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Star Trek - 8/18/2018 6:43:21 PM   
rjord2021


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The Andorian ship has also been improved as you can see below with the before and after images of the battleship.






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Star Trek - 8/18/2018 7:44:25 PM   
rjord2021


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After fixing the ships I am also working on the characters seen in the mod.

For example looking at the President of the United Federation of Planets.

During Kirk's time on the Enterprise in the TV series the Federation President was Kenneth Wescott who was in office from 2261 to 2268.

President Wescott was replaced by Lorne McLaren in 2268.
Sukio Hirashito became President in 2269
James Abelmare became President in 2270 until around 2274

Hiram Roth was President by 2285 during the Wrath of Khan period.

Of the 5 Federation Presidents above only the last one has a picture so I need to create pictures for the first three.

With President Roth I have created the picture below in case the mod requires him to take office while Kirk is still Captain of the Enterprise on its 5 year mission.

President Hoth is seen below in the transporter room on board the Enterprise.








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< Message edited by rjord1 -- 8/18/2018 10:31:45 PM >


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Star Trek - 8/18/2018 8:32:46 PM   
rjord2021


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This is a picture created of President Sukio Hirashito who served in office in 2269.
Some more work may be done on her uniform.






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Star Trek - 8/18/2018 9:20:26 PM   
rjord2021


Posts: 1992
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Another President added to the mod......Lorne McLaren.






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Star Trek - 8/18/2018 10:29:11 PM   
rjord2021


Posts: 1992
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From: Sydney, Australia
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The final 2 Federation Presidents being James Abelmare and Kenneth Wescott as seen below.






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Star Trek - 8/19/2018 4:03:23 PM   
rjord2021


Posts: 1992
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Romulans in Vulcan space!

Testing with a slightly smaller Romulan ship.






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Star Trek - 8/19/2018 6:37:05 PM   
rjord2021


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A new world.......

This picture is called Enterprise Over Orion.






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Star Trek - 8/19/2018 7:51:29 PM   
rjord2021


Posts: 1992
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In this picture a Klingon D7 Cruiser arrives in orbit over Janus VI.... home of the Horta.

This is a Federation planet and Starfleet will be sending ships in response to a distress signal received from the Janus VI mining colony.








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< Message edited by rjord1 -- 8/19/2018 7:54:28 PM >


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Star Trek - 8/21/2018 5:15:13 PM   
rjord2021


Posts: 1992
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From: Sydney, Australia
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I am currently taking everything out of the research tree and replacing all weapons, energy and high tech with technology that you would find in Star Trek.

When the new research tree is finished you will no longer see Beam Weapons, Gravitic Weapons, Area Weapons, Energy Torpedo Weapons ,etc.

You will no longer find hyper-drive in ruins ...that is Star Wars not Star Trek.....so don't look for it. Even ruins within the mod are getting a complete makeover.

You will need to research impulse and warp drive, transporter technology, phasers and Photon Torpedoes.

You will need to research how to mine dilithium crystals and then create the dilithium mines. You are not leaving the system without dilithium powered ships.

And before you leave the system in a Federation ship you will need to have setup the United Federation of Planets.


I have not talked about this for a while but role play will still play a part in this mod for those who want to play RPG.



< Message edited by rjord1 -- 9/6/2018 6:18:47 AM >


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RE: Star Trek - 8/21/2018 6:21:14 PM   
rjord2021


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From: Sydney, Australia
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Kodos the Executioner......
He was the Governor of Tarsus IV in 2246 when Robert April was Captain of the Enterprise.

When the Virogen plague caused famine on Tarsus IV this effected the 8000 colonists on the planet and Kodos executed 4000 colonists so the remaining 4000 colonists had enough food to survive. When the Enterprise arrived, Kodos faked his death and fled the planet with a new identity..... Anton Karidian.

For this mod the story of Kodos will be changed and he will be Governor of Tarsus IV 20 years later in 2266. He will execute the 4000 colonists and flee the planet but will keep his name as Kodos.

The Enterprise will arrive at Tarsus IV and Dr Leonard McCoy will discover that Kodos faked his death and is still alive. Starfleet assigns the Enterprise a new mission..... find Kodos and bring him back to Starfleet Headquarters to answer for his crimes.

