Help, starting new mod (Orginal Star Trek) by Hans

I have my old GCIII box and kept Star Trek Mods backup on two cds around 2006. Now i am trying to fix everything, that no one was able to do or get their projects going. Sadly to see Hans and others gave up their projects and some of them got lost during upload elsewhere. So i bought the Ultimate Edition from Steam and now i can see why it wouldnt work. For some reasons i couldnt get older GC3 to work, probably my drive and OS.

 

Yesterday i spend all day trying to figure it out, since i havent mod this game in along time. So far i manage to setup the starting screen that show orginal star trek, federation profile and few other issues.

 

Look like i have to redo all the tech trees for this to work and still trying to figure out how to setup the shipsytles. I looked at the mod guides, most of them are outdated. Wondering if anyone can help me with this projects. The good news i have locate the tools under Twilight's Folder, but even if i had this setup, i still dont know if this will work unless the map file have been saved as .xml format. Since it added or modified race id 0, 1, 2, etcs.

 

Just need alot of testing and timing for this project if i want to make this to work. If someone is willing to work with me. Btw i couldnt find Star Wars vs. Star Trek Mod and been hearing alot of bad things about that mod, possibly too many models and other issues. Beside their download links are dead.

10,758 views 4 replies
Reply #1 Top

It been two weeks and no reply, so i guess this may end deadend for this project. It will be a year and a half or longer for GalCiv3, keep in mind that most players dont have Win7 or higher OS. I still love my Vista64 and not having any problems with it. So having Star Trek Mod on GC3 is cool, hope they will fix the issues for compatible with WinVista64.

Reply #2 Top

Quoting Redindus, reply 1
hope they will fix the issues for compatible with WinVista64.

Unlikely, based on this:

Quoting Island, reply 5
Only Window 7 and 8 will be officially supported.

Still, with GalCiv 3 on the horizon, I really wonder if it is a good idea to begin working on such a big mod for GalCiv 2. Even under the best of circumstances, by the time you're finished, GalCiv 3 has either been released or is close to release.

Then there are the limitations of GalCiv 2 to consider. A lot of things are either hardcoded (like most random events, all Mega Events, the amount of races you can play against, how alignment works, etc.) or limited due to bugs (like the amount of starbase modules the AI can use or how upgrading 1pp improvements works).

Based on my look through the files, GalCiv 3 is already much more moddable than GalCiv 2. Recreating the map of the Alpha Quadrant to scale, and adding all of the races? Should be no problem once the game-engine is fully optimised. Frogboy already said, that he could imagine 100+ civs in a large enough galaxy. So, no more limit as to how many races you can play against. Changing all events to take the Prime Directive into account? Totally possible. Adding cloaking-devices for ships? They are already in the game-files, but I have no idea how they work (or even if they make it into the final game).

This, plus all the new additions (like nebulae, black holes, stellar resources (which are required for advanced ship-components), planetary traits, open/closed borders, etc.), makes GalCiv 3 a much better base for a Star Trek total conversion. Well, or any other sci-fi total conversion for that matter.

If you still want to use GalCiv 2 for the mod, then I can offer to answer any questions that come up. That's all however. I've finished my mod (which took almost six years), and I have no intentions to start working on another one.

Reply #3 Top

Quoting Gaunathor, reply 2

Quoting Redindus, reply 1hope they will fix the issues for compatible with WinVista64.

Unlikely, based on this:

Quoting Island Dog, reply 5Only Window 7 and 8 will be officially supported.

Still, with GalCiv 3 on the horizon, I really wonder if it is a good idea to begin working on such a big mod for GalCiv 2. Even under the best of circumstances, by the time you're finished, GalCiv 3 has either been released or is close to release.

Then there are the limitations of GalCiv 2 to consider. A lot of things are either hardcoded (like most random events, all Mega Events, the amount of races you can play against, how alignment works, etc.) or limited due to bugs (like the amount of starbase modules the AI can use or how upgrading 1pp improvements works).

Based on my look through the files, GalCiv 3 is already much more moddable than GalCiv 2. Recreating the map of the Alpha Quadrant to scale, and adding all of the races? Should be no problem once the game-engine is fully optimised. Frogboy already said, that he could imagine 100+ civs in a large enough galaxy. So, no more limit as to how many races you can play against. Changing all events to take the Prime Directive into account? Totally possible. Adding cloaking-devices for ships? They are already in the game-files, but I have no idea how they work (or even if they make it into the final game).

This, plus all the new additions (like nebulae, black holes, stellar resources (which are required for advanced ship-components), planetary traits, open/closed borders, etc.), makes GalCiv 3 a much better base for a Star Trek total conversion. Well, or any other sci-fi total conversion for that matter.

If you still want to use GalCiv 2 for the mod, then I can offer to answer any questions that come up. That's all however. I've finished my mod (which took almost six years), and I have no intentions to start working on another one.

 

Thank for the reply, i have almost all the files for Star Trek Mod for GC2, just need to move files around in that order so it would run correct with this new GC2 expansion.

 

I would wait, but i am not planning on getting Win7 or any OS for sometime. I am doing fine with Vista64, the question is will GalCiv3 will be compatible with Vista64? Some say it will and some say it wont, so idk.

 

I would agreed that GalCiv3 would probably be better off working in that direction, will i still be able to use these models in GC2 into GC3?

Reply #4 Top

Quoting Redindus, reply 3
the question is will GalCiv3 will be compatible with Vista64?

It could, but it's not guaranteed. Like I quoted earlier, only Win 7 and 8 are officially supported.

Quoting Redindus, reply 3
will i still be able to use these models in GC2 into GC3?

No, the file-structure is completely different in GalCiv 3.