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RE: Star Trek : The Return of Khan (TOS Era)

 
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RE: Star Trek : The Return of Khan (TOS Era) - 7/16/2016 11:28:34 PM   
rjord2021


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From: Sydney, Australia
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When this mod is released it will come with detailed documentation of when specific ships and classes of ships are built for the Federation, Klingons, Romulans and Vulcans.

For example with the Federation and looking at the Constitution class ships such as the Enterprise.....this class being one of the most successful and famous of all starship classes in the history of Starfleet..... the following stats for this class:



With the Constitution class vessels they were in service from 2218 to 2295 with only 14 vessels in that time . 14 vessels (12 new builds, 2 upgrades).


NCC-1371 U.S.S. Republic Upgraded to Constitution class in 2211.
NCC-1017 U.S.S. Constellation Upgraded to Constitution class in 2228.

NCC-1700 U.S.S. Constitution commissioned as Constitution sub-class in 2218.....first ship built of that class.
NCC-1701 U.S.S. Enterprise commissioned as Constitution sub-class in 2221.
NCC-1702 U.S.S. Farragut commissioned as Constitution sub-class in 2223.
NCC-1703 U.S.S. Lexington commissioned as Constitution sub-class in 2223.
NCC-1704 U.S.S. Yorktown commissioned as Constitution sub-class in 2223.
NCC-1705 U.S.S. Excalibur commissioned as Constitution sub-class in 2223.
NCC-1706 U.S.S. Exeter commissioned as Constitution sub-class in 2223.
NCC-1707 U.S.S. Hood commissioned as Constitution sub-class in 2223.
NCC-1708 U.S.S. Intrepid commissioned as Constitution sub-class in 2224.
NCC-1709 U.S.S. Valiant commissioned as Constitution sub-class in 2224.
NCC-1710 U.S.S. Kongo commissioned as Constitution sub-class in 2224.
NCC-1711 U.S.S. Potemkin commissioned as Constitution sub-class in 2224.


With these ships the most that were built in one year was 6 of them in 2223.
If you want to play the mod with 100% realism it would not be realistic to queue up 10 Constitution explorer one after the other.

Of course other classes of ship were built, such as :
- 20 Saladin class destroyers (NCC-500 to NCC-519) that were built with first ships starting construction in 2224
- 16 Hermes class scouts (NCC-617 to NCC-625) that were built with first ships starting construction in 2224
- 15 Ptolemy class tugs (NCC-3801 to NCC-3815) that were built with first ships starting construction in 2224
- 10 Detroyat class Heavy Destroyers (NCC-1100 to NCC-1109) that were built with first ships starting construction in 2224
and other classes at later dates.



I had always assumed that the Enterprise was a Constitution class vessel when Kirk did his 5 year mission however the Enterprise had actually being upgraded from Constitution to Bonhomme Richard Class prior to the 5 year mission.


Anyhow...this mod will have all the documentation on when each class was created, the name of each ship in each class so you can build the ships in Distant Worlds as they were built in the timeline.

I have a formula which converts the Starfleet date to the Distant Worlds date seen in the top left of the screen.







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RE: Star Trek : The Return of Khan (TOS Era) - 7/17/2016 1:31:24 AM   
rjord2021


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From: Sydney, Australia
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Last post for the day before I get into some serious mapping

The picture below is the final look at the map being used to locate the worlds that will be added to this mod.
Federation space looks busy and is clearly where most of the action will take place.

This is pretty much the scope of the area that I am mapping for the mod.

I have marked the location at the bottom of the map where the pilot episode "Where No Man Has Gone Before" took place...Delta Vega is located where the blue arrow is pointing.

The yellow dot at the top of the map is the location of Earth in the Sol system.

The map in distant Worlds is 15 x 15 grids in size and this one is 15 x 14 so I have pretty much the entire map filled up.

This mod is in 3 parts and while the 3rd part will have the entire map covered the first and 2nd parts will only have worlds mentioned ion the TOS era.

However, for those who want to play as the Romulans or Klingons each world on this map will be shown in the mod as well...... estimate of over 1000 planets going into this mod.






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< Message edited by rjord1 -- 7/17/2016 9:22:27 AM >

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RE: Star Trek : The Return of Khan (TOS Era) - 7/17/2016 9:18:41 AM   
rjord2021


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Creating the flags for the races seen in this mod.

Below is the flag for Khan's Eugenics War Flag.
Similar but different to the Federation Flag.






