Star Trek - The Final Frontier (Beta 1.0)

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

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rjord2021
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Star Trek : The Return of Khan (TOS Era)

Post by rjord2021 »

Some of the new portraits added to the mod.......



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rjord2021
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Star Trek : The Return of Khan (TOS Era)

Post by rjord2021 »

Every square inch of the Enterprise has been mapped for the Detailed Damage Report system..... example below of source documents.

When your ship takes damage in Distant Worlds the Detailed Damage Report system will tell what parts of the ship were damaged which will determine events that effect your ship in Distant Worlds.




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rjord2021
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Star Trek : The Return of Khan (TOS Era)

Post by rjord2021 »

The detailed damage system will monitor the repairs of damaged sections of the Enterprise and will work in the background while you are playing Distant Worlds. You will see a status bar showing status of each damaged section. You will need to refer to the damaged section report before making command decisions. If you have no warp drive you will not be able to leave the system. If you have no impulse engines you are dead in space until they are repaired.

If you took damage near Romulan or Klingon space you might be wanting to get the Enterprise out of danger.... as long as your warp and Impulse Engines were not damaged.

More than one section of the ship and the Engineers under Scotty's command will focus their priority on key systems and get them back online before less important areas. By default work will be prioritized on getting the warp engines back online before repairing damage to the Enterprise's dentist office.

As Captain, you can switch to the Damage System and switch priority to other systems. Example: You may need photon torpedoes before getting warp engines back online.

If your transporter and shuttles are damaged you will not be able to go on landing parties or retrieve landing parties already on the planet surface.

If communications are damaged you will not be able to respond to Starfleet or any incoming transmissions.

If you flag a damaged area you will receive an audible report from Scotty letting you know the system has been repaired.
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rjord2021
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Star Trek : The Return of Khan (TOS Era)

Post by rjord2021 »

An image to preview what I am working on today.....

In other words.....


Landing Party

Red Alert



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rjord2021
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Star Trek : The Return of Khan (TOS Era)

Post by rjord2021 »

Every time I play this mod I create a new race bias file which changes the way the different races regard each other.
Creating the new file changes 8464 bias values in around 25 seconds.

If you have excel you will be able to refresh these values every time you play the mod. The file is included in the mod.

In the picture below, the calculations for red and green cells are specifically randomized to show the biases between the Federation, Klingons and Romulans in TOS. In this way the Klingons and Romulans will never be friendly towards the Federation.



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rjord2021
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Star Trek : The Return of Khan (TOS Era)

Post by rjord2021 »

An updated list of the 93 playable races in the mod.......



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rjord2021
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Star Trek : The Return of Khan (TOS Era)

Post by rjord2021 »

Scenario

In Distant Worlds Universe the starship Enterprise warps into an unexplored region of space. The red alert klaxon is sounding in the background and Captain Kirk is busy monitoring the ship systems. It is not good. The Enterprise has been attacked by 2 Klingon Battle cruisers and key systems around the ship have been heavily damaged.

Kirk instructs Sulu to get the Enterprise out of there and as the Enterprise arrives in the new system sensors pick up 5 Klingon vessels in close proximity.



In the mod Captain Kirk will access his information screen which shows him a summary of reports from Engineering and Sickbay. Shown below is the Tactical Screen which confirms the Enterprise is at Red Alert.

The screen below shows that while shields and phasers are online the photon torpedoes are offline. Kirk quickly instructs engineering to give priority to repairing the photon torpedoes.

Kirk quickly checks the shields display.... screens are online but rear deflectors are at 54%. Not good. When deflector shields reach a dangerous level the screen will advise the captain to get the ship out of there before the shields collapse.



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rjord2021
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Star Trek : The Return of Khan (TOS Era)

Post by rjord2021 »

When you arrive in a new system the Enterprise will scan the system and report any starships within range.
Enemy ships will be entered into the tactical display as shown below "5" in the red icon
All other ships will be noted as Friendly.

When you have enemy ships in the system you will need to change your status so the ship is no longer at Green Alert.

However you will not go to red alert yet until you attempt to hail the enemy ships.
Until the situation deteriorates you will move from green alert to yellow alert.

If you move from green alert to red alert without attempting to hail the other ships then the Tactical Display will automatically update the Captain Log that you did not follow Starfleet protocol and negative points will be given to your Command Points. Following Starfleet Protocol will give you positive command points.



