Star Trek The Next Generation - 2026 ( Breaking Old Road Blocks )

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

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runandhidegamer
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Joined: Sat Mar 25, 2023 6:45 pm

Star Trek The Next Generation - 2026 ( Breaking Old Road Blocks )

Post by runandhidegamer »

forum banner.jpg
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Work has started on a highly detailed version of Star Trek Next Generation..........
Last edited by runandhidegamer on Tue Oct 13, 2026 4:28 am, edited 3 times in total.
runandhidegamer
Posts: 199
Joined: Sat Mar 25, 2023 6:45 pm

A New Background? A test.

Post by runandhidegamer »

Distant Worlds Universe has had modding for over 12 years and today after 12 years of creating mods for this game, I finally worked out how to change the background image of DWU.

See the test image below with more work to be done on it......


Screen 1 - Initial Background Changed.png
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runandhidegamer
Posts: 199
Joined: Sat Mar 25, 2023 6:45 pm

Adding The Menu

Post by runandhidegamer »

The next step is to alter the menu as seen in this picture and give the Main Menu for Distant World Universe a true Str Trek LCARS appaearance.

Attached is concept art about what I am aiming for.


Screen 002 - Concept.... LCARS menu On The Left.png
Screen 002 - Concept.... LCARS menu On The Left.png (2.24 MiB) Viewed 247 times
runandhidegamer
Posts: 199
Joined: Sat Mar 25, 2023 6:45 pm

After Removing Multiplayer and Mods button from the menu

Post by runandhidegamer »

This picture shows the interface as I want it on the Main Menu....now to make it so as Picard would say.


Screen 003 - Concept.... LCARS menu Extra Buttons Removed.png
Screen 003 - Concept.... LCARS menu Extra Buttons Removed.png (2.18 MiB) Viewed 242 times
runandhidegamer
Posts: 199
Joined: Sat Mar 25, 2023 6:45 pm

The New Main Menu Version 1 for this Star Trek mod.

Post by runandhidegamer »

It took a little longer than I thought to get this Main Menu working right for this mod

Below you will see what the menu looks like when you open up this Star Trek mod. The orange menu buttons are animated too when you move the mouse over them....really nice.

I had originally wanted the menu buttons over on the left of the screen but this was a task I may have to leave due to it's complexity until maybe Version 2 or 3 of this mod.

In the meantime this new Main Menu for Star Trek The Next Generation works really well.

Distant Worlds Universe may be 12 years old but with a little polish it can still look really good as seen here.



Screen 004 - Main Menu Version 1 Final.png
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runandhidegamer
Posts: 199
Joined: Sat Mar 25, 2023 6:45 pm

Removing Default Research And Components

Post by runandhidegamer »

The current stage of this mod is the Research Tree and Components.

Over the last decade my experience was that this section of modding was the most diffacult because making any change to these 2 files could cause Distant Worlds Universe to crash and not exactly tell you where the issue was in the logs.

But that is a thing in the past.

I used AI and I asked AI to look at the default component and research files and change the default items listed there and give me items that are used in research by the Federation alone...... every major race will have their own technology tree.

It took less than 60 seconds for AI to give me new default research and components files......

I started up Distant Worlds Universe and to my surpise no crash to desktop....... I then went to the Research Trtee for the Federation and saw AI had done a pretty good job adding in phasers, photon torpedoes, shields, transporters etc.

Now today I will create a highly technical work tree for the Federation and get AI to install that for me.


Screen 005 - Changing The Default Research And Components.jpg
Screen 005 - Changing The Default Research And Components.jpg (245.56 KiB) Viewed 122 times
runandhidegamer
Posts: 199
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Weapon Systems Early TNG era

Post by runandhidegamer »

I tasked AI with giving me a highly detailed list of items that were used along the way by the Federation to develop Weapons systems for thir starships.

For example broken down into Weapons looking at research for Phaser arrays, photon torpedoes, Quantum torpedoes.

Defence systems including projectile threat analysis, Tractor and Repulsor Systems, Shipboard Tactical Control connecting sensors, targeting, weapon selection, and firing control.

Handheld phasers and security equipment, security and Boarding Defence protecting the ship against intruders and hostile boarding parties.

Electronic Countermeasures against hostile targeting and interference, Advanced Tactical Integration combining weapons, sensors, and command systems into one coordinated tactical package.



Screen 006 - Technology In Early TNG era.jpg
Screen 006 - Technology In Early TNG era.jpg (332.89 KiB) Viewed 114 times
runandhidegamer
Posts: 199
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Building the Federation ships

Post by runandhidegamer »

Buiding a Federation ship should require a connected set of technologies rather than one isolated hull research:

So for example research could involve these:

1. Basic hull construction enabling a minimal ship frame.

2. Matter-antimatter power enabling a warp-capable power plant.

3. Warp propulsion enabling interstellar travel at warp speed.

4. Impulse propulsion enables manoeuvring.

5. Structural integrity and inertial control make high-performance flight survivable.

6. Shields and deflectors enable safe exploration and combat survival.

7. EPS distribution supplies power to the installed systems.

8. Shipyard construction enables the frame and its components to be assembled.

Screen 007- Flying those starships.jpg
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runandhidegamer
Posts: 199
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The First Starship Construction

Post by runandhidegamer »

In the early stage of this mod I will try and keep things simple........making the first playable Federation ship a modest early-TNG design, then let research improve its propulsion, shield capacity, sensor range, weapons, and construction efficiency. Reserve quantum torpedoes, bio-neural computing, and other late-era or experimental systems for later research milestones rather than putting them into the starting technology set.

