile, ....

I will try what I can do about the assimilated borg-drones ;)

Some more ST-ressource links:
http://www.neutralzone.de/database/indexfr.htm
http://www.mundostartrek.com/biblioteca.php?sec=naves
http://www.badmonkeynobanana.com/shipsROMULAN.htm

It will take me at least today to finish the experimental.biq. But, I promise to post/upload whatever I have accomplished this evening.
 
Vadus said:
Hi Flamand, while playing the new StarTrek mod I realized, that you don't use the StarTrek Cities (SpaceStations). Why ?
Even though the cities look cool, I felt the were a bit too large compared to the planet. I think it looks better without them, but I included them for the people that prefer them ingame... Hope you don't mind...
Mentat said:
I still would restrict that, and make the ships more expensive then for the orig. race.
Good idea... :)

I just had another thought: maybe we could include some immobile subspace distortion unit for the barbarians, like the whirlwind animation in this post (http://forums.civfanatics.com/showthread.php?t=96246). I already made a blue version of it to make it more Trekky...
 
Hmm, the spacedistortion sounds like a good idea, but how would it work exactly?
Would it attack spaceships or just blockade space in various regions, being a static unit?

Regarding the Barbarians, I was thinking to implement something like the Maquis and/or Pirates instead of the spiders/scorpions.
I would give them a spaceship and a groundunit, what do you think about that? And for the barbarian outpost image we could use something like a hideout(one that can be placed on asteroids), and so locate some barbarians in the badlands for example? Well, the new maps will be another concern.

Btw. I found an irritating number of different Spacemaps of the alpha-beta quadrants, showing quite different extensions of the major powers, some like the Tholians are even located in different quadrants (a. next to Klingons and Gorn in the Beta-quadrant, b. "west" of the Federation in the Alpha-quadrant). I am not going to talk about the dimensions or borders of the empires, since those are completely obscure, besides some of the better known ones like Neutral Zone and the Demilitarized Zone.

Another idea just popped up in my mind:
If we use satellite-units as deep space scanners, instead as using them as defense platforms, should we remove the build radar ability form the worker?
since we still use the original radar image, which is quite cheesy for ST.
(lol, how can anything be too cheesy for ST, thats clearly an Oxymoron)

Well, briefly back to the Gorn:
As much as I like the Skinkunit from the WH Mod, but that one is too cheesy aswell. (Oh, I did it again ;P)

Even though the cities look cool, I felt the were a bit too large compared to the planet. I think it looks better without them, but I included them for the people that prefer them ingame... Hope you don't mind...
Umm, why don't we just make those smaller?
 
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