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Do you still think GalCiv 1 is fun even with GalCiv II out?
758 votes
1- Yes
2- No


Star Trek Mod Available!
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by Citizen hut101 - 11/27/2004 1:15:42 AM

Star Trek Total Conversion 0.9 Beta is now publicly released.

This latest version has been updated to GalCiv Version 1.22.101. This is the last version we plan on officially releasing by ourselves. Other updates will however be released as the general modding community contribute.

For information on what has been added to the mod check out the .doc in the mod zip.

Need winRAR to un-pack.

!Back-up all you files before installing!

Installing: Do to certain files this mod must be installed directly into your galciv directory, not your mod folder. Therefore back-up ALL your files before installing.

STTC Mod: http://neotechgaming.com/main/modules.php?name=Downloads&d_op=viewdownload&cid=32 Link

Additional Mod Files (For modding use): http://neotechgaming.com/main/modules.php?name=Downloads&d_op=viewdownload&cid=32 Link

Forums: http://neotechgaming.com/main/modules.php?name=Forums&file=viewforum&f=14 Link


                  
#1  by Citizen Progamer88 - 12/11/2004 9:14:02 AM

can i get a link to that winRAR please.

#2  by Diplomat Blue_Steel - 12/14/2004 9:42:05 PM

Big Post.. Big news...

STTC mod V0.91 Now Available
Works with Both GalCiv and AP


Hi i've just updated the File

http://205.209.130.160/~eleycurv/dload.php?action=file&file_id=16 Link

---------------
Version 0.91 Changes
---------------
Note:
This is only a bug fix and compilation release nothing New has been added

1) Repaired English.str
(somehow a non printable charactor got into the file
and caused it to crash if you made the Cardasians chaotic evil)
2) Included the Star trek Ships
Monster files from the Ships distro left out due to crashes
(see the Credits readme for details)
3) Added Re-scaled,croped images for use in The Altarian Prophecy
4) Re-Organized Files for easy instilation
5) Edited the .Doc and .TXT files to reflect changes made

If you have any problems please do report them

                          
#3  by Diplomat Blue_Steel - 12/14/2004 9:43:53 PM

Don't forget to read the TEST files to see how to in install this mod... the installation procedure has changed



                          
#4  by Diplomat Blue_Steel - 12/15/2004 7:47:51 PM

ok try this http://www.neotechgaming.com/dload.php?action=file&file_id=16 Link if the link i gave above doesnt work

let me know how you go

                          
#5  by Citizen Chippoka - 12/23/2004 8:08:42 PM

OK, bugs (?)

I installed the files into a clean and up-dated install of GC/AP. This was accomplished by copying the contents of each folder into the respective folder of the game. I played from AP with no other mod apart from the Star Trek mod files.

1. On the Race Setup screen, the Klingon selected below "genius" crashes the game to the desktop; using the the arrows to reduce over-all game difficulty crashes the game similarly. Removing the Klingons from the game solves the problem. The "Difficulty" indicator doesn't update very well; e.g., when setting all the races all to "Fool," very litte difficulty is changed in the overall game Difficulty display. The problem doesn't exist in GC (all seems fine).

2. No music at all (disappointed), but effects sound ok. No music in GC either.

Comments so far:

Like what I see... except the starfield is too dense (takes away from the ships displayed on them too much), but otherwise very beautiful. Back to the game...





[Message Edited]

      
#6  by Citizen Chippoka - 12/23/2004 8:12:18 PM

P.S. I haven't installed any changes you my have released. Are there any? And where to I find the version number of your release? Nevermind... I have Version .91

Woops, duh, the music was defaulted to "off." I have that working now; great stuff


[Message Edited]

      
#7  by Citizen Chippoka - 12/23/2004 8:42:08 PM

I noticed in your "Readme" file that the menu was slow to respond. Indeed it is in AP. This is solved in AP by making the GC data folder and GC Mod data folder empty and placing all respective data files previously in GC data and GC data mod into AP data mod folder (first GC data folder, then overwrite with mod files from the GC mod data folder); be sure to transfer music files to the corresponding folder in the GC data mod folders (otherwise only original music plays). This isn't to say there isn't a better solution, but I hate that slow menu access and have had the same problem in my own mods.

      
#8  by Citizen Chippoka - 12/23/2004 9:47:06 PM

I noticed that freighters appears as nothing in the orbit display box thingy, but they pop out for movement when double-clicked.

      
#9  by Diplomat Blue_Steel - 12/24/2004 12:00:55 AM

thanks for the feedback... Cari is awar if the problem of slow menu avvess..

