Star Trek - The Final Frontier (Beta 1.0)
Star Trek - The Final Frontier (Alpha 0.5)
Today I made massive changes to the mod in order to get the mod out of the door sooner.
For the rest of the development I will only have the Federation, Klingons, Romulans and Vulcans active.
When the mod is near completion then I will activate the rest of the races that will appear in the mod.....
Below is a test of a scenario where Talos IV has been quarantined by Starfleet General Order 7 where no Federation ships are allowed near Talos IV under penalty of death. General Order 7 will not apply at the start but may be applied to this planet and maybe some others later in the mod.
I will implement an idea I have been working on since watching Discovery this week which will be bad news for any Starfleet ships approaching Talos IV when General Order 7 is in place.
The picture also shows the Section 31 mines seen on Discovery this week.
For the rest of the development I will only have the Federation, Klingons, Romulans and Vulcans active.
When the mod is near completion then I will activate the rest of the races that will appear in the mod.....
Below is a test of a scenario where Talos IV has been quarantined by Starfleet General Order 7 where no Federation ships are allowed near Talos IV under penalty of death. General Order 7 will not apply at the start but may be applied to this planet and maybe some others later in the mod.
I will implement an idea I have been working on since watching Discovery this week which will be bad news for any Starfleet ships approaching Talos IV when General Order 7 is in place.
The picture also shows the Section 31 mines seen on Discovery this week.
- Attachments
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- Starfleet .. Order 7.jpg (131.61 KiB) Viewed 333 times
Star Trek - The Final Frontier (Alpha 0.5)
Portrait pictures have been redone and are a thousand times better.
Star Trek - The Final Frontier (Alpha 0.5)
Section 31 has been added to the mod.
Star Trek - The Final Frontier (Alpha 0.5)
This week I will be testing the best way that Section 31 Blade-Mines are used so that other races can not use them. I may make exceptions for the Romulans, Cardassians, The Dominion and the Klingons who are also known to have used mines at one time or another.
It could be fun going into a system and finding yourself being attacked by one or more Blade-Mines.
It could be fun going into a system and finding yourself being attacked by one or more Blade-Mines.
Star Trek - The Final Frontier (Alpha 0.5)
A new galaxy backdrop for the mod that I created in photoshop.
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- NewBackground.jpg (311.89 KiB) Viewed 333 times
Star Trek - The Final Frontier (Alpha 0.5)
Testing the mod version alpha 0.5
When playing as the Federation I have other races on a higher and more advanced technology level.
This recreates the situation where Starfleet took a lot longer to develop warp drive technology which initiated First Contact with the Vulcans.
With a random map being generated at this stage I make sure that the Vulcans are always nearby.
To provide a challenge while testing I also have the Klingons and Romulans in nearby systems which may result in them turning up in the Sol system before I am ready for them.
In the mod the Klingons and Romulans hate the Federation so it is not good when they do arrive in the system.
When playing as the Federation I have other races on a higher and more advanced technology level.
This recreates the situation where Starfleet took a lot longer to develop warp drive technology which initiated First Contact with the Vulcans.
With a random map being generated at this stage I make sure that the Vulcans are always nearby.
To provide a challenge while testing I also have the Klingons and Romulans in nearby systems which may result in them turning up in the Sol system before I am ready for them.
In the mod the Klingons and Romulans hate the Federation so it is not good when they do arrive in the system.
Star Trek - The Final Frontier (Alpha 0.5)
Knowing how to design ships will be useful in playing this mod. A topic was created 9 years ago showing in great detail how to design ships....unfortunately all the pictures disappeared. 3 years ago Hattori Hanzo had mentioned that the loss of all the pictures there made it hard to understand the concepts and it lost 70% of its potential utility.
As I wanted to use that topic as a starting point for my mod documentation about designing Star Trek ships I have tonight restored that topic from 9 years ago ( including most of the missing pictures) so that anyone who wants a great ship building tutorial can see the guide again.
The restored ship building guide can be found here in the After Action Reports area.
tm.asp?m=4608086
As I wanted to use that topic as a starting point for my mod documentation about designing Star Trek ships I have tonight restored that topic from 9 years ago ( including most of the missing pictures) so that anyone who wants a great ship building tutorial can see the guide again.
The restored ship building guide can be found here in the After Action Reports area.
tm.asp?m=4608086
- Hattori Hanzo
- Posts: 735
- Joined: Mon Mar 21, 2011 12:40 pm
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- Contact:
RE: Star Trek - The Final Frontier (Alpha 0.5)
will the whole ship design concept be different in your Star Trek mod respect to DW Vanilla ?