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rjord2021
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Star Trek : The Return of Khan (TOS Era)

Post by rjord2021 »

Work in progress : Uhuru's communications station.

If any of the 12 communication sections are offline they will be red instead of flashing red, green and yellow. This will reflect damage to the communications system which may prevent communicating with Starfleet, other ships or planetary leaders.



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rjord2021
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Star Trek : The Return of Khan (TOS Era)

Post by rjord2021 »

After a battle in Distant Worlds Universe or when a landing party has returned to the ship, there may be anything up to 6 patients in sickbay.

Using the medical interface you can monitor Leonard McCoys treatment of the patients.
If the life sign monitor sounds an alarm then the patients vitals are dropping.
At this stage you can access sickbay and assist McCoy with trying to save the patient.

Each of the 6 life sign monitors will be animated with the life signs of different patients.

The monitor will show the levels for:

- temperature
- brain activity
- lungs
- cell rate
- blood O3 count
- blood T2 count




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rjord2021
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Star Trek : The Return of Khan (TOS Era)

Post by rjord2021 »

Damage Control System
-------------------------

In this mod when the Enterprise takes damage in Distant Worlds Universe you can then access Damage Control to see which sections have damage and which sections are currently being repaired by Engineering.

To do this I need to know which sections are where so that when damage does occur to the ship I know the sections that may be effected.

I am about 95% of the way through the following but below is what I have put together so far for the 24 decks of the starship Enterprise.
Still to add are sections like power relays and main warp power energizers and so on.

With each section damaged you will be notified if the damage effects your ability to use impulse or warp engines, shuttlecraft, transporters, etc

With the damage control every room on every deck of the Enterprise will be numbered so that a specific report is shown indicating exactly which areas have been damaged and how they effect the ship and were any crewmen injured or killed in that area.

Note : The Enterprise will not take damage every time you are in a fight..... it will be determined on a mathematical formula I have which determines shield and were shields fully restored since the last fight with other ships.


Deck 1 - Bridge

Deck 2 - Bridge Deck Sections 18Y - 23D, Guest Quarters

Deck 3 - Engineering, recreation room 3, recreation room 6, crewmen lounge, Communications, Photon torpedo banks, Science labs(botanical labs, physics, special studies, cosmology lab)

Deck 4 - Crew quarters, environmental control, auxilary communications juncture

Deck 5 - Sick Bay, Officers Quarters, upper phaser bank room, water circulation pump, air conditioning, electrical switching machine

Deck 6 - Crews Quarters, impulse engines, turbolift maintenance shop,

Deck 7 - Main Deck :impulse engine room, Cargo Storage, Visicoms, duty nurse, medical research lab, medical lab, chief surgeons lab, operating room and examination room, intensive care unit, engineering computers, emergency bridge, library, sensors, small arms arsenal, briefing room, transporter room 1 and 3, mess room, security office, brig, bio chemical lab,

Deck 8 - Emergency Transporter, gymnasium, food preparation facility, freshwater tanks, ships computers, recreation area, locker room, food conveyor, ships computer, emergency bridge, dentist office, ship captain's office, chart room, chief navigators office, general storage, chapel, transporter room 2, transporter room 4

Deck 9 - Dorsal , auxiliary machinery, raw material storage, waste recovery system, non-organic and non metallic fabrication, organic fabrication, non organic metal fabrication, materials reclamation facility

Deck 10 - Dorsal : cargo - raw material storage, cargo hold, cargo transporter,

Deck 11 - Dorsal : Auxilary fire control, forward phaser bank, raw material storage,

Deck 12 - Dorsal : Crew Quarters

Deck 13 - Dorsal , observation lounge

Deck 14 - Transporter Room, Engineering Support, Personnel directors office

Deck 15 - Visicoms, air conditioning machinery

Deck 16 - Doctors offices, medical research lab, reception and nurse station, operating and examining room, post op ward, convalescent wards, intensive care units, medical offices, private rooms, maintenance shops, engineering computers, engineering section, jeffries tube access to main propulsion unit, shuttlecraft hangar, hangar doors, inspection corridor,

Deck 17 - Crew quarters, control tower 1, control tower 2, shuttlecraft hangar, hangar doors,observation gallery

Deck 18 - Hydroponics lab, botany section, mess room, library, crew quarters, shuttlecraft hangar, hangar doors

Deck 19 - Bridge hanger : main sensor and navigational deflector, ship computers, security section, brig, small arms arsenal, shuttle turntable elevator,

