Gerikes
User of Run-on Sentences.
Starcraft ©1998, 2002, 2003 Blizzard Entertainment. All rights reserved. StarCraft, Brood War and Blizzard Entertainment are trademarks or registered trademarks of Blizzard Entertainment in the U.S. and/or other countries.
"Civcraft: SC" is not affiliated with Blizzard Entertainment in any way. This project is a non-profit, fan-made project. Think of it as an interactive fanfic
This project has been discontinued. If anyone would like to try to continue it, please contact me. Otherwise, it's been fun, but I'm going to be moving on to other things. Please see this post for more.
About Civcraft: SC
Civcraft: SC is a Total Conversion mod for Civilization 4, inspired by Blizzard's hit PC Real-Time Strategy Series, "Starcraft". The idea of this type of mod for Civ4 was first conceived by Killamike718, who is still part of the project today. (For more information on Starcraft, visit the Starcraft Compendium.)
The goal of this mod is to provide a strategy game similar to Starcraft and its expansion pack, "Brood War", yet completely set in the turn-based realm. All units, spells, and strategy will be included, from the Terran's floating buildings to the resource harvesting to the deadly Psionic Storms and Broodling spawning.
The secondary goal of this mod is to really explore the full depth of power the XML, Python, and SDK package gives modders of Civ4 game. Even in the early stages of its development, Civcraft: SC holds very few parallels to the Civ4 game. Religion, Civics, and other Civ4 mainstays have been removed in order to concentrate more on the strategic movement of units. With many different types of units, strategy will be more than simply "get units that counter the other persons units, with better promotions, and more of them". Drop siege tanks at your enemy's mineral lines to cut off their resources, tech quickly to Dark Templar to try to catch an enemy off-guard who hasn't developed the proper anti-cloaking defenses, or move your units just right to defeat that enemy Reaver without being dealt much damage in return.
Although a ways off, the release of Version 1.0 will contain every strategic game play element that Starcraft has, from cloaking to lurker attacks to the almighty nukes. Because the game deviates from the typical Civ4-style game play so much, simply tweaking the AI to abide by the new rules is almost out of the question, and thus most AI code will have to be rewritten. However, the project is designed to be a multiplayer game first and foremost, until the AI can be rewritten, which will happen after the game play elements are in place. After version 1.0 is released, the only changes that will be made aside from the race balancing and bug fixes, should be AI code.
This thread will be the main interface for players of the mod. The development thread, where you can sign up for beta testing, find other ways to help the project, or possibly join up the upcoming Civcraft: WC project (Warcraft mod) can be found here.
About Combat
The most notable change that will happen will be to the combat system. All the subtle highlights of Starcraft's combat are, or will be, in Civcraft: SC...
About Resource Collection
Unlike Civ4, the Civcraft: SC mod will make workers do the resource collecting. There is no cultural boundaries, and the workers harvesting will be ACTUAL worker units, with each race having their unique worker (SCV, Drone, or Probe).
There are two resources to harvest...
Minerals:
Minerals are typically found in patches of 8-10 deposits in packed together on the maps. Almost everything you do purchase-wise will require minerals. Each mineral patch can be harvested at any time by bringing a worker unit to the mineral patch, and starting the units "harvest" automation command. The unit will continue harvesting, collecting minerals every turn from the patch. Note that every patch can only have three units harvesting from it, and units will harvest less minerals per turn if the patch is farther away from the central building (Command Center, Hatchery, or Nexus).
Vespene Gas:
Gas is a less-abundant resource. There is typically only one vespene gas geyser per area with resources. Units cannot start harvesting from the Vespene Gas Geysers until they have built the proper building on top of it with their worker unit (either a Refinery, an Assimilator, or an Extractor).
While typically most units will cost more minerals than gas, it's less-abundant nature makes it very important, especially when you want to do upgrades or make very powerful units!
Population
Like Starcraft, each race will have a population cap that they can only raise by building the required units/buildings. Killing off these buildings of the enemy player will provide you with a huge advantage! The Terran will need to build Supply Depots or Command Centers, the Protoss need to build a Nexus or Pylons, while the Zerg will need to build Overlords.
Participants:
People who have worked on or contributed to this project:
Killst4r: Has donated much graphics.
Killamike718: Has worked on getting those graphics to work in Civcraft, as well as creating original content.
darkonion: Much input throughout the entirety of the project.
Magma
Dracko
Lord of the doom's world
Commodore
Civmansam
Screenshots, Pictures
Screenshots:
Art:
Take a look at some of the models being worked on by Killamike718:
More can be found here:
http://mods.moddb.com/6775/starcraft-mod/image-gallery/
How you can help!