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< Message edited by rjord1 -- 7/17/2016 9:21:35 AM >

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RE: Star Trek : The Return of Khan (TOS Era) - 7/17/2016 9:44:13 AM   
rjord2021


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From: Sydney, Australia
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Spent 5 hours today on an issue where adding the Federation to the Sol system worked but then got broken as soon as I added the Romulans or Klingons to their home systems.

Read about an issue where modders needed to add all Empires into the map or the changes for the home systems would not save. This would cause me issues as I have well over 500 colonies to add to the map and no way of doing them all in one save,

At the end of the day I think I finally got a resolution but needed to do a series of steps for it to work. Will do more tests tomorrow morning.



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RE: Star Trek : The Return of Khan (TOS Era) - 7/17/2016 12:22:48 PM   
rjord2021


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Tonight I added 96 planets from within systems mentioned in the first 4 episodes of Season 1 TOS into the new map and started testing.

Played the Federation and soon met other Empires :

- The Vulcans
- The Elasians

- and for the first time Khan Noonien Singh has appeared in the mod and is based on Regulus V in the Alpha Leonis system.
His stats show at this very early stage Khan is very angry and bitter towards the Federation and we can expect some conflict with Khan and his band of Eugenics in the near future.





< Message edited by rjord1 -- 7/17/2016 12:27:52 PM >


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RE: Star Trek : The Return of Khan (TOS Era) - 7/17/2016 5:51:16 PM   
rjord2021


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Each planet will be given a custom texture ..... every planet in the Sol system has been created as seen in the example with Jupiter below.

Jupiter looks gigantic in the picture because it is a giant... 1,120% bigger than the size of Earth.

Each planet has been scaled correctly to give some added realism to the mod.





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< Message edited by rjord1 -- 7/17/2016 5:57:49 PM >

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RE: Star Trek : The Return of Khan (TOS Era) - 7/17/2016 10:40:46 PM   
rjord2021


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The Klingon homeworld and it's moon Praxis


EDIT:

The images for both Qo'noS and Praxis have been updated to a more detailed image.









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< Message edited by rjord1 -- 7/18/2016 12:37:05 AM >

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RE: Star Trek : The Return of Khan (TOS Era) - 7/18/2016 12:39:21 AM   
rjord2021


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Had a couple of issues with the map but got it all sorted out.

In the next few days I will complete adding all the planets and systems mentioned in TOS Season 1 and after that continue work on adding the role playing to the mod with screenshots appearing soon.

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RE: Star Trek : The Return of Khan (TOS Era) - 7/18/2016 1:17:16 AM   
rjord2021


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Escort
Frigate
Destroyer
Cruiser
Capital Ship
Troop Transport
Resupply Ship
Colony Ship
Construction ship
Exploration ship



These are the ship types you see in Distant Worlds Universe and they are getting a makeover in this mod to give them a Star Trek ship type such as :



Heavy cruisers............
Light Cruisers............
Birds of Prey.............
Science Vessel............
Exploration Vessel........
Scout Ship................
Dilithium Mining Ship.....
Battleships...............
Cloaked Ship..............


and so on.

Screenshots of some examples will appear in the next week.



< Message edited by rjord1 -- 7/18/2016 1:23:58 AM >


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RE: Star Trek : The Return of Khan (TOS Era) - 7/20/2016 4:00:08 AM   
rjord2021


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It is time to meet a character that will be seen in the mod.

Koronin....

A female renegade Klingon with fire in her blood and a deep hatred of all things Federation.

Fighting her own personal war with the Federation in a prototype Klingon vessel.
Location unknown but believed to be somewhere in Federation space.



Note:
Koronin is shown here with the traditional ridged forehead as she was not one of the millions of Klingons who developed the smooth forehead as a result of the Augment virus. If you went to the Klingon homeworld during the Kirk era you would not have seen any Klingons with smooth foreheads.

To ensure that the smooth forehead Klingons did not lose their positions and still had a place in the Empire, they were given valued positions as captains and crews of warships on the Frontlines which is why they were seen so many times in border conflicts with the Federation.

Koronin and her followers as renegades have chosen to be on the front lines fighting the Federation and this mod will have both the traditional ridged forehead Klingons as well as those without the ridges.

While most of the Klingons seen in the mod will not have ridges, those that do will more than likely be followers of Koronin who are themselves as renegades being chased by Klingon ships.






