Fractal Softworks Forum

Starsector => Mods => Modding => Topic started by: superjosh250 on August 22, 2019, 05:49:44 PM

Title: Star Trek Eras [0.96]
Post by: superjosh250 on August 22, 2019, 05:49:44 PM
Here we go again? Maybe I can clean up the messy look of this page. I've got some crazy ideas of what qualifies for clean and simple and this front page is absolutely unacceptable to me anymore. So hopefully a nice little clean up will be nice for everyone.


FEATURES:
3 Playable Factions (Nexerlin Integration)
72 ships
20 Starsystems
And a slew of weapons, outfitted for their respective vessels

NOTES: Not VANILLA! A lot closer to vanilla values than before, but capital Star Trek ships can slay fleets without breaking a sweat.
There are 6 Factions in total: UFP, Romualn Empire, Cardassian Union, Maquis, Remans, Bajoran Republic
There should be a quick patch coming soon to make the underdogs playable for those who want too.
Klingons would be integrated but I hadn't even laid the groundwork for them yet.
43 ships are UFP and at least 10 of those ships aren't actually on the market. The FEDS have a lot ships... Micromanagement and design at its best huh?





STAR TREK ERAS 0.96

STAR TREK ERAS (TNG ERA)

Spoiler
UNITED FEDERATION OF PLANETS    https://drive.google.com/file/d/1b7sxB4LQvGPKUpH8kH2eCt0Zbl5o0J0J/view?usp=sharing

ROMULAN STAR EMPIRE    https://drive.google.com/file/d/1xjGED5s1EfLuviKKgXDXp6UW598aXGzS/view?usp=sharing

CARDASSIAN UNION    https://drive.google.com/file/d/1Zqbk6aFKURdRKqeP6v50-mAmAc0nNcIc/view?usp=sharing

MINOR FACTIONS   https://drive.google.com/file/d/1Vj-NM_LJ27F_gXl9OYI6iWeA0HVcq9yI/view?usp=sharing


[close]








STAR TREK ERAS 0.95.1
Star Trek ERAS 0.95.1 is no longer under development. It will be used a reference point for future development however. In case you managed to get it working for 0.96, know that the 0.96 versions will break the game if used in conjunction with 0.95.1. 0.96 versions are built off 0.95.1 with some of the same file references.

Spoiler
FEDERATION DOWNLOADS
  • UNITED EARTH (ENT ERA)[/color]        https://drive.google.com/file/d/1Ef8LO9AgJj84TRsLhPeI1uHI5ywk8Cf5/view?usp=sharing
  • FEDERATION (TOS ERA)[/color]      https://drive.google.com/file/d/1TofR8Um0tKLdh-xdtdJgOOFP_wIY4Hn_/view?usp=sharing
  • FEDERATION (TMP ERA)[/color]     https://drive.google.com/file/d/1mfWG3ipIYRfF1PfaqyZedYZggWnfbxKG/view?usp=share_link
  • FEDERATION (TNG ERA)[/color]     https://drive.google.com/file/d/1phm0udoOeNn2YkBqUyMKpQqgnctJr7ij/view?usp=share_link
  • FEDERATION (TNG QUICK PATCH)[/color]     https://drive.google.com/file/d/1g8PFhbo45PlURXS0i3Kkitcxb3Y4ZrEV/view?usp=drive_link
  • TERRAN EMPIRE (ENT ERA)[/color]     https://drive.google.com/file/d/1-TCAOeCwPOGjz20mmVZVxPKCJwN6ScnX/view?usp=sharing
  • KLINGON EMPIRE (TOS/TMP ERA)[/color]     https://drive.google.com/file/d/1CBhLLxzNxsbi4qupXTOJVZ__MFU5t-yu/view?usp=share_link
  • CARDASSIAN UNION (TNG ERA)[/color]     https://drive.google.com/file/d/145j0wW8bmTAeWi618aEX3jVOlWY8BNOR/view?usp=share_link
  • MINOR FACTIONS (TNG ERA)    https://drive.google.com/file/d/1e9BbRd4PR4GGpirS07lIM4MnmxlWwPTQ/view?usp=share_link
MINOR FACTIONS: Requires both the Cardassian TNG Era mod and the Federation TNG Era mod to work.