1.) Currently, the game is in need of some major testing! Many features are still not developed, but testing those that are and continuing to test while more are being added is important! Prior-experience with the game Starcraft is very helpful, but not necessary. Your mission is to play the game online with other beta testers! Ask here or at the development thread here for more info.
2.) Place an ad in your sig. Show your support for this ambitious project simply by showing it off to your friends.
3.) Sound FX / Music creation? Join up! (No XML or other Civ4 modding experience necessary!)
3.) Any other mod experience? Graphical, XML, Python, c++? All help is welcome!
Submitting Bug Reports
Game crashed? Your marine just dealt 50,000 damage to an enemy unit if it moonwalks right before attacking? If the three moons align to form a triangle and after saying the words "Rabbit, Rabbit" you harvesters refuse to harvest? Some bugs are tough to track down due to the small scenarios that they arise. The best way for us to figure out what's happening to fix these bugs is if you submit the saved game prior to the event, with instructions on how to get the event to repeat. If the event is a one-time thing, or you can't get the event to reoccur, or your religion prevents you from saving video games, then try to give as much detail as possible. Use the following as a general guide:
See, isn't submitting a game save so much easier?
Files
You may find the latest files here:
http://civ4-scmod.pbwiki.com/Files
Keep up to date with the changelog:
http://forums.civfanatics.com/showpost.php?p=4164123&postcount=4
"Civcraft: SC" is not affiliated with Blizzard Entertainment in any way. This project is a non-profit, fan-made project. Think of it as an interactive fanfic

Civcraft: SC
Latest version: v0.41 September 20, 2006
Known to work with Civilization 4 version 1.61 (get the patch here)
Latest version: v0.41 September 20, 2006
Known to work with Civilization 4 version 1.61 (get the patch here)
This project has been discontinued. If anyone would like to try to continue it, please contact me. Otherwise, it's been fun, but I'm going to be moving on to other things. Please see this post for more.
About Civcraft: SC
Spoiler :
Civcraft: SC is a Total Conversion mod for Civilization 4, inspired by Blizzard's hit PC Real-Time Strategy Series, "Starcraft". The idea of this type of mod for Civ4 was first conceived by Killamike718, who is still part of the project today. (For more information on Starcraft, visit the Starcraft Compendium.)
The goal of this mod is to provide a strategy game similar to Starcraft and its expansion pack, "Brood War", yet completely set in the turn-based realm. All units, spells, and strategy will be included, from the Terran's floating buildings to the resource harvesting to the deadly Psionic Storms and Broodling spawning.
The secondary goal of this mod is to really explore the full depth of power the XML, Python, and SDK package gives modders of Civ4 game. Even in the early stages of its development, Civcraft: SC holds very few parallels to the Civ4 game. Religion, Civics, and other Civ4 mainstays have been removed in order to concentrate more on the strategic movement of units. With many different types of units, strategy will be more than simply "get units that counter the other persons units, with better promotions, and more of them". Drop siege tanks at your enemy's mineral lines to cut off their resources, tech quickly to Dark Templar to try to catch an enemy off-guard who hasn't developed the proper anti-cloaking defenses, or move your units just right to defeat that enemy Reaver without being dealt much damage in return.
Although a ways off, the release of Version 1.0 will contain every strategic game play element that Starcraft has, from cloaking to lurker attacks to the almighty nukes. Because the game deviates from the typical Civ4-style game play so much, simply tweaking the AI to abide by the new rules is almost out of the question, and thus most AI code will have to be rewritten. However, the project is designed to be a multiplayer game first and foremost, until the AI can be rewritten, which will happen after the game play elements are in place. After version 1.0 is released, the only changes that will be made aside from the race balancing and bug fixes, should be AI code.
This thread will be the main interface for players of the mod. The development thread, where you can sign up for beta testing, find other ways to help the project, or possibly join up the upcoming Civcraft: WC project (Warcraft mod) can be found here.
About Combat
The most notable change that will happen will be to the combat system. All the subtle highlights of Starcraft's combat are, or will be, in Civcraft: SC...
- All units and buildings have a set amount of HP, and the Protoss' units and buildings additionally have a set amount of Shields as well.
- Each unit has a movement (how many plots it may move a turn) and attack (how many attacks it may make a turn) rating, where each attack also counts as a move. Each unit also has set damage that it does for each one of its attacks.
- Attack is not "simultaneous", like Civ4. When the enemy attacks during their turn, your unit will simply takes the amount of damage the attacker will deal, and not fire back. You will have your opportunity to attack your enemy back during your turn. This means that proper scouting to know where your enemy is at all times will be important, and the opportunity to deal massive damage using surprise attacks and hit-and-runs will be even greater!
- Some unit attacks are explosive or concussive, meaning their attacks will deal less against certain size units. Knowing what units you're opponent has will give you a decisive advantage, since you can build counter-units that will be dealt less damage every blow!
