Current version: v1.0.1

The game is now consisted of three Eras, the fourth one is under development already.

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I managed to make some good work on War – Aftermath (WA from now on). I’m nearing completion of the starship models. I have only one more Klingon ship to make, a couple of Romulans to port and a handful of Federation vessels. I also started working on balancing and on the techtree. That’s the phase when I’m going to figure out what kind of new station models I may need.

WA will not only be an expansion of the timeline you can play through, but also another update of Federation Dawn. I can already tell you for sure that the techtrees will be revised. For example, some ships will be buildable for a shorter period of time, and then they will get only upgrades later.

I also started to work on the concept of huge space stations, like the Spacedock. I want to make these immense constructions to be unique, difficult and costly to construct, but once they are built, they will be extremely difficult to destroy and they will provide some kind of special benefit. I have many ideas floating in my head but I have to make a system that works well in an RTS environment and would be enjoyable and useful at the same time. So those who were asking for stations that are difficult to destroy, be prepared because your wish will be fulfilled.

Recently I was working on a new feature that will arrive with WA: Tiny ships. You may be confused, because there are already small ships, but while these are scouts of which you use one or two only. Tiny ships will have a much higher impact on the gameplay. Now, look at the image bellow. Those ships are right in each other's face. That's how small these ships will be.

How tiny is he?

Tinyships were introduced in the second half of the General War, were used in great numbers during the conflict, but mostly retired soon after the ceasefire agreement was signed. Usually without a replacement class, as their roles were taken over by other ships or fighter squadrons. Tiny ships are barely bigger than a runabout (they will be implemented as squadrons), but just big enough to be classified as starships. They are usually 40-60 meters in length, never longer than 100 meters. They are manned by no more than 30 people, and they either carry weapons heavy to their size, or have other means to quickly get out of harm’s way. Unlike runabouts or fighters however, these are fully-fledged starships, capable of extended autonomous operations, far from friendly bases.

The Federation had concerns about the vulnerability of the Mercury Class scout even before the war broke out. These ships were fast, but often not strong enough to withstand enemy fire while turning around to get out. And if such a ship was destroyed, 179 souls were lost, an unacceptably high number for Starfleet Command. When the Romulans entered the war, the number of lost Mercury Class ships rocketed, often being victims of attack form previously undetected ships. With our current knowledge we know that these ships were cloaked.

Archer Class

The order was issued for an even smaller, but faster scout to be built. The end result was the Archer Class, an extremely little vessel with minimal crew, but with the most efficient engines Starfleet could design. The Archer Class, just like almost every Federation ship of that era, is a generalized starship, equipped with both phasers and a torpedo launcher, alongside powerful sensors and engines. The torpedo, combined with great maneuverability means that it can defend itself against surprise, while its high speed makes it able to run away from a superior enemy.

Meanwhile the Klingon Empire decided to introduce tiny ships for a very different reason. The Klingons were involved in the conflict form the beginning, and lacking the economic background of the Federation, they struggled to replace lost ships and personnel. The Klingon Defense Force needed something fast and cheap to construct, easy to maintain, but something that can punch well above its league. Therefore they decided to build two types of gunboats, very small ships with a handful of crew and proportionally big guns. Obviously, these ships hit hard and die fast which is a very appealing concept to an honor-obsessed Klingon.

Klingons

During the designing of these ships, simplicity and cheapness were the main goals. They are very basic designs, even by Klingon standards. They lack any kind of luxury, their minimal crews live in one quarter, they have no proper mess hall, science and medical facilities are next to non-existent. Their hulls lack any decoration and both ships have very basic shapes created of easy to produce hull panels. In exchange, these vessels are cheap, fast to construct and easy to maintain.

Not having any marking on the hull was actually a goal in itself in the case of the Kl’xenova Class. This ship is so different from usual Klingon designs, that the opponent may make a fatal mistake of confusing it with another faction’s ships. The ship has powerful engines and a single disruptor beam with multiple emitters, making it an excellent chaser of a wounded enemy.

Kl'xenovas

The application of the Kalath Class is very different. It is equipped with two forward facing disruptor beam cannons, strong impulse engines, but with a relatively weak shields and warpdrive. Consequently, this ship is designed for hit-and-run attacks, and is not suitable to make more than a couple of attack runs on the target. A usual strategy of Klingon gunboats was to strike a lone target with several Kalaths, and when it turns to flee, pursue it with Kl’xenovas until it is destroyed.

When the Romulan Star Empire entered the war, almost the complete Imperial Fleet was ordered on the Federation and the Gorn border, leaving almost nobody to patrol the borders in the Beta Quadrant. To quickly fill the gap in the border patrols, the Star Empire introduced the Sehin Morlatta Class, a tiny scout ships with powerful engines. Although it lacks the cloaking device – because of its size – the class was proven very successful. It turned out that it can cover more area in given time than the much larger Revastal Class scouts, which in exchange were freed to fulfill higher profile missions where their stealth capabilities were more valuable.

Sehin Morlatta

The Romulans also quickly recognized the potential of starfighters, but it was alien to their nature to fight in a coffin in space. They still needed something against fighter squadrons thogh, so the Imperial Design Bureau came up with a very small, but full-fledged starship. The Praetor Class gunboat is equipped with a single launch tube of a special plasma torpedo, designed to fight fighters. These torpedoes have extra sensors and seeker algorithm in exchange for much lighter warhead, but that still has enough punch to deal with a starfighter. In addition, if the computer realizes that it missed the target, it can still detonate the warhead with a powerful plasma explosion to still deal some damage. Of course these torpedoes are much weaker against starships, and the Praetor Class was rarely used for that. A single Praetor Class still has no chance against a squadron of starfighters, therefore these ships were constructed in big numbers and always patrol in wings of at least three.

