STC - Release BETA - Content Update
May 2, 2013 Patch 17 commentsContent update for the work done on the mod during Q1 2013. This can be applied to both Release BETA or Release BETA with the hotfix installed.
The mod will spread over all four Star Trek eras (ENT, TOS, TMP and TNG) and you will find a diverse and well balanced list of starships and space stations at your disposal
This mod aims to bring together the best parts of such classic games as Star Trek: Armada 2 and
Star Trek: Legacy in the beautiful and malleable Homeworld 2 engine
We aim to boldly go where no Star Trek game has gone before!
4 comments by Nathanius on May 2nd, 2013
G'day Moddb community!
At the time of writing it has been exactly 140 days since we last submitted a news post for authorisation on Moddb, that's 20 weeks right there, 5 long months of mostly silence. Sure we've put up the odd picture, and the feature on the Prometheus, but there's been nothing to indicate when another update might be out! And while we're still a long way from release Gamma and TMP we thought that there was no reason not to push the improvements we've made to the TNG era out into the community!
Many of you have seen the image above, a teaser for the unannounced update you see before you. What you might not have seen is that it hints to things which have been done with the mod!
We have completely overhauled our balancing method to account for the ERA system that we have implemented, weapons are standardised across types too, but smaller ships can only carry the smaller variants of the weapon. With this system ships like the Defiant and its parallels, the K'vort and the Shrike, are not just canon fodder anymore! They pack a punch and they need to! Heavy ships take the heat now too and can pull you through when you need it most.
Part of the rebalancing has been to add in a "warp timer", this is a compromise between having warp drives abused by players and having them too restricted. The distances in the game maps, mere tens of thousands of kilometres, would never be traversed with warp drive in the "real" Star Trek universe, the warp timer acts as a cooldown to prevent damage to the warp drive essentially as such tiny jumps put considerable strain on the engines.
We have the warp timer set to 1 minute currently.
We have also added a "safe" deathmatch mode where various scripts can be disabled to allow for a better multiplayer experience if you are suffering from a lot of desynchronisations.
Previously people with Intel HD 3000 or 4000 video cards were unable to render the ships properly in Shader 2.0, this is a thing of the past now with our variant of Shader 2.0 fully optimised for Intel cards as well as gaining a modest performance boost on cards that it already worked well on. We have also brought back the default transparency effects of Homeworld 2 to add a pleasing effect to your cloaked warships.
Please note that Intel cards will need to have their lighting level of detail set to medium in the game settings! Some ships will appear entirely black if the highest level of detail is used.
There are a few new ships appearing, the newest addition being a (mostly finished) Romulan Fighter from the old game "Star Trek: Invasion", the Romulan TNG bomber is also set to be replaced before release Gamma hits the net.
There is also of course the Prometheus (with MVAM), the Klingon E7 and the Saucer and Stardrive of the Galaxy class (allowing Saucer Separation).
The UI has been updated to be colour coded depending on the race you are playing as. Blue for the United Federation of Planets, Red for the Klingon Defence Force and Green for the Romulan Star Empire.
One of the most oft-repeated questions we've had about the future of the mod was if we could have XYZ race in the mod in addition to the three in there now. The answer was no (the answer is still no by the way), because no other race in the Star Trek universe was prominent in all four eras!
But! But... we have come up with an idea where the player is now able to make an alliance with the Dominion and receive aid from them in the form of ships, in return for ever-escalating payments of dilithium. Think twice before you make this alliance, the Dominion will only even out the odds between you and your enemy, they won't deliver an overwhelming force to you, and you have to pay for every ship you lose... the price of mismanagement... and should you be unable to pay the Dominion will turn on you...
Only one player can have the alliance with the Dominion during a game and there needs to be one free player slot for it to work (eg: 1v1 game with the alliance needs a 3 player map) . The price for dealing with these devils can be high, but if you don't get burned victory is life!
Each release sees us doing away with something that everyone thought was impossible to do with Homeworld 2. This time the impossible thing is fully multiplayer compatible random maps.
We have redone all of our old Deathmatch maps as well as add in 6 new ones which are randomly generated each time you enter the map, they are marked in yellow on the game setup screen. Full kudos goes to Stargazer for programming this variant of the random map generator from the ground up!
There's much more in there of course, and I'm getting tired of typing! What are you still reading this for?! Download the patch already! This patch can be installed on both the original release BETA and the hotfix-ed version of release BETA. So no need to worry about which version you need before patching!
Continuum Corp.
Content update for the work done on the mod during Q1 2013. This can be applied to both Release BETA or Release BETA with the hotfix installed.
This is the hotfix to resolve the research bugs reported Changelog: 1. Resolved Galaxy and Sovereign research choice bug 2. Resolved upgrades applying...
This is a full standalone installer version with a launcher and the option to scale back to default shaders and fonts if your system has trouble with...
This is a full standalone installer version with a launcher and the option to scale back to default shaders and fonts if your system has trouble with...