RE: Star Trek - The Final Frontier (Alpha 0.5)
ORIGINAL: Hattori Hanzo
will the whole ship design concept be different in your Star Trek mod respect to DW Vanilla ?
Yes ship design in Star Trek is going to be different which is why I need to document how to build them in my mod.
I restored that AAR guide as it has a lot of useful information in it for people new to the game
Star Trek - The Final Frontier (Alpha 0.5)
I was originally going to use Monitoring Stations to detect Klingon and Romulan vessels entering Federation space but I have instead settled on using Deep Space Stations such as K-7 from The Trouble With Tribbles.
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- DeepSpace..tionK7.jpg (123.45 KiB) Viewed 333 times
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RE: Star Trek - Alpha 0.5
ORIGINAL: rjord1
Today I will be removing 43 races from my Star Trek mod as I decided no longer to have characters and races that were introduced in the Star Trek 2009 alternate universe.
From now this mod will deal only with the prime Star Trek universe.
After removing the 43 races there will be 69 races appearing in the mod however this will change as additional races are removed. I will also be adding in some races from Star Trek Discovery.
I think it was a little ambitious of me to have 112 races in the mod so it was necessary to drop that figure to something more realistic.
Will you be possibly making the '09 Universe a seperate mod? Not anything special like a custom map, or story events, but just the races?
I like strategy games.
RE: Star Trek - Alpha 0.5
ORIGINAL: Vectrexplosion
Will you be possibly making the '09 Universe a seperate mod? Not anything special like a custom map, or story events, but just the races?
If there was enough demand for it yes the 2009 Universe Star Trek mod could be done quickly...... races would be done within a matter of days.
The ships are what would take time to add in.
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Star Trek - The Final Frontier (Alpha 0.5)
Much work is being done to completely replace components and resources with those found in Star Trek.
When building your starships you will need specific materials that may be used by your race and not others.
For building your ship hull your race may specifically need some of the materials listed below.
Kelindide is only used for Cardassian ships
Trititanium is only used by the Orion
When your ships leave orbit they will have minimal systems in place. You will have impulse engines and shields , scanners and deflectors..... but no functional weapons.
Weapons will need to be researched before you leave the system.
In order not to have issues with pirates early on i specifically setup the game where pirates are not in nearby systems and will take time to find you.
When building your starships you will need specific materials that may be used by your race and not others.
For building your ship hull your race may specifically need some of the materials listed below.
Kelindide is only used for Cardassian ships
Trititanium is only used by the Orion
When your ships leave orbit they will have minimal systems in place. You will have impulse engines and shields , scanners and deflectors..... but no functional weapons.
Weapons will need to be researched before you leave the system.
In order not to have issues with pirates early on i specifically setup the game where pirates are not in nearby systems and will take time to find you.
Star Trek - The Final Frontier (Alpha 0.5)
To travel at warp speed you need to have a warp drive on your ship. For many races this means you need a supply of deuterium , anti-deuterium and dilithium.
When you want to fit your ships with phasers you will need subatomic particles called "rapid nadion" and you also need superconducting crystals that the phaser is fired through. This will be one of your earlier areas to be researched.
Then you will no doubt want to fit Photon Torpedoes to your ships. Once you have researched this technology you will need plenty of antimatter available in stock.
Then the next question is where do you get antimatter. Most races will get the antimatter from fueling facilities by using combined solar-fusion charge reversal devices ... in simpler terms the facilities convert solar energy into matter and antimatter and store the antimatter.
Speaking of ships with antimatter stored on board..... Any time a ship was destroyed in battle the antimatter would be released, and the result would be an explosion big enough to damage or destroy nearby ships.
In Star Trek the general idea is that ships need to move far enough away from any other ship that is nearing a warp core breach..... as seen in the Wrath of Khan. What I want to do with this mod is increase damage done to nearby ships if such a nearby ship explodes.
When you want to fit your ships with phasers you will need subatomic particles called "rapid nadion" and you also need superconducting crystals that the phaser is fired through. This will be one of your earlier areas to be researched.
Then you will no doubt want to fit Photon Torpedoes to your ships. Once you have researched this technology you will need plenty of antimatter available in stock.
Then the next question is where do you get antimatter. Most races will get the antimatter from fueling facilities by using combined solar-fusion charge reversal devices ... in simpler terms the facilities convert solar energy into matter and antimatter and store the antimatter.