Praetor

Interesting how the three factions came to the same conclusion for very different reason. The Tiny ships had a relatively short time to shine on the galactic battleground, but they have an unquestionable place in history. But why did they disappear so quickly? Military historians cite two main reasons. The first is the end of the General War. Surviving ships returned from the frontline and took over the role of tiny ships. The risk of confrontation and surprise attacks was reduced so bigger ships ventured into uncharted space. The other is the fast increase in weapon efficiency. Beam weapons became stronger, torpedoes became more accurate, and these drastically reduced the lifespan of tiny ships.

Still, these ships were a great success. The Archer and Sehin Morlatta Classes thwarted several assaults by providing intel about enemy movements. Klingon gunships not only solved the Empire’s economy deficit issue, but were also the first starships that successfully implemented swarm attacks. These ships served as a role model for ships that were designed to deal a heavy blow and hope that the enemy cannot shoot back, like the B’rel Class.

Tiny ships were introduced in Evolution to add another layer to the strategy. Scout-oriented ships are best used individually for exploration and monitoring enemy movements, while gunboats always should be used in groups to be effective.

When I check in next time, I hope I can confirm that modeling is done and that I’m onto coding. I will definitely talk about some other ships that are interesting enough. That, or the updates I’m planning on the already released materiel.

Until then admirals!

k_merse

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Comments  (0 - 10 of 33)
Belcazzi
Belcazzi

All that stuff looks very promising, i'll try it ! Please keep up the good work ! :)

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ValkyriesGrace
ValkyriesGrace

Random thought but it just occured to me that Starfleet during the ENT Era has no Discovery, Yorktown or Minuteman classes?

The Discovery is defined as a Scout that was brought into service in the late 2150s during the Earth-Romulan War, seemingly a replacement for the aging Emmet Type. The Yorktown a battleship above the Poseidon and NX classes and Earth's first starship to feature shields. And the Minuteman was a destroyer that seemed to be a replacement for the Intrepid type.

On another note I'm experiencing a random crash that occurs after about 10-20min into a game. The only thing that I'm doing when the crash occurs is selecting a ship or station. The first crash I selected a research station while it was working on phaser technology, the second I selected an NX Class. And the third I selected a Surok class.

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ValkyriesGrace
ValkyriesGrace

A Seperate crash that occured, when I destoyed a Klingon mining station the game crashed as it exploded. But so far it seems to maybe be sounds causing the crashes as it's when a sound is meant to play.

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k_merse Creator
k_merse

Thanks for the reports. I've noticed similar issues myself. Unfortunately these crashes have nothing to do with the mod, it's some kind of issue with the engine, probably with the ODF selection or when it tries to do multiple things at the same time with the same game object. I'm sure that something about how the mod works induce these crashes (my best guess currently is the era advancement system) because the stock game doesn't have these issues.

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k_merse Creator
k_merse

Regarding the ENT Era ships, I think that the Terrans did not have the capacity to build too many ships. Considering that they had a single shipyard and it took approximately one year to construct an NX Class, I would argue that they had limited time to introduce new designs before the Romulan War. During the War it was unlikely that they would be able to build too many new ships - they already have the NY and NZ Classes - and then they became the Federation and they started to mass-produce Daedaluses.

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Benkenobi495
Benkenobi495

Great mod so far. I haven't run into any issues and I've played it for hours. @K-merse, I saw what you've already said about the NX class, I of course respect that, but I still have a question for it if I may. Would it be reasonable or even plausible if the NX-01 model were able to be researched, THEN just sort of skip the rest and go for (what I think it's called) the Atlantis refit? The Atlantis refit (again, what I think it's called, not sure)is the model you already have in-game for the NX class. I thank you for your time in advance should you read or respond. Cheers! :D

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k_merse Creator
k_merse

Hello Benkenobi495! In the original design you had to build the different versions of the NX Class to eventually reach the Atlantis variant. I removed this feature for two reasons. First, it was way too much micromanaging and it slowed down Federation progress too much. Second, I decided to remove all "hero" ships from the mod (for now at least), so I could either make the NX-01 NOT a hero ship, or start with NX-02 which also seemed like a bad idea.

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Benkenobi495
Benkenobi495

Thank you for your time in replying. I certainly understand your decision. In any case, I look forward to future updates for this mod. Not enough mods or even games show this era too much. TNG, VOY, and DS9 have all been overly explored in my opinion. Cheers k_merse! May the mod stay glorious :D

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Archonon
Archonon

Hey k_merse, having a great time playing with the mod.

I am not sure if anyone else has this issue but am I the only one that has a texture glitch with the Federation Mining Ship (Capella)? The main part of the ship is fine but the tank underneath looks blurred, stretched and distorted, with a weird purple-ish color.

I checked the texture (fcargo.tga) in Photoshop and it looks fine; and it is named correctly because if I don't use fcargo.tga then the tank is blank, but when I see the ship the tank is a mess.

Is it just me?

Thanks

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Archonon
Archonon

Hey k_merse, found the trouble. Since the texture shares the same name as the stock cargo ship, if there are any of the original textures (such as fcargo_1, fcargo_1B, etc) then it screws up the model. Removing the stock textures fixed the issue.

Anyway. thanks again!

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k_merse Creator
k_merse

Thanks for the catch. Nobody else reported this issue and it works perfectly on the computers I tested the mod, but to be sure I'm gonna change the Capella's model to avoid further issues. Just to be sure.

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