Is it possible to completely mod this game?

Say Star Trek or Star Wars? - anything out there?

I've only just got GC2 and think it's one of the best games ever.

Having played the likes of the first game and another personal fave of mine 'Star Trek: Birth of the Federation' - this game is right up my street.

However, I was wondering if there are any 'complete patches' out there that change the game into a Star Trek universe? ie. races, ships and so on...

I used to love modding Star Trek Armada and even Birth of the Federation back in the day...and although my enjoyment of GC2 is great as it it...a star trek patch/mod would make it even better.

Anything out there?
16,843 views 26 replies
Reply #1 Top
Well, spleeze is currently working on getting all the ships, and if he needs it, I have volunteered to do a race (and possibly a dialogue) conversion. Currently he's doing federation ships. But yes, total conversion mods are possible, but might take a while.

Here's the link to the ships Link
Reply #2 Top
For fun I made a test mod in which each race has its own unique tech tree. No coding required.
Reply #3 Top
Frogboy, quick question, can you set a tech to be the pre-req of itself, so you can only get it via starting with it, or an anomaly? I'm reffering to this thread Link, which I meant to test but forgot. Is it going to work? Will it give out the tech and start the tech tree?

Reply #4 Top
it could be possible, the 1.2 patch should make things easier, ppl just haven't found out all the ways it can be modded.
Reply #5 Top
@ smjjames :
there will be a moddingguide published together with 1.2, and it's huge
Reply #7 Top
A modding guide?


I tried to make the Initial Colony double as an Orbital Fleet Manager, but I couldn't get it working; with a modding guide, though, I should be able to pull it off! Yey!
Reply #8 Top
Wasnt someone making a Warhammer 40k Mod that had all the races with there own ships and abilitys ???
Reply #9 Top
For fun I made a test mod in which each race has its own unique tech tree. No coding required.


Without Ethics and Governments I suppose.
Reply #10 Top
right now there is a total conversion mod for star trek in the works, they are using some of spleeze's ships i think, but im guessing it would come out for 1.2 its been in the works for awhile, but there will be a total conversion i think.
Reply #11 Top
hell's yea.....

each race has it's own tech tree.... Oh yea...


this keeps getting better and better...

a fully moddable game with all the info released.. oh yea
Reply #12 Top
On the BOTF comment, is it possible to mod the tech research to slow it way down and also the ship ranges, so the game plays out like botf did. It would make th game longer and more enjoyable, for me any ways.
Reply #13 Top
WIth the numerous way of stole and trade tech, each race open quickly all the other race tech tree.

And for the "total modding", you have the following limitations, too :

- No more three weapon and three defense type.

- No more one weapon/defense type per component.

- 5 ship styles max (it seem).

- No specific attack or defense in soldiering (you can't create assault tech, for example).

- Invasion tactics can be modded, but you can't affect them (no tech bonus/malus work on them).

- No more 10 races in the game. Major races, i mean.

- Sensor range in 15 sectors max. You cant' mod more.

- Planets can't have attack/defense improvments (they need to hope for defense fleet - useless - and ground soldiers).

- I not sure planets can have "starbase" style improvments.

- Fighters type ships/missiles/drones not allowed by the game engine.

- You can't create racial tech. Well, you can with prerequisite tech given to each race, but others race trade/stole the tech, even the racial prerequisite, pretty quickly (and i think AI cheat, for that).
In a Treck mod, Klingons have probably Phasers really fast.

- You can't add a number limit for ship component (You can't modd "only one armor per ship", by example).

- No weight limit on ship component (you can't modd "This big gun fit only on big ships").

- No agility for ships.

- Etc.




See. No game is really totally moddable. Galciv is pretty modable, but the limits are here.
Reply #14 Top
There's a few completely moddable games out there. One of the most popular is called 'C++'.

Of course there are going to be limits with any game engine. If you want to make the game of your dreams, you're going to have to bite the bullet and learn a programming language.
Reply #15 Top


Total Conversion mod of Trek...sweet.

Where can I follow progress?
Reply #16 Top
No118, you really need to put the old granny of all flame-threads "if you don't like it, make your yourself" ?

KOP007 ask for a thing. I answer it by a "no" : In ST, Civs have racial techs they don't trade and don't let stolen. Aka plasma torpedo against photon torpedo, disruptor against phasors, the web thing of the thollians (the rocky mens), cloaking devices for romulan and klingons (yes, i know Feddies don't want search that for traity purpose), the big interstellar missile from cardassians, assimilate tech from Borgs, biological tech from specie 84-something, the advantages in spyes from the dominion (well, founders are basically blobs), etc.

