[REL][BETA][Shad] Kirk Era - Star Trek Beta 1

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ehsumrell1
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RE: [REL] Kirk Era - Star Trek v1.1

Post by ehsumrell1 »

ORIGINAL: Igard

EDIT: oh yes and, the design.txt file still doesn't work for me with this mod. Here's the one I was trying to get to work. It results in an extremely laggy game. Loads fine, just very slow. If anyone could try it out and let me know how you get on, that would be helpful. [;)]

I'll look at it soon Igard and get back with you. [8D]
Shields are useless in "The Briar Patch"...
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tjhkkr
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RE: [REL] Kirk Era - Star Trek v1.1

Post by tjhkkr »

Modifying a ship to look like this picture of the Orion is not easy... [:@]
But I want to have at least one ship I create.

Once again, I have downloaded your work. Nice work.
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.
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Igard
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RE: [REL] Kirk Era - Star Trek v1.1

Post by Igard »

ORIGINAL: hewwo

Cool! As soon as i'm finished with my exams I'll give this a go :)

Good luck, hewwo! (with your exams AND fighting off Klingons). [:)]
ORIGINAL: ehsumrell1

I'll look at it soon Igard and get back with you.

Thanks, Ed. I also can't rule out the possibility that I've made a mistake in the text. [8|]

I made a thread in the tech support forum several months ago about this. I'll dig it up....

http://www.matrixgames.com/forums/tm.asp?m=2536608
ORIGINAL: tjhkkr

Modifying a ship to look like this picture of the Orion is not easy...
But I want to have at least one ship I create.

TJ, thank you again for dl'ling. Try adjusting the hue and saturation of the ships to make them look green. With GIMP you can select a number of colours and change them to whatever you like.

Also, post it up, or PM me with it as I'm always looking for new ship variants. I'll add them to the mod as an extra shipset OR I'll replace the originals I did if they're better. [;)]
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tjhkkr
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RE: [REL] Kirk Era - Star Trek v1.1

Post by tjhkkr »

As an old school Trek and SFB fan, I'm definitely looking forward to this (unofficially).

I am betting you and I were born and raised on the same set of games... hard to believe anyone else even remebers those games. They were the stuff of the time though![8D]
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.
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ehsumrell1
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RE: [REL] Kirk Era - Star Trek v1.1

Post by ehsumrell1 »

ORIGINAL: Igard

ORIGINAL: ehsumrell1

I'll look at it soon Igard and get back with you.

Thanks, Ed. I also can't rule out the possibility that I've made a mistake in the text. [8|]

I made a thread in the tech support forum several months ago about this. I'll dig it up....

http://www.matrixgames.com/forums/tm.asp?m=2536608

Igard, I went over your designs.txt file. I reviewed it and make some additions/changes. I'm
not 100% certain, but I think it is just a formatting thing (14 families/14 for each line.)
Give it a try. Make sure you review your races file column 11 (Design names index: index into default design names) so that all the families have at least one entry (there will be some shared since only
14 are referenced in the file). Possibly Elliot will/should/has expand the file for 20 family lines.
Anyway....I'm PMing you the file now. Get back with me later 2nite if you have a chance to mess with
it. I'm getting ready to start a test on a combined (sort-of) theme of my own to see if it will run
smoothly. [My "Secret" project] I'm combining bits and pieces of the TRSE, B5 and Archer Mods with
some set replacements (created by Woodman). It I can get this to run on my WinXp system, then ANYTHING
should run. Will get back with you!
Shields are useless in "The Briar Patch"...
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Igard
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RE: [REL] Kirk Era - Star Trek v1.1

Post by Igard »

I'm afraid it's still not working (the designs.txt file), it took a bit longer this time, about 15 minutes, for the cpu usage to jump through the roof and the game to grind to slow weary pace. [:(]
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tjhkkr
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RE: [REL] Kirk Era - Star Trek v1.1

Post by tjhkkr »

Okay: time for TJ and his goof ball questions. I finally launched my mod for RotS. When the game cranks up, it asked for image_22a, image_23a and so on. In my races.txt, I pointed all my races after 21 to existing pictures (0-21)... I thought that was what I was suppose to do. Yet it is still asking for 22 and so on.
Am I doing something wrong... I have not encountered those empires/races yet to know what image will come up.
I hope my question is clear.
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.
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Igard
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RE: [REL] Kirk Era - Star Trek v1.1

Post by Igard »

Hi, TJ, this isn't really a problem with Kirk v1.1 so you probably should have created a new thread for it. Not everyone visits this thread 'cos ST is too cool for them. [8D]

Does the game start up ok and the theme loads no problem? When exactly does the error occur? Make sure you don't have any duplicates of races sharing the same number or skipping any numbers out in the races.txt.

Don't reply to this here. Could you start a new thread for it, if you wouldn't mind? [:)]
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tjhkkr
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RE: [REL] Kirk Era - Star Trek v1.1

Post by tjhkkr »

No problem. I was not trying to assert that this is a problem with your work... it was MY problem.
I just hate starting new threads. I was looking for an answer then to forget the problem.
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.
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Marshall Thomas
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RE: [REL] Kirk Era - Star Trek v1.1

Post by Marshall Thomas »

Thanks Igard, for creating Star Trek mods.

