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Star Trek - 11/3/2018 6:22:35 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
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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.







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< Message edited by rjord1 -- 11/3/2018 6:23:48 PM >


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Star Trek - 11/3/2018 10:54:26 PM   
rjord2021


Posts: 1992
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From: Sydney, Australia
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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.



< Message edited by rjord1 -- 11/3/2018 10:56:42 PM >


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Post #: 1022
RE: Star Trek - 11/4/2018 10:08:31 AM   
ValkyriesGrace

 

Posts: 20
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From: England
Status: offline

quote:

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.






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

The thirst for a release is real

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Post #: 1023
Star Trek - 11/5/2018 8:28:17 AM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
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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.



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Star Trek - Alpha 0.5 - 11/5/2018 10:20:58 AM   
rjord2021


Posts: 1992
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From: Sydney, Australia
Status: offline
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.



< Message edited by rjord1 -- 3/15/2019 11:46:16 PM >


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RE: Star Trek - 11/26/2018 3:02:59 PM   
ValkyriesGrace

 

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Nice. This is some delicious news.

Can't wait to try it out for myself.

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Post #: 1026
RE: Star Trek - 11/26/2018 3:14:02 PM   
Sabranan

 

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quote:

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.

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Post #: 1027
Star Trek - Alpha 0.5 - 12/29/2018 7:07:36 PM   
rjord2021


Posts: 1992
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From: Sydney, Australia
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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?

< Message edited by rjord1 -- 3/15/2019 11:45:48 PM >


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Post #: 1028
Star Trek - Alpha 0.5 - 12/29/2018 7:27:32 PM   
rjord2021


Posts: 1992
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From: Sydney, Australia
Status: offline
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.....


< Message edited by rjord1 -- 3/15/2019 11:45:29 PM >


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Post #: 1029
Star Trek - Alpha 0.5 - 12/30/2018 3:25:44 AM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Coming early 2019
----------------------

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






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< Message edited by rjord1 -- 3/15/2019 11:45:12 PM >


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Post #: 1030
Star Trek - Alpha 0.5 - 12/30/2018 4:19:20 AM   
rjord2021


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








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< Message edited by rjord1 -- 3/15/2019 11:44:57 PM >


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Post #: 1031
Star Trek - Alpha 0.5 - 1/1/2019 5:12:43 AM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Concept art of the appearance of NX-01 in the mod series







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< Message edited by rjord1 -- 3/15/2019 11:44:40 PM >


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Post #: 1032
RE: Star Trek (The Complete Series) - 1/2/2019 8:49:00 PM   
RogerRogertheDodger

 

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

Regards,

RogerRogertheDodger

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Post #: 1033
RE: Star Trek - 1/2/2019 9:29:45 PM   
ncc1701e


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From: Utopia Planitia Fleet Yards
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quote:

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...

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Post #: 1034
Star Trek - Alpha 0.5 - 1/3/2019 4:38:51 PM   
rjord2021


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

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.

< Message edited by rjord1 -- 3/15/2019 11:44:10 PM >


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Post #: 1035
Star Trek - Alpha 0.5 - 1/3/2019 4:44:03 PM   
rjord2021


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

ORIGINAL: ncc1701e

Looking forward to this. Just don't bring the Discovery thing into the picture...




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.



< Message edited by rjord1 -- 3/15/2019 11:43:52 PM >


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Post #: 1036
Star Trek - Alpha 0.5 - 1/3/2019 4:54:47 PM   
rjord2021


Posts: 1992
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From: Sydney, Australia
Status: offline
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.






Attachment (1)

< Message edited by rjord1 -- 3/15/2019 11:43:06 PM >


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Post #: 1037
Star Trek - Alpha 0.5 - 1/5/2019 4:49:29 PM   
rjord2021


Posts: 1992
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From: Sydney, Australia
Status: offline
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.

< Message edited by rjord1 -- 3/15/2019 11:42:44 PM >


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Post #: 1038
Star Trek - Alpha 0.5 - 3/15/2019 11:32:25 PM   
rjord2021


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From: Sydney, Australia
Status: offline
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.

< Message edited by rjord1 -- 3/15/2019 11:33:52 PM >


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Post #: 1039
Star Trek - Alpha 0.5 - 3/16/2019 12:55:30 AM   
rjord2021


Posts: 1992
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From: Sydney, Australia
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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.

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Star Trek - The Final Frontier (Alpha 0.5) - 3/17/2019 8:25:21 AM   
rjord2021


Posts: 1992
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From: Sydney, Australia
Status: offline
Today I made massive changes to the mod in order to get the mod out of the door sooner.
For the rest of the development I will only have the Federation, Klingons, Romulans and Vulcans active.

