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RE: Star Trek - Alpha 0.5

 
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RE: Star Trek - Alpha 0.5 - 3/20/2019 1:03:49 PM   
Vectrexplosion

 

Posts: 16
Joined: 3/10/2019
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quote:

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?

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Post #: 1051
RE: Star Trek - Alpha 0.5 - 3/20/2019 5:02:16 PM   
rjord1

 

Posts: 1693
Joined: 6/14/2013
From: Sydney, Australia
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quote:

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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Post #: 1052
RE: Star Trek - Alpha 0.5 - 3/20/2019 9:22:09 PM   
Vectrexplosion

 

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Joined: 3/10/2019
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Alright. Do what you want to do.

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I like strategy games.

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Post #: 1053
Star Trek - The Final Frontier (Alpha 0.5) - 3/22/2019 10:10:13 PM   
rjord1

 

Posts: 1693
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
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.

< Message edited by rjord1 -- 3/23/2019 5:48:32 AM >


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Post #: 1054
Star Trek - The Final Frontier (Alpha 0.5) - 3/23/2019 6:16:16 AM   
rjord1

 

Posts: 1693
Joined: 6/14/2013
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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.

< Message edited by rjord1 -- 3/23/2019 6:18:40 AM >


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Post #: 1055
Star Trek - The Final Frontier (Alpha 0.5) - 3/23/2019 7:21:27 AM   
rjord1

 

Posts: 1693
Joined: 6/14/2013
From: Sydney, Australia
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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.


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Post #: 1056
Star Trek - The Final Frontier (Alpha 0.5) - 3/23/2019 10:27:02 PM   
rjord1

 

Posts: 1693
Joined: 6/14/2013
From: Sydney, Australia
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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.





Attachment (1)

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Post #: 1057
Star Trek - The Final Frontier (Alpha 0.5) - 3/24/2019 4:00:06 AM   
rjord1

 

Posts: 1693
Joined: 6/14/2013
From: Sydney, Australia
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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.

< Message edited by rjord1 -- 3/24/2019 4:15:45 AM >


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Post #: 1058
Star Trek - The Final Frontier (Alpha 0.5) - 3/24/2019 4:35:55 AM   
rjord1

 

Posts: 1693
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
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.




< Message edited by rjord1 -- 3/24/2019 4:46:05 AM >


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Post #: 1059
RE: Star Trek - The Final Frontier (Alpha 0.5) - 3/24/2019 4:40:00 AM   
Hattori Hanzo


Posts: 716
Joined: 3/21/2011
From: Okinawa
Status: offline

quote:

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.

can the above be modified by the player ?

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?

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Post #: 1060
Star Trek - The Final Frontier (Alpha 0.5) - 3/24/2019 9:34:01 PM   
rjord1

 

Posts: 1693
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
quote:

ORIGINAL: Hattori Hanzo

can the above be modified by the player ?



There will be options to change the way the mod is played.....


quote:

ORIGINAL: Hattori Hanzo


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?



When you follow the Star Trek TOS storyline in TV, comic or Novels the first time the Federation President appears is 20 years later in 2286 where the President appears in Star Trek IV: The Voyage Home with this speech after the Earth is in danger of destruction:

"This is the President of the United Federation of Planets. Do not approach Earth. The transmissions of an orbiting probe are causing critical damage to this planet. It has almost totally ionized our atmosphere. All power sources have failed. All Earth-orbiting starships are powerless. The probe is vaporizing our oceans. We cannot survive unless a way can be found to respond to the probe. Further communications may not be possible. Save your energy. Save yourselves. Avoid the planet Earth at all costs. Farewell..."

After Star Trek IV the President was mentioned 17 times in comics set following the movie. Not once was the President referred to prior to Star Trek IV. The President from Star Trek IV is also the only one with a picture. Yes I could create portraits of Presidents and have Dame Judith Dench play one of the roles.... but I want to try and keep the mod as real as possible.

This mod is being heavily modified and the following roles have being changed:
Leader
Fleet Admiral
Ambassador
Scientist
Troop General
Colony Governor
Intelligence Agent

In effect the Leader role no longer exists....

I know this is a big change.... but trust me...... you will like what I am doing here.



< Message edited by rjord1 -- 3/24/2019 9:46:56 PM >


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Post #: 1061
RE: Star Trek - The Final Frontier (Alpha 0.5) - 3/25/2019 1:36:53 AM   
Hattori Hanzo


Posts: 716
Joined: 3/21/2011
From: Okinawa
Status: offline
OK, I will try it

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Post #: 1062
RE: Star Trek - The Final Frontier (Alpha 0.5) - 3/28/2019 9:04:56 AM   
Magpius


Posts: 1401
Joined: 9/21/2007
From: Melbourne, Australia
Status: offline
Apologies in advance, I don't want to come across as impertinent...
Has any version of this been made available?
Is there an upcoming date for anything playable?
It would seem a pity for this to go the same way as kickstarter's Limit Theory.

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[magpius...formerly known as Agent S]

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Post #: 1063
Star Trek - The Final Frontier (Alpha 0.5) - 3/30/2019 8:42:27 PM   
rjord1

 

Posts: 1693
Joined: 6/14/2013
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: Magpius

Apologies in advance, I don't want to come across as impertinent...
Has any version of this been made available?
Is there an upcoming date for anything playable?
It would seem a pity for this to go the same way as kickstarter's Limit Theory.



This mod is still in development. I am working on the ships used by races other than the Federation, Romulans and Klingons.

Some more news on the mod shortly.

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Post #: 1064
RE: Star Trek - The Final Frontier (Alpha 0.5) - 8/17/2019 8:18:49 PM   
rjord1

 

Posts: 1693
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
I am making significant changes to each of my mods which will finally allow me to complete each mod.

I believe everyone will like what I am doing with these mods.

Star Trek will be the priority... Followed by Star Wars and Stargate. Work continues on Doctor Who and Warhammer.

Each mod was effected by the same problem but over the last few weeks I have devised how to resolve this issue.

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Post #: 1065
RE: Star Trek - The Final Frontier (Alpha 0.5) - 8/18/2019 7:45:26 PM   
EliphasTheInheritor

 

Posts: 30
Joined: 7/23/2016
Status: online
Good to hear news from you. Keep it going Roy! There are still many people waiting and supporting your work even tho they don't reply as much to your posts.

(in reply to rjord1)
Post #: 1066
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