
Star Trek - The Final Frontier (Beta 1.0)
Star Trek
The Romulan outpost is more difficult to add to the mod with a lot of photo shopping needed.
In all the episodes of Star Trek I have seen I cannot recall ever seeing a Romulan outpost or Starbase.....so some creative work is required here.
What is shown below is a very early WIP on the outpost.

In all the episodes of Star Trek I have seen I cannot recall ever seeing a Romulan outpost or Starbase.....so some creative work is required here.
What is shown below is a very early WIP on the outpost.

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- RomulanOutpost.jpg (70.54 KiB) Viewed 335 times
Star Trek
As you can see with the preview pictures I am trying to do some things a little different with the mod.
Apart from differences visually the gameplay will also be modified to give it a feel of the classic '66 Kirk TV series.
The Klingon outpost above is a little small compared to the Federation and Romulan outposts but this is a one line change to scale it up a little bigger in size.
Apart from differences visually the gameplay will also be modified to give it a feel of the classic '66 Kirk TV series.
The Klingon outpost above is a little small compared to the Federation and Romulan outposts but this is a one line change to scale it up a little bigger in size.
- Hattori Hanzo
- Posts: 757
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RE: Star Trek
I strongly hope that you will finish the 3 Distant Worlds mods on which you are currently at work BEFORE to start to work on other similar mods for Distant Worlds 2..ORIGINAL: rjord1
This part of the mod development is pretty daunting as there is so much to do to add in the new research tree.
What I do always in these cases is to start small and do each bit in groups and test before moving to the next step.
And of course I first add the tech for the Federation, the Klingons and the Romulans with other races coming later.
I also saw the update from Eric with some news about Distant Worlds 2 so I am keeping DW2 in mind while I work on the 3 mods I currently have under development.
I followed your very interesting work on DW mods since the beginning at it would be very harsh to accept don't see any of them finished [8|][:)]
Star Trek
ORIGINAL: Hattori Hanzo
I strongly hope that you will finish the 3 Distant Worlds mods on which you are currently at work BEFORE to start to work on other similar mods for Distant Worlds 2..ORIGINAL: rjord1
This part of the mod development is pretty daunting as there is so much to do to add in the new research tree.
What I do always in these cases is to start small and do each bit in groups and test before moving to the next step.
And of course I first add the tech for the Federation, the Klingons and the Romulans with other races coming later.
I also saw the update from Eric with some news about Distant Worlds 2 so I am keeping DW2 in mind while I work on the 3 mods I currently have under development.
I followed your very interesting work on DW mods since the beginning at it would be very harsh to accept don't see any of them finished [8|][:)]
Yes these mods will definitely see the light of day and the way I am working on them should hopefully make it easier to port over to DW2.
I am assuming DW2 will be out some time in 2019....hopefully sooner rather than later..... and the mods I want finished for DW1 are in the following order
1: Star Trek - Kirk era
2: Star Wars
3. Stargate
4: Possibly Doctor Who
The changes to the research tree were delaying work on all 4 mods but I have research tree now in a state where I can now add the new tree without worrying about making a change that breaks the mod.
Star Trek
While adding more races to the mod I began looking at the Salt Creature from The Man Trap episode and I am trying to decide if it should be in the mod.
They lived on the planet M-113 and due to the depletion of salt on the planet the species was just about wiped out except for one who was eventually killed by Dr Leonard McCoy. Man Trap was a powerful episode because I think it was the only time I know where McCoy actually killed someone.
On the other hand the Salt Creature appears in many other Star Trek games so I am sitting on he fence og whether to include them or not.
They may have been wiped out on M-113 but who is to say that several colonies of Salt Creatures existed on other worlds..... in this case the Salt Creature becomes known as the Fotiallans.
EDIT: I have done more research of the Fotiallans and apparently they were almost decimated by a military attack in 2249 where most of the species was wiped out.... however a number of survivors made it offworld and live on other planets.
I think it would be great to keep them in the mod and try and work out a storyline for them.

They lived on the planet M-113 and due to the depletion of salt on the planet the species was just about wiped out except for one who was eventually killed by Dr Leonard McCoy. Man Trap was a powerful episode because I think it was the only time I know where McCoy actually killed someone.
On the other hand the Salt Creature appears in many other Star Trek games so I am sitting on he fence og whether to include them or not.
They may have been wiped out on M-113 but who is to say that several colonies of Salt Creatures existed on other worlds..... in this case the Salt Creature becomes known as the Fotiallans.
EDIT: I have done more research of the Fotiallans and apparently they were almost decimated by a military attack in 2249 where most of the species was wiped out.... however a number of survivors made it offworld and live on other planets.
I think it would be great to keep them in the mod and try and work out a storyline for them.