Are there any AARs on your Star Trek mods? In the games you've played so far, what were some of the differences from vanilla DW (aside from the obvious ones)? Thanks in advance
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Igard
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RE: [REL] Kirk Era - Star Trek v1.1

Post by Igard »

ORIGINAL: Marshall Thomas

Thanks Igard, for creating Star Trek mods.

Are there any AARs on your Star Trek mods? In the games you've played so far, what were some of the differences from vanilla DW (aside from the obvious ones)? Thanks in advance


I don't think anyone's made any AARs yet. It would be pretty cool, I've played a couple of games where I've wished I took a few screenshots.

I think it's very much still a fact that alot of the differences aren't yet deep enough. Once we can edit the tech tree this should be much better. Sure, the races all act roughly the same as the ones their based on in the series, but they are all still handled the same way by the AI. Of course the Klingons build lots of ships and are pretty nasty just as they should be in this era, but are they any different from say, the Boskara?

This is where race dialogue comes in useful. It gives a little bit more depth to the races. The racial biases help us to form relationships that are much more believable. So the Feds will find it very hard in this era to get into a free trade agreement with the Romulans. Also something I'm working on for each mod, is an extra shipset folder that's unused by any race. Using this we can design class variants with their own unique image, just adding that little bit more than what vanilla has to offer.
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Caesar_Augustus
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RE: [REL] Kirk Era - Star Trek v1.1

Post by Caesar_Augustus »

Salve, Igard, Imperator! [&o]

A question: with your kind permission, I've slightly altered your Kirk-era mod to consider the Constitution-class heavy cruiser as the "cruiser-class", rather than the "capitalship-class", and have placed a Federation-class dreadnought shipset in place of the "capitalship-class."

Works perfectly, but I've noticed that the other Federation shipsets do not show stellar exhaust when moving (which is just fine and I kind of prefer it for Star Trek vessels) but my Federation-class dreadnought does show stellar exhaust when moving. I cannot figure out why, but I would prefer to not show the exhaust, just like the other Fed shipsets. Is this moddable somewhere... we wonders, my preciousssss? [;)]

Thank you!
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RE: [REL] Kirk Era - Star Trek v1.1

Post by Caesar_Augustus »

EDIT: Actually, after looking more closely at the enginethrust effects folder, it appears that engine exhaust is game default according to the type of engine a given ship has.

So I will have a much closer look at the other Fed ships to see if I can see engine thrust colours. If so, then it is most probable that the Federation-class DN, used as a "capitalship-class", shows a different, and more visible, engine thrust than the other Fed ships... Still, if this can somehow be modded, it would be nice to know...
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Data
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RE: [REL] Kirk Era - Star Trek v1.1

Post by Data »

and behold, a new modder rises [:)]
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
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Caesar_Augustus
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RE: [REL] Kirk Era - Star Trek v1.1

Post by Caesar_Augustus »

Who me?? Goodness gracious, no! I do enjoy tinkering, though [;)]

I'm just a humble and benevolent Emperor... you see, who now and again blows up certain ungrateful, obstinate, obtuse, obnoxious and rebellious planets, with a fully armed and opertional battlestation... To maintain order in the galaxy, mind... [:D]

Update: I do not see any engine exhaust in the other Fed ships, only my Federation-class DN capitalship. I wonder why this is so?? Any clues, Mr. Data?
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Data
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RE: [REL] Kirk Era - Star Trek v1.1

Post by Data »

I'm clueless tbh, I've not played with this....knwoing there are guys out there like Igard or Lordxorn or WoodMan (and many more) makes me wanna explore their stuff more than creating my own. I think one of these teachers will shed some light on the exhaust [:D]
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
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Igard
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RE: [REL] Kirk Era - Star Trek v1.1

Post by Igard »

Caesar, it's good to hear you're having fun and experimenting with things. Have a look at the customization guide for more details, though it's not up to date with RotS expansion :- ftp://ftp.matrixgames.com/pub/DistantWorlds/DistantWorlds-Customization_Guide.zip

The engine exhausts are added by drawing a line of pure blue (0,0,255) horizontally on the ship image. This means that if your ship has any strong blue colouring, it might produce an undesired engine exhaust. You might have to tweak the colours a little bit to get rid of the blue in the image. I'd be more than happy to help further, just let me know. [;)]
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Caesar_Augustus
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RE: [REL] Kirk Era - Star Trek v1.1

Post by Caesar_Augustus »

Oh, thanks a lot, Igard! I forgot all about the Customization guide! This should do it. Will try it out as soon as possible [:)]
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RE: [REL] Kirk Era - Star Trek v1.1

Post by Caesar_Augustus »

Well, I don't know what I'm doing wrong, I've only changed the blue horizontal lines at the very end of the three engine nacelles to black, but now the ship appears to be enclosed in a white box, and I cannot for the life of me get rid of it... [:(]

Oh, Imperator, Igard, come to my aid... [&o]
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Igard
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RE: [REL] Kirk Era - Star Trek v1.1

Post by Igard »

It sounds like you've not got an alpha-channel (transparency) on the image. What software are you using to edit with?
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