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< Message edited by rjord1 -- 7/20/2016 10:45:37 PM >

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RE: Star Trek : The Return of Khan (TOS Era) - 7/20/2016 8:41:07 PM   
rjord2021


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The Romulan Star Empire was led by Praetor Vrax who originally ruled the Empire until 2279. Under his rule the Romulans expanded their Empire in directions away from Klingon and Federation space which is why the Romulans were hardly seen in this era.

However the timeline was changed by the unexpected assassination of Praetor Vrax in 2266 and many in the Romulan Empire pointed their fingers directly at the Federation.

With the timeline irrevocably changed Praetor Tahn took command of the Empire and listening to the speculation that Federation assassins had taken out Vrax he ordered Romulan fleets to change direction and head towards Federation space.


Praetor Tahn assigned a new sub-commander to lead the fleet and sub-commander Koval was given one specific order..... bring the Romulan Star Empire to the heart of the Federation.....Earth.



Below is a picture of sub-commander Koval who will lead the Romulan fleet towards Earth.




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RE: Star Trek : The Return of Khan (TOS Era) - 7/20/2016 11:05:26 PM   
rjord2021


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"We are the Borg. Your biological and technological distinctiveness will be added to our own. Resistance is futile."



While it is true that the species that was to become known as the Borg did move to the Delta Quadrant when their homeworld died, there were a few Borg colonies left in the Beta Quadrant.

Planet : El-Auria, Beta Quadrant
Species : El-Aurians - a humanoid civilization of "listeners" with extremely long lifespans.
Starfleet Note : Most El-Aurians were assimilated by the Borg in the year 2265


While the Borg is not having as big a threat to worlds as they are in the Delta Quadrant, they are in the Beta Quadrant and they will in a way be a part of the mod.

If you do not want to be assimilated do not go to the El-Aurian system

Note : Guinan from Star Trek TNG is an El-Aurian

Guinan was born in the 1600s and was among the refugees when the Borg destroyed it, though she wasn't a witness to the attack. Her young daughter was killed, and a despondent Guinan fled the planet aboard the freighter Lakul which came into contact with the Nexus.

Guinan as already stated in a prior post is also in the mod and her story is told in a modified timeline where her ship did not actually meet the Nexus.









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< Message edited by rjord1 -- 7/20/2016 11:24:51 PM >


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RE: Star Trek : The Return of Khan (TOS Era) - 7/21/2016 3:10:42 AM   
rjord2021


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From: Sydney, Australia
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How the role playing will work in Distant Worlds Universe


You will be playing either as Kirk and the crew of the Enterprise or as another Captain on a different ship. Depending on which of these you choose you will be using one of two card sets that come with the mod.



In this example the Enterprise has left a starbase to explore a distant uncharted system.

On warping into the system you are notified that you have arrived in Epsilon Canaris.
As soon as the Enterprise drops out of warp roll 2 dice and consult the Galactopedia for the system Epsilon Canaris

The Galactopedia will have 11 different paths that you can take (options 2 to 12) and the Galactopedia will inform you which card to look at for the system you are in.

I rolled a 3 and a 5 giving me 8

Option 8 for the Epsilon Canaris system goes as follows

"After dropping out of warp Communications Officer Uhuru informs Kirk that she is receiving a message from Starfleet."

Refer to the card below.







Roll one dice.

I rolled a 4 which means asking Doctor McCoy to report to the transporter room.

I then followed the Transporter Sequence where 2 dice are thrown which will randomly determine how long it takes McCoy to leave the Enterprise.

Results 2 to 6 Doctor McCoy is on his way to the transporter room <Wait one minute and throw 2 dice again>
Results 7 to 12 Doctor McCoy has beamed down to the planet.


After McCoy has left the ship prepare the Enterprise to leave orbit.
2 dice are thrown.

Results 2 to 6 The Enterprise crew are preparing the ship to leave orbit. <Wait one minute and throw 2 dice again>
Results 7 to 12 The Enterprise is now clear to leave orbit and a course is set for the next system.




Now as long as no other events occur the Enterprise leaves the system.
Mark down in your Captain's Log that you need to pick up McCoy at current time plus 30 minutes.

When you go to the next system you may either:
Have another event occur for that system.... or
The Enterprise patrols the system passing by each planet.
If time allows explore another system or respond to any distress calls.

After half an hour you can return to Epsilon Canaris III. Half an hour for you could be several days or a week in Distant Worlds Universe.

After McCoy has left the ship prepare the Enterprise to leave orbit.
2 dice are thrown.

