USAF_Ronin USAF_Ronin

Federation and Empire

Federation and Empire

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.

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Reply #876 Top

Quoting AF_Ronin, reply 25


You really don't need to make a new shipstyle.  Every time period of the mirror universe I've seen has the exact same ship designs just different logos.

End of AF_Ronin's quote

Well I thought that mabye the Terran Empire could share a few ships with the Federation and have their own unique ships.

Reply #877 Top

The beauty of a custom race is that you can do anything you want with it.  I got no more major race slots open but it doesn't stop you from playing a custom race in the mod.

Reply #878 Top

Did you get my email about the ANE Imperial ships. Now then, I was wondering what you have planned after this mod is finsished (IE: another mod, prehaps?).

Reply #879 Top

I got your e-mail.  I just haven't done anything with it yet.  I'm swamped.  And no more mods for me unless something really cool comes my way.  It'd be nice to be able to play the actual game from time to time.

 

Reply #880 Top

AF_Ronin,

 

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.

Reply #881 Top

And, yes, one more thing. I had to rename every race logo file to RaceLogo(some number).png to get them to be recognized by the game.

Reply #882 Top

I got Desktop X, so I decided to mod the menu screen and when I went to test it,

Reply #883 Top

Seth, i think you may have got a bit too far into editing some default elements (but somehow essential) in the TitleWnd.dxpack.

Some of these flawed graphics (Menu) are taken off "other" files.

It's kinda tricky... but, there are a number of rules in order to properly mod that complex stuff. These conventions & values must be compatible with some standards.

A suggestion; Don't try changing what doesn't really need to.

Reply #884 Top

Well, all I'm trying to do is make that annoying Terror Star animation go away.

Reply #885 Top

Unless you can do it for me.

Reply #886 Top

Quoting NemosBL, reply 6
And, yes, one more thing. I had to rename every race logo file to RaceLogo(some number).png to get them to be recognized by the game.
End of NemosBL's quote

Whatever works for you I'm just glad they work.  The instructions I have left have worked for thousands of people.

Reply #887 Top

It is a 800x560 picture file. Whatever image you use must be 'converted' to a true bik animation (or static), compressed with Rad-Tools (at 30fps & most probably above 800,000 ratio) and then... it has to be loaded straight from the mod folder by using the same default name.

That new one would replace the terror star.

In that case, the dxpack file editing is unnecessary.

 

Actually, i'm quite busy with my own stuff (CoSH & X-Worlds) and can't do everything for everyone here. I gave race portraits to AF for his Fed&Emp mod... in exchange for his work on some X-Worlds ships & fleets. I made the altered *Improvements* & Logo for MrKorx's Asa custom race since he could provide me (and offered it in fact!) with precious info & tricks about creating a working fleet - again, for X-Worlds.

So, all i can say is good luck with ANE (btw, you should start a new thread for it if you're serious about this whole project of yours) since this one is about AFRonin's development things & discussions!

OFF-topic over, AFAIC.

 

Reply #888 Top

I'm trying to view the Terror Star aimatin with Word and will clear out everything and veiw the menu background a word document and copy and paster the text into the Terror Star file.

Reply #889 Top

But once again my mom wont let me download RAD tools. Although I'm goona try to convince her.

Reply #890 Top

go to your local libraythe have internet just download it there. 

Reply #891 Top

Hey guys, check out my Full Thrust thread.

Reply #892 Top

Quoting AF_Ronin, reply 11

Quoting NemosBL, reply 6And, yes, one more thing. I had to rename every race logo file to RaceLogo(some number).png to get them to be recognized by the game.

Whatever works for you I'm just glad they work.  The instructions I have left have worked for thousands of people.
End of AF_Ronin's quote

Yes, but how is that possible? We are running the same game...Obviously, once you finish your mod, it won't work for me. :(

 

Reply #893 Top

you won't need the old files on the library to use the mod.  In fact I'll probably recommend you guys delete them.  In order to use the mod all you will have to do is put it in the mods folder, start the game, options, select the mod, restart and presto!

All the ships, races, logos, will already be there as if they were part of the origininal game.

Reply #894 Top

Just curious on the tech tree AF...are you using the same basic points to research a tech or did you change the values a bit?  I like research that takes a bit, so was curious what you may have done.  Is the mod getting close to finishing?  What % do you think you are at?

Reply #895 Top

I guess I'm like you.  I don't like technology to progess too fast.  One year you are mastering faster then light travel then a couple years later you can blow up stars.  Nope doesn't cut it for me.  So I always play on Very Slow research.  The values will stay basically the same.  I don't want hinder someone from having a fast research game if they want it.

Not sure when it will be done as I'm doing a lot currently.  Let you guys know though I will not be available next week as I'll be in DC.  After that its back to work.

Reply #896 Top

Also, just saw that a new version is coming out for GC...new patch.  Will that affect anything on your mod?

Reply #897 Top

Not sure.  As of right now no it shouldn't.  I've been working on stuff for this since it was still in BETA and no problems thus far.

Reply #898 Top

AF - absolutely love your work and looking forward to the completed mod.

One problem I have regularly encountered and would like to know if others have experienced it also - when an AI race which I assigned another one of your shipstyles gifts me a ship, it shows up fine on the star map, however if I 'park' it in orbit it becomes invisible.

Any ideas what is happening?

Reply #899 Top

Any ideas what is happening?
End of quote

 

I think this is 'normal' behavior and a known issue with the code itself.  Maybe the 'upgrade_expansion' version 2.0 already announced for October 8th will fix this also.

Reply #900 Top

Ronin- Thanks for all your work and compilation of others for the ship.

I've been working on the Klingon Tech tree, and have the weapons and defenses portion completed.

So depending on your view, you could say I'm done, but I would like klingon flavor to the other technologies. And I am at a lost...

Moving forward, I suggest we compile a list of technologies for each race for insertion into the upcoming tech trees. Once completed, it makes the tech tree creation similar and allows the creator not have to be a SME (subject matter expert) on the race.

We also need to identify which technologies (tholian webs) that need additional game modification.