This had begun as a collection of starships based upon the Star Fleet Universe and other sources and has now evolved into the development of a full complete mod.
http://library.galciv2.com/index.aspx?a=2985422
I gladly accept ideas for this mod and collect ships that you make to add to the ship sets. Feel free to share your ideas. I'd love to see your screenshots as well.
Hey AF didn't you said you need to modify the Geckodon's tech tree or something like that.
I didn't know anyone was working on the tech trees besides myself. But if you have tech ideas I'm open to adding them.
All I needed Seth was to decide what type of weapons they had. Phasors(of course). photon, plasma torpedoes, disruptors and so on.
Hey AF, about the Geckodon homeworld, I'll email the surface image.
I've been thinking about tech trees and may be able to help you there.
I would suggest that you give all races all three weapons branches, whatever you rename them to. Think of the show's technology as what the races actually chose to research and the mod as what they potentially could have done.
Now on to specifics. I have some suggestions for the Klingon tech tree. As was mentioned, basing it off the Drengin tree is the best bet and keeping the slave pit, perhaps renaming them slightly, is perfect.
The science labs, however, should not be the slave labs. As Klingons do everything for combat, they would research themselves. Regular science labs would work, but I was thinking labs that have a slightly lower effect on science, but are cheaper and add a slight bonus toward the combat abilities of any ships produced at that planet.
Another idea is a different entertainment line. Instead of the normal arenas, or slave pit arenas, they get combat arenas where Klingons practice there combat for sport. In addition to morale, they would add a defense again invasion, as the more they practive there hand-to-hand combat, the better they would be.
And am I the only one who finds these constant nagging questions about some race that doesn't even fit into this mod annoying?
Oh, yes, and I forgot to add that disruptors would replace phasors and would have slightly different stats. Say, a little more powerful and expensive than regular phasors, with slightly less room being needed.
As far as buildings are concerned Perhaps you could find some of what was used in Birth of the federation? I believe they had stuff liked Forced Labour farms, Hunting grounds etc....
Or you Could look at what was in Star Trek New worlds... perhaps there is something there? Been a long time since i've seen anything on those games though.
AF, I'd like to let you know that the Geckodons are evil and are warriors who want to kill all of those who stand in their way of galactic conquest.
Actually, classically, the exact opposite - Disruptors were slightly less powerful, a lot less "Swiss Army Knife" useful, but cheap.
I think the classic Phaser/Disruptor comparison was from DS 9 - Paraphrasing from Major Kira (IIRC)
"This is the Federation Standard phaser Rifle. It has 16 power levels, 5 separate outputs, auto targetting, wide beam, and can link together with other rifles to pick targets efficiently.
This is a Cardassian Disrupter Rifle. It has three modes, Stun Painfully, Kill, and Kill it real good. *You* will be using this."
Jonnan
Hey AF, about the Tholian tech tree, I'd like to know if I could make it, but if you started working on it already, I'll be happy finish it for you.
well i remember from Star Trek tactical assault that Disrupter are more powerful the Phaser but less accurate.
That quote tells me the opposite. The disruptors are more brute force powerful, but much less versatile and accurate.
But I admit my knowledge of disruptors vs phasors to not be the greatest, so that part can be adjusted as needed.
Ok like I said in a previous post I was playing Starfleet Command 3 and said, hey I can do that. Well here is what I mean. The initial release of Fed and Emp will have weapons based on the game. Thus disruptors will be more powerful then phasors and considered a heavy weapon like photon torpedoes.
Then you will be able to download as part of an expansion pack: 24th Century weapons. These will be closer to the television series. Thus Klingons primary weapon instead of phasors will be disruptors and they will get photon torpedoes which they don't have in the initial mod because they didn't have them in the board game Fed and Emp/Star Fleet Battles.
The nuclear drones will also not be in that expansion pack which are in Fed and Emp.
My only problem with the Tholians is getting the Tholian Web animation working. Still working on it.
[quote who="dragoon" reply="7" id="1885352"]Quoting catwhowalksbyhimself, reply 5Now on to specifics. I have some suggestions for the Klingon tech tree. As was mentioned, basing it off the Drengin tree is the best bet and keeping the slave pit, perhaps renaming them slightly, is perfect. The science labs, however, should not be the slave labs. As Klingons do everything for combat, they would research themselves. Regular science labs would work, but I was thinking labs that have a slightly lower effect on science, but are cheaper and add a slight bonus toward the combat abilities of any ships produced at that planet.Another idea is a different entertainment line. Instead of the normal arenas, or slave pit arenas, they get combat arenas where Klingons practice there combat for sport. In addition to morale, they would add a defense again invasion, as the more they practive there hand-to-hand combat, the better they would be.
