Topic: Star Trek Mod for CIV!  (Read 1453 times)

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Offline Lieutenant_Q

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Star Trek Mod for CIV!
« on: December 20, 2008, 02:11:13 am »
Found this the other day, Deanej has finished (well at least to the point at which he is comfortable to release it as a finished project) a Star Trek Mod for Civilization IV: Beyond the Sword.  The game comes with a standard, multi-era game, stretching from ENT (briefly) to VOY.  Along with several additional mods focusing on other aspects, Enterprise in general, the Xindi Attack in specific.  TOS in general, TNG in General, Deep Space Nine in General.  There's also one titled Klingon.  ATM I have only played the standard multi era game, and have not finished anything.

14 races: 19 leaders
United Federation of Planets: Jonathan Archer (Phi/Org), Admiral Leyton (Org/Pro)
The Klingon Empire: Gowron (Ind/Pro), Martok (Agg/Chm)
The Romulan Star Empire: Neral (Agg/Org), Shinzon (Agg/Ind)
The Borg Collective: Borg Queen (Exp/Ind), Locutus (Exp/Org)
The Ferengi Alliance: Rom (Phi/Spi), Zek (Fin/Chm)
Breen Confederacy: Thor Gor (Agg/Pro)
Cardassian Union: Gul Dukat (Agg/Imp)
Third Republic of Bajor: Shakaar (Spi/Org)
The Dominion: Female Changeling (Org/Imp)
Devore Imperium: Kashyk (Fin/Pro)
Kazon Collective: Maje Culle (Agg/Exp)
Krenim Imperium: Annorax (Phi/Agg)
Nineteen Tribes of Hirogrn: Decaran (Agg/Spi)
Vidiian Solidarity: Denara Pel (Phi/Cre)

All of the ships are race specific although they'll say Light I, Light II etc...  They are just dressed up like Federation, Klingon, Romulan.  Obviously the Federation, klingons, romulans and Cardassians have the most differences, but you wont find a federation ship in the Kazon fleet (unless you capture a federation planet and build the unique federation unit, the constitution.)

Edit: might help if I have the link... http://forums.civfanatics.com/showthread.php?t=233074
"Your mighty GDI forces have been emasculated, and you yourself are a killer of children.  Now of course it's not true.  But the world only believes what the media tells them to believe.  And I tell the media what to believe, its really quite simple." - Kane (Joe Kucan) Command & Conquer Tiberium Dawn (1995)

Offline Vipre

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Re: Star Trek Mod for CIV!
« Reply #1 on: December 20, 2008, 02:35:25 am »
That looks pretty impressive. Nice screenshots.
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Offline Lieutenant_Q

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Re: Star Trek Mod for CIV!
« Reply #2 on: December 22, 2008, 11:30:10 pm »
Still haven't played it all the way through yet, and won't until well after christmas, but some initial thoughts.

Starbases are Gods
Not enough variety in ship types
Starbases are Gods
Planet Concept works VERY VERY well.
Starbases are Gods
Game lags even my computer early on (don't start seeing lag in normal CIV games until very very late)
Did I mention Starbases are Gods?

Starbases are 30 strength, 15 times stronger than your most powerful unit in TOS
Only three ship types are available early, and only one type can even attack.  Probe 1 Strength, Exploration I: 1 Strength +1000% vs Probe, Light I: 2 Strength +1000% vs Probe.  Not too sure as to why Exploration I has the plus vs Probe, since neither one can attack, which means that you will never see a Exploration vs Probe encounter.
Starbases can bombard tiles within three tiles of them, making them very hard to assault. (Since all units start with 2 MP)
Each system has multiple planets, think of them as your workable tiles within your big fat cross.  Some buildings can be built on multiple planets in the system.
Starbases can Fortify, turning that 30 into a 37.5.
Granted I was playing on a huge map, but the game started really lagging up for me around turn 200.  For a normal CIV game the lag doesn't start until turn 1000 on a Marathon setting.
Starbases also gain defensive bonuses for being built in an asteroid field, turning that 37.5 into a 52.5

ATM, I don't think the standard game is playable unless you start in at least the Movies era.  You certainly cannot fight a war in the Movies era.  the Light III might be the first ship (en masse) that has a chance of beating a starbase.  There is no artillery in the game (except for Starbases, but placing a Starbase within three of another starbase is impossible since the bombardment kills construction ships).  Once you get to Deep Space Nine though, Starbases become far too trivial to pop.  Heavy I starts with 30 strength.
"Your mighty GDI forces have been emasculated, and you yourself are a killer of children.  Now of course it's not true.  But the world only believes what the media tells them to believe.  And I tell the media what to believe, its really quite simple." - Kane (Joe Kucan) Command & Conquer Tiberium Dawn (1995)