Why does the Modding community make better star trek games?

I was wondering why does the star trek modding community make the best star trek game. I never tried the game Nexus the Jupiter incedent but I have heard that the star trek mod Is awsome. I was wondering what are some cool I galactic civlizations 2 mods that are star trek. And also do you have any star trek ship designs that you can show off that you have attempted to create.

30,775 views 6 replies
Reply #2 Top

I already seen that one and I think that mod is not active. I was wondering though is it like a total conversion mod of the entire game? I would like to know. How does the Mod for X3 work out? Is it great. I don't really know how to mod on the game so I would like a simple step by step instructions on how to mod.

Reply #3 Top

Well to answer the question, the modding community makes better content because they are "enthusiasts". When you truly love something you put heart, body, time and soul into the creation of it. The problem is that the developers of Star Trek games don't love Star Trek, and to them game development is a Job, not a Joy. When those two negative elements combine to make something uninspired you get an uninspired piece of $417

Reply #4 Top

What is the star trek mod for galactic civlizations 2 like? Is it fun I have problems with installing mods on my machine

Reply #5 Top

I also participate in another 'Trek' community, specifically the Starfleet Command guys.  A general opinion there is that B&B were a negative influence things on all things Trek overall...

Abrams isn't helping either.  C'mon guys, using a beer factory for Engineering?  Is THAT the best you can do?

Back on topic, though.  The Hollywood types who oversee licensing aren't the best guys for maintaining continuity, etc.  they just like pretty products.

Reply #6 Top

Water cooling was definitely a little dated.

 

Artistic types typically can't think their way out of a wet paper bag.  Analytical types can't write for shit.  It's a poor combination when you're trying to get a script that's both realistic and entertaining.  After that, you have the bean counter angle.  Licensed works have a heavy penalty on their budget, and a premium on their quality.  They can be expected to sell simply because of their IP, and those sales results are levied heavily to pay the owners.  There is a great disincentive to make them creative and interesting, that's the part that takes real effort.  There's also generally zip control, particularly in the case of Star Trek, over lame shit being added in.

 

Having done this particular task myself, it takes a great deal of thought and research to create interesting capabilities that are also canon.  Any idiot can write crap like "Chain Reaction Pulsars" in ST: Armada, making shit up takes a couple minutes, finding something to use can take days.  Writing your own IP is much easier in that regard.