Star Trek - The Final Frontier (Beta 1.0)

Please post here for questions and discussion about scenario, art and sound modding and the game editor for Distant Worlds.

Moderators: elliotg, Icemania

User avatar
rjord2021
Posts: 1996
Joined: Fri Jun 14, 2013 2:47 am
Location: Sydney, Australia

Star Trek

Post by rjord2021 »

Another reason the mod takes time is when I check for errors that may break the mod.

For example, I frequently switch between the vanilla theme and the Star Trek theme to check for errors.
Today when switching to my mod I get the error as shown below.

Now I don't know why it tells me that there is a problem loading that image as the image is there in the correct place and loads perfectly..... so I have to look at why the error came up. This again takes time but needs to be done because it is pointless releasing the mod when finished if no one can load it.




Image
Attachments
another error.jpg
another error.jpg (75.6 KiB) Viewed 28 times
Image
User avatar
rjord2021
Posts: 1996
Joined: Fri Jun 14, 2013 2:47 am
Location: Sydney, Australia

Star Trek

Post by rjord2021 »

Documentation that comes with the mod will tell you that, if you want to play in Star Trek mode, you need to research a few things before you can land on and explore a new planet.

To be able to beam a landing party down to the planet you need transporter technology. If you haven't researched transporter technology then you need to have researched shuttlecraft technology.

Researching Transport Technology includes:

Annular confinement beam
Biofilter
Heisenberg compensator
Molecular imaging scanner
Pattern buffer
Phase transition coil
Primary energizing coils
Site-to-site transport interlock
Targeting scanner
Transporter pad

Other things that could be researched and is still being looked at is long range and short range transport and cargo transporter technology.

You might think it quicker to use the Federation Galileo-model shuttlecraft however you need to also make sure you have researched technology such as impulse power, communications, deflector shields, the shuttle engine assembly, bulk fuel transport system and development of the shuttle's battery system which uses bulk fuel to provide an energy charge for ignition needed to start the shuttlecraft engines.

Image
ValkyriesGrace
Posts: 20
Joined: Sun Oct 09, 2011 8:37 am
Location: England

RE: Star Trek

Post by ValkyriesGrace »

ORIGINAL: rjord1

Documentation that comes with the mod will tell you that, if you want to play in Star Trek mode, you need to research a few things before you can land on and explore a new planet.

To be able to beam a landing party down to the planet you need transporter technology. If you haven't researched transporter technology then you need to have researched shuttlecraft technology.

Researching Transport Technology includes:

Annular confinement beam
Biofilter
Heisenberg compensator
Molecular imaging scanner
Pattern buffer
Phase transition coil
Primary energizing coils
Site-to-site transport interlock
Targeting scanner
Transporter pad

Other things that could be researched and is still being looked at is long range and short range transport and cargo transporter technology.

You might think it quicker to use the Federation Galileo-model shuttlecraft however you need to also make sure you have researched technology such as impulse power, communications, deflector shields, the shuttle engine assembly, bulk fuel transport system and development of the shuttle's battery system which uses bulk fuel to provide an energy charge for ignition needed to start the shuttlecraft engines.


Image

And just like that my interested in this mod went from 80/100 to 150/100.

The thirst for a release is real
My mind.. Its like an Encyclopedia of..Everything SciFi..
User avatar
rjord2021
Posts: 1996
Joined: Fri Jun 14, 2013 2:47 am
Location: Sydney, Australia

Star Trek

Post by rjord2021 »

Testing the research and development of the warp drive engines at the very start of the game.

When you are exploring your local system your research department should be researching the 7 items you need before you can create your warp six warp drive.

Gone are the days when you find the secrets to faster than light travel in an abandoned ruin. With this mod you need to create the warp drive engine by researching the various parts of warp dive theory.

You also need a supply of both deuterium as well as dilithium crystals and you will need to find a planet in your system with those resources. Then you need to send a mining vessel to mine the resources and once the research is done you can create the dilithium crystals which then allow you to create your warp drive engine.

The research tree is being built using a number of resources including the Memory Alpha and Memory Beta websites.

