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RE: [WIP] Star Trek - Federation Ship & Base set

 
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RE: [WIP] Star Trek - Federation Ship & Base set - 4/12/2010 8:32:13 AM   
Conflictx

 

Posts: 42
Joined: 4/8/2010
From: Belgium
Status: offline
quote:

ORIGINAL: Nabobalis
But for some reason, the race is still called Human and the race details are not correct but I have the UFP flag.


I decided to let the race name be humans as U.F.P. didnt really work out in game.
The new empire is called the U.F.P.'s
We formally request that you declare war on the U.F.P.'s
Just doesnt sound right, and changing the race details is something im looking to change, but i dont have anything yet to edit the .mhtml files.

Changed file host to Rapidshare.

< Message edited by Conflictx -- 4/12/2010 8:53:48 AM >

(in reply to Nabobalis)
Post #: 31
RE: [WIP] Star Trek - Federation Ship & Base set - 4/12/2010 1:34:52 PM   
Joram

 

Posts: 3198
Joined: 7/15/2005
Status: offline
Looks awesome, really does.  Regarding UFP, why not just "The Federation" then?  Hmm, not sure if that is any better or not.

(in reply to Conflictx)
Post #: 32
RE: [WIP] Star Trek - Federation Ship & Base set - 4/13/2010 9:34:38 PM   
swatter555

 

Posts: 175
Joined: 3/19/2002
Status: offline
You dont want to change the race name, because there can be several human races in the game at once, all possessing different govts and such.

(in reply to Joram)
Post #: 33
RE: [WIP] Star Trek - Federation Ship & Base set - 4/14/2010 3:13:21 PM   
Baleur


Posts: 372
Joined: 1/18/2010
Status: offline
Wow, amazing lighting, amazing shading, amazing...

(in reply to Agent S)
Post #: 34
RE: [WIP] Star Trek - Federation Ship & Base set - 4/17/2010 2:36:54 AM   
lordxorn


Posts: 768
Joined: 12/6/2009
Status: offline
Direct Download Link Total Conversion 1.0

Direct Download Link Sound Effects

Direct Download Link Music Pack

OP feel free to steal these links at the top of the thread.

< Message edited by lordxorn -- 4/17/2010 5:09:58 AM >

(in reply to Agent S)
Post #: 35
RE: [WIP] Star Trek - Federation Ship & Base set - 4/17/2010 6:48:35 AM   
dawilko

 

Posts: 77
Joined: 2/25/2008
Status: offline
How dose one go about modifying the race bonuses?

For those who don't know
\Distant Worlds\Customization\Star Trek\races.txt

< Message edited by dawilko -- 4/17/2010 6:53:45 AM >

(in reply to lordxorn)
Post #: 36
RE: [Release] Star Trek - Total Conversion v1.0 - 4/19/2010 4:04:55 AM   
Chet Guiles

 

Posts: 264
Joined: 6/14/2002
From: Southern CA
Status: offline
Thanks. Love the Star Trek Mods!

(in reply to Conflictx)
Post #: 37
RE: [Release] Star Trek - Total Conversion v1.0 - 4/21/2010 6:18:09 AM   
Tophat1812

 

Posts: 1645
Joined: 1/16/2006
Status: offline
Any chance you can do a B5 mod? Those Trek ships look great!!!!!!

(in reply to Chet Guiles)
Post #: 38
RE: [Release] Star Trek - Total Conversion v1.0 - 4/21/2010 12:12:58 PM   
Shelldrake

 

Posts: 9
Joined: 1/18/2010
Status: offline

quote:

ORIGINAL: Tophat1812

Any chance you can do a B5 mod? Those Trek ships look great!!!!!!



+1 I would kill for a B5 mod!

(in reply to Tophat1812)
Post #: 39
RE: [WIP] Star Trek - Federation Ship & Base set - 4/21/2010 1:35:22 PM   
jscott991


Posts: 529
Joined: 4/23/2009
Status: offline
Very cool.

But the Nebula isn't really a troop transport.

How hard would it be to use the different pictures for different ships? (Forgive me if that's an idiotic question, but I'm not that familiar with the ship designer yet and I know a lot of things reset when you upgrade a design.)

