Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Star Trek : The Return of Khan (Coming soon in early 2017)

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> Star Trek : The Return of Khan (Coming soon in early 2017) Page: <<   < prev  16 17 [18] 19 20   next >   >>
Login
Message << Older Topic   Newer Topic >>
Star Trek : The Return of Khan (Coming soon in early 2017) - 2/1/2017 6:05:30 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Adding a Star Wars Tatooine type atmosphere to one of my new desert planets.
Colors still to be tweaked.








Attachment (1)

< Message edited by rjord1 -- 2/1/2017 6:50:08 PM >


_____________________________



(in reply to rjord2021)
Post #: 511
Star Trek : The Return of Khan (Coming soon in early 2017) - 2/1/2017 6:47:18 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
A slightly different version of the planet this time with the planet having an atmosphere above the planet as well as the blue line around the planet.

In my view this looks a little more realistic.






Attachment (1)

_____________________________



(in reply to rjord2021)
Post #: 512
Star Trek : The Return of Khan (Coming soon in early 2017) - 2/2/2017 2:17:47 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Q and Guinan have known each other since the 22nd century and Q has indicated that her name of Guinan is only her current alias and that when he first met her she had used another name.

Guinan has shown she is well able to defend herself from Q and it has been suggested that Q is somewhat afraid of Guinan.

Both Q and Guinan have been added to the mod to explain their part in how the Borg arrive in the Alpha Quadrant.

The picture below shows the race on the right known as the Caeliar who were indirectly responsible for the creation of the Borg.










Attachment (1)

< Message edited by rjord1 -- 2/3/2017 6:10:13 PM >


_____________________________



(in reply to rjord2021)
Post #: 513
Star Trek : The Return of Khan (Coming soon in early 2017) - 2/2/2017 3:05:07 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
How did Guinan first meet the Borg?

In 2265, the Borg assimilated the homeworld of the El-Aurians.... a race that Guinan belongs to. Only a handful of survivors managed to escape and tried to find refuge on other worlds.

The El-Aurian system is in the Delta Quadrant and Guinan and the other El-Aurians escaped to the Alpha Quadrant.

This mod will follow the El-Aurians as they establish themselves on a new homeworld in the Alpha Quadrant unaware that a Borg ship has been tracking them.

< Message edited by rjord1 -- 2/3/2017 6:10:27 PM >


_____________________________



(in reply to rjord2021)
Post #: 514
Star Trek : The Return of Khan (Coming soon in early 2017) - 2/2/2017 7:09:42 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Q has been added to the mod and for the first time in Distant Worlds Universe you can play as Q himself.

To work out how to add Q to the mod I watched the first episode of The Next Generation as well as downloaded the script for the episode. Reading the script I discovered some interesting details I had not been aware of about the original concept for TNG. This has actually given me an idea for something from TNG which may be added to the mod.

One problem I had was that there were only 7 notable members of the Q seen and 6 of them will not be in this mod.

The only Q that you will see is the one played by John de Lancie

This means that I will only have one character Q in the mod.

So how do I have different characters for the Q race with only one Q?

I worked out an interesting way of adding characters to appear with Q which will be different to any other race in the mod and it will highlight that you are dealing with someone as dangerous as Q.

Spaceships. Does Q have a spaceship?

Actually he does and I have added it to the mod with 4 other variations.

Q is one of my all time favorite characters in Star Trek so I am really happy to have worked out how to add him in to the Kirk era.

Since the Q are beings who use time travel, it will be a slightly older version of Q in the mod than the one seen in Episode 1 of TNG. He will have done something while time travelling which will end up with him being sent into the Kirk era.




< Message edited by rjord1 -- 2/3/2017 6:10:41 PM >


_____________________________



(in reply to rjord2021)
Post #: 515
Star Trek : The Return of Khan (Coming soon in early 2017) - 2/2/2017 8:42:38 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Q spaceship (Work in Progress)






Attachment (1)

< Message edited by rjord1 -- 2/3/2017 6:10:56 PM >


_____________________________



(in reply to rjord2021)
Post #: 516
Star Trek : The Return of Khan (Coming soon in early 2017) - 2/3/2017 6:36:10 AM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
The mod currently has 65 playable races included.