Image
User avatar
rjord2021
Posts: 1996
Joined: Fri Jun 14, 2013 2:47 am
Location: Sydney, Australia

Star Trek - Alpha 0.5

Post by rjord2021 »

Before you can build your first starship and explore the local system you will need to research the various components of your impulse propulsion engines.

The impulse engines rely on your being able to produce highly energized plasma ...for this you need deuterium.

As the tech tree is being built from scratch I have to work out which tech you need to research, which tech has already been researched..... and which tech to leave out of the process.

I was hoping there was a setting to specify the time it took to research various tech...... but it seems not so I am looking at another option for reducing research time.

Image
ValkyriesGrace
Posts: 20
Joined: Sun Oct 09, 2011 8:37 am
Location: England

RE: Star Trek

Post by ValkyriesGrace »

Nice. This is some delicious news.

Can't wait to try it out for myself.
My mind.. Its like an Encyclopedia of..Everything SciFi..
Sabranan
Posts: 448
Joined: Wed Feb 24, 2016 4:05 pm

RE: Star Trek

Post by Sabranan »

ORIGINAL: rjord1
I was hoping there was a setting to specify the time it took to research various tech...... but it seems not so I am looking at another option for reducing research time.

No setting for time as such, it depends on how many research points the player has to plug into it. Obviously it's hard to know exactly how much the player will devote to research but the research cost itself can be manipulated with the "Base Cost Multiplier" setting.
User avatar
rjord2021
Posts: 1996
Joined: Fri Jun 14, 2013 2:47 am
Location: Sydney, Australia

Star Trek - Alpha 0.5

Post by rjord2021 »

Yes it has been a while since my last post but we are closer to the release of Star Trek.

Using the existing research tech tree, components and other things from Distant Worlds Universe Vanilla did not work with Star Trek and needed replacing.

Dialog between for example Starfleet, the Klingons and the Romulans needed dialog from the tv series as well as novels.

In summary a lot of work has been required to try and make this work and if you love Star Trek you are going to love the little secret I have being working on which will be revealed at the time of releasing the mods.

A few things I mentioned in this post reveal a big hint.

Example.... Why did I say Starfleet and not the Federation?
Image
User avatar
rjord2021
Posts: 1996
Joined: Fri Jun 14, 2013 2:47 am
Location: Sydney, Australia

Star Trek - Alpha 0.5

Post by rjord2021 »

Another small hint of what is coming:

For the Star Trek project I have had to go to the actual scripts of the tv series which I have collected over the years in order to pick up technology and dialog.

In total I have gone through :
- 98 scripts for Star Trek Enterprise
- 101 scripts for Star Trek TOS
- 178 scripts for Star Trek TNG
- 176 scripts for Star Trek DS9
- 172 scripts for Star Trek Voyager

There you are...... a huge hint.....
Image
User avatar
rjord2021
Posts: 1996
Joined: Fri Jun 14, 2013 2:47 am
Location: Sydney, Australia

Star Trek - Alpha 0.5

Post by rjord2021 »

Coming early 2019
----------------------

A screenshot of the Klingons ... the last one for 2018?



Image
Attachments
2019-01.jpg
2019-01.jpg (53.47 KiB) Viewed 28 times
Image
User avatar
rjord2021
Posts: 1996
Joined: Fri Jun 14, 2013 2:47 am
Location: Sydney, Australia

Star Trek - Alpha 0.5

Post by rjord2021 »

Coming early 2019
----------------------

No....the prior post is not the last picture for 2018...... this one is.
The ship needs some work prior to its release.





Image
Attachments
2019-02.jpg
2019-02.jpg (49.82 KiB) Viewed 30 times
Image
User avatar
rjord2021
Posts: 1996
Joined: Fri Jun 14, 2013 2:47 am
Location: Sydney, Australia

Star Trek - Alpha 0.5

Post by rjord2021 »

Concept art of the appearance of NX-01 in the mod series




Image
Attachments
201901.jpg
201901.jpg (82.92 KiB) Viewed 30 times
Image
RogerRogertheDodger
Posts: 7
Joined: Wed Dec 26, 2018 5:22 pm

RE: Star Trek (The Complete Series)

Post by RogerRogertheDodger »

nice and detailed work of a true fan. I can not wait to see the final mod.