  • BORG (ENT ERA)[/color]    https://drive.google.com/file/d/1tkVTwEGzQIB-tkSy_5yfqzrnvqov9kM0/view?usp=share_link

[close]



DEPRECATED MOD VERSION
STAR TREK ERAS (Better Balance) [v.0.0.1a]
This link is still functional but it's only for reference information for myself. Feel free to download for 0.9.1
https://www.dropbox.com/s/ww7kynh1xwa7d3w/StarTrek%28Vanilla%20Eras%29.zip?dl=0
This is a better balance of my mod for vanilla players. The ships are still tougher and more powerful but not god tiered. Each class stays within their respective power limits. I've also made weapons with specific destruction DPS for the ships to make it more balanced instead of a three class weapon system I had, a more layered multi-tiered weapons setup for each ship. The United Federation, Andorians, and Vulcan factions are now available. Rounded factions will came later when I feel like it. Please test and let me know what you think. If there is an error, don't hesitate to let me know. I'll try to get on it at my earliest convenience.
Title: Re: [0.9.1a] Star Trek Eras {v0.0.1}
Post by: Random39 on August 25, 2019, 02:26:48 AM
Hey man, it seems that there is an error regarding the neutral station. Can't start a new game due to that

[EDIT] A game with nothing else but this and Libs works fine, so does a game with the same list but with Nex added in. Must be a problem with my modlist, sorry about that
Title: mrpras Sound Addon Star Trek Eras
Post by: superjosh250 on August 25, 2019, 11:25:27 AM
In case you wanted a bit more Star Trek Immersion, @mrpras has been kind enough to create an add-on for Star Trek Eras that bring that immersion straight to you. Meet, MrPras' sound addon for Star Trek Eras. Give it a try if you love to immerse yourself in the beauty we all love... Star Trek. Seriously, everyone give a hand to mrpras. His work is spectacular. Hope to have an update soon for the Borg. Nothing like the feeling of dread when you encounter them.

TOS/TMP Sound Mod
https://drive.google.com/file/d/1WnINA-9kwlnQSIICJfH-0ov23B1ZINLL/view?usp=sharing

ENT ERA Sound Mod
https://drive.google.com/file/d/1eZ2RNG7Q8e8gj0casfn5ntIdEspe5Kw1/view?usp=sharing
Title: Re: [0.9.1a] Star Trek Eras {v0.0.1}
Post by: AncientV25 on August 25, 2019, 10:10:54 PM
To note, I -am- using a significant number of mods and still haven't figured out which combination works with this. Definitely needs some sort of rewrite in regards to the neutral station as industry because I'm getting the crash too.

(https://i.gyazo.com/d88aa019bb04e7c76b733431333251fa.png)
Title: Re: [0.9.1a] Star Trek Eras {v0.0.1}
Post by: superjosh250 on August 25, 2019, 10:26:38 PM
@AncientV25 The issue isn't you guys, it's me. I put up the link to my old mod. My bad. I should have fixed the link. I've double checked it this time. The old mod is in the same dropbox folder. I accidentally, uh, copy the wrong link. Sorry   :-[. Please ensure that the mod is not called Star Trek G but instead Star Trek Eras to know that you have the correct version.
Title: Re: [0.9.1a] Star Trek Eras {v0.0.1}
Post by: AncientV25 on August 25, 2019, 10:28:39 PM
Haha, no worries. Happens to everyone.


Edit: Verified that the issue is still happening with the 'correct' version.
Title: Re: [0.9.1a] Star Trek Eras {v0.0.1}
Post by: superjosh250 on August 26, 2019, 09:09:09 AM
@AncientV25 A few things to mention. It could be one of your mods is conflicting with the Nexerlin dummy values I have set in the factions json files. Regardless, I've removed the trek_neutralstation values from the Nexerlin faction files and it should be okay now. Try downloading it again. If you see another instance of trek_neutralstation I will try to locate it but I've thoroughly checked my files to ensure its not to be found anywhere else.
Title: Re: [0.9.1a] Star Trek Eras {v0.0.1}
Post by: mattmios on September 01, 2019, 04:42:21 AM
Hi, just wanted to say i love playing around with this ... have been waiting for a long time for a starwars or startrek mod!
Thanks for your work
matt
Title: Re: [0.9.1a] Star Trek Eras {v0.0.1}
Post by: superjosh250 on September 03, 2019, 09:55:14 AM
@mattmios Definitely my pleasure. I always wanted a Star Trek mod for this game too. Stay tuned for the next update!
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: superjosh250 on September 04, 2019, 09:54:23 PM
Check out the latest faction update to Star Trek Eras at the top! ^^^^^^

CHANGES:
New Faction!

