Total Conversion mod for Galactic Civilizations 2: Twilight of Arnor in development. This mod is based off of the game Star Fleet Battles/Federation and Empire. A variation of Star Trek but combined with lots of different source material.
Published on May 29, 2008 By USAF_Ronin In Modding

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.

What you can expect to see:
9 custom major races to choose:
United Federation of Planets; Klingon Empire; Romulan Star Empire; Kzinti Hegemony; Lyran Star Empire; Hydran Kingdom; Gorn Confederation; Tholian Holdfast; and the Interstellar Concordium.

8 Custom minor races.

Custom technology trees and weapons set up for each race.
Custom player useable shipstyles for every race.

2 Custom Immense Maps: "Federation and Empire" and "The General War"

Custom Campaign: "ISC Invasion"

Starship sets are being developed now and available for use here:

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.

Photobucket
Comments (Page 2)
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on Jun 02, 2008
Oh wait, how big (small, large, so on) are these X-Com ships suppose to be?
on Jun 02, 2008
In the case of the Avenger & Retaliator, it may be a matter of having the 'spare room' to fit the extra wing spans. I'd recommend at least Large if not Huge hulls since those would be usable only very far down the tech-tree paths.

In fact, they both would be required for some special 'Victory alternatives' with preqs such as Low-Hyperwarp & Ultimate Miniaturization, Transport_or_Colony Modules, high range, etc. They get activated after Discovery Sphere (in three new tech-slot groups) but before Galactic Understanding. A sort of temporary deviation from aiming straight for Techno-Victory.

Now, that's all in theory since i do have a plan for them; tricky part should be to give these to all active races **without** having to alter the many different default ship styles. I could always create supplemental ship styles to integrate in X-Worlds, but that's possibly for much later once i get a full grasp over the extent or numbers necessary.

Many Thanks for you help and take your time.



on Jun 02, 2008
Just at first glace I'd say the Retaliator and Avenger should be easy to do. The Tholians are driving me nuts. TOO MANY SMOOTH ANGLES!!!Dear Stardock,I need more jewelry pieces.many thanks,af_roninYes I know I can use a mod but the point of my ships was that you wouldn't need a mod. So I for all of you waiting for my next ship style I will warn you in advance I will be taking a lot of creative license with these Tholians.I'll make an Avenger and throw a screenshot on here. At work now so you'll have to wait.



Yeah I would have to second that. I am not complaining or anything the TA expansion was great and all but I would like to see a patch released with a bunch more ship jewels too.

Though I have to say your doing nice work though AF, I know you don't want to make it a mod but I say go for it. Really all you would want to do at this point would be to add a few more logos and add a couple race pics and buddle up what you already have done so far and you have a nice little mod their.
on Jun 03, 2008
Thanks.

Once I'm done I'll put them together in one nice neat download.
on Jun 03, 2008
The risk with even more jewels is that the GDI could get sluggish in some setups... thus, the modder would need to compromize between cooler looking ships & risky slow-downs in later game turns.

The NVidia 6200 (yep, that much old!) i have does handle the texturing_weaponing_moving quite well, although by turning off a few key options. I do get a relatively fast render and high enough frame-rates in much of the games i play -- but, it wouldn't take long for an entire Immense or Gigantic map with literaly thousands of different ships (all built off with a few dozens specific jewels each!) roaming around to grind painstackingly slow on my PC, anyway.

So, be extra-careful with filling a model with too many jewels - i'd say.
on Jun 03, 2008
Well that is true but if there are more jewels to choose from then a particular shape might now be avaible that required several part together to form it before or it might just look better but its doesn't mean that ships will have to have more polys thus slow down the game. Also since the TA expansion has come out they have been able to lower the overall poly count of jewels and hulls so there should be some room for additions there. I am sure they just did not have the time with all the other improvements.

