I'm getting ready to upload the final test version to the test team, I was supposed to do this last weekend but unfortunately ran out of time. I would like to get this out as soon as possible and definitely before Christmas.
I'm getting ready to upload the final test version to the test team, I was supposed to do this last weekend but unfortunately ran out of time. I would like to get this out as soon as possible and definitely before Christmas.
The Excalibur is indeed buildable in GC, however it needs a L5 Starbase, Tech level 5 and a planet capable of building capital ships (I have however since then lowered the starbase level requirement to L4 and it also launches more Runabouts and Peregrines).
It would be a neat touch to see the TNG and DS9 uniforms, probably as an optional bonus. Let me see what I can do.
There is indeed Galactic Conquest, at this stage however it's in just the Star Wars universe, I have however put a little "story" behind it, check out the September development diary for a screenshot with one of those "incoming transmission" dialogue boxes, from Picard.
Thanks for the heads up, I'll double-check these files. :)
Thanks, I have tried giving the Trek factions some of the vanilla game Star Wars faction vehicles to build (using the variant_of tags and changing their faction), but they still won't build them.
Thanks, still no further forward at this stage unfortunately. I have tried giving the Trek factions some of the vanilla game Star Wars faction vehicles to build, but they still won't build them.
An encouraging sign however is that hopefully this same bug might not be in Galactic Conquest. I have been using a Romulan Shrike (they are good for moving to enemy planets and using them to spy) and I have noticed the AI Trek factions having ground units which normally they aren't provided with in the beginning (ie. Ground versions of the Peregrine Attack Fighters) so at least they're building ground units it seems in Galactic Conquest - where it matter the most.
Right now it's just skirmish mode, the Galactic Conquest AI bug was fixed in late May thanks to the addition of the land units. I'll check out the other mods you mentioned and see if I can pick anything up from them. :)
Not at the present, I have however been trying to get Borg ships to do their "We are the Borg, lower your shields..." etc speech when they appear. Let's just say they will have some more reinforcements as well when you play the Borg map as well. :)
The latest test release has been sent out to the development team, we want to take our time to try and find any more bugs. Hopefully any bugs found will only be small ones. :)
Hahaha, as if to say "Just checking..."
I made some changes to the difficulty settings file and even on easy the AI will now build Excaliburs, Jem'Hadar Dreadnoughts and Hutets etc pretty consistently.
Good question, we never did find out, however for whatever reason I have not encountered the random FPS drop when battling as/against the Dominion.
The Borg are unfortunately not playable currently, but they do however feature.
All in good time, hopefully sooner rather than later too. :)
I thought I had too, but then I played the latest version of EAW Re: and was astounded, inspiring me to re-rig the Star Wars capital ships with moving turbolasers. I have also added in some of Geroenimo's excellent free-release models including his new Star Destroyer and Acclamator models, so big thanks to him. :D
A quick further update, I need to do a formal post at some point but to cut an exciting story short I'm re-working the Star Wars factions' space units, adding moveable turrets and/or replacing some of the stock EAW vanilla models, and now all laser, turbolaser, pulse phaser/disruptor and photon torpedoes have muzzle flashes. :)
Prior to my unexpected extended break I had made quite a lot of progress, the main big outstanding thing to be sorted before I launch the mod is the ground hero units for the Trek factions.
In the meantime however there's a few things I would like to tinker with. I am considering doubling the shield strength, tactical health and hardpoint health for ALL space units and structures, making battles last longer and also stopping the weaker ships from losing their shields after a single barrage of turbolaser fire.
I'm back, I took a break which ended up being longer than anticipated, I had trouble trying to get the will to continue, but now somehow it's all back. As a result of the break progress hasn't been great, however I have resolved some bugs that arose from the latest test version.
Amazing detail, great work guys!
Indeed, slowly but surely. :) The latest test version has gone to the test team and whilst they try it out I'm having a break for a few days (before I tackle the Trek factions' hero units) and also to enjoy playing the mod, I've started up a GC as the Empire and have discovered a very quick way to destroy the Defiant... ;)
Indeed, I'll have a look into it, an interesting concept there. I was also thinking of making access to the planet "blocked" off until the player perhaps reaches Tech Level 4 or 5. I might prepare a nasty surprise as well for any Imperial players who bring the Death Star to the Borg world, but lose the battle (I think that's how it woks...). ;)
Interesting question, I've not tried recording replays during the time I've owned the game, but I could give it a try.
The shadows and electrical sparks have now been added to all Star Trek factions' space units. Their fleet commanders have also been added in and I will next be adding in their field commanders and mercenaries/spies etc. I also believe I have managed to fix the crash issue on the title screen, it was due to a hardpoint bone clash in the Sovereign, Excalibur, Akira, Excelsior and Nebula's shuttle bay hardpoints. I have given them proper bones so that the shuttles will now actually launch from their respective shuttle bays.
Hi mate, I've enjoyed watching the videos you've been putting up on Youtube, I'll see if I can fix the problem with the Sovereign causing the crashes as well. :)
As I hoped, just simply adding the ground units for the Trek factions made it all possible.
There is indeed progress, I ought to write up a post at some point, but in a nutshell I've got the Romulan land units in game and are currently adding in Dominion land units.
Currently the Bird of Prey acts differently from the snowspeeders due to it being quite big in comparrison.
The Klingons will be able to use it, I am considering having the Rotarran in as Martok's ground battle vehicle too.
It'll be even better when I add in the TIE Fighters and X-Wings etc to the Star Wars units and give them the same improved laser projectile models that I gave the space units. ;)
Good call, I'll see what I can do. With the Jem'Hadar as well I'd like to give them the shroud ability seen in the TV show too. I could have a Vorta field commander as well, with an ability to boost all Jem'Hadar soldiers with a Ketracel White boost ability.
In some STO footage I've seen on Youtube I think the Breen troops have the ability to freeze enemies, not sure if this can be done in EAW but I would like to investigate the possibility.
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