(https://i.imgur.com/NZ2sTc6.gif)

Two new star systems
A few new descriptions
Blueprint package for Federation Ships
Comm music for Federation faction and the NEW FACTION!
Ship names for the NEW FACTION!
Ship names for the United Federation faction.

UPCOMING:
Minor faction
Description updates
Blueprint packages for other factions
Comm music for other factions
Possibly a move to the next era
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: Dwarden on September 07, 2019, 12:06:24 PM
nice , btw. the borg picture isn't inside spoiler tag withing the first post

question, what happened to the other era ships (TNG, TOS, TMP) than ENT
from your older mod named StarTrek(G)

Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: Dwarden on September 07, 2019, 06:13:34 PM
with version Star Trek Eras 0.0.2
there are two crashes when using this mod + Nexerelin

when i selected "Enable Random Core Worlds"
then Klingons and Federation lead to crash
both factions are enabled by default, one must disable those to avoid crash

so far no crash with Vulkan, Borg, Romulans enabled

1st crash : enabled : Klingon Empire

Spoiler
... cut off to offending part
278386 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  - Picking undesirable planets: 8
278390 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  - Preparing stations
278391 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  - Populating sector
278392 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  - Processing faction HQ for neutrinocorp
278392 [Thread-4] INFO  exerelin.world.NexMarketBuilder  - Creating market for Turms (PLANET), faction neutrinocorp
278394 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  - Processing faction HQ for pirates
278394 [Thread-4] INFO  exerelin.world.NexMarketBuilder  - Creating market for Gamma Flamma I (PLANET), faction pirates
278395 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  - Processing faction HQ for Lte
278395 [Thread-4] INFO  exerelin.world.NexMarketBuilder  - Creating market for Neth (PLANET), faction Lte
278396 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  - Processing faction HQ for al_ars
278396 [Thread-4] INFO  exerelin.world.NexMarketBuilder  - Creating market for Echion (PLANET), faction al_ars
278470 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  - Processing faction HQ for romulan_empire
278470 [Thread-4] INFO  exerelin.world.NexMarketBuilder  - Creating market for Beta Gorilous II (PLANET), faction romulan_empire
278472 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  - Processing faction HQ for sylphon
278472 [Thread-4] INFO  exerelin.world.NexMarketBuilder  - Creating market for Cipactli (PLANET), faction sylphon
278473 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  - Processing faction HQ for shadow_industry
278473 [Thread-4] INFO  exerelin.world.NexMarketBuilder  - Creating market for Nibiru (PLANET), faction shadow_industry
278474 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  - Processing faction HQ for diableavionics
278475 [Thread-4] INFO  exerelin.world.NexMarketBuilder  - Creating market for City of Brass (PLANET), faction diableavionics
278476 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  - Processing faction HQ for borg
278476 [Thread-4] INFO  exerelin.world.NexMarketBuilder  - Creating market for Alpha Vuzgrimeti I (PLANET), faction borg
278478 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  - Processing faction HQ for pack
278478 [Thread-4] INFO  exerelin.world.NexMarketBuilder  - Creating market for Wyrm (PLANET), faction pack
278481 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  - Processing faction HQ for klingon_empire
278481 [Thread-4] INFO  exerelin.world.NexMarketBuilder  - Creating market for Ultima Kowal (MOON), faction klingon_empire

278503 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.utilities.ExerelinFactionConfig.getRandomDefenceStation(ExerelinFactionConfig.java:613)
   at exerelin.world.NexMarketBuilder.initMarket(NexMarketBuilder.java:541)
   at exerelin.world.NexMarketBuilder.initMarket(NexMarketBuilder.java:492)
   at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1537)
   at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1060)
   at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:310)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