- Some units deal "splash damage", where aside from the normal damage dealt to the enemy unit, "splash" (or "area of effect") damage is dealt to units inside the same plot, and sometimes to units in surrounding plots!
- A pie-menu graphical interface will allow you to select specific units out of a stack to attack.
Thus, the myriad of different unit types are given their full advantages and disadvantageous. While the Zergling may have VERY little HP, they are very quick and can attack many times per turn, aside from being insanely cheap and quick to make. While, the costly Battlecruiser might get fewer attacks every turn and be much slower, the attacks it does do are powerful, and it has a mammoth amount of hit points. The Reaver is the slowest land unit, but it can fire its mighty scarabs a long range for massive splash damage, especially to the enemy's workers!
About Resource Collection
Unlike Civ4, the Civcraft: SC mod will make workers do the resource collecting. There is no cultural boundaries, and the workers harvesting will be ACTUAL worker units, with each race having their unique worker (SCV, Drone, or Probe).
There are two resources to harvest...
Minerals:
Minerals are typically found in patches of 8-10 deposits in packed together on the maps. Almost everything you do purchase-wise will require minerals. Each mineral patch can be harvested at any time by bringing a worker unit to the mineral patch, and starting the units "harvest" automation command. The unit will continue harvesting, collecting minerals every turn from the patch. Note that every patch can only have three units harvesting from it, and units will harvest less minerals per turn if the patch is farther away from the central building (Command Center, Hatchery, or Nexus).
Vespene Gas:
Gas is a less-abundant resource. There is typically only one vespene gas geyser per area with resources. Units cannot start harvesting from the Vespene Gas Geysers until they have built the proper building on top of it with their worker unit (either a Refinery, an Assimilator, or an Extractor).
While typically most units will cost more minerals than gas, it's less-abundant nature makes it very important, especially when you want to do upgrades or make very powerful units!
Population
Like Starcraft, each race will have a population cap that they can only raise by building the required units/buildings. Killing off these buildings of the enemy player will provide you with a huge advantage! The Terran will need to build Supply Depots or Command Centers, the Protoss need to build a Nexus or Pylons, while the Zerg will need to build Overlords.
Participants:
People who have worked on or contributed to this project:
Killst4r: Has donated much graphics.
Killamike718: Has worked on getting those graphics to work in Civcraft, as well as creating original content.
darkonion: Much input throughout the entirety of the project.
Magma
Dracko
Lord of the doom's world
Commodore
Civmansam
Screenshots, Pictures
Spoiler :
Screenshots:
Art:
Take a look at some of the models being worked on by Killamike718:





More can be found here:
http://mods.moddb.com/6775/starcraft-mod/image-gallery/
How you can help!
1.) Currently, the game is in need of some major testing! Many features are still not developed, but testing those that are and continuing to test while more are being added is important! Prior-experience with the game Starcraft is very helpful, but not necessary. Your mission is to play the game online with other beta testers! Ask here or at the development thread here for more info.
2.) Place an ad in your sig. Show your support for this ambitious project simply by showing it off to your friends.
3.) Sound FX / Music creation? Join up! (No XML or other Civ4 modding experience necessary!)
3.) Any other mod experience? Graphical, XML, Python, c++? All help is welcome!
Submitting Bug Reports
Game crashed? Your marine just dealt 50,000 damage to an enemy unit if it moonwalks right before attacking? If the three moons align to form a triangle and after saying the words "Rabbit, Rabbit" you harvesters refuse to harvest? Some bugs are tough to track down due to the small scenarios that they arise. The best way for us to figure out what's happening to fix these bugs is if you submit the saved game prior to the event, with instructions on how to get the event to repeat. If the event is a one-time thing, or you can't get the event to reoccur, or your religion prevents you from saving video games, then try to give as much detail as possible. Use the following as a general guide:
- Map you played on.
- Race played
- Each of your opponents and what races they are/were playing (If it was the AI, please say so!)
- If this was a multiplayer game, what type of multiplayer game was it? (PBEM, Turn-based lan, pitboss, etc.)
- How far into the game were you (the game "year", or if I've changed the years to turn numbers, then the turn number).
- A brief overview of what happened in the past few turns (completed a factory, starting building a vulture, about one turn from when it was about to pop out, suddenly without warning....)
- If the problem occured during your movement, the exact detail of your move. "I unloaded a group of two marines from a dropship that also contained an scv and a firebat to the south-western-most mineral patch on the left-middle island on "Challenger", when suddenly...")
See, isn't submitting a game save so much easier?
Files
You may find the latest files here:
http://civ4-scmod.pbwiki.com/Files
Keep up to date with the changelog:
http://forums.civfanatics.com/showpost.php?p=4164123&postcount=4