When the mod is near completion then I will activate the rest of the races that will appear in the mod.....

Below is a test of a scenario where Talos IV has been quarantined by Starfleet General Order 7 where no Federation ships are allowed near Talos IV under penalty of death. General Order 7 will not apply at the start but may be applied to this planet and maybe some others later in the mod.

I will implement an idea I have been working on since watching Discovery this week which will be bad news for any Starfleet ships approaching Talos IV when General Order 7 is in place.

The picture also shows the Section 31 mines seen on Discovery this week.






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< Message edited by rjord1 -- 3/17/2019 8:57:46 AM >


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Star Trek - The Final Frontier (Alpha 0.5) - 3/17/2019 8:31:17 AM   
rjord2021


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From: Sydney, Australia
Status: offline
Portrait pictures have been redone and are a thousand times better.

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Star Trek - The Final Frontier (Alpha 0.5) - 3/17/2019 9:09:43 AM   
rjord2021


Posts: 1992
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From: Sydney, Australia
Status: offline
Section 31 has been added to the mod.

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Star Trek - The Final Frontier (Alpha 0.5) - 3/17/2019 4:26:47 PM   
rjord2021


Posts: 1992
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From: Sydney, Australia
Status: offline
This week I will be testing the best way that Section 31 Blade-Mines are used so that other races can not use them. I may make exceptions for the Romulans, Cardassians, The Dominion and the Klingons who are also known to have used mines at one time or another.

It could be fun going into a system and finding yourself being attacked by one or more Blade-Mines.

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Post #: 1044
Star Trek - The Final Frontier (Alpha 0.5) - 3/17/2019 11:54:44 PM   
rjord2021


Posts: 1992
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From: Sydney, Australia
Status: offline
A new galaxy backdrop for the mod that I created in photoshop.






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Post #: 1045
Star Trek - The Final Frontier (Alpha 0.5) - 3/18/2019 12:05:07 AM   
rjord2021


Posts: 1992
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From: Sydney, Australia
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Testing the mod version alpha 0.5

When playing as the Federation I have other races on a higher and more advanced technology level.
This recreates the situation where Starfleet took a lot longer to develop warp drive technology which initiated First Contact with the Vulcans.

With a random map being generated at this stage I make sure that the Vulcans are always nearby.

To provide a challenge while testing I also have the Klingons and Romulans in nearby systems which may result in them turning up in the Sol system before I am ready for them.

In the mod the Klingons and Romulans hate the Federation so it is not good when they do arrive in the system.

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Post #: 1046
Star Trek - The Final Frontier (Alpha 0.5) - 3/18/2019 2:42:45 PM   
rjord2021


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Knowing how to design ships will be useful in playing this mod. A topic was created 9 years ago showing in great detail how to design ships....unfortunately all the pictures disappeared. 3 years ago Hattori Hanzo had mentioned that the loss of all the pictures there made it hard to understand the concepts and it lost 70% of its potential utility.

As I wanted to use that topic as a starting point for my mod documentation about designing Star Trek ships I have tonight restored that topic from 9 years ago ( including most of the missing pictures) so that anyone who wants a great ship building tutorial can see the guide again.

The restored ship building guide can be found here in the After Action Reports area.
http://www.matrixgames.com/forums/tm.asp?m=4608086



< Message edited by rjord1 -- 3/18/2019 2:43:10 PM >


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Post #: 1047
RE: Star Trek - The Final Frontier (Alpha 0.5) - 3/19/2019 3:56:31 AM   
Hattori Hanzo


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will the whole ship design concept be different in your Star Trek mod respect to DW Vanilla ?

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Post #: 1048
RE: Star Trek - The Final Frontier (Alpha 0.5) - 3/19/2019 5:02:36 AM   
rjord2021


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

quote:

ORIGINAL: Hattori Hanzo

will the whole ship design concept be different in your Star Trek mod respect to DW Vanilla ?




Yes ship design in Star Trek is going to be different which is why I need to document how to build them in my mod.

I restored that AAR guide as it has a lot of useful information in it for people new to the game

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Post #: 1049
Star Trek - The Final Frontier (Alpha 0.5) - 3/19/2019 9:26:15 AM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
I was originally going to use Monitoring Stations to detect Klingon and Romulan vessels entering Federation space but I have instead settled on using Deep Space Stations such as K-7 from The Trouble With Tribbles.






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Post #: 1050
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