2nd crash : enabled : United Federation of Planets

Spoiler
650450 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  - Adding free station Lost Customs for united_federation
650450 [Thread-4] INFO  exerelin.world.NexMarketBuilder  - Creating market for Lost Customs (STATION), faction united_federation
650473 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Industry [fed_station_0_STANDARD] not found
java.lang.RuntimeException: Industry [fed_station_0_STANDARD] not found
   at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
   at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
   at exerelin.world.NexMarketBuilder.addIndustry(NexMarketBuilder.java:311)
   at exerelin.world.NexMarketBuilder.addMilitaryStructures(NexMarketBuilder.java:468)
   at exerelin.world.NexMarketBuilder.initMarket(NexMarketBuilder.java:563)
   at exerelin.world.ExerelinProcGen.createStation(ExerelinProcGen.java:1138)
   at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1660)
   at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1060)
   at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:310)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[/script]
[close]
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: superjosh250 on September 07, 2019, 08:45:31 PM
@Dwarden

Thanks for using this mod and enjoying it. I realize that that the Borg isn't inside the spoiler tag. I just wanted the people to see the latest faction immediately. It will join the spoiler tag soon enough. Regarding the other Era ships, they will be coming eventually. I've been working hard to restructure this mod from Star Trek G and re-balance it accordingly. When I feel that the ENT era is (mostly) complete, I will being work on the TOS era.

I will test the Random Core Worlds feature to see if I can't reproduce the same results and try to solve the mystery error. Hopefully I will have a solution in a couple of days. I haven't really had time to work on the mod accordingly. But if I come up with one, I'll notify everyone of the fix.

Continue to look out for updates. I need to see if I can find someone who can explain how I can link up with version checker so everyone can keep their finger on the Star Trek Eras pulse as far as updates go.
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: Dwarden on September 07, 2019, 09:07:23 PM
thanks, btw. while i disabled the Federation and Klingons, i spawned at Klingon Empire homeworld

so it's sort of working sometimes

hopefully later (or sooner) you get time to add the direct compatibility with Nexerelin

keep up nice work
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: Histidine on September 08, 2019, 01:49:46 AM
Feds crash in random sector because they have fed_station_0_STANDARD set as a defense station ID in their Nex config, when no industry with that ID is defined in (the nonexistent) industries.csv. Easily fixed by removing that entry.

Klingons crash because their station definitions are empty. Nex doesn't support a faction not having defense stations in the current version (sorry!), so you'll have to give them some (or remove the defenceStations list entirely to fall back to defaults).
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: superjosh250 on September 08, 2019, 07:03:07 AM
@Histidine Thanks for the advice and looking out for me. I actually figured it out last night and fixed it. I have yet to post the fix. There is one issue with Nex that I didn't know until I was troubleshooting. Pressing M to create derelicts while in Random Core Worlds mode crashing the game. (I use dev mode to test features of my mod.) If anyone could tell me why I would appreciate it. I figured it was a Nex problem because I disabled my personal mod and it still crashed.
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: Morathar on September 08, 2019, 08:37:17 AM
@Histidine Thanks for the advice and looking out for me. I actually figured it out last night and fixed it. I have yet to post the fix. There is one issue with Nex that I didn't know until I was troubleshooting. Pressing M to create derelicts while in Random Core Worlds mode crashing the game. (I use dev mode to test features of my mod.) If anyone could tell me why I would appreciate it. I figured it was a Nex problem because I disabled my personal mod and it still crashed.

That Devmode 'M' key crash has been around for a while. From Alex's response, he apparently uses that key for his own testing purposes and we shouldn't really count on it doing anything specific. (See http://fractalsoftworks.com/forum/index.php?topic=13205.0 (http://fractalsoftworks.com/forum/index.php?topic=13205.0) for details.) I think the general consensus is that it's best to just avoid pressing 'M' in Devmode because you never know what it will do...


Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: superjosh250 on September 08, 2019, 01:47:47 PM
For all interested in Random Core Worlds, the minifix should work now. Emphasis on should. I run this mod on a virtually clean game of Starsector. The only mods that are run beside it is Lazylib, Nex, and for testing purposes, Console Commands. I will work hard to see if I can remedy any conflict with other mods but I make no promises that it will fix heavily modded Starsector games.