Personally I would like to see some smoother hull parts that would be a bit more in the style of Starfleet hulls designs. Makes me wonder how close they could get to creating some scifi inspired parts without getting introuble with Paramount or Fox for that matter, won't mind seeing some better selection for that ISD I have always wanted to creat out of ship jewels I mean atleast there is a saucer part now not wedge yet.
on Jun 05, 2008
TA has its advantages, that's quite true; the general 1024 textures are by themselves a huge step towards getting coherent style(s) together, filling polygons efficiently on models and what else.

What i'd kill for though is a thorough set of 'standard shapes' to work with rather than the usual pre-defined (already grouped and basic materials colored, hard-points located, etc) roaster which we MUST take and get on from there.

Where's the very simplistic sphere, cube (although, this one is there indirectly), pyramid, cylinder? But, with **adaptable & controllable** Dummies placement!

Don't get me wrong, this isn't about having a full 3D drawing environment into the shipyard (unless, of course, devs could design us an external version to work with) to create personal Hulls or alternate components... but, it would make things much easier for some specific tasks. Namely, styling a series of 3D_Items, and put them into the new favorites tab for later use.
on Jun 05, 2008
How do I load this MOD? please help.

Thanks
on Jun 05, 2008
All these ships are available here: Federation and Empire Ships

Download the ships from the Library and put the files in their appropriate folders found in: C:\Documents and Settings\My Documents\My Games\GC2TwilightArnor\

More ships and ship styles on their way.
on Jun 05, 2008
TA has its advantages, that's quite true; the general 1024 textures are by themselves a huge step towards getting coherent style(s) together, filling polygons efficiently on models and what else.What i'd kill for though is a thorough set of 'standard shapes' to work with rather than the usual pre-defined (already grouped and basic materials colored, hard-points located, etc) roaster which we MUST take and get on from there.Where's the very simplistic sphere, cube (although, this one is there indirectly), pyramid, cylinder? But, with **adaptable & controllable** Dummies placement!Don't get me wrong, this isn't about having a full 3D drawing environment into the shipyard (unless, of course, devs could design us an external version to work with) to create personal Hulls or alternate components... but, it would make things much easier for some specific tasks. Namely, styling a series of 3D_Items, and put them into the new favorites tab for later use.


You make a interesting point there, not to get off subject, but I wonder how hard it would be to do something like that? I mean the general shapes part is not hard as long as you own max I think the hard part would be texturing them so that they blended in with the rest of the jewels.
on Jun 06, 2008
Beserko added this comment to the Federation ship pack:

This is the only pack I have trouble with. The klingon ,romulin, gorn packs are fine but the fed pack loads up all the ships on the 1st turn without the pictures? (except a frieghter) Any ideas?


Well there are no tiny ships, freighters, or spore ships in this pack. They are going to appear in a future expansion pack once I've completed the new races. As for your problem, a few days ago I reloaded the ships on to my computer and it worked fine. You sure you didn't make a mistake somewhere?

Is anyone else having this problem?
on Jun 06, 2008
...I think the hard part would be texturing them so that they blended in with the rest of the jewels.


Point being that a default set made by SD to integrate into the game itself would be a more "comfortable" solution than if one goes the personal way, makes it on a local PC and builds whatever they want on their setups.

Presently, just going from one regular style to the next adds a lot of variety to the options we have. But i'm much more after the fundamental 3D shapes along with its very own texturing schema(s). Modifiable and controllable, the better. Genuine stuff made by SD, even more so.

And, since the planets surfaces rendering gets to have a slick system of flip_join_gap to sort-of randomize results, it would be possible to apply the same principles to the new set of shapes above and what else; providing huge editing power to the design steps of any given ships, hulls, fleets, etc.

on Jun 06, 2008
let me clarify my situation. The Fed pack on the 1st turn in shipyard lists all the ships in the pack minus the pictures. The others start of with just the ships I have technology for with the ship pictures. Love your work. Lately I have been getting lazy with my primary ship being a flying saucer or a cube. Maybe its time to delete all galactic civilizations files and reload again from the beginning!
on Jun 06, 2008
Well there are no tiny ships, freighters, or spore ships in this pack.

No?
I have a nice freighter S-000.
Have to find a hoster to show you a screen dump.
on Jun 06, 2008
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