These are as follows with a few more possibly being added later from the Mirror Mirror universe:

Federation
Klingon
Romulan
Vulcan
Khan
Borg
Cardassians
Bajorans
Q
Ferengi
Andorians
Jem’Hadar
Trill
Xindi
Vorta
Talosians
Betazoid
Organians
Tholians
The Gorn
Tamarians
Tellarites
El-Aurians
Metrons
Nausicaans
Cheron
The Salt Vampire
Breen
Orions
Denobulans
Acamarians
Roylan
Lurian
Bolians
Caitian
Edosian
Arcturian
Fesarians
Dominion
Kzinti
Harry Mudd
Thasians
Elasians
 Eminarians
Fabrinians 
The Gideons
Iotians
Kalandans
Kelvans
Landrusians
Medusans
Melkotians
Metrons
Platonians
 Sarpeidons
Scalosians 
Troyians
Zetarians
Zeons
Suliban
Catullan
Deltan
Capellans 
Sheliak
Mirror, Mirror Terran Empire



< Message edited by rjord1 -- 2/3/2017 6:38:17 AM >


_____________________________



(in reply to rjord2021)
Post #: 517
Star Trek : The Return of Khan (Coming soon in early 2017) - 2/3/2017 6:41:59 AM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Please let me know if I missed any races that you think should be in the mod and that are not in the Delta Quadrant.

< Message edited by rjord1 -- 2/3/2017 6:11:15 PM >


_____________________________



(in reply to rjord2021)
Post #: 518
Star Trek : The Return of Khan (Coming soon in early 2017) - 2/3/2017 9:24:58 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
I have added the Xindi to the mod ..... however there will be changes.

With the timeline of this mod all the events covered in Season 3 of the Archer era never happened since First Contact with the Vulcans did not eventuate.

I have never been a fan of how the Xindi species were portrayed in the series and the threat to Earth should have been Romulan and not Xindi.
Focusing on the Romulans and Klingons would have been a much better idea for the writers.
Season 3 was practically all Xindi and I seriously believe this ruined Star Trek for many.

However I am happy to put the Xindi in the mod but as I said there will be changes.

I am not going to say what those changes are and will leave it a secret until you guys get to play the mod.



< Message edited by rjord1 -- 2/4/2017 6:59:35 PM >


_____________________________



(in reply to rjord2021)
Post #: 519
Star Trek : The Return of Khan (Coming soon in early 2017) - 2/4/2017 6:45:38 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
With the pictures of characters and races I will not be showing the standard pictures you see on the Internet but instead am going to have a different and more interesting look.

Example below for the Talosians.

A lot of work is also going into the dialog you will have with these races with the dialog being more what you would expect from that race.

For instance, while the following phrase would work for some races outside Star Trek you would never hear a Klingon say:

"Hi funny alien! Klingons we are.Friends with you, we be!"

The dialog is being customized for all races and of course you will have the Borg only being interested in assimilating you not wishing to trade rare items from the Delta Quadrant.

Speaking of the Borg a lot of work is going into how they interact with other races with their entire focus being to add others to the collective rather than make allies and friends across the Quadrant.


The Talosians




Attachment (1)

< Message edited by rjord1 -- 2/4/2017 6:59:16 PM >


_____________________________



(in reply to rjord2021)
Post #: 520
Star Trek : The Return of Khan (Coming soon in early 2017) - 2/4/2017 6:58:23 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Spoiler :

The Klingons are not limited to one race..... there are others.
Photoshopping their picture this hour.

< Message edited by rjord1 -- 2/4/2017 7:00:07 PM >


_____________________________



(in reply to rjord2021)
Post #: 521
Star Trek : The Return of Khan (Coming soon in early 2017) - 2/4/2017 10:27:05 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Christine Chappell has been added as a major character on the Enterprise. She is not a member of the crew when the Enterprise goes on her first mission but at some stage she will appear in the mod and be transferred to the Enterprise.

Christine will play a fairly big part in the role play as well.

This picture is of Christine prior to joining the Enterprise as noted by the different Starfleet emblem on her tunic.






Attachment (1)

< Message edited by rjord1 -- 2/4/2017 10:30:46 PM >


_____________________________



(in reply to rjord2021)
Post #: 522
Star Trek : The Return of Khan (Coming soon in early 2017) - 2/4/2017 11:08:40 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
I have photoshopped the creature from Man Trap and given it more high definition detail.
I originally had another image in mind but I didn't really like it and have opted to stick with the original look of the creature from the TOS era.
I am pleased with the resulting picture below so it will be added to the mod.