Deck 20 - Recreation shuttle maintenance : Sun deck, swimming pool, shower rooms, locker rooms, recreation area, gymnasium, hangar door operating machinery, cargo hold, storage, shuttle turntable elevator, shuttlecraft maintenance shop, emergency battery room,

Deck 21 - Food Preparation Facility, Ship's Laundry, Materials reclamation facility

Deck 22 - Fabrication Facilities : waste recovery system, emergency transporter 1and 2, refrigerated storage, organic fabrication, non organic non metallic fabrication,

Deck 23 - Cargo Storage and Cargo Transporter, tractor beam machinery room, raw material storage,

Deck 24 - Cargo Gallery and Main Tractor Beam
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rjord2021
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Star Trek : The Return of Khan (TOS Era)

Post by rjord2021 »

The last playable race has been added to the mod..... you now get to choose any 1 of 100 playable races in the mod.

For each race the portraits are being redone as shown below where the image on the right is being created in photoshop to be added into the mod.

Perhaps something like Star Trek The Animated Series but 2017 style.....



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

Post by Hattori Hanzo »

sincerely speaking I greatly prefer the original pictures to the "photoshopped" version [8|]
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rjord2021
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Star Trek : The Return of Khan (TOS Era)

Post by rjord2021 »

Some more portraits created for the mod.......

I have had second thoughts about Khan and have taken the character back to the younger version.



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rjord2021
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RE: Star Trek : The Return of Khan (TOS Era)

Post by rjord2021 »

ORIGINAL: Hattori Hanzo

sincerely speaking I greatly prefer the original pictures to the "photoshopped" version [8|]


The mod will have a folder with the original portraits so you can choose which one you prefer.
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Hattori Hanzo
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RE: Star Trek : The Return of Khan (TOS Era)

Post by Hattori Hanzo »

ORIGINAL: rjord1

ORIGINAL: Hattori Hanzo

sincerely speaking I greatly prefer the original pictures to the "photoshopped" version [8|]


The mod will have a folder with the original portraits so you can choose which one you prefer.

GREAT !!!!! [8D]
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Dakkon7
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RE: Star Trek : The Return of Khan (TOS Era)

Post by Dakkon7 »

I kind of like the cell shaded look. The Gorn looks out of place though, might want to pose him closer to the proverbial camera.
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rjord2021
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RE: Star Trek : The Return of Khan (TOS Era)

Post by rjord2021 »

ORIGINAL: Dakkon7

I kind of like the cell shaded look. The Gorn looks out of place though, might want to pose him closer to the proverbial camera.

There are a couple of them I have to bring closer... Concentrating on the look first and then doing the cosmetic stuff later.

While doing these pictures it gives me the opportunity to fix up some other issues.

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rjord2021
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Star Trek : The Return of Khan (TOS Era)

Post by rjord2021 »

When creating the dialog for the now 107 playable races I check for the first appearance of that race and then I bring up the transcript for that episode.

So for the Klingons I looked up their first appearance in TOS which was in the episode Errand of Mercy where we meet the character Kor for the first time.
I then base the dialog of Kor in that episode as the dialog for the Klingons.

If the first episode does not contain good dialog with that race I then go to the episode with their next appearance.

So for the Borg for example the dialog was taken from Best of Both Worlds instead of Q Who and the dialog in the mod contains quotes similar to

"Strength is irrelevant. Resistance is futile. We wish to improve ourselves. We will add your biological and technological distinctiveness to our own. Your culture will adapt to service ours."

The Borg have been coded in the bias file to be no be friendly towards all races (random bias set between 0 and -50) so the dialog with them is classic Borg..... unfriendly to say the least.

By using transcripts I can make sure that each race has a Trek Universe Dialog script unique to that particular race.

There will be challenges such as the species on the planet in the Galileo 7 episode.... not the ones throwing rocks but the more advanced Taureans not seen in the episode.


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Star Trek : The Return of Khan (TOS Era)

Post by rjord2021 »

The pilot episode for Star Trek TOS was set on Stardate 1312.4 and thus is the Stardate that this mod begins.

The picture below shows part of the Captain's Interface for this mod which will automatically calculate the correct Stardate using the Distant Worlds Date shown in the top left of the screen. As shown below this is 2100.03.09 when the mod starts.

To calculate the Stardate at any time of the game simply update the date in the left side of the Stardate Calculator and the updated Stardate will show on the right.

The Stardate will be used in various places such as the Captain's Log.



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