Results 2 to 6 The Enterprise crew are preparing the ship to enter orbit of the planet. <Wait one minute and throw 2 dice again>
Results 7 to 12 The Enterprise has entered orbit and you can now contact Doctor McCoy.

2 dice are thrown.

Results 2 to 6 Doctor McCoy has not answered his communicator . Try again . <Wait one minute and throw 2 dice again>
Results 7 to 12 Doctor McCioy has answered his communicator and is ready to beam back to the ship.


I then followed the Transporter Sequence where 2 dice are thrown which will randomly determine how long it takes McCoy to return to the ship.

Results 2 to 6 Transporter room is still trying to lock on to Doctor McCoy <Wait one minute and throw 2 dice again>
Results 7 to 12 Doctor McCoy has beamed back to the Enterprise.


2 dice are thrown.

Results 2 to 6 The Enterprise crew are preparing the ship to leave orbit. <Wait one minute and throw 2 dice again>
Results 7 to 12 The Enterprise is now clear to leave orbit and a course is set for the next system.



This may sound complicated but the mod will have instructions on what needs to be done at a specific time.

- There is a sequence for beaming down one individual to a planet and another to beam back up

- There is a sequence for beaming down a landing party and how many will be in the party to beam down.
- When the landing party mission is complete.... collect or lose Command points
- Follow sequence for beaming the landing party back to the ship.

- There is a sequence for entering or leaving planet orbit.

Note down in your Captains log any change to your command points.
These will impact the success or failure of your next landing party you take down to a planet with you.

While you have people on the planet a Klingon or Romulan ship, or another unfriendly race, may enter the system.

- Do you leave the system?
- Do you fight?
- Do you call for assistance from any nearby Federation ship?

This is not chosen by you but is decided.... yes... by trhe roll of the dice making the decision for you.

You will notice that with this card there is no option that the Enterprise is not required and can leave the system at its own discretion.

I figured Bones would not want to simply leave if there was anything he could do... hence a landing party or sending McCoy down by himself.

Also note: For missions like this when you return to pick McCoy up you will determine the success or failure of his mission.

Same as you get or lose command points McCoy will gain or lose Medical points which will effect his future missions. Scotty has Engineering points to determine how quickly he solves problems... Sulu has Navigation Points and Spock has Science Station points.

Each of these need to go in your Captains Log when they change.




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< Message edited by rjord1 -- 7/21/2016 3:50:46 AM >


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RE: Star Trek : The Return of Khan (TOS Era) - 7/21/2016 9:35:06 AM   
rjord2021


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When you construct ships in this mod you need to do one ship at a time per dry dock instead of queuing up 10 ships at a time.

You use the Distant Worlds interface as per normal to construct the ship you are wanting Eg A Constitution Class Ship
You will then be notified by Distant Worlds that the ship has finished construction.

At this stage you go into role playing and prepare the ship to exit the dock.


First thing that needs to happen is that the Captain and the crew must beam over to the ship , take their stations and prepare the ship for departure. This is done by throwing a dice and rolling a 3 which means all personnel are on board and the ship is ready to depart. If you do not roll a 3 then wait a minute and roll again. This may be changed to 30 seconds after I test drive this a little more.

Once your crew is ready, the communication officer will contact the dry dock and notify them that the ship is ready to depart the dock. The dry dock will then give permission once all traffic in the area is notified that a ship is leaving the dock and that all dry dock personnel have left the ship as well as the dock and it is safe for the ship to leave the dock. Once you roll a 5 you have received permission from dry dock to move your ship out on impulse engines.

The captain then gives the helmsman the command to set course and take the ship out of dry dock. Moorings and clamps are released and the ship can move out once you throw a 1. For other result wait 1 minute...or perhaps 30 seconds...before trying again.



If this procedure is too slow I will change the card so that each step is complete for a range of numbers... eg 1 to 3

Will test and look at any need to change the card.



These steps are put in to slow down the manufacturing of ships to a more realistic speed. If the Klingons or Romulans have declared war on you or the Orion pirates are attacking your ships, you need to already be prepared with enough ships to handle the attacks.

Depending on the roll of the dice you may not be able to leave dry dock for 5 minutes and you cannot start building another ship in the dry dock until the existing one has left.

As you guessed for this to work this procedure must not be automated in Distant Worlds.






