Star Trek Universe v1.4.1

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

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necaradan666
Posts: 256
Joined: Mon May 28, 2012 3:32 am

RE: Star Trek - Picard Era (Universe v1.1)

Post by necaradan666 »

Seems to run pretty well here, I'm glad to know Universe is working so well for modding. I never bothered to try these kind of mods prior to Universe allowing them to be properly fleshed out.

You've included an empty planetmaps folder in the main theme folder which if it had anything in it should be in images/ui/environment. designTemplates folder is empty too.

Some of the gas giant planets look like they're from the base game, I think there's only a few new ones. There's an empty 'other' folder in the planets folder

If you really want to trim uneccesary files the game only uses a handful of Martians GEM landscape images, the rest he included so we could pick and choose to rename our favourite ones and have them display ingame. Personally I use the most photo realistic ones he gave us for my game but perhaps you could find some star trek planet visuals from some away mission episodes instead of the same ol' GEM landscapes, just an idea.

Why did you include all the default resource help files? If they need to be there.. I asked Haree the same thing and he said his mod crashes without such extra files, but they both seem to work fine here if I delete them.. perhaps use the ones Das made since you're using his resource images, also Deneba Crystal help file is absent.

Some of the weapon graphics look like base game ones, assault pod, a couple torpedos, troop weapons, hyperdeny.

Is it just me or is the Klingon flag off-centre a little to the left.

Troop_22 looks a little out of place compared to the others, but maybe that's the one you wanted there.

How do you get the ancient galaxy research working? starting at tech 7 and don't see a way to unlock it, used a tiny map for a quick 100% search for ruins but no luck.

Maybe rename components for Star Trek theme? Bit weird seeing plasma torpedoes and hyperfusion reactors on the Enterprise rather than photon torpedos and warp drive.
Buio
Posts: 368
Joined: Wed Nov 21, 2012 7:40 pm

RE: Star Trek - Picard Era (Universe v1.1)

Post by Buio »

ORIGINAL: necaradan666
Uhh... I just discovered a square planet. Barren rock moon.

That's no moon... It's a Borg Station ;)
comsolut
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Joined: Sun May 30, 2004 8:13 pm

RE: Star Trek Universe v1.3.1

Post by comsolut »

Thanks for the alternative link. Mediafire was not working for me.
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Osito
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RE: Star Trek - Picard Era (Universe v1.1)

Post by Osito »

ORIGINAL: gyrospeck

Races start in proper solar systems - I'm not sure this one is possible, does anyone have any ideas?

I believe this is possible, as long as it is done as part of a theme. In fact, I am presently building a galaxy map which is Star Trek 'compatible'. However, this is a 'whole galaxy' map, which creates significant issues in determining how to space out the stars (no pun intended).

I can tell you it is an immense task to add a significant number of stars to a DW map. Getting the position right requires a transparent grid overlay on my monitor. Getting the right the star colour is a total pain, as you have to insert/delete/repeat until you get the star of the right colour(for main sequence stars at least).

Osito
Osito
necaradan666
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RE: Star Trek - Picard Era (Universe v1.1)

Post by necaradan666 »

Talking to the Tamarians reveals a bug. They look like Ackdarians in their communication screen. Also found both romulans and cardassians owning home world's called Romulus 1 in Romulus system. 1400 star galaxy perhaps not enough names to go around.
gyrospeck
Posts: 38
Joined: Sat May 24, 2014 5:26 pm

RE: Star Trek - Picard Era (Universe v1.1)

Post by gyrospeck »

I'm glad to hear that you're working on a Star Trek 'compatible' galaxy map Osito. I am excited to check it out.

Wow. Thank you necaradan666 for spotting all those issues. I've fixed as many as I could for a quick patch update. I'm not sure what the research problem is since it is available on my copy. I've also noticed the same problem that Haree has with a more selected help folder. I will have to look at it closer when I add race entrees.

New in 1.3.2:
• Added new system names to help avoid repeats on larger maps (used Star Wars names for fun [;)]).
• Added Deneba Crystal to resource help file.
• Updated assets from Das Chrome 1.4.
• Removed unnecessary landscape assets to lower file size by ~8MB.
• Removed a few unnecessary (empty) folders.
• Replaced troop 22 to provide a more unified feel.
• Fixed minor misspelling in the ‘about’ file.
• Fixed error with the Tamarian race picture. They should no longer look like Ackdarians.


I plan to rename resources for the next major patch.

Please keep the feedback coming. [:D]
necaradan666
Posts: 256
Joined: Mon May 28, 2012 3:32 am

RE: Star Trek - Picard Era (Universe v1.1)

Post by necaradan666 »

Does the silvermist get replaced by the crystal entity in your game? Doesn't seem to be working here. Released one from a ruin.
Hannable
Posts: 94
Joined: Mon Nov 04, 2013 4:37 am

RE: Star Trek - Picard Era (Universe v1.1)

Post by Hannable »

If you're going to have resources appropriate to the ST universe, then you must have, you really must have, self-sealing stem bolts heh heh.