So the estimated research early Federation would be something like this.......


1. Basic hull and shipyard construction
Unlock a small or medium Federation hull and the ability to build it.

2. Matter-antimatter power and EPS
Supply the ship with power and distribute it to the major systems.

3. Warp and impulse propulsion
Enable interstellar movement and tactical manoeuvring.

4. Structural integrity and inertial control
Support safe high-speed flight and ship operations.

5. Shields and navigational deflectors
Give the ship baseline protection for exploration and combat.

6. Computers, sensors, and communications
Enable navigation, contact detection, and communication with other ships.

7. Phasers and photon torpedoes
Add the baseline Federation offensive capability.

8. Transporters, science systems, and replicators
Complete the basic TNG exploration and support package.
runandhidegamer
Posts: 199
Joined: Sat Mar 25, 2023 6:45 pm

How would I make a Federation Starship - part 1?

Post by runandhidegamer »

To make a Federation ship I would start with this in the research file.....

Stage A: Foundation
Hull materials, construction, power distribution, computers, and basic sensors including building an orbital ship building facility


Stage B: Propulsion and power
Matter-antimatter reactor, EPS grid, impulse engines, warp drive, structural integrity, and inertial dampeners.


Stage C: Defence and weapons
Shields, deflectors, phasers, photon torpedoes, tactical computers, and tractor beams.


Stage D: Exploration and support
Long-range sensors, subspace communications, transporters, replicators, science equipment, medical systems, and shuttles.


Stage E: Integration and upgrades
Fleet networking, redundancy, improved efficiency, component reliability, and later TNG-era upgrades.
runandhidegamer
Posts: 199
Joined: Sat Mar 25, 2023 6:45 pm

The Federation orbital shipyard

Post by runandhidegamer »

Before I do anything, I need to look at how we start........ I need an orbital shipyard

OK.... simple.... press the icon and build the orbital shipyard..... but wait...... how was this done.....

Currently all I need is Steel and carbon fibre and voila....... a orbital shipyard is built.

But maybe I can put this in that to build the orbital shipyard I need the following....

Resource Why the Federation needs it
-----------------------------------------------------
Steel - Structural supports, machinery, and construction equipment

Carbon Fibre - Lightweight structural components and fabrication tooling

Polymer - Insulation, seals, conduits, and industrial parts

Silicon - Computer systems, control circuits, and automation

Gold - High-reliability electrical contacts and specialist electronics

Copper - Power distribution, wiring, and industrial machinery
Lead Radiation shielding and specialised industrial applications

Hydrogen - Fusion fuel and industrial processing

Caslon - Could represent a Star Trek industrial energy resource if you choose to map it that way

Krypton - Optional advanced-gas resource for a custom Star Trek economy
runandhidegamer
Posts: 199
Joined: Sat Mar 25, 2023 6:45 pm

The Federation orbital shipyard

Post by runandhidegamer »

So why would I change how to build an orbital shipyard from only 2 resources needed to 9 resources needed?

My thinking is that for the first orbital shipyard, you have the resources needed... but if you want a second ship yard elsewhere, you will need to have more of those resources on Earth..........

Thus the importance of mining.
runandhidegamer
Posts: 199
Joined: Sat Mar 25, 2023 6:45 pm

Type 6 and Type 7 shuttles.

Post by runandhidegamer »

Before you even think of building a ship construction station in orbit, you will need to research shuttle technology in order to build first the Type 6 shuttle on Earth as well as 2 shuttle bays minimum to get into space..... no shuttle, no space.

So with Earth, there would be a minimum of two shuttle bays: one on Earth to build and maintain shuttles, and one on every orbital station to support construction and station operations.


Screen 008- Federation shuttles.jpg
Screen 008- Federation shuttles.jpg (107.72 KiB) Viewed 72 times
runandhidegamer
Posts: 199
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Shuttle research and construction

Post by runandhidegamer »

The following is what I am thinking for starting shuttle research and construction in this mod



Screen 009- Federation shuttle research and resources.jpg
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runandhidegamer
Posts: 199
Joined: Sat Mar 25, 2023 6:45 pm

Item rarity

Post by runandhidegamer »

I am doing a number of posts and screenshots on this early early research and technology for the Federation as it is the starting point to this mod when playing the Federation.

Rarity of the items used are as follows:


Screen 009- Resource Rarity List.jpg
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runandhidegamer
Posts: 199
Joined: Sat Mar 25, 2023 6:45 pm

Transparent aluminum

Post by runandhidegamer »

We all know about Transparent Aluminum thanks to the 4th TOS movie..... a Voyage Home

Well Transparent Aluminum is in a post of it's own with the following notes


Screen 010- Transparent Aluminim.jpg
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runandhidegamer
Posts: 199
Joined: Sat Mar 25, 2023 6:45 pm

Transparent aluminum

Post by runandhidegamer »

With Transparent Aluminum I will be most likely dealing with this in research etc by using the following.
Considering the importance of Transparent Aluminum, I am going to move it to the front of research.


Screen 011- Transparent Aluminim 2.jpg
Screen 011- Transparent Aluminim 2.jpg (56.67 KiB) Viewed 50 times
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