In the episode this creature was the last of it's kind and the race became extinct....though there was one held in stasis by Trellane at a much later date so the race was not yet extinct.

In this mod the creature is not extinct but there are not many of them left. After much thought I have decided that this creature would not show it's true form to other races during view-screen communications as it would not want to be recognized as a creature that kills for salt.

However the true form of the creature will be seen in the mod...just not when communicating with other races.

I am still deciding if this creature is playable or not.

The correct name of this race is the Fotiallan race. When you deal with the Fotiallans you may not remember who they are and what they do.







Attachment (1)

< Message edited by rjord1 -- 2/4/2017 11:25:22 PM >


_____________________________



(in reply to rjord2021)
Post #: 523
RE: Star Trek : The Return of Khan (Coming soon in earl... - 2/5/2017 12:47:10 AM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
The Metrons from the Arena episode are a powerful race...however the appearance they were given for their brief time in the episode was all wrong.

The Metrons appeared as glamorous aliens in lace-up gladiator sandals and glittery dresses with makeup and this in my opinion was not the look of a dangerous race of beings.

I have completely overhauled the way they look in my mod as shown by the female Metron pictured below.







Attachment (1)

_____________________________



(in reply to rjord2021)
Post #: 524
Star Trek : The Return of Khan (Coming soon in early 2017) - 2/5/2017 3:35:42 AM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Friday's Child was an episode I like to forget as the Capellan soldiers look terrible in their costume and this is also the only episode I know where Kirk didn't seem to follow the Prime Directive when he didnt seem to mind when one of his security guards spots a Klingon and automatically fires at him.

This one was down at the bottom of my list for episodes I like but it did have Julie Newmar in it so it was saved from the position of bottom of the list.

As I cannot stand the way the Capellans look they have also had a makeover as shown below with a female Capellan leader who is more dangerous than she appears. She is a strong leader who has led the Capellans into the age of warp travel.







Attachment (1)

_____________________________



(in reply to rjord2021)
Post #: 525
Star Trek : The Return of Khan (Coming soon in early 2017) - 2/5/2017 2:12:31 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
With the Metrons and Capellans I will still have characters from those episodes in the mod.. but they will be more in the background and appear in the role play side a little more....

I have simply added some new characters in to give those races the look I am after and make a stronger story.

With the picture below of Julie Newmar I show how I have tweaked the lighting to give the characters a more modern look






Attachment (1)

< Message edited by rjord1 -- 2/5/2017 3:43:20 PM >


_____________________________



(in reply to rjord2021)
Post #: 526
Star Trek : The Return of Khan (Coming soon in early 2017) - 2/5/2017 3:42:46 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
The Megans are a race who had visited Earth before but had been used and mistreated for their magical powers and now have a grudge against the humans of Earth.

After the Salem Witch trials, the Megans fled Earth for a distant planet to start a new life.

500 years later the Megans are heading back to Earth to settle their differences with Earth.


I have converted the Megans from how they appeared in Star Trek Animated and given them a new look for the mod. Their appearance in the mod with magic and wizardry is sure to cause problems for Earth and other races in the quadrant.



< Message edited by rjord1 -- 2/5/2017 3:43:04 PM >


_____________________________



(in reply to rjord2021)
Post #: 527
Star Trek : The Return of Khan (Coming soon in early 2017) - 2/5/2017 7:08:28 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
A lot of work has been done today adding more races in from Series 3 of Star Trek TOS.

The picture below is one of the warships for the Melkotians...... the other ships will be similar but with differing colors.


I did another test of the mod yesterday and have the building of ships turned down real slow for all races across the mod. The building of ships and starbases is now more realistic and when you have battles it will be more likely to be around 1 or 5 starships firing at each other and the loss of one starship being a very serious loss.

With Distant Worlds before when I lost a ship it would be Ök...no problems... I will just quickly build another ship...... this time the loss of a ship will be a heavy loss for any race.

When you think of Star Trek TOS episodes the ships battling each other were normally less than 5 and personally I enjoyed the fights with fewer ships than those where you have 30 ships in a fire fight.

The Enterprise would also be sent to a planet because..... You are the closest ship to Vulcan Jim... we need you to pick up Ambassador Sarek.

The mod is coming along very nicely and if you enjoy Distant Worlds with a few differences then this mod is for you.






