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Star Drek Mod

Posted: Fri Feb 08, 2008 6:18 pm
by BULLDOGINTHEUK
Barthart and myself are currently working on a Star Trek mod set in universe of the original series. Problem is when I move my units it does not show the blue dotted circles to show the movement range of the units. Also when setting the regime for each hex it does change the owner but does not show the red lines for borders that are usually shown. Any ideas what I am doing wrong?



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RE: Star Trek Mod

Posted: Fri Feb 08, 2008 6:49 pm
by Barthheart
Regime borders do not show across "water" type landscape. I think this is why I tried to use "land" units instead.

RE: Star Trek Mod

Posted: Fri Feb 08, 2008 7:00 pm
by BULLDOGINTHEUK
Ah makes sense. Damn I will have to start my terrain again. Have made lots of lovely icons today [:)].

RE: Star Trek Mod

Posted: Fri Feb 08, 2008 7:31 pm
by freeboy
I canno waittil we do a Stargate mod lol

RE: Star Trek Mod

Posted: Fri Feb 08, 2008 7:50 pm
by BULLDOGINTHEUK
Very funny, Star Wars Mod will of course follow Star Trek [:D].

RE: Star Trek Mod

Posted: Fri Feb 08, 2008 8:22 pm
by xBoroNx
Can't await the star wars mod [:)].

By scaling in two ways, space and planets, you could make a huge star wars map then e.g. 500x500 where 80% are space and key planets where lots of ground fighthing occured could be made something like 10x10 hexes.

I liked star wars rebellion and also somewhat star wars empire at war, but the former had many issues imho and was much worse than moo1/2, so without the star wars bonus i wouldn't have played it at all and star wars empire at war had nothing expect ok graphics.

It will be a lot of work, but i think the AT engine is flexible enough that you could make a very enjoyable grand strategy star wars game with it indeed that is much better than the real star wars games like the 2 mentioned before.

RE: Star Trek Mod

Posted: Fri Feb 08, 2008 9:14 pm
by PDiFolco
Open space has no reason to get "borders", why not letting it "water" type and only having "land" units on planets ?


RE: Star Trek Mod

Posted: Sat Feb 09, 2008 9:45 am
by freeboy
and now the tricky part, a three d map

RE: Star Trek Mod

Posted: Sat Feb 09, 2008 12:16 pm
by BULLDOGINTHEUK
Still not sure why the blue movement circles are not showing.

RE: Star Trek Mod

Posted: Sun Feb 10, 2008 7:17 am
by serg3d1
On the positive side you can make planets many-hexes lands and have space-drop opeartions

RE: Star Trek Mod

Posted: Sun Feb 10, 2008 8:15 am
by rickier65


Are the hexes "Sea" hexes? and the units "naval" units? also check in the bin\graphics\systemgraphics for an image called roundball.bmp, I think this is the movement range indicator for sea.

Rick

RE: Star Trek Mod

Posted: Sun Feb 10, 2008 7:43 pm
by BULLDOGINTHEUK
Thanks for the tip Rick.

RE: Star Trek Mod

Posted: Tue Feb 19, 2008 5:45 pm
by dave74
any update on this guys ?

i for one am interested in your progress..

RE: Star Trek Mod

Posted: Tue Feb 19, 2008 5:53 pm
by BULLDOGINTHEUK
I have kinda gone on another tack to Barthheart as he had already done some good work on a land based map for a game based upon the 'Federation and Empire' boxed game. I felt that it was a bit hard to edit as I am not very good and have started my own 'water' based space map. I can post some screenies but my print screen button is not working, the save screenshot feature in the game only allows me to show you the map as above. Unfortunately I only really have a good crack at doing this mod on a Saturday day so things are progressing but slowly. [/align] [/align]Also I am not sure if I will release it due to copywrite laws, if Vic says its okay that's fine but I am unsure of the law and do not want to breach it.[/align]

RE: Star Trek Mod

Posted: Sat Feb 23, 2008 5:52 pm
by BULLDOGINTHEUK
I thought I would post some screenshots of work so far. There are 4 races, The Smegeration, The Klingoff Empire, The Womulan Star Empire and the Domino. All races have 2 major planets and 1 minor for churning out ships and troops. The neutral zone seperates all the races with 4 planets within the central neutral zone that none of the races own (2 major and 2 minor).

Smegfleet headquarters has sent a small fleet to investigate under the command of Captain Smirk as there have been several reports of subspace disturbances near the neutral zone buffering the Klingoff Empire. The Smegeration also has a border with the Womulans but all seems quiet there for the moment.



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RE: Star Trek Mod

Posted: Sat Feb 23, 2008 5:54 pm
by BULLDOGINTHEUK
Smegeration fleet on route to the neutral zone, warp factor 6.

She canna hold er Jim[:D]



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RE: Star Trek Mod

Posted: Sat Feb 23, 2008 5:56 pm
by BULLDOGINTHEUK
Ok we've reached the nearest Smegbase Outpost that reported the scanned anomalous readings.

Mr Frock, aim all sensors towards the neutral zone........



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RE: Star Trek Mod

Posted: Sat Feb 23, 2008 6:03 pm
by rickier65
Nice images Bulldog.  This game seems to be able to span quite a few genres. (though I've never actually been a fan of anything other than historical wargames it's interesteing to see what folks can do with this.)   Warp speed ahead!
 
Rick

RE: Star Trek Mod

Posted: Sat Feb 23, 2008 6:07 pm
by BULLDOGINTHEUK
Captain, there seems to be something, I cann't quite make it out.......???? A number of energy signatures all around us.

Mr Suemee shields up, red alert, NOW!

The sound of several Warchaffinches decloaking appears on the viewscreen....

BOOM!, CRASH!, the crew of the Starship Wonkyprize are thrown against the other side of the bridge as the first disruptophase hits the ship. Report Mr Checkmate.

Zir, decks 1 through to 3 are damaged. Sweat poors down Smirks brow as he considers his next move......







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RE: Star Trek Mod

Posted: Sat Feb 23, 2008 6:19 pm
by IRONCROM
Now that looks pretty sweet. I love Star Trek.