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- Salt Creature.jpg (115.73 KiB) Viewed 335 times
Star Trek
I am doing a review of the 113 races in the mod and have flagged 31 of them which need to be looked at and possibly removed. Most of them are minor races and need better pictures added.
As the mod progresses I look at things I have done months ago and come up with a better idea which I then add in.
As the mod progresses I look at things I have done months ago and come up with a better idea which I then add in.
RE: Star Trek
rjord1,
Thanks for keeping us updated on your progress. I'm not certain you need to do research stations as a separate research area, I'd keep it simple and stick to the three major areas the way the original game does. Just more to confuse the poor AI. I'd also not go so overboard on the number of races, anything over a hundred may well be overkill. Keep it simple and you may finish multiple mods. Also looking forward to the Star Wars one.
Thanks for keeping us updated on your progress. I'm not certain you need to do research stations as a separate research area, I'd keep it simple and stick to the three major areas the way the original game does. Just more to confuse the poor AI. I'd also not go so overboard on the number of races, anything over a hundred may well be overkill. Keep it simple and you may finish multiple mods. Also looking forward to the Star Wars one.
Star Trek
The 4th tab for research stations is being left alone and the complete replacement of the tech tree is being done in the first 3 tabs.
I am fine tuning the races down to around 50 or 60 and already removed races who had not discovered and developed warp drive
I am fine tuning the races down to around 50 or 60 and already removed races who had not discovered and developed warp drive
Star Trek
I think I mentioned it before but just wanted to clarify that the way I am doing these mods will make them look different and play differently to the vanilla game. Changing the research tree will make changes to how the game plays and the third screen of research will be devoted entirely to role play and damage control.
When role play tells you your shields are down and your warp drive engines have taken damage, you go into the 3rd screen and initiate repairs. You can not warp out of the system until you get a message top of the screen that your warp engines have been repaired.
This will add a new dynamic to the game because when ever you finish a battle with a Klingon ship Kirk will ask for a damage report. If the Enterprise has taken a lot of damage while in Klingon space you may be nearing Game Over unless Scotty performs one of his many miracles.
When role play tells you your shields are down and your warp drive engines have taken damage, you go into the 3rd screen and initiate repairs. You can not warp out of the system until you get a message top of the screen that your warp engines have been repaired.
This will add a new dynamic to the game because when ever you finish a battle with a Klingon ship Kirk will ask for a damage report. If the Enterprise has taken a lot of damage while in Klingon space you may be nearing Game Over unless Scotty performs one of his many miracles.
RE: Star Trek
rjord1,
Dang it sounds like you're making a mountain out of a mole hill for repairs. I'm fine with the repair function as is, keep it simple. I'm not sure I want to do role playing either. I like the game scale as is, don't want to junk it up with too much tactical nonsense that adds more micromanaging for no worthwhile gain in gameplay. I do like the concept of playing in a Star Trek inspired galaxy while playing the base game.
Dang it sounds like you're making a mountain out of a mole hill for repairs. I'm fine with the repair function as is, keep it simple. I'm not sure I want to do role playing either. I like the game scale as is, don't want to junk it up with too much tactical nonsense that adds more micromanaging for no worthwhile gain in gameplay. I do like the concept of playing in a Star Trek inspired galaxy while playing the base game.
RE: Star Trek
ORIGINAL: Omnius
rjord1,
Dang it sounds like you're making a mountain out of a mole hill for repairs. I'm fine with the repair function as is, keep it simple. I'm not sure I want to do role playing either. I like the game scale as is, don't want to junk it up with too much tactical nonsense that adds more micromanaging for no worthwhile gain in gameplay. I do like the concept of playing in a Star Trek inspired galaxy while playing the base game.
This mod will have two versions.... One version will be no bells and whistles... The other is the one I am creating for those who want to see something like with Star fleet Battles
Star Trek
There are many different races of Klingons and Romulans and these will appear in the mod.
For example using Star Trek Online and Star Trek Timelines as references I have work in progress on the Fek'Ihri who are a race of Klingons who were genetically manipulated by the Dominion 2,000 years ago and have returned to wage war against the Klingon Empire.
Below is my work in progress on the Fek'Ihri which is still early in development.