Speaking of ships with antimatter stored on board..... Any time a ship was destroyed in battle the antimatter would be released, and the result would be an explosion big enough to damage or destroy nearby ships.
In Star Trek the general idea is that ships need to move far enough away from any other ship that is nearing a warp core breach..... as seen in the Wrath of Khan. What I want to do with this mod is increase damage done to nearby ships if such a nearby ship explodes.
Star Trek - The Final Frontier (Alpha 0.5)
If anyone tries their hand at modding and decides to replace all components, research and resources from their mod with new components, research and resources..... you may find you get an index array message when you try running your mod.
Because you have no components, research or resources any more...you need to make some changes.
For each race in your mod go to the race text file .....
1. Go to the line SpecialComponent and remove the component id at the end of the line.
2. Directly below you will see components listed for WeaponsResearch, EnergyResearch and HighTechResearch orders.
Because you have no components you need to remove any components listed here.
Example: Listed components in race file
SpecialComponent ;42
WeaponsResearchProjectOrder ;6,67,33,3,324,34,4,344,346,57,301,313,22,292,336,330,68,5,16,58,63,318,309,30,48,23,19,51,275,319,276,64,355,321,370,31,327,52,314,21,45,277,59,32,18,46,60,272,356,328,54,315,65,371,35,42,61,49,278,55,316,66,62,50,279,20,325,329,43,297,299,274,300,326,281,44
EnergyResearchProjectOrder ;95,123,363,166,133,74,96,280,92,113,167,134,361,160,75,145,172,93,114,139,115,71,120,135,97,103,161,131,98,99,72,100,116,124,162,73,132,125,121,94,101,173,147,102,122,126,298,135,148,149,150
HighTechResearchProjectOrder ;227,249,235,253,222,221,224,220,226,225,345,269,188,182,262,212,283,189,183,270,245,204,228,250,263,254,190,184,191,185,264,198,271,246,284,236,205,265,223,282,192,186,251,255,242,266,213,199,206,207,252,256,247,214,267,193,187,229,239,243,231,208,200,215,238,248,201,216,209,230,240,244,217,202,210,218,203,211
Fixed Example: Fixed race file without components.
Note the SpecialComponents needs a value of -1 to indicate no special components required.
SpecialComponent ;-1
WeaponsResearchProjectOrder ;
EnergyResearchProjectOrder ;
HighTechResearchProjectOrder ;
So to quickly fix all race files I copy the last 4 lines above and replace the same lines in the race file.... hence removing all reference to no longer existing components.
Because you have no components, research or resources any more...you need to make some changes.
For each race in your mod go to the race text file .....
1. Go to the line SpecialComponent and remove the component id at the end of the line.
2. Directly below you will see components listed for WeaponsResearch, EnergyResearch and HighTechResearch orders.
Because you have no components you need to remove any components listed here.
Example: Listed components in race file
SpecialComponent ;42
WeaponsResearchProjectOrder ;6,67,33,3,324,34,4,344,346,57,301,313,22,292,336,330,68,5,16,58,63,318,309,30,48,23,19,51,275,319,276,64,355,321,370,31,327,52,314,21,45,277,59,32,18,46,60,272,356,328,54,315,65,371,35,42,61,49,278,55,316,66,62,50,279,20,325,329,43,297,299,274,300,326,281,44
EnergyResearchProjectOrder ;95,123,363,166,133,74,96,280,92,113,167,134,361,160,75,145,172,93,114,139,115,71,120,135,97,103,161,131,98,99,72,100,116,124,162,73,132,125,121,94,101,173,147,102,122,126,298,135,148,149,150
HighTechResearchProjectOrder ;227,249,235,253,222,221,224,220,226,225,345,269,188,182,262,212,283,189,183,270,245,204,228,250,263,254,190,184,191,185,264,198,271,246,284,236,205,265,223,282,192,186,251,255,242,266,213,199,206,207,252,256,247,214,267,193,187,229,239,243,231,208,200,215,238,248,201,216,209,230,240,244,217,202,210,218,203,211
Fixed Example: Fixed race file without components.
Note the SpecialComponents needs a value of -1 to indicate no special components required.
SpecialComponent ;-1
WeaponsResearchProjectOrder ;
EnergyResearchProjectOrder ;
HighTechResearchProjectOrder ;
So to quickly fix all race files I copy the last 4 lines above and replace the same lines in the race file.... hence removing all reference to no longer existing components.