Highest Rated (6 agree) 9/10
Fantastic mod, really does an excellent job of bringing Star Trek to Homeworld 2. Ships and weapon effects all look great and there’s a lot of little details that really make it come alive. Revamped hyperspace is a great addition as it makes combat and resource gathering much more painless. Only downside is that most maps don’t have a colored skybox, making ships sometimes difficult to see against a mostly black background. Shipyard research also seems a little long, slowing down your midgame. Research…
Aug 20 2011, 5:28pm by SwissKnight
People. We have a forum designed for bug reporting. Please use it.
Hey guys, you're on the front page! Welcome to the club!
We know :)
I just wish the moddb admins wouldn't have shown off with their *awesome* Photoshop skills...
Keeps crashing for random reasons here is the error log
Fri May 03 14:01:31 2013
Loaded Archive: 'Homeworld2.big'
UTIL -- filepath failure, path doesn't exists 'C:\Program Files (x86)\Sierra\Homeworld2\data\locale\english'
Loaded Archive: 'english.big'
Loaded Archive: 'STC_main.big'
Loaded Archive: 'STC_shader1.big'
Loaded Archive: 'STC_fonts.big'
Uing ..profiles\ for profiles folder
GAME -- Using player profile Dave
Changing from a 32 bit colour depth in winNT (6.1 build 7601), Service Pack 1
Using NVIDIA Corporation's 4.3.0 GeForce GTX 550 Ti/PCIe/SSE2 renderer (Suspected driver is nvoglnt.dll 0)
Loaded Archive: 'englishSpeech.big'
Loaded Archive: 'Music.big'
SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created
SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created
Build name: The Dust Wars - AutoBuild3569 - Ordered by smmatte
Built by : mrbuild
Data path : C:\Program Files (x86)\Sierra\Homeworld2\data
Resetting fp control word.
CmdLine: -mod STC_main.big;STC_shader1.big;STC_fonts.big
Starting Level: data:LevelData\Multiplayer\stdeathmatch\DEEP SPACE.LEVEL
FED_TNG_OUTPOST is marked as captureable in the shiptuning but has no capture points!
ROM_TNG_OUTPOST is marked as captureable in the shiptuning but has no capture points!
KNG_TNG_OUTPOST is marked as captureable in the shiptuning but has no capture points!
RESEARCH ERROR: target of "KNG_TMP_Research_Tree" is invalid (target is ""), setting to no upgrade target
RESEARCH ERROR: target of "KNG_TMP_Flagship_Tree" is invalid (target is ""), setting to no upgrade target
KNG_TNG_BOMBER is marked as captureable in the shiptuning but has no capture points!
KNG_TNG_FIGHTER is marked as captureable in the shiptuning but has no capture points!
Killing player 4 () at time 0.000000
First of all, can we please continue this discussion here: Moddb.com
or send me a PM. I don't want to clutter our front page...
There's nothing in the log, what should lead to a crash. Can you create a new HW2 profile and see if the error remains? (And perhaps delete your old profile files in \Homeworld2\Bin\Profiles\, just to be sure.)
Odd, I am crashing regardless of what I do when I try to start a game with your mod. o_O
Here's the most recent crash-log: Starting Level: data:LevelData\Multiplayer\stdeathmatch\EARTH ORBIT.LEVEL
FED_TNG_OUTPOST is marked as captureable in the shiptuning but has no capture points!
KNG_TNG_OUTPOST is marked as captureable in the shiptuning but has no capture points!
RESEARCH ERROR: target of "KNG_TMP_Research_Tree" is invalid (target is ""), setting to no upgrade target
RESEARCH ERROR: target of "KNG_TMP_Flagship_Tree" is invalid (target is ""), setting to no upgrade target
KNG_TNG_BOMBER is marked as captureable in the shiptuning but has no capture points!
KNG_TNG_FIGHTER is marked as captureable in the shiptuning but has no capture points!
ROM_TNG_OUTPOST is marked as captureable in the shiptuning but has no capture points!
Killing player 2 () at time 0.000000
There's nothing there that would actually have caused the game to crash... Can you try running a map without a planet? And after that try running Shader 1?
For whatever reason, the game started to work on non-randomly-generated maps.
I'll try randomly generated maps again though. Also, nebula tend to destroy my ships almost instantly for whatever reason, same with asteroid fields?
realy nice
totaly love it
but i have one question why has the nova class almost double the firepower of the defiant ?
the defiant is nothing more than guns and shields and an way to powerfull enginge packed in a tiny hull
(sorry for my bad english im from germany)
Thank you :)
The reason is: the HW2 numbers are no good representation of the actual strength of a ship. The strength of a ship depends crucially on how you put your ship to use.
The main difference between the Defiant and the Nova is that the Defiant has focused firepower, whereas the Nova has spread firepower: all weapons of the Defiant point forward, the phasers of the Nova point in different directions. This makes the Defiant very efficient against single ships (it can unload its full weapon power in each attack run), the Nova however is good if surrounded by several small ships (omnidirectional defense).
The Homeworld 2 numbers might also play a trick on you, because the phaser arcs on the Nova are set together out of several single weapons (turrets) to cover the full arcs. I just had a quick look at the actual numbers in the ship files and the Nova might have slightly more health than the Defiant, but the Defiant has a roughly 25% higher regeneration rate and about 1/3 lower (mean faster) acceleration and rotation times.
In a 1vs1 fight, Nova vs Defiant, the Defiant will always prevail.