(in reply to Agent S)
Post #: 40
RE: [WIP] Star Trek - Federation Ship & Base set - 4/21/2010 1:52:49 PM   
Conflictx

 

Posts: 42
Joined: 4/8/2010
From: Belgium
Status: offline

quote:

ORIGINAL: jscott991

Very cool.

But the Nebula isn't really a troop transport.

How hard would it be to use the different pictures for different ships? (Forgive me if that's an idiotic question, but I'm not that familiar with the ship designer yet and I know a lot of things reset when you upgrade a design.)


I know the Nebula is a Tactical Cruiser, I might change it to the NCC-4200 Trojan or the NCC-T1125 London in a next update, those are both troop transports.
You can change the current image with any other star trek ship included in the pack. I just wish the game would read other ships images from the family folder not just the assigned ones so we could make huge ship packs for one race.

As for the Babylon request, I might consider it after I'm done with this and the Planet overhaul.

_____________________________

BSG Colonial - Ship and Base Set
DW - New HQ Shield Effect

(in reply to jscott991)
Post #: 41
RE: [WIP] Star Trek - Federation Ship & Base set - 4/21/2010 2:02:00 PM   
Tophat1812

 

Posts: 1645
Joined: 1/16/2006
Status: offline

quote:

ORIGINAL: Conflictx


quote:

ORIGINAL: jscott991

Very cool.

But the Nebula isn't really a troop transport.

How hard would it be to use the different pictures for different ships? (Forgive me if that's an idiotic question, but I'm not that familiar with the ship designer yet and I know a lot of things reset when you upgrade a design.)


I know the Nebula is a Tactical Cruiser, I might change it to the NCC-4200 Trojan or the NCC-T1125 London in a next update, those are both troop transports.
You can change the current image with any other star trek ship included in the pack. I just wish the game would read other ships images from the family folder not just the assigned ones so we could make huge ship packs for one race.

As for the Babylon request, I might consider it after I'm done with this and the Planet overhaul.


Thanks Conflictx! I'm certain if you take that task on any B5 mod would be of the same high quality.You can't rush good work so whenever you might be able to get to it down your list. :)

(in reply to Conflictx)
Post #: 42
RE: [WIP] Star Trek - Federation Ship & Base set - 4/21/2010 2:08:30 PM   
jscott991


Posts: 529
Joined: 4/23/2009
Status: offline
Well, don't delete the Nebula. It's my favorite ship by far. :)

You have a lot of strange ships in your mix (I'm a Star Trek fanatic, so forgive me if I'm being nitpicky). The NX as a cruiser is odd, since it would be so much weaker than a Sovereign.

I probably would have used the Nebula/Galaxy as a cruiser, the Akira as a destroyer, the Defiant or something similar as an escort (just to get it in the game), and maybe the Norway as a frigate (though, the New Orleans actually is called a frigate in Star Trek, one of the few starships to be defined by military class type).

I wonder how hard it is to make different pictures.

(in reply to Tophat1812)
Post #: 43
RE: [WIP] Star Trek - Federation Ship & Base set - 4/21/2010 3:39:54 PM   
EisenHammer


Posts: 429
Joined: 9/1/2008
Status: offline
The Galaxy class as a cruiser would be cool.

(in reply to jscott991)
Post #: 44
RE: [WIP] Star Trek - Federation Ship & Base set - 5/20/2010 8:02:16 PM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
Status: offline
I know what my next empire is going to be :)

_____________________________

I do not have a superman complex; for I am God, not Superman.

(in reply to Agent S)
Post #: 45
RE: [WIP] Star Trek - Federation Ship & Base set - 5/21/2010 12:46:21 AM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
Status: offline
pretty awesome.
have you considered integrating some more GFX improvements besides the shields? such as:
http://www.matrixgames.com/forums/tm.asp?m=2436283
http://www.matrixgames.com/forums/tm.asp?m=2414803

edit: actually may you shouldn't: http://www.matrixgames.com/forums/tm.asp?m=2473342

< Message edited by taltamir -- 5/21/2010 4:53:49 PM >


_____________________________

I do not have a superman complex; for I am God, not Superman.

(in reply to Agent S)
Post #: 46
RE: [WIP] Star Trek - Federation Ship & Base set - 5/21/2010 6:15:26 AM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
Status: offline
the installation instructions are partially incorrect

quote:

2. Installation/Uninstallation
===============
Unzip the file in your Distant Worlds folder. And activate the Star Trek theme in Distant Worlds.
Overwrite any files if askes. In case you want to uninstall make a backup of your sounds and images folder to prevent reinstalling the game.