Attachment (1)

< Message edited by rjord1 -- 2/5/2017 7:10:12 PM >


_____________________________



(in reply to rjord2021)
Post #: 528
Star Trek : The Return of Khan (Coming soon in early 2017) - 2/5/2017 10:03:05 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
This morning I encountered a badly damaged Federation vessel and took the Enterprise in to investigate. As we got closer my First Officer warned me that the damaged ship's warp core was going critical. Before we could get away or check for life signs on that other ship... it blew up.



So now I can test the procedure I use when any of my ships are damaged by another ship self destructing or simply blowing up due to heavy damage it sustained.

The following process is also used where a Federation ship is investigating ruins and there is an explosion on the planet. Determine any deaths and adjust the number of crew on board that ship.


The process for All ships in the Federation being damaged
--------------------------------------------------------

1. I pause the game and immediately go to the damaged AI ship and turn off automation.
If I do not do this the ship will automatically warp to the nearest starbase for repairs.
I need to check the damage to crew and determine any casualties or deaths.

2. Using role play I determine if there have been any serious injuries on board.
If crewmen have died then I adjust the figure for number of crew on board that ship using the Editor.
Each ship has a running total for how many crew are on board.
When you receive a message telling you a ship was destroyed it will also tell you how many people were on board.
I am testing the idea of having number of crew on enemy ships logged as well.
3. Next I need to determine what part of the ship was damaged.There can be more than 1 section out of action.
For example if the Warp Drive is damaged the ship cannot move from that location.
If the warp drive is seriously damaged and needs new parts the Communications Officer needs to send a distress signal to Starfleet.
Next I need to determine if any other part of the ship is damaged.
Communications system is offline.... Chief Engineer works with his team to bring communications back online.
When communications is back the Communications Officer sends the Distress Signal to Starfleet.

4. Back at Starfleet the Distress signal is received and Starfleet instructs the nearest ship to provide assistance.
Check the map to see if the Enterprise is the closest ship.
If the Enterprise has a landing party on the Surface of a planet role play determines if Enterprise leaves them on the planet and gives assistance. If so, the enterprise retirns to the planet to pick up the landing party characters left on the planet.
Enterprise is not the closest so find the closest ship and turn off its automation.
Send the closest ship to the damaged Federation vessel.
On arriving roleplay decides when the damaged ship has been repaired.
Once repaired set both ships automation back on.
Rescue ship will go back to it's mission or embark on a new one.
The damaged ship now has warp drive and will head to the nearest starbase for ship repairs.

5. If the damaged ship has no shields or weapons systems are down it will escort the damaged ship to the starbase for repairs.

6. While both ships are repairing the warp engine they are both open to attack by Klingons or Romulans.
The Klingons and Romulans are set to attack the Federation whenever the chance falls in front of them.


Despite being the captain of the Enterprise you will also need to respond to Starfleet when a Distress signal is intercepted.
For Distress Signals you will need to take control of both the ship in distress as well as the ship sent to provide assistance.
During Distress Signal Missions I have the speed set at 0.5 to slow things down.



< Message edited by rjord1 -- 2/5/2017 10:08:16 PM >


_____________________________



(in reply to rjord2021)
Post #: 529
Star Trek : The Return of Khan (Coming soon in early 2017) - 2/5/2017 10:27:11 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
When the Captain of a Federation ship alerted Starfleet they had found ruins on a planet and asked for permission to investigate the ruins.... if Starfleet gave that acknowledgement and there is an explosion previously I would have said Oh No! and then carried on with what I was doing.

Now when there is an "incident" .... not necessarily an explosion... gameplay will now ask me to determine what happened.

It could be any of the following for example.

- The entire landing party or only some of them... red shirts....were killed down on the planet
- A crewman picked up a disease, was quarantined and died in sickbay
- A member of the Landing party picked up a disease which is spreading on the ship.
- An unknown alien is on board the ship and crewmen are dying.

No matter what the case.... I now need to no longer ignore the Incident at the ruins message and actively see what happened.
This may involve turning off Automation of that ship and sending the nearest ship to provide assistance...possibly the Enterprise.

If there is a disease on board killing crewmen......
... one dice throw to determine if the Chief Medical Officer has treated the disease successfully.
... if not throw one 12 sided dice to see how many people are in sickbay
... Throw one dice to determine if the Chief Medical Officer has treated the disease successfully.
... If not throw one dice to determine how many people in sickbay have died.