Star Trek - The Final Frontier (Alpha 0.5)
Ship construction will no longer state that you need gold, steel, carbon fibre etc as these have being removed from the mod.
The picture below shows the initial materials required for building a starship:
- Duranium
- Tritanium
- Victurium
which are used for the superstructure of the vessel.
My next step is for each components such as the Dilithium Crystal Cells (I need to add the cells part in the picture below)..... and of course these energy cells will need a resource of Dilithium Crystals.
The picture below shows the initial materials required for building a starship:
- Duranium
- Tritanium
- Victurium
which are used for the superstructure of the vessel.
My next step is for each components such as the Dilithium Crystal Cells (I need to add the cells part in the picture below)..... and of course these energy cells will need a resource of Dilithium Crystals.
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- NewComponents.jpg (267.87 KiB) Viewed 329 times
Star Trek - The Final Frontier (Alpha 0.5)
I found that at times I would get a message stating that the Federation President, Klingon Chancellor, Romulan Praetor, Cardassian Castellan, Ferengi Grand Nagus, Gorn Imperator, Orion Chancellor or some other ruler had being killed.
I tried a couple of things to limit the frequency where the leader was killed.
I have decided with this mod that the leader will not be the President, Chancellor, Grand Nagus etc but a lower rank.
Example with the Federation in 2266 the rankings below President are:
- Admiral
- Commodore
- Captain
- Commander
- Lieutenant Commander
- Lieutenant
- Lieutenant Junior Grade
- Ensign
So while the President, Chancellor, Grand Nagus etc still lead their races they will not be visible in the mod and an Admiral for example is the "leader" that is killed off.
That makes more sense.
I tried a couple of things to limit the frequency where the leader was killed.
I have decided with this mod that the leader will not be the President, Chancellor, Grand Nagus etc but a lower rank.
Example with the Federation in 2266 the rankings below President are:
- Admiral
- Commodore
- Captain
- Commander
- Lieutenant Commander
- Lieutenant
- Lieutenant Junior Grade
- Ensign
So while the President, Chancellor, Grand Nagus etc still lead their races they will not be visible in the mod and an Admiral for example is the "leader" that is killed off.
That makes more sense.
Star Trek - The Final Frontier (Alpha 0.5)
Based on what I said in the last post the "Leaders" of the Federation are :
Group A
Vice Admiral Cornwell
Group B
Admiral Lorca
Admiral Pike
Group C
Admiral Fitzgerald
Admiral Drake
Admiral Fitzpatrick
I have Admiral Lorca included as it is assumed the events of Discovery Season 1 had a different outcome.
My theory is that every time you play this mod events will be different every time.... hence a different timeline. This would explain Lorca becoming Admiral and Pike not being paralyzed due to an accident on board a J-class training vessel.
Group A
Vice Admiral Cornwell
Group B
Admiral Lorca
Admiral Pike
Group C
Admiral Fitzgerald
Admiral Drake
Admiral Fitzpatrick
I have Admiral Lorca included as it is assumed the events of Discovery Season 1 had a different outcome.
My theory is that every time you play this mod events will be different every time.... hence a different timeline. This would explain Lorca becoming Admiral and Pike not being paralyzed due to an accident on board a J-class training vessel.
- Hattori Hanzo
- Posts: 735
- Joined: Mon Mar 21, 2011 12:40 pm
- Location: Okinawa
- Contact:
RE: Star Trek - The Final Frontier (Alpha 0.5)
can the above be modified by the player ?ORIGINAL: rjord1
I found that at times I would get a message stating that the Federation President, Klingon Chancellor, Romulan Praetor, Cardassian Castellan, Ferengi Grand Nagus, Gorn Imperator, Orion Chancellor or some other ruler had being killed.
I tried a couple of things to limit the frequency where the leader was killed.
I have decided with this mod that the leader will not be the President, Chancellor, Grand Nagus etc but a lower rank.
Example with the Federation in 2266 the rankings below President are:
- Admiral
- Commodore
- Captain
- Commander
- Lieutenant Commander
- Lieutenant
- Lieutenant Junior Grade
- Ensign
So while the President, Chancellor, Grand Nagus etc still lead their races they will not be visible in the mod and an Admiral for example is the "leader" that is killed off.
That makes more sense.
it seem "strange" to me that an "Admiral" will be killed instead of the "Leader".
if the "Leader" will be killed a new "Leader" will be elected [or inheritate or whatever] as usual.
Rjord1, what are the reasons that lead you to this epochal change?