Still, I apologize for any errors. This modding business is still new territory for myself and an excellent learning experience.

Keep your eyes peeled for a possible mini-update later this evening. If not this evening, then tomorrow.

Also @Morathar, thanks for the info. I really appreciate it. I thought I was going nuts whenever it crashed on me. Oddly enough, pressing M only crashed when I was using Random Core Worlds. Otherwise it works.
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: Dwarden on September 08, 2019, 01:52:04 PM
ye i did the manual fixes (as suggested by Histidine) of those files and so far it works
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: Dwarden on September 08, 2019, 06:42:13 PM
you asked about the version checker files, here they are

.\StarSector\mods\Star Trek Eras\data\config\version\version_files.csv
Spoiler
version file
startrekeras.version
[close]


.\StarSector\mods\Star Trek Eras\startrekeras.version
Spoiler
{
    "masterVersionFile":"localhost",
    "modName":"Star Trek (Eras)",
    "modThreadId":16224,
    "modVersion":
    {
        "major":0,
        "minor":0,
        "patch":2,
    },
   "starsectorVersion":"0.9.1a"
}
[close]

ofcourse the 'localhost' part needs to be replaced by path to online version file when possible
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: Takion Kasukedo on September 09, 2019, 07:39:46 AM
The files still don't have their own folder so you have to create a new folder every time it seems.

In future releases, can you ensure it has it's own mod folder name?

[Star Trek Eras] is a good example, without the brackets, more or less.
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: superjosh250 on September 09, 2019, 09:46:48 AM
@Takion Kasukedo I'm not exactly sure to what you're referring. Perhaps it is my zipping method but I'm following the Starsector directory style as closely as possible except for the graphics portion. I need to keep track of what I'm doing so I make new folders I can zip through for quick reference.

I'd love a more detailed explanation if you could present it to me. 
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: Takion Kasukedo on September 09, 2019, 03:20:16 PM
Essentially, the mod doesn't have it's own folder.

The picture below is what i'm talking about. The one below is how it should look, before clicking on the folder to see contents. (Missing ships as an example)

Attempting to ensure it's as clear as possible, I apologise if I didn't use an image-hosting website.

[attachment deleted by admin]
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: superjosh250 on September 09, 2019, 06:49:02 PM
@Takion Kasukedo I'll look into it.

Also, check out the new minor update. It features a minor faction and a single vessel for the faction. But don't think it's a pushover... far from it.
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: Dwarden on September 09, 2019, 07:52:19 PM
nice, seems to work with nexerelin out of box (no obvious bug)

i assume you will update the incorrect/missing version files later ? (for version checker)
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: Takion Kasukedo on September 10, 2019, 12:44:36 PM
superjosh, you really, REALLY ought to change the volume of the sounds in this mod, as I had to spontaneously rip my headphones off of my ear a microsecond after hearing them. If you don't want people's hearing to be lost, please turn them down by a lot, until they're level with all of the other gun/craft sounds in the game. Seriously.

The violating weapons in question happen to mostly be the beams. Especially the Romulan Captial's beams. 0.2 - 0.4 is a good mark to aim for in the volume settings.
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: Harmful Mechanic on September 10, 2019, 04:14:38 PM
Also, and I haven't checked to see if this is specifically the problem here, stereo sounds need to be converted to mono, since stereo sounds will always play at full volume. Stereo sounds should be avoided unless you have a use case (weapons are 99% of the time not that use case) the requires the player's undivided attention.
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: superjosh250 on September 10, 2019, 08:43:41 PM
Thank you @Soren for the info. I was not aware the fx was mono. (Now I have to find a way to convert the fx.) To be noted, is I never really listen to music or sounds above twenty-five to thirty on my PC. So the volume values represent my personal sound taste. But I will make the adjustment accordingly.
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: superjosh250 on September 15, 2019, 11:48:47 AM
Hey everyone. I've been busy but managed to slip in some time over the course of the week to make a more vanilla friendly mod out of Star Trek Eras. My main focus will be on the original but I'll dedicate some time to bring the factions to more vanilla values. Check out the first page to see about the Star Trek Eras better balance.  ;D
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: Dwarden on September 15, 2019, 12:09:16 PM
i will try when i do rerun ... but i do enjoy the struggle of some factions vs Borg ...