By this stage the Chief Medical Officer should have a cure
If not roll the dice to see how many people are sick...add to the previous total of sick people less those that died.
Roll the dice again and if not treated determine how many more people died.
If you have bad luck the disease could wipe out your entire crew.

After the disease epidemic is over , role play determines if the sick people are treatable on board or does that ship have to go to a starbase


< Message edited by rjord1 -- 2/5/2017 10:30:04 PM >


_____________________________



(in reply to rjord2021)
Post #: 530
Star Trek : The Return of Khan (Coming soon in early 2017) - 2/5/2017 10:54:20 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Determining number of crew on each ship.

When a Federation ship is constructed and leaves dry dock, I need to assign the number of crew on board that ship.

Each class of ship in the mod has the standard number of crew.
However this may be more due to number of visitors or ambassadors on board.

When assigning crew role one 12 sided dice...add this to the standard ship compliment for that class of ship using the Editor.

While exploring space and you see a Federation ship with less than the standard crew on board, send it to the nearest Starbase or Earth to take on more crew.

Normally you will see it has low crew numbers after an incident occurs with that ship such as a battle with a Bird of Prey.

With any battle with other races, for every ship involved..including enemy ships... role the dice to see:

- if there were only light injuries
- if there were deaths, record the number of deaths for each ship involved and add record to captains log

When the enterprise returns to Earth or a Starbase, role one dice to determine how many crew are leaving the ship and then roll another dice to determine how many new crew are joining the ship.

Make sure you keep above the minimum standard crew for your ship.


< Message edited by rjord1 -- 2/5/2017 11:02:26 PM >


_____________________________



(in reply to rjord2021)
Post #: 531
Star Trek : The Return of Khan (Coming soon in early 2017) - 2/6/2017 7:17:41 AM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Spending tonight on making a big change to the mod where you can play any race that appeared in Star Trek Kirk era that was not a primitive race and a few races that appeared in TNG and DS9 as early versions of their races.

For Role Play playing as the Federation would be required, followed by the ability to role play as Klingons or Romulans in later updates.

However for people who do not want to play as role play you will be able to play as the the Tholian, Vulcans, Breen, Gorn, Elasian, Tellarites, Iotians, Kelvins, Klingons, Romulans, Andorians, Harry Mudd, El-Aurians, Cherons, Q ..... etc



< Message edited by rjord1 -- 2/6/2017 8:12:39 AM >


_____________________________



(in reply to rjord2021)
Post #: 532
Star Trek : The Return of Khan (Coming soon in early 2017) - 2/6/2017 6:26:29 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Currently working on the Iotians..... the race whose society was based on a book called "Chicago Mobs of the Twenties" left behind by the USS Horizon.

In the episode Piece of the Action Leonard McCoy discovered he had left his communicator on the planet. The Iotians made use of the inner workings of McCoy's communicator and learned transtator-based Federation technology as Kirk feared they might.

By the time the next Federation starship arrived to the planet, the Iotians had built a Federation starbase-like installation in orbit and were all wearing Starfleet uniforms.



With Distant Worlds I can't have the Iotians as "Chicago Mobs of the Twenties" in starships so I have developed the story continuation where they are encountered and are dressed in Starfleet uniforms.

I need to work on what ships they have as they saw the uniforms of Kirk's landing party but they did not see the enterprise.....or did they considering they built a starbase like installation in orbit.?

With the Federation not making First Contact with the Iotians it makes no sense that they would be in starfleet uniforms....however if you play the mod with roleplay it will make sense when you play the story.

Working in photoshop on the new Iotians images.


EDIT

Image added of the process of adding a Starfleet uniform to Bela Okmyx
Image is still a work in progress.






Attachment (1)

< Message edited by rjord1 -- 2/6/2017 7:26:00 PM >


_____________________________



(in reply to rjord2021)
Post #: 533
Star Trek : The Return of Khan (Coming soon in early 2017) - 2/6/2017 9:38:28 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
The Episode By Any Other Name has always been a favorite of mine with the scene where two crewmen are turned into dehydrated porous cuboctahedron solids and then the villain of the episode punishes Kirk by crumbling one of the solid cubes in his hand effectively killing Kirk's crewmen.... or woman in this case.

So this is one episode I have been longing to add to the mod.

The picture below shows the character Kelinda who will be the main character seen for the Kelvans.

The leftmost side of the picture is from a Hi Definition source of the episode.
The rightmost side is the result after processing it through photoshop.