This is one of the many missions you may be assigned in the mod.

< Message edited by rjord1 -- 9/6/2018 6:19:03 AM >


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Star Trek - 8/22/2018 12:32:16 PM   
rjord2021


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When you play the Federation in the mod you will be focused primarily on manufacturing the 18 Constituition Class Heavy Cruisers which will be built at the primary shipyards Utopia Planitia.

Starfleet vessels will also be supported by a smaller number of frigates (such as the Loknar Class Starship USS Yorkshire) as well as destroyers ( such as the Saladin Class USS Pompeii.

With this mod you will not be producing 10 starships every 5 minutes as the cost of production is high and you need to mine the resources for those starships..... for example..... before your ship can leave the shipyards it will need dilithium crystals to power the impulse and warp engines.


Constituition Class Starships in the mod
-----------------------------------------------
NCC-1700 USS CONSTITUTION
NCC-1017 USS CONSTELLATION
NCC-1018 USS SHENZHOU
NCC-1019 USS BURAN
NCC-1305 USS YAMATO
NCC-1701 USS ENTERPRISE
NCC-1702 USS CENTURION
NCC-1703 USS HOOD
NCC-1704 USS BISMARK
NCC-1705 USS EXCALIBUR
NCC-1706 USS EXETER
NCC-1707 USS RANGER
NCC-1708 USS VALIANT
NCC-1709 USS LEXINGTON
NCC-1710 USS KONGO
NCC-1711 USS POTEMKIN
NCC-1760 USS VICTORY
NCC-1764 USS DEFIANT



< Message edited by rjord1 -- 9/6/2018 6:19:20 AM >


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Star Trek - 8/22/2018 12:50:52 PM   
rjord2021


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When playing the more challenging role play side of the mod this is what you can expect to see in the mod.

While playing the part of Captain Kirk on the Enterprise you will at times encounter one or two Klingon or Romulan ships. You will need to use your captain skills to survive the encounter using the Enterprises 43 command officers and 387 crew.

When the battle has been won (hopefully) in Distant Worlds Universe you pause the game and then check with your different ship departments for any casualties to the ship or crew. You note down casualties currently in sick bay and task engineering to repair any damaged parts of the ship.

If your warp engines have being damaged you cannot warp out of the system you are in.
If your impulse engines are damaged you are not able to move at all.

All 24 decks of the Enterprise are included in the damage control and within each of the 24 decks you have additional sections like Bridge, Engineering, etc which may have been damaged. These 24 decks are shown below.


Playing role play for the USS Enterprise will be challenging enough but if you want a real challenge do this same role play for all Starfleet vessels out there. As you start there will only be a few ships but towards the end you could have 18 ships or more to role play.






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< Message edited by rjord1 -- 9/6/2018 6:19:36 AM >


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Star Trek - 8/22/2018 12:55:21 PM   
rjord2021


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I think I mentioned it before earlier in this topic..... role play will be released for Starfleet first with additional roleplay being added after for the Klingons, Romulans and Vulcans after that in that order.

< Message edited by rjord1 -- 9/6/2018 6:19:52 AM >


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Star Trek - 8/22/2018 8:08:38 PM   
rjord2021


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In a scene out of Balance of Terror the Enterprise closes in on a Romulan Bird of Prey.
The Romulan ship is way too big but all ships will be correctly scaled before the mod is released.

This picture shows another new planet created for the mod.




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< Message edited by rjord1 -- 9/6/2018 6:20:08 AM >


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Star Trek - 8/23/2018 2:19:25 AM   
rjord2021


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The first look at the Romulan Home World........








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< Message edited by rjord1 -- 9/6/2018 6:20:23 AM >


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Star Trek - 8/23/2018 7:41:00 PM   
rjord2021


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The Cardassians arrive at Bajor......






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< Message edited by rjord1 -- 9/6/2018 6:20:45 AM >


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Star Trek - 8/24/2018 11:48:34 AM   
rjord2021


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I am about to begin testing an idea I have on how to have the Federation able to install both manned Observation Outposts as well as unmanned deep space sensor arrays, both of these deployed in specific areas such as along the Neutral Zone separating the Federation from Romulan claimed space.

The deep space sensor arrays are aimed towards the distant reaches of the Alpha Quadrant searching for signs of activity or civilisations as well as reporting the approach of potential threats.