also seen Borg vs Breakers battlefront
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: superjosh250 on September 15, 2019, 03:13:32 PM
@Dwarden Glad you enjoy the mod as is. I just wanted to give something back that's a little more polished for stricter players, especially considering I'm about to break the game in power dynamics completely as I move into the TOS era. [HINT: I was planning to leave the Borg as is as I balance the mod's ENT era. So they'll remain the top top dogs of the sector's quadrant.]
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: Dwarden on September 15, 2019, 03:34:35 PM
maybe you can introduce some settings to flat the whole sections of weapons / equipment / hulls

and introduce ini to activate those thus allowing it to make it friendly (with some default config out of box)

thus no need develop 2 mods concurrently
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: superjosh250 on September 16, 2019, 07:05:24 AM
That's an interesting thought. I could do that. The only thing I would have to figure out is how to do it. I'm not really a coder. I can figure my way through things like a blind me but even the basics are beyond me. I'll definitely keep it in mind though, in case I manage to figure it out.
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: Dwarden on September 17, 2019, 02:46:16 PM
possible to add those two minor factions to the vanilla compatible mod ? (should be easiest)
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: superjosh250 on September 17, 2019, 10:16:25 PM
@Dwarden Yes. If I have a little time tomorrow, I'll slap the Andorians and Vulcans in the more balanced mod.
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: superjosh250 on September 18, 2019, 08:50:49 PM
@Dwarden The vanilla balanced version should have the minor factions now... should. I've know instances where Dropbox didn't upload the latest version per my request. Enjoy!
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: superjosh250 on September 23, 2019, 04:34:41 PM
Looking for some help. I've encountered a slight issue in further developing my mod. I've come to an impasse that may force me to make separate versions of the mod I'm making since it is based on eras. It's not terribly difficult to do so, since I have the basic building blocks to work with.

My issue is with hull frequency. I have no idea how to balance the frequency, so that the newer vessels don't bleed in with the older vessels. The point of the mod is to have an era like system but I can't quite do that. Is there any way I can make it that the ENT vessels are the most prominent spawn for the united_federation or will I have to make it to where there is another faction that is united_federation with the ending united_federation_DIS or the more even ground, just another mod where it features the next era of ships to come. Just looking for ideas here.
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: Dwarden on September 23, 2019, 05:55:16 PM
in theory you could use rarity and cost for this but is only temporary solution

you might try different approach and to introduce each era as faction

e.g.
Federation-TOS
Federation-Enterprise
Federation-TNG
Federation-DS9
Federation-Voyager

this way you may keep each easier to balance
plus newer variant of Federation can still use older vehicles in theirs 'sets'

generally there isn't anything as introduction date of shiphull value (to determine it's age)
that's something to ask developer of SS to add or create whole mod for it :)
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: superjosh250 on September 27, 2019, 02:27:07 PM
New update to the mod. WARNING: Game Breaking power levels.
A vanilla balanced version will come out later. This update will add Discovery era Federation ships.
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: mattmios on September 29, 2019, 08:59:26 AM
Trying it out and having fun exploring with a federation group of 2 small warships and a big hauler.
What I noticed is, that the one warship (Columbia I think), has loads of rather narrow beam slots, but even at 200 not nearly enough equippment points to even equip weak beam cannons in all slots ... maybe less slots with bigger arcs would fit better.

Thanks for the effort!

Matthias
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: superjosh250 on September 30, 2019, 11:57:19 AM
@mattmios Glad you are having fun with mod. If you don't mind telling me which version you use, I'll change the amount of ordnance points if I see that it needs it. Please let me know if you are using the balanced version or the original version.