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< Message edited by rjord1 -- 7/21/2016 9:46:31 AM >

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RE: Star Trek : The Return of Khan (TOS Era) - 7/21/2016 5:43:08 PM   
Hattori Hanzo


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quote:

If you do not roll a 3 then wait a minute and roll again. This may be changed to 30 seconds after I test drive this a little more.


a) a minute of real time ?

b) or a minute of game time ?

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RE: Star Trek : The Return of Khan (TOS Era) - 7/21/2016 5:53:47 PM   
rjord2021


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real time

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RE: Star Trek : The Return of Khan (TOS Era) - 7/21/2016 6:19:47 PM   
Hattori Hanzo


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I'm concerned.. during that minute what you can do ???

a) nothing at all

b) do other things in the rest your galaxy domains

< Message edited by Hattori Hanzo -- 7/21/2016 6:22:44 PM >

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RE: Star Trek : The Return of Khan (TOS Era) - 7/21/2016 6:59:15 PM   
rjord2021


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Believe me... there is plenty to do.

This mod is designed so automation is at a minimum and you need to control what is happening in the rest of the game....in other words play Starfleet as well.

I am still looking at what steps are automated.

For example... if the movement of ships is automated then there is no way they will stop crossing the Neutral zone which will be clearly marked. With the Romulans and Klingons hatred of the Federation your ships will be destroyed if they are not part of a fleet.

If ship movement is automated then you will need to keep an eye on ships near the Romulan or Klingon Neutral Zones. If they move into the Neutral Zones then you turn the ships automation off and send them back to the Sol system so the captain of the ship can explain to Starfleet why he took his ship into the neutral zone.

Diplomacy... that can be automatic.

I will reveal more of that in time but the development is my top priority with game play second priority



Some things you need to do:

- monitor what the Romulans and Klingons are doing as well as other races
- move your fleets to intercept them if they enter your space.
- cloaked Romulan ships will be hard to locate
- monitor the economics of the Federation and make sure you are still making credits
- make sure you have plenty of resources for building ships
- respond to increased attacks by Orion pirates.
- protect your bases from attacks by other races
-

- and the list goes on.

There will be times where you might not get back to your ship for 5 minutes.
I will have rules in place if this happens.

Also number of dice rolls for an event is limited to a specific number so you are not having to roll 20 times to leave orbit

Of course many things can change on how this works as the mod develops and at this stage everything is in the concept stage and not final



< Message edited by rjord1 -- 7/21/2016 7:14:15 PM >


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RE: Star Trek : The Return of Khan (TOS Era) - 7/21/2016 11:49:28 PM   
rjord2021


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This mod will include a manual in pdf format showing details of how to play the Return of Khan in Distant Worlds Universe in Extreme Mode.

Every aspect of the game will be shown including some tips and tricks I have picked up over the years to make the game more challenging.






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< Message edited by rjord1 -- 7/21/2016 11:52:12 PM >

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RE: Star Trek : The Return of Khan (TOS Era) - 7/22/2016 11:40:16 PM   
rjord2021


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The map used in this mod is generated using multiple sources such as below with the white picture being a more detailed version of the sector.

Aldebaran is one of the locations mentioned in the pilot episode






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RE: Star Trek : The Return of Khan (TOS Era) - 7/22/2016 11:40:40 PM   
Hattori Hanzo


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when you roll the dices do you stop Distant Worlds game time ?

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RE: Star Trek : The Return of Khan (TOS Era) - 7/23/2016 12:05:23 AM   
rjord2021


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That is up to you as you can pause Distant Worlds any time you want.

I have not paused it personally with my testing so that other ships may enter the system I am in while I am trying to repair the ship, beam up a landing party etc.

If you pause the game while throwing the dice you will not get any surprises entering the system.... especially if you are near the Neutral Zone.

You may have to rethink what you are doing if a Klingon fleet warps in to attack your ship.

< Message edited by rjord1 -- 7/23/2016 12:09:07 AM >


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RE: Star Trek : The Return of Khan (TOS Era) - 7/23/2016 10:26:14 PM   
rjord2021


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Graphics in this mod are being created specifically for the mod with new ships for each race that is playable and a new galaxy back ground for the map.

A lot of work is going into all the Role Play cards many of which require new pictures to be created.

For example below....

The first image is one I downloaded from the Internet.

The second image I photoshopped to add a warp field effect

The third picture is with the Enterprise added in but still needing work done to it before it is finalized.