Regards,

RogerRogertheDodger
User avatar
ncc1701e
Posts: 7947
Joined: Tue Oct 29, 2013 7:50 pm
Location: Utopia Planitia Fleet Yards

RE: Star Trek

Post by ncc1701e »

ORIGINAL: rjord1

Another small hint of what is coming:

For the Star Trek project I have had to go to the actual scripts of the tv series which I have collected over the years in order to pick up technology and dialog.

In total I have gone through :
- 98 scripts for Star Trek Enterprise
- 101 scripts for Star Trek TOS
- 178 scripts for Star Trek TNG
- 176 scripts for Star Trek DS9
- 172 scripts for Star Trek Voyager

There you are...... a huge hint.....
Looking forward to this. Just don't bring the Discovery thing into the picture... [:D]
Chancellor Gorkon to Captain James T. Kirk:
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
User avatar
rjord2021
Posts: 1996
Joined: Fri Jun 14, 2013 2:47 am
Location: Sydney, Australia

Star Trek - Alpha 0.5

Post by rjord2021 »

ORIGINAL: RogerRogertheDodger

nice and detailed work of a true fan. I can not wait to see the final mod.

Regards,

RogerRogertheDodger


Thanks for the nice compliment..... I will be making an announcement soon on when you can get your hands on this mod.
Image
User avatar
rjord2021
Posts: 1996
Joined: Fri Jun 14, 2013 2:47 am
Location: Sydney, Australia

Star Trek - Alpha 0.5

Post by rjord2021 »

ORIGINAL: ncc1701e

Looking forward to this. Just don't bring the Discovery thing into the picture... [:D]



While I do like Discovery as well as the Alternate Reality Star Trek movies, I have decided to keep them out of the mod and keep the mod as Classic Trek only.

Image
User avatar
rjord2021
Posts: 1996
Joined: Fri Jun 14, 2013 2:47 am
Location: Sydney, Australia

Star Trek - Alpha 0.5

Post by rjord2021 »

A screenshot of the design of the Constitution class Mark I starships for the Federation.

Totally new components are still being added and I am adding in specific items for each race such as Power transfer conduits, transporters, Torpedo bay, Shuttle Hanger, Life sciences department, Main life support couplings and so on.

The center of the picture below shows an intial build of the Constitution class but this is still being added to with more testing.



Image
Attachments
2019-03.jpg
2019-03.jpg (134.14 KiB) Viewed 30 times
Image
User avatar
rjord2021
Posts: 1996
Joined: Fri Jun 14, 2013 2:47 am
Location: Sydney, Australia

Star Trek - Alpha 0.5

Post by rjord2021 »

My timeline of when mods are expected to be released

While you may have noticed that I have released updates for the Warhammer 40K mod I wanted to assure you that work continues on the Star Trek, Star Wars and Stargate mods.

The reason I have been working on Warhammer is that the developer managed to add a few things to his mod that I am trying to add to my mods and my working on fixing and updating Warhammer will help me understand how the Warhammer developer managed to do what he did.

For the release timeline of my mods my aim at the moment is to have the first release of Star Trek by the end of February..... another update to Star Wars before end of February.... and the first release of Stargate by end of March. Plans for the release of the Doctor Who mod likely in April or May.
Image
User avatar
rjord2021
Posts: 1996
Joined: Fri Jun 14, 2013 2:47 am
Location: Sydney, Australia

Star Trek - Alpha 0.5

Post by rjord2021 »

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.
Image
User avatar
rjord2021
Posts: 1996
Joined: Fri Jun 14, 2013 2:47 am
Location: Sydney, Australia

Star Trek - Alpha 0.5

Post by rjord2021 »

I have also removed Khan from the Mirror Universe in order to focus on the actions by the Khan that James Kirk faced in Space Seed. It also appears that Khan from the Mirror Universe had not gone into suspended animation on board the Botany Bay and had actually died back in his own time....hence removed from the mod.

I also had the Alien and Predator in the mod based on the TNG crossover comic in 2017 however I am thinking of removing them from this mod just to keep the mod more realistic.

I do have plans for Alien and Predator down the track.
Image
Post Reply

Return to “Design and Modding”