Play as the versatile United Federation of Planets, the enigmatic Romulan Star Empire or as the formidable Klingon Defence Force!

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!

 

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To Bajor! LCARS facebook header frame Prometheus Class Feature
Blog RSS Feed Report abuse Latest News: TNG Content Update for Release Beta

4 comments by Nathanius on May 2nd, 2013

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TNG ERA CONTENT UPDATE


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!

To Bajor!

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!

Completely Rebalanced

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.

Shader 2.0 has been optimised

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. 

New Ships

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).
 

Updated UI

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

Dominion Alliance

Two New Dominion Meshes

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!

Totally, Completely Random Maps


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!

STC - Release BETA - Content Update

Continuum Corp. 

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STC - Release BETA - Content Update

STC - Release BETA - Content Update

May 2, 2013 Patch 17 comments

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.

Star Trek: Continuum - Release BETA - HotFix

Star Trek: Continuum - Release BETA - HotFix

Jun 15, 2012 Patch 12 comments

This is the hotfix to resolve the research bugs reported Changelog: 1. Resolved Galaxy and Sovereign research choice bug 2. Resolved upgrades applying...

Star Trek: Continuum - Release BETA

Star Trek: Continuum - Release BETA

Jun 7, 2012 Full Version 16 comments

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...

Star Trek: Continuum - Release ALPHA

Star Trek: Continuum - Release ALPHA

Aug 19, 2011 Full Version 15 comments

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...

Post comment Comments  (60 - 70 of 898)
Nathanius
Nathanius Feb 27 2013, 12:39am says:

Sorry about the lack of news, most of what we've been working on has been "under the hood" stuff recently, so there's not been much to show off.

We hope to change that shortly for everyone :)

+3 votes     reply to comment
Talon277
Talon277 Feb 12 2013, 8:12pm says:

Got this running, 1 question.. can we play the TMP ships on BETA? if so how?

+1 vote     reply to comment
Stargazer42
Stargazer42 Feb 13 2013, 9:32am replied:

No, the TMP ships come with the next release. Stay tuned! :)

+2 votes     reply to comment
Talon277
Talon277 Feb 10 2013, 11:28pm says:

Need to get my mew comp up and running so i can play this mod, iv not played HW for ages!

+1 vote     reply to comment
PineappleMan
PineappleMan Jan 31 2013, 5:14am says:

This mod rules hard. I can't wait for the next release.

+1 vote     reply to comment
DardoX
DardoX Jan 30 2013, 4:19pm says:

Heyguys, great job on this mod so far! I was just wondering, when the ships explode, is there an option to let those awesome debries we get to see for a few seconds to just stay there instead of vanishing forever? I saw it done on a mod for star wars, and damn i'd just love to see the aftermath after a big space battle in this.

+1 vote     reply to comment
Stargazer42
Stargazer42 Jan 31 2013, 5:59pm replied:

We had 'permanent' (harvestable) debris in release alpha, but it has turned out that HW2 crashes once enough debris is accumulated (which was a significant problem in invasion game mode).

+1 vote     reply to comment
gthompson
gthompson Jan 24 2013, 7:20pm says:

Are you planning to have the ST:TNG Ambassador (Enterprise-C) ?

+1 vote     reply to comment
Nathanius
Nathanius Jan 25 2013, 3:46am replied:

There technically isn't a TNG Ambassador, it was between the TMP and TNG eras. We have set our TMP era in the 2310's so that we could sneak ships like it in still ;-)

+1 vote     reply to comment
The-World
The-World Jan 31 2013, 3:27am replied:

You can use the no playable race homeworld 2 to highlight a new breed in your mod
(as in stargate space conflict mod)

+2 votes     reply to comment
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Platform
Windows
Developer
Continuum Corp
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Released Aug 19, 2011
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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

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