In Galciv 2, you can't do that because all civs stole/trade all tech pretty quickly.
Yes, i suppose a K'tinga with Disruptor main gun, Phasor anti-missile batteries, cloaking device, drain device, assimilating tech, and maybe the unfamous V'ger torpedoes can be fun
Reply #17 Top
You can't really expect a game to allow you to add things that weren't in the game in the first place, unless you do it by some sneaky trick. It is unavoidable that no game is ever going to let you be able to mod things in every possible way. If you are modding xml files, you really aren't that far away from programming anyway, so why not give it a shot?

Also, if the Klingons managed to steal the plans to the Federation's weapons, and found they were superior to their own, why wouldn't they use them?

And incidentally, there's probably a way to give the Dominion an espionage bonus via civ abilities.

And I really don't see how old grannies come into it.
Reply #18 Top
this is starting to sound like two women from the upper east side debating the merits of a Louis Vuitton handbag versus Marc Jacobs.

reading the modding guide (yah, i know, i'm a nerd too) it says pretty clearly: "AIValue assigns a value to the tech for the AI when deciding if it should trade it or not; the higher the value, the less likely the AI is to trade this tech."

so, to my understanding, klingons can go home with their disruptors and the feds can play with their phasors, and neither of them have to share.

Marc Jacobs is better.
Reply #19 Top
Why old grannies ? Because this is a really old argument. A "you are wrong because booh !".

The problem, you, is i listed only no-technical limitations. There is no technical limitations for the limit of 5 ship styles, or for the impossibility to have more than 1 weapon/defense type by improvment, or the impossibilities to have defense improvments on planets. All the limit i list are volontary : Stardock DON'T want to have that.

Well, it's true Stardock coding is chaotic (i.e. the planetary spawn in three files, per example).


I don't understand why you don't want we say that. Galciv is not "unlimited modding". There is a lot of thing that can be modded in theory, but can't be only by Stardock decision (better example : 15 sector limit for sensors).



And for the Klingon, problem is Disruptors are, in fact, superiors to Phasors in damages (but inferior in accuracy and possibilities - no stun mode, per example). In galciv2, they don't can choose : They all use the more powerfull, and that's all (and Tholians use web-weapons).


@ Onowak
"less likely", yes. But stole is here. For my FIRST test of racial tech :

- I have the Foxy race. Foxies have a lot of new techs. All have a tech called "Foxy Way of life" as prequisite. Only foxies have this tech. This tech has 60000 in AIvalue and in cost.

- Few turns after the beginning, i discover the Torians.

- The torians don't have the "Foxy Way of life". Nobody have, but me.

- But the Torians have the "Foxy Sneaky Fighter" tech. Nobody else have, even me...

Reply #20 Top
There's a few completely moddable games out there. One of the most popular is called 'C++'.

Of course there are going to be limits with any game engine. If you want to make the game of your dreams, you're going to have to bite the bullet and learn a programming language.


WTG! I now expect to see thousands more idiots trying to learn a language they can't possibly understand with a dream that will never come to pass. You do not become a coder in hopes of creating your own perfect game. If you think of it like fast food, coders are the guys flipping burgers, making fries, and sweeping the parking lot. Sure you'll see success stories about people who started low, but how many failed? Game Programming and Game Design do have common ground but they aren't the same field.
Reply #21 Top


But if you want it done right...do it yourself. Right? Design and program your dream game. That doesn't seem any less realistic than someone such as myself getting someone else to successfully make my dream game.
Reply #22 Top
Syneris is true. Codding and design are really two different things. It's also why a nearly all the free game projects shut down, even if started with commercial sources (see Warzone2100. Pityfull, no ?).

The problem is : Stardock say "it's fully moddable". But we find a lot of limitations without technical reason. That's all.
Reply #23 Top
I wasn't suggesting learning to program then joining some company somewhere and hoping they listen to you. I was suggesting learning to program then coding it yourself independantly, or more realistically with other interested people.

Sure, you can point at certain things that you can't mod in Gal Civ. So say that Stardock make it so that you can mod those things you pointed out. But now, you realise that there are other things you can't mod. You will always want to push the boundaries back to the next level.

The only way that Stardock could allow you to modify absolutely everything would be to make it open source, which I need not say is not going to happen, or at least not for a good long time. Besides, then you're back to having to learn C++.

And my argument is not 'you are wrong because booh'. I have stated clearly the reasons behind my argument.
Reply #24 Top

Necro thread alert! 3 years - WOW!

Reply #25 Top

'Twas only a spam, nothing to see here :p