For example using Star Trek Online and Star Trek Timelines as references I have work in progress on the Fek'Ihri who are a race of Klingons who were genetically manipulated by the Dominion 2,000 years ago and have returned to wage war against the Klingon Empire.
Below is my work in progress on the Fek'Ihri which is still early in development.

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- Feklhr.jpg (56.03 KiB) Viewed 335 times
Star Trek
Adding in a new research tree for Star Trek is a complex process....but saying that it is well under way.
The hardest part of the entire process is working out what to put where and how to get it working with Distant Worlds Universe.
To do this I am using a huge amount of reference material which allows me to add in the components and resources required to build a starship.
For example when you construct a starship the first step is always to construct the hull and skeletal structure which is used as the frame for which the rest of the starship is added to. The question then has to be asked : "What resources do I need to build a starship Hull? Steel? Gold? Plastic?"
Well some of those may be on the ship making drink cups, food trays,etc but what we need are the actual resources.
To build the hull you need to have access to the following:
Duranium
Duritanium Polyalloy
Polyduranium
Titranium
and of course we also need Tetraburnium.
Wait...none of those materials exists in Distant Worlds Universe! Ok...I have to add those in.
Then I look at things like the Strucural Integrity Field, Transporters, Weapons and of course the Warp Engines.
Can I build the warp engines using the 5 materials listed above?
No ..... apparently warp engines need a matter / antimatter reactor to work and for that I need to have deuterium and the well known (to Star Trek fans anyway) much loved Dilithium Crystals. Oh great...more to add.
By the way, with these mods I am creating you don't find warp drive or hyperdrive in ancient ruins... you need to research it.
And with Dilithium it was discovered by the Federation when a planetary scan was taken of a moon around Jupiter. Howeve Dilithium is highly used resource and will be found on more than a few planets.
Research is still required to know how to use dilithium crystals to make a warp capable ship.
My aim is to have a new way of playing Distant Worlds Universe with new tech and new components with the plan to use all of these to eventually move the mod over to Distant Worlds Universe 2.
The hardest part of the entire process is working out what to put where and how to get it working with Distant Worlds Universe.
To do this I am using a huge amount of reference material which allows me to add in the components and resources required to build a starship.
For example when you construct a starship the first step is always to construct the hull and skeletal structure which is used as the frame for which the rest of the starship is added to. The question then has to be asked : "What resources do I need to build a starship Hull? Steel? Gold? Plastic?"
Well some of those may be on the ship making drink cups, food trays,etc but what we need are the actual resources.
To build the hull you need to have access to the following:
Duranium
Duritanium Polyalloy
Polyduranium
Titranium
and of course we also need Tetraburnium.
Wait...none of those materials exists in Distant Worlds Universe! Ok...I have to add those in.
Then I look at things like the Strucural Integrity Field, Transporters, Weapons and of course the Warp Engines.
Can I build the warp engines using the 5 materials listed above?
No ..... apparently warp engines need a matter / antimatter reactor to work and for that I need to have deuterium and the well known (to Star Trek fans anyway) much loved Dilithium Crystals. Oh great...more to add.
By the way, with these mods I am creating you don't find warp drive or hyperdrive in ancient ruins... you need to research it.
And with Dilithium it was discovered by the Federation when a planetary scan was taken of a moon around Jupiter. Howeve Dilithium is highly used resource and will be found on more than a few planets.
Research is still required to know how to use dilithium crystals to make a warp capable ship.
My aim is to have a new way of playing Distant Worlds Universe with new tech and new components with the plan to use all of these to eventually move the mod over to Distant Worlds Universe 2.
Star Trek
After doing some testing I have decided no longer to have the 3rd research screen used for role play..... the idea I had was good but I was not able to get it working the way I wanted.
I am now using this 3rd research screen for another idea I have in mind.
I am now using this 3rd research screen for another idea I have in mind.
Star Trek
Today I am adding in the facilities such as Starfleet Command, the Vulcan High Command, The Parliament Andoria Complex, the Ferengi Chamber of Opportunity and many more facilities which are all added as Wonders.
A lot of research is needed to locate the correct definition for where each government and some of themn are really hard to find.
A lot of research is needed to locate the correct definition for where each government and some of themn are really hard to find.