As with all other pictures, I have improved the color and enhanced some details not seen in the original picture.
I also removed the silver bar from the wall behind Kelinda as the picture looked better without it.

Removing the bar took about a minute. I used the color picker to sample the colors near the silver bar, changed the brush setting to 50% and simply replaced the silver pipe with the wall.

My process for changing the colors strengthens the pictures and in my opinion approves them greatly with nice strong colors.

With this episode in the mod one of the possible stories will reflect what happened with the crewmen in this episode.





Attachment (1)

< Message edited by rjord1 -- 2/6/2017 9:42:36 PM >


_____________________________



(in reply to rjord2021)
Post #: 534
RE: Star Trek : The Return of Khan (Coming soon in earl... - 2/6/2017 11:23:03 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Scalosians have been added to the mod and this means I am about half way through the list of races that I am adding to the mod.

Deela , Queen of the Scalosians, was played by Kathie Browne who was one of my favorite actresses from the 60s.
Her character in Wink of an Eye was pretty strong as a Queen who was trying to save her people from extinction.

I have made the Scalosians a big part of the role play with a story following on from what actually happened in Wink of an Eye.





Attachment (1)

< Message edited by rjord1 -- 2/6/2017 11:24:29 PM >


_____________________________



(in reply to rjord2021)
Post #: 535
RE: Star Trek : The Return of Khan (Coming soon in earl... - 2/6/2017 11:50:47 PM   
Dakkon7


Posts: 39
Joined: 10/25/2016
Status: offline

quote:

ORIGINAL: rjord1
I did another test of the mod yesterday and have the building of ships turned down real slow for all races across the mod. The building of ships and starbases is now more realistic and when you have battles it will be more likely to be around 1 or 5 starships firing at each other and the loss of one starship being a very serious loss.

With Distant Worlds before when I lost a ship it would be Ok...no problems... I will just quickly build another ship...... this time the loss of a ship will be a heavy loss for any race.


I'm glad you've changed the building rate of ships and other related construction projects. It's something I've been looking for in distant worlds mods for some time.

Other than that every looks fantastic as usual.

(in reply to rjord2021)
Post #: 536
RE: Star Trek : The Return of Khan (Coming soon in earl... - 2/7/2017 12:02:50 AM   
Dakkon7


Posts: 39
Joined: 10/25/2016
Status: offline
Speaking of Capellans, with some of the remaining races why not try for a more martial and hard sci-fi look. If it's applicable that is.






Attachment (1)

< Message edited by Dakkon7 -- 2/7/2017 12:04:00 AM >

(in reply to rjord2021)
Post #: 537
Star Trek : The Return of Khan (Coming soon in early 2017) - 2/7/2017 12:51:02 AM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
quote:

ORIGINAL: Dakkon7

Speaking of Capellans, with some of the remaining races why not try for a more martial and hard sci-fi look. If it's applicable that is.







Once I have all the races in for the TOS Series and add in a few extra from TNG and DS9, I have about 20 races that will have a hard sci-fi look...... I didn't want to add them in yet until I had got the priority races in first.

The Borg, Cardassians, Dominion and others will also have a more military look for the younger version of their races.

_____________________________



(in reply to Dakkon7)
Post #: 538
RE: Star Trek : The Return of Khan (Coming soon in earl... - 2/7/2017 1:04:22 AM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
I am also looking at the option of limiting warp drive within a solar system. When ships are going between planets in the system they are normally there within 2 seconds... and then on again to the next planet.

As Kirk said in The Motion Picture

"In order to intercept the Intruder at the earliest possible time, we must now risk engaging Warp drive while still within the solar system"


My understanding is that ship classes after The Motion Picture were capable of warping within the system but classes prior had a safety issue which prevented warping within systems.

If I cannot limit the ships within the solar systems then I have a Plan B I can take this mod to.




_____________________________



(in reply to rjord2021)
Post #: 539
RE: Star Trek : The Return of Khan (Coming soon in earl... - 2/7/2017 1:14:08 AM   
Dakkon7


Posts: 39
Joined: 10/25/2016
Status: offline
I don't know, a solar system is pretty large. Plus it might not be a good idea for pacing, depending upon how large the systems are it could bog down the gameplay.

(in reply to rjord2021)
Post #: 540
Page:   <<   < prev  16 17 [18] 19 20   next >   >>
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> Star Trek : The Return of Khan (Coming soon in early 2017) Page: <<   < prev  16 17 [18] 19 20   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.938