I think I can get both of these working in Distant Worlds Universe but will have to do some tests.

The deep space arrays are repaired by the engineers on board passing Federation starship giving some required missions in RPG mode.

The Federation would also investigate if any of the arrays were destroyed by Klingon, Romulan or other hostile race.

< Message edited by rjord1 -- 9/6/2018 6:21:00 AM >


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Star Trek - 8/24/2018 11:56:05 AM   
rjord2021


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When playing as the Federation you need to observe Federation Rules of First Contact which forbids contact with new civilisations unless they have developed warp technology.

What this means is that when you manually send starships to new systems and find a new civilisation, you will not be allowed to contact that civilisation until you see evidence they have warp technology.

If you contact a pre-war society you will be ordered back to Starfleet and face a court martial.

With RPG mode I already have the system in place to flag civilisations that are pre-warp.

As soon as they develop warp technology you can then send an ambassador to make first contact.



< Message edited by rjord1 -- 9/6/2018 6:21:16 AM >


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Star Trek - 8/24/2018 12:04:15 PM   
rjord2021


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In the TOS episode Balance of Terror the Enterprise encountered the Romulan s for the first time who were using a cloaked ship.

I have already added Romulan cloaked ships to the mod and it makes things more complex when you cannot see the ships that are in your sector.

One of the research options I will have is research to detect cloaked ships. I will then test what happens next as the cloaked ships will now be visible for rest of game.

My idea on how to do this will not work with a mapped version of the mod but if the map is random then cloaked ships will be detected every time once that research is completed.

< Message edited by rjord1 -- 9/6/2018 6:21:36 AM >


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Star Trek - 8/24/2018 12:16:25 PM   
rjord2021


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I have an idea on how to get Spock on the Enterprise early in the mod... even before the Vulcans appear on the map.

The way this will work is that when the Federation has researched warp technology First Contact with Vulcan's will occur and several Vulcan's will be stationed on Earth as ambassadors.

The Vulcan's will return back to their space as they are currently in a war with the Andorians.

Spock and his mother Amanda are on Earth while Spock's father goes back to Vulcan to help negotiate a truce with the Andorians.

Spock is accepted by Starfleet Academy and eventually joins the Enterprise.

The mod will also explain how Spock's parents met prior to official First Contact being made.... This being a little different from Star Trek Canon.

< Message edited by rjord1 -- 9/6/2018 6:21:54 AM >


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Star Trek - 8/24/2018 1:26:16 PM   
rjord2021


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I am also going to see if there is a way to slow down the time clock top left of the Distant Worlds screen.

The reason for this is I want to try and add a feeling to the mod that no matter how fast your ships are space is still very big and it will take time to warp to distant systems.

If this is not possible in Distant Worlds Universe I will look at another option..... But ideally the ships in this mod will take longer to warp across the map.

I will also be looking at having do lithium crystal powered ships not running out of fuel. This will require appropriate research and ship upgrades to be completed..

Instead of running out of fuel your starships will have issues with damage to impulse or warp engines.... Not fuel problems.

< Message edited by rjord1 -- 9/6/2018 6:22:18 AM >


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RE: Star Trek - 8/24/2018 2:37:08 PM   
Lecivius


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Ambitious

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If it ain't broke, don't fix it!

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Star Trek - 8/25/2018 8:36:03 PM   
rjord2021


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Deep within the Tarsus system, a planet named Tarsus IV became the scene of the massacre of 4000 colonists at the order of Governor Kodos. A crime too horrific to imagine.

I am almost finished reading the Star Trek Discovery book where prior to serving on the Discovery several members of the crew in other ships were racing to Tarsus IV.

The book explains in more detail what happened there.... Very chilling.

What happened on Tarsus IV will likely occur at the beginning of the mod and you will need to find Kodos and bring him back to Star fleet.

For the Tarsus IV scenario to happen it is going to be assumed that colony vessels had left Earth to settle on a planet. They found Tarsus IV but did not communicate with Starfleet until a distress call was sent after the massacre.

Will be working on the specifics of how to do this in the mod.

Finding Kodos is not your primary mission but Starfleet has issued orders to all Starfleet personnel to follow up any leads they discover on the location of Kodos. You may not find him at all.