At least 5 hours of work is going into the mod every day, mostly between midnight and 6am as I run my own business during the day, with priority being to get the initial version of this mod out as soon as is possible




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RE: Star Trek : The Return of Khan (TOS Era) - 7/23/2016 10:55:32 PM   
rjord2021


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Using the image I created in the last post I then create the card and add the image to the card.

The card as seen below is an early concept of cards you may see when in Distant Worlds your ship arrives in a new system. When you arrive in a system and drop out of warp there is currently an 8% chance that sensors will pick up a vessel or a threat near you and you will then throw a dice to see what event that system has for you.

Events are either those that you will see in any system in the quadrant or they are events that are specific to the system regarding a race or some event that occurred in the tv episodes or books.

The card below is a screenshot take from the card design software I am using.
It is still early draft and shows guidelines and such.

Depending on testing the card may undergo some changes before the mod is released.






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< Message edited by rjord1 -- 7/23/2016 11:02:26 PM >


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RE: Star Trek : The Return of Khan (TOS Era) - 7/24/2016 12:07:41 AM   
rjord2021


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As exploring new galaxies is one of the general themes of Star Trek..... a new galaxy needs to be added to the mod.

Preview of early version of the Background galaxy that comes with the mod...... may be tweaked here and there







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< Message edited by rjord1 -- 7/24/2016 12:11:55 AM >


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RE: Star Trek : The Return of Khan (TOS Era) - 7/24/2016 12:12:10 AM   
rjord2021


Posts: 1992
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From: Sydney, Australia
Status: offline
There will be 8 different versions of the galaxy picture above in slightly different colors so you can choose which galaxy map you would prefer to play the mod with.






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< Message edited by rjord1 -- 7/24/2016 12:26:11 AM >


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RE: Star Trek : The Return of Khan (TOS Era) - 7/24/2016 12:47:57 AM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Below is version 9 of the Galaxy Backdrops that come with the mod






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RE: Star Trek : The Return of Khan (TOS Era) - 7/24/2016 1:02:38 AM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
I am attaching below the galaxy background map V9 as shown in the last post if you would like to add it to Distant Worlds Universe and give it a try.

When you zoom in as far as you can go in the game before you get the black screen map you will see that the galaxy map has a huge number of stars which move
as you drag the map with the mouse. This simulates the infinite number of stars in the universe. I don't believe this is distracting to the mod and the stars are dark enough
to distinguish them from the systems in the map.

Below is the picture of the galaxy background.....
filename 4978C8FAA8D4E5BB1C8A2DAC200F21B.jpg which needs to be saved as galaxy_backdrop.jpg

Please make sure you backup the existing galaxy_backdrop.jpg file so you can rename it back to go to your original galaxy map

I simply copied and pasted the picture galaxy_backdrop.jpg to the same folder so my backup file is called galaxy_backdrop - Copy.jpg


To replace the galaxy map you need to have the attached file saved in the following folders as galaxy_backdrop.jpg.

For my mod The Return of Khan the file goes in this folder
C:\Program Files (x86)\Steam\steamapps\common\Distant Worlds Universe\Customization\The Return of Khan\images\environment\galaxybackdrops

If you are not playing any mods and playing Distant Worlds Universe unmodded and after you backup the original galaxy_backdrop.jpg
C:\Program Files (x86)\Steam\steamapps\common\Distant Worlds Universe\images\environment\galaxybackdrops







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< Message edited by rjord1 -- 7/24/2016 1:12:22 AM >


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RE: Star Trek : The Return of Khan (TOS Era) - 7/25/2016 8:18:23 AM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
I went to see Star Trek Beyond 7 hours ago and considering that this is an alternate version of Gene Roddenberry's Prime Star Trek Universe it could be said that many of the things seen in Beyond would have existed in TOS Prime to an extent.

However the story seen in Beyond will not be seen in the mod but a version more fitting to the 1960's tv era will be shown.

The card below shows a preview of the original Enterprise I have added encountering the Swarm and I already have the story and cards started on adding aliens and planets from Beyond into the mod.

I have not added any detail to the card as I did not want to spoil the movie for those who have not seen Beyond yet.





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< Message edited by rjord1 -- 7/25/2016 8:48:38 AM >

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Post #: 239
RE: Star Trek : The Return of Khan (TOS Era) - 7/25/2016 10:43:04 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
The following picture shows the planning that goes into the making of the map for this mod.

The area shown below only covers 36% of the entire map for The Return of Khan







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< Message edited by rjord1 -- 7/25/2016 10:57:50 PM >


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