Sure it can be ovewrcome.. but NOT using the mods folders as they are soposed to be... I jeep bringing this up with cari.. and who knows one day we may find whats causing it...

If you don't use the mods folder I've been told that everything works at normal speed.. but this means that every time you do an update you run the risc that the mod will be overwritten

this is why I suggest using the mods folder..

the music is there i assure you..

Why I've got the bulk ofd the files going into the GalCiv mods dir is because you need galciv installed to play AP .. and so that if you decide to play Galciv then you'll still get to use the mod.. the only things that are installed in the ap fir's is the modified race setup pics and a copy of the prefs.ini file

PLease read and install the mod as stated in the .txt files...

I spent a long time testing and layingout the files.. If you don't follow the instructions then i wont know how it is on your system..





                          
#10  by Diplomat Blue_Steel - 12/24/2004 12:06:16 AM

If you had folloowed the instructions then mods would have been turn on.. not off...

however yes i did forget to turn the music on in the prefs .. I shall be fixing that and a bug in the english.str file when i have time.. it'll take the form of an overlay patch zip file so you'll need to have followed the install instructions of the .91 version

I agree with you about the starmap being to "Busy" and yes it does detract from the beautry of the ships

as for the ships in the orbit screen.. I meseld duno how to fix.. as I have had nothing to do with that part of it..

V0.91 id basicly v.90 less the buggs founs as is stated in the .txt files



                          
#11  by Citizen Chippoka - 12/24/2004 10:17:05 AM

Just a follow up, the mod is pretty good, and I offer my thanks to you all who went through a lot of hard work and time to create it Especially the ship graphics! Hey, I love that federation starbase, BTW. All we need is a blinking light on the top and bottom...

As far as the install procedure, I always unzip anything I download from any web site to a "Hold" folder in order to check things out and find the readme file which is usually zipped along with everything else. Apart from that, I do not play GC. I only play AP with mods. So, yes, I fully understand why you set things up, etc, as you did. I'm not complaining in that regard, just commenting. In any event, regardless if I copied files manually or let the zip utility do it automaticly, the results are the same factually: files are placed into thier respective folders. I only later shifted things all to the AP Mod Data folder when I realized that you had that menu problem. Looking at your Prefs file in both the GC and the AP Data folder, I see that you had the music set to "1" (off) rather than "0" (on), so it wasn't how I unpacked/installed things. But I set the music to "on" in the menu... all is fine.... great tunes

That slow menu buggy thing... If I noticed correctly, it be came an issue only after I began to make some changes to the GCTech file (adding my own techs and stuff). That might be a clue...

Edit Post: I did a quick check, yes, one need only remove the non-mod GCTech file to a backup folder to solve the slow menu access if not to play GC or AP without mods. Apparently the non-mod GCTech file and a mod GCTech file cause the game engine some trouble when accessing the menu; I'd speculate that lower access times to the menu occur as more techs are discovered. I suppose this is already known.


      
#12  by Diplomat Blue_Steel - 12/25/2004 2:51:35 AM

That is correct... the more techs you've researched the quicker the menu apears .. Cari had stated it could be because of using high tech ID's which isn't the case in ST mod.. the STmod tech id's are around (within 50-60 i believe of the originals.. I can't fathom it... if you can help us trsack this down it'll be a great help

yes as i stated earlier (or elswehere i can't remember now) that in the prefs file supplied the MODS are turned on but i forgot to turn the music on(as I play it with music turned off) I believe that i've also disabled the minors.. these problems in the prefs file setting will be remedied in the next bug fix

I'll try anmd examine the GCtech file and see what changes can be made to try to rem idy the slownes... (don't hold your breath on this one.. I've never done asny work on the tech files before...


Great feedback.. please keep it comming...
Proposed fixes for v.92
1) Fix english.str file to repair a damaged event
2) fix prefs file to default to music and minors turned on
3) look into the tech files to see if i can make the menu apear quicker
4) try a less busy starmap background..(thinking of using images from hubble telescope.. or other realistic space pics)

Please note: I am not the Major contributor or composer of this or any other mod.. To find out who has done what please read the txt files and give praise where its due



                          
#13  by Citizen hut101 - 12/26/2004 2:12:43 AM

For the TECH IDs check out the multipack mods we added (Terraforming mod I think) to the STTC mod they have high IDs I think.

Hopefully you will in any event enjoy the Star Trek Total Conversion mod. It was the combination of so many people, and so much work, over some many months.