Glad I still have my copy of Birth of the Federation. I was already going to do this I've just been to lazy to install it.
Anyway in closing I don't have my Galciv2 game with me, I'm currently out of town in DC and do not get back until Saturday Afternoon.
Thanks for all the suggestions, I do pay attention to them.
I so love this idea... I did not play SFB myself (didn't know anyone who wanted to do it) but I loved SFC1-2, and used to wish it had been more like SFB even than it was. This will be a great mod when it's done, and I will definitely try it.
Keep up the great work, AF!
C
I am considering releasing the mod without the maps and campaign done. Consider it a BETA for feedback then I can release it again with the maps after you guys get a chance to play with the initial stuff.
how long will it take for you to compleate the maps?
It suddenly occurs to me that the ideal book for looking at the Klingons, particularly in a SFB based universe, is The Final Reflection" by John M. Ford, or if you can't find the time for that and can find a copy, the FASA (IIRC) Klingons: Star Fleet Intelligence Manual and Game Operations Manual, written by the same author for the FASA RPG.
As it's history is more or less in line with the Starfleet Technical Manual and the (Original) Star Trek Space-Flight Chronology it is for all practical purposes the canonical Klingon novel for SFB klingons (And although Roddenberry completely abandoned both books when he made TNG it may have influenced the TNG take on the Klingons as well).
Sorry for the late thought on that, but if you want a good look inside the SFB Klingon psyche, it's almost a requirement if your local library has a copy.
Is there a possibility of writting out a step by step procedure in getting the 3rd edition SF Federation Vessels mod to work? I've installed the files to all three of the game folders, Galciv2, DarkAvater, and Twilight. Does it make a difference if the installation is from a Stsrdock installation and not off physical discs??
Not sure, its more busy work then anything else. Looking at my Fed and Emp map and placing maps accordingly. Now before some one suggest that I use some Star Trek Star Charts book, which I do have, I will make another map reflecting the television/movies to be included in the expanded tech trees that match that one.
I'd rather finish up, release the mod without the maps so you guys and nit pick.
Those ONLY go into the C:\Documents and Settings\My Documents\My Games\GC2TwilightArnor\
They don't work with Galciv2 and Dark Avatar. Well you can get them to work with Dark Avatar but you will have to edit them. They come out very funky. Every thing goes here except the ShipCfg foler.
In the mod folder there is a folder called: ShipCfg. It has three files. Copy these 3 files and paste them:
C:\Program Files\Stardock\TotalGaming\GalCiv2\Twilight\Data\ShipCfg.
If you have a different path and I've seen it different based upon how you install the game, my desktop uses the Star Dock installation and my lap top uses the CDs. The important information of the path you need to look for is:
C:\Program Files\. . . . \GalCiv2\Twilight\Data\ShipCfg
And you don't need to install the screenshots. Those are just for fun.
thats going to be hard
I did some tinkering around and spent the rest of the morning reading the rest of the thread, and found another user , NemosBL, that had posted this:
"at first, I was unable to make your ships work, just as some other members. Then I looked around in different folders and saw that ShipStyles and Gfx folder are not supposed to be extracted to appropriate folders in the path you provided: C:\Documents and Settings\My Documents\My Games\GC2TwilightArnor\. I had to extract the folder ShipStyles to C:\Program Files\Stardock\TotalGaming\GalCiv2\Twilight\Data\English\ShipStyles and the race logo file from folder Gfx\Logos to C:\Program Files\Stardock\TotalGaming\GalCiv2\Gfx\Race. After I made that change, the ships worked fine.
Other folders had to be extracted where you said they should be."
Works like a charm now!
And I must say....I likey!!!
I am curious though and since I don't have the imagination... Any chance of seeing a galaxy class cruiser? Or is this set in a time period where those hadn't even been commisioned yet?
Galaxy class ship exists in the cannon timeline. This is based in the Star Fleet Universe timeline, which doesn't go that far anyway.
maybe a prototype though.
Nope.
If it works for you then that's cool but there are shipstyles and gfx folders in the my documents path. That's how it has always worked for me in every version of Dark Avatar and Twilight.
It doesn't matter anyway, when the complete mod is up and running, everything will be in C:\Program files . . .\Twilight\Mods
So then all you have to do is click on the mod in the Options menu.
I knew making the Valdore might come back to haunt me. No more 24th Century ships in this mod until after I'm done. The Star Fleet Universe timeline does not cover the Next Generation. I've read that statement many times in their material.
But I will still make them. Later.
AF, is it okay if I use your Kzinti tech tree and ship style in a mod I'm making. Also I think me and you should do a sequel to this mod once if it's succesful. It could set in the Next Generation Era.
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