As well as tulaberry wine, Romulan ale, latinum (Ferengi must have stolen the "P" from platinum), holodeck programs, and tribbles (or make tribbles a playable race haha!)
"Only one human captain has survived battle with a Minbari fleet. He is behind me. You are in front of me. If you value your lives, be somewhere else." - Delenn of Minbar
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2guncohen
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RE: Star Trek - Picard Era (Universe v1.1)

Post by 2guncohen »

Just, to say I like the ground units allot.
Nicely done!
gyrospeck
Posts: 38
Joined: Sat May 24, 2014 5:26 pm

RE: Star Trek - Picard Era (Universe v1.1)

Post by gyrospeck »

Thank you all for the kind words. I've uploaded a minor update today.

New in 1.3.3:
• Added 27 new Star Trek themed landscapes. Note: not everything used is cannon.
• Added 22 new Star Trek themed facilities. Note: not everything used is cannon.
• Updated ‘about’ picture.
• Removed crystalline entity, mapstars, & nebulae images (modding guide says unmoddable; tested to not work). Note: I may release a “full conversion” add-on to rewrite the main directory, but not at this time.
• Replaced old pirate images (always bugged me) with Haree’s pirate images.
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imdahman
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RE: Star Trek Universe v1.3.3

Post by imdahman »

Quick question: Is this separate from Isgard's mod? Or have you basically taken over duties in regard to converting it over to Universe?
- imdahman
“Two possibilities exist: either we are alone in the Universe or we are not. Both are equally terrifying.”
-- Arthur C. Clarke
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tjhkkr
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RE: Star Trek - Picard Era (Universe v1.1)

Post by tjhkkr »

Yeah, the troop images are really good; nice job!
Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.
gyrospeck
Posts: 38
Joined: Sat May 24, 2014 5:26 pm

RE: Star Trek - Picard Era (Universe v1.1)

Post by gyrospeck »

imdahman, this mod is now a separate mod from Isgard's mod. All of his work has been converted and most of it is being used. Besides the conversion, I have modified many of his files, added additional work, and added UI/graphic improvements done by community members. I plan to continue support and further improve the mod and the latest few builds have been fully playable and enjoyable. That said, if you find any issues or you have suggestions/comments/feedback, I'd love to hear it.

tjkkkr, thanks; but most of those images were from Isgard's work, so he really deserves the credit.
nvek
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Joined: Sat May 31, 2014 10:16 am

RE: Star Trek - Picard Era (Universe v1.1)

Post by nvek »

I released a new patch (1.2) for the HD environment mod (included in this mod), it fixes some of the bugs related to planets that were posted here.
matrixgames.com/forums/tm.asp?m=3626917

A comment on your latest release notes:
my mod still contains a lot of unneccessary files, I havent gotten around to deleting them yet, they might cause some confusion;
The mapstars can indeed not be modded, the directory mapstars in my mod however contains a replacement for the vanilla blackhole that you see on the mapstars zoom level, I tested it to work.

The nebula's on the starmap zoom level can in fact be modded, but the zoomed in gasclouds cannot.
I modded some of their colors to make them seem to be a part of the new background in my mod, not sure how good they would look with a different background though.

Hope this helps.
blabla
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vmxa_slith
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RE: Star Trek - Picard Era (Universe v1.1)

Post by vmxa_slith »

Not a huge Star Trek fan, but do like it. Still I really want to thank you for the work and especially for putting in a download friendly site. I will take it for a spin as soon as I finish my current game, since I am new it will be the first game finished. Having so many of the improvements from some of the other mods, is the biggest feature for me.

So thanks again, hope you keep making improvements and incorporating any fixes others come up with to their parts.
necaradan666
Posts: 256
Joined: Mon May 28, 2012 3:32 am

RE: Star Trek - Picard Era (Universe v1.1)

Post by necaradan666 »

Been making up some landscape replacements for my game, practised with the software a bit by cleaning up yours. They've been resized to a standard and I took the black sidebars off a couple, a few are a little cropped but I think they look ok.

https://docs.google.com/file/d/0B8Ogw9m ... FTMGM/edit
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Locarnus
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RE: Star Trek - Picard Era (Universe v1.1)

Post by Locarnus »

StarTrek Universe 1.3.3 seems to be compatible with my DW:U BalanceMod (see signature).

I only did a short test run. But the research.txt, components.txt and facilities.txt (the only files the BalanceMod changes) are the vanilla versions in the StarTrek mod. So they should be fully compatible.
gyrospeck
Posts: 38
Joined: Sat May 24, 2014 5:26 pm

RE: Star Trek Universe v1.3.4

Post by gyrospeck »

Thank you necaradan666 for doing that, I appreciate it. I've added your work to the official version (as well as credit).

New in 1.3.4:
• Updated planet images (Work by Ra131).
• Updated landscape images (Work by necaradan666).
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vmxa_slith
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RE: Star Trek Universe v1.3.4

Post by vmxa_slith »

Is a full d/l needed for the updates?
gyrospeck
Posts: 38
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RE: Star Trek Universe v1.4

Post by gyrospeck »

Hello everyone. I finally finished the next version of Star Trek Universe (v1.4). As promised, I have added Star Trek themed resources. If you have suggestions of more fun resources that could work, please let me know.

I am looking into changing component & research names to reflect the Star Trek universe, but I'm hesitant because it will break compatibility with other mods, such as Locarnus Balance mod. I'd like feedback on the desirability of such work.

vmxa, I can do patch updates starting with the next version.

New in 1.4:
• Added 19 new Star Trek themed resources.
• Added new Galactopedia entries for resources & races.
• Updated to HD environments 1.2
• Updated weapon effects.
• Deleted old help files.
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