                  
#14  by Citizen Chippoka - 12/27/2004 9:47:37 AM

I saw the list of those who created the STTC mod, and, as before, thanks to all for thier efforts.

The issue with the GCTech file... I don't know... it may not be just limited to the GCTech file thing... there is another issue which I feel is related. From time to time the play back of weapons fire and explosion frames in a battle will become real slow... for example: the game pops around from battle to battle and all is going well, then suddenly, I move one of my ships to attack an enemy, the enemy ship suddenly takes it sweet old time turning to face my ship, then my ship fire super slow.. the problem has kicked-in and the display of my weapons firing and the enemy ship being destroy is a good 5 to 10 minute wait! It pisses me off when that happens (about twice a game). I have a high-end custom build PC, so there is no PC issue as best I can tell. It is as if the images were not available in cache or memory, or something, so the program was trying to fetch them but wasn't being permitted enough time slice to do so. Just guessing (I used to do some programing in basic and assmebly years ago). Remember, high IDs and the menu access issue are not a problem, access doesn't slow down, if all the data are placed in the AP mod data folder and the GC data folder and mod data folder are both empty: it works fast then. Perhaps the game engine is screwing up and trying to rush to display the next special message or graphic that would come after the battle without waiting for the current issues to finish. Perhaps it is having trouble with a cache or file access from AP to GC to fetch CG graphic files; scewing-up and reading the same file over and over, or something... don't know. I also have had the game lock-up on occassion when a game enigne was super "desperate" to show some other message once some battle is completed - I get irritated some times with all the jumping to new message issues without my having any input by having to hit a "Next" key or something. Anyway, I had to go to Windows Task Manager and kill the program). I turned off the ship battles in the menu, but I think it takes away from the game having basic battle graphics turned-off.







[Message Edited]

      
#15  by Citizen Chippoka - 12/27/2004 9:59:29 AM

For the TECH IDs check out the multipack mods we added (Terraforming mod I think) to the STTC mod they have high IDs I think.


You're in the 170s... not high really. I've seen some of these things in the 1000s and 5000s (monster mod, religion mods, etc), but that shouldn't cause things to slow down unless there is some kind of screwy reading of the program lines going on. The game some times acts like a program written in basic, reading line by line. I would have the thought the whole thing loads and then is compiled effectively for fast execution.

I will go back a clean install and do a simple change to the GCTech file to add one tech paragraph (two attempts: a high number and a low number) with no other mods and run GC and AP to see if and when the issue kicks in.



      
#16  by Diplomat Blue_Steel - 1/3/2005 12:20:23 AM

ok.. here is an update to fix some more things

http://www.neotechgaming.com/dload.php?action=file&file_id=240 Link

---------------
Installation
---------------

1) Start with a clean instal of Galactic Civilizations and Altarian Prophecy
(no other mods.. you can re-instal other mods if you feal the need later)

2) Unzip the STTC-Mod-v0-91
into the Galactic Civilizations and Altarian Prophecy parent folder
(on my system its C:\Program Files\Stardock\TotalGaming.net\).
Keeping the stored directory structures intact .

3) Unzip STTC-Mod-Update-v0-92 over writing updated files in the sipplied Directories

The only files from the original Galactic Civilizations and Altarian Prophecy
which are altered are
-GalCiv\data\prefs.ini
-AltarianProphecy\data\prefs.ini

4) Due to a bug in Altarian Prophacy, to get the Startrek music you'll need to
This step will not be necessary if / when Stardock fixes the bug
4a) Copy The galciv/mods/music Folder to AltatianProphacy/mods/
4b) Copy The galciv/mods/effects Folder to AltatianProphacy/mods/

---------------
Version 0.92 Update Changes
---------------
Note:
This is only a bug fix and compilation release nothing New has been added

1) Repaired English.str
(corrected a corrupted status message)
2) Updated prefs.ini files :- to set all option on.. please check these settings to set Autosaves etc to your level of preference
:- To update Race names in Altarian Prophacy
3) Replaced Space01.TILES to a less busy/confusing image from the hubble telescope
(see credits for site where the original image was taken from)
4) Hut101 has changed the .ship file to fix the Slip streem drive ship
5) Edited the .Doc and .TXT files to reflect changes made

lets hope that i've included the right files this time

                          
#17  by Citizen Chippoka - 1/13/2005 6:12:00 AM

An aside, if you wish to add any more new ship graphics, help yourself to any of those which I have made. They are packaged as MDL file. I have two so far: Borg.MDL and Tft.MDL. Use a ship data file to call a model with the same name as the MDL in order to use the new graphics. See the Borg thread for link and more information.


      
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