< Message edited by rjord1 -- 9/6/2018 6:22:42 AM >


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Star Trek - 8/25/2018 8:42:33 PM   
rjord2021


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If you use the pre built map of the Alpha and beta quadrants Kirk will know where Tarsus IV is and the Enterprise will warp there as soon as warp drive is fitted to the Enterprise.



< Message edited by rjord1 -- 9/6/2018 6:22:58 AM >


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Star Trek - 8/29/2018 8:18:07 PM   
rjord2021


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Just a quick post before I go to work......

With the complete overhaul of research in this mod you will find that different classes of starships will need specific research done for that class before you can build that starship.

You will see research trees for the individual starships and you will need to research items for Constitution class starships before you can build the Enterprise.

Of course you will need to complete research into being able to build the space dock first and build it before even thinking of researching how to build your first Starship.

< Message edited by rjord1 -- 9/6/2018 6:23:17 AM >


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Star Trek - 8/29/2018 11:57:11 PM   
rjord2021


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There is a high level of detail going into the research for each class of Federation starship as shown in some examples below.
What is shown below is only a sample as I also look at different versions of research required for long range, lateral or navigation sensors, communications and transport systems, type of emergence life support, type of navigational deflectors used, etc.

Antares Class Surveyor
Type 5 Impulse
Mark V Warp
Tesla Class Laser Bank

Ashanti Class Heavy Frigate
Type 5C Impulse
Mark VI Warp
Type VII Dorsal Phaser Bank
Type I Photon Torpedopes

Constituition Class Explorer
Type 5A Impulse
Mark VI Warp
Type VII Forward Phaser Bank
Type I Photon Torpedoes

Hermes Class Scout
Type 5C Impulse
Mark VI Warp
Type VII Forward Phaser Bank


Ptolemy Class Carrier
Type 5C Impulse
Mark VI Warp
Type VII Forward Phaser Bank

Saladin Class Freighter
Type 5C Impulse
Mark VI Warp
Type VII Forward Phaser Bank
Type I Photon Torpedoes


< Message edited by rjord1 -- 9/6/2018 6:23:38 AM >


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Post #: 956
Star Trek - 8/31/2018 11:30:19 PM   
rjord2021


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I have removed a large part of the research tree and have started adding in the research items unique to Star Trek.
What I am currently working on is the very start of the mod.....

In effect when you start at the earliest technology you cant even build a ship..... in fact you can't build anything.

The very first thing you need to do as the Federation is to start research which allows you to build facilities on Earth which open up more research and then allows you to build a starship with impulse drive which you then explore the local solar system with.

While this is happening more research is needed in order to build the Enterprise which will be launched when you have the necessary research completed. The Enterprise will need warp drive to be researched....it is not discovered in ruins.....

The Enterprise then begins it's mission to explore new worlds using the early version of the warp drive engine which is slower. While the Enterprise is moving to its first system, build another Constitution starship and research warp engines, shields,transporter technology, communications,navigation and so on.

< Message edited by rjord1 -- 9/6/2018 6:23:54 AM >


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Post #: 957
Star Trek - 9/1/2018 1:22:16 AM   
rjord2021


Posts: 1992
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From: Sydney, Australia
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Researching Impulse Drive Engines
------------------------------------

Below is a preview of the first changes to the Research Screens in the Star Trek mod.

Before you can leave the system in the Enterprise you will need to use your impulse engines to travel to and scan the planets in the solar system.

In role play mode you will not pass by each planet and move on to the next. You will orbit each planet and run a planetary scan before moving on to the next planet.

The picture below was from early work in progress and is subject to some changes during testing of the mod.






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< Message edited by rjord1 -- 9/6/2018 6:24:11 AM >


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Post #: 958
Star Trek - 9/1/2018 6:04:15 AM   
rjord2021


Posts: 1992
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From: Sydney, Australia
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I am hoping to add research for warp drive, shields,phasers and photon torpedoes over the next 7 hours... If I don't fall asleep.

< Message edited by rjord1 -- 9/6/2018 6:24:34 AM >


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Post #: 959
RE: Star Trek - 9/1/2018 3:13:03 PM   
Hattori Hanzo


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hi Rjord1, when do you think to give us a first (altough incomplete) taste of your HUGE work ?

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