The files under the \Sounds directory should be under \Sounds\Effects
as it stands, they do not install if you follow the directions.

EDIT: may I also suggest that the current troop image be duplicated 20 times and named Troop_0 through Troop_19
That way all troops look like federation troops instead of the default tank. Later on, as more races are modified, then they can have their troops changed.
this also matters because troops recruited in your own planets can be of a different race, resulting in a messy combination of classic tanks and the ones from this mod.

< Message edited by taltamir -- 5/21/2010 6:59:00 AM >


_____________________________

I do not have a superman complex; for I am God, not Superman.

(in reply to taltamir)
Post #: 47
RE: [WIP] Star Trek - Federation Ship & Base set - 5/21/2010 5:36:16 PM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
Status: offline
Just an FYI, I am not affiliated with the creator of this awesome mod, I am just trying to help him by fixing an issue I saw with it.
I created a v1.01 which fixes the broken sound effects (were in wrong folder; btw they sound awesome now that they work!).
Also, only troops recruited in a human dominant planet would use the new troop icon, the rest used the old one. So I made it so all 20 races would use the new troop icon. (which can naturally be changed later as new races from Trek universe are introduced).
I also updated the readme to list v1.01 and listed those two changes.

OP, I have uploaded the fixed file here if you want to see it:
http://rapidshare.com/files/390027500/Star_Trek_-_Total_Conversion_v1.01.7z

edit, I re-uploaded it, this time without thumbs.db files, making it smaller.

< Message edited by taltamir -- 5/21/2010 5:58:37 PM >


_____________________________

I do not have a superman complex; for I am God, not Superman.

(in reply to taltamir)
Post #: 48
RE: [WIP] Star Trek - Federation Ship & Base set - 5/22/2010 11:23:17 AM   
Bartje

 

Posts: 308
Joined: 4/27/2010
From: Netherlands
Status: offline
What about Klingons and Romulans

Neat ships! Great work!

(in reply to taltamir)
Post #: 49
RE: [WIP] Star Trek - Federation Ship & Base set - 5/24/2010 7:06:54 PM   
Astax

 

Posts: 126
Joined: 5/17/2010
Status: offline
No Defiant? *RAGE*

So you working on other ship sets? Cause just Federation makes it kinda lonely :)

(in reply to Bartje)
Post #: 50
RE: [Release] Star Trek - Total Conversion v1.0 - 5/24/2010 11:10:01 PM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
Status: offline
quote:

ORIGINAL: Bartje

What about Klingons and Romulans

Neat ships! Great work!


quote:

ORIGINAL: Astax

No Defiant? *RAGE*

So you working on other ship sets? Cause just Federation makes it kinda lonely :)


The answer to your question can be found in the original post:
quote:

ORIGINAL: Conflictx
Next Version: Plans

- Replace the DW laser sounds with Star Trek Phaser/Pulse cannon sounds.
- Add several other ships. Possibly next major race.


_____________________________

I do not have a superman complex; for I am God, not Superman.

(in reply to Conflictx)
Post #: 51
RE: [WIP] Star Trek - Federation Ship & Base set - 6/3/2010 2:23:15 AM   
tjhkkr


Posts: 1860
Joined: 6/3/2010
Status: offline
I can get you some Klingon vessels already set if that is of help to you.

(in reply to Agent S)
Post #: 52
RE: [WIP] Star Trek - Federation Ship & Base set - 1/18/2014 3:30:29 AM   
Zygon

 

Posts: 33
Joined: 1/9/2014
Status: offline
These links aren't working anymore.

Does someone happen to have this shipset available for download?

Thanks.

(in reply to tjhkkr)
Post #: 53
RE: [WIP] Star Trek - Federation Ship & Base set - 1/18/2014 1:51:01 PM   
CyclopsSlayer


Posts: 497
Joined: 2/11/2012
Status: offline

quote:

ORIGINAL: Zygon

These links aren't working anymore.

Does someone happen to have this shipset available for download?

Thanks.

This Mod is almost 4 years old, even if the DL links still worked it is highly unlikely to work with any of the expansions without a rework.

(in reply to Zygon)
Post #: 54
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