Keep in mind the design is to give the mod balance against itself (not specifically designed to be balanced vs vanilla ships when using the original mod).
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: mattmios on October 02, 2019, 10:28:56 AM
I played the 0.0.3 original version. Against the vanilla ship the ships are op (as stated by you), but they are slower than vanilla ships, so hunting bounties can be quite fexing.
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: superjosh250 on October 02, 2019, 11:37:46 AM
@mattmios Got it. I will give the ship a little look over and see what I can do for it. If you want a more balanced version, just play the balanced version. It's only the FEDS but I've got a little bit more free time now, since I've moved and no longer have unlimited access to the internet...(less distractions). I'll try to get the Klingon's set up soon for the the balanced version to give people another option before I work on the Klingons in the original version for the next era.
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: TerranEmpire on June 02, 2020, 11:32:38 AM
Mod still alive?
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: Terethall on June 02, 2020, 10:03:16 PM
No intrepid class? Come on, you gotta at least cover the basics.
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: Iris Vin on July 29, 2020, 04:12:39 AM
About to start a playthrough with this. Looking forward to it.

p.s. is the mod still alive?
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: superjosh250 on December 15, 2020, 01:42:43 PM
Hello! To answer the main question, "Is this mod dead?", I reply no. I will say I've been on hiatus for far too long. It is ridiculous. So I apologize to anyone who's been waiting for updates and new ships and factions.

Last year was um, not so great. I experienced a lot of loss, losing friends twice my age and even some triple. I lost my grandfather. This year hasn't been much better. When I put the mod down, I kinda lost interest and put my energies elsewhere. But now I am back. I'll have to dig through to find where I left off but I'll try to get back on track. Hopefully I can start up the TOS era for everyone to enjoy. To any who've been waiting, I thank you for your patience. Also, know that if there is another unwarranted hiatus, the mod is never dead. Sometimes I just need a boost to get back on my feet. So hit me up with an email @ [email protected]. It's not going anywhere anytime soon. I've been using the email for almost twelve years. It'll never be closed or changed to something else.

Hope you are all doing well and still using this mod to enjoy Starsector. Last thing, the Intrepid class is a TNG era vessel. Until I reach that era, do not ask for a TNG ship. I would appreciate that. I like to do things in order if possible. It's one of my idiosyncrasies. So I apologize for to anyone who will have a long wait in that regard. But let me assure you. There's is nothing I want more than a TNG ship in this game. The Galaxy class is my goal. If I can personally fly that puppy around, I'll be happier than anyone else using the mod. So trust me... I'm being extremely patient as well.
Title: Re: [0.9.1a] Star Trek Eras {v0.0.2}
Post by: Morrokain on December 15, 2020, 08:18:54 PM
I'm very sorry to read about the loss you have experienced. :(

RL always comes first. Hang in there and good luck on the mod!
Title: Re: [0.95a] Star Trek Eras
Post by: superjosh250 on April 12, 2021, 07:29:26 PM
This message is unimportant, but just wanted to inform everyone that a portion of Star Trek Eras is available to the public. It's been updated for 0.95a. Enjoy!
Title: Re: [0.95a] Star Trek Eras
Post by: MannerMauler on October 25, 2021, 04:26:59 PM
Hey, is this mod save game compatible or do you have to start a new save?

Title: Re: [0.95a] Star Trek Eras
Post by: IGdood on December 08, 2021, 10:35:38 AM
Nice mod.

I noticed the ships tend to hang back and wait for enemies to enter their firing range so they're not as great for assaults

Edit:  Nevermind I just realized I have to manually fit them rather than Autofit and once they had more weapons they're more eager to fight

Edit 2:  The armor rating on these ships is insanely high!  They can tank anything!
Title: Re: [0.95.1a] Star Trek Eras
Post by: superjosh250 on January 11, 2022, 06:34:02 PM
Firstly, Hello Everyone! It's been quite some time since I've last posted even a message. But I'm here now with news. I've taken a little time out to slap together the next sequence of the mod, the TOS or The Original Series era of the mod. It contains TOS appropiate vessels, a TOS era Orbital Station, and a Star System famous in the TOS series.

The mod currently lacks Nexerelin configs, but is on the list for part of the next update. I did want to state that my not hiatus, has been quite a significant amount of time. I will admit that laziness, burnout, and distractions got in the way of progress, however, that never meant the mod itself is dead. Until each ERA is fully created, the mod is not dead. I will note some shifted priorities however.

BORG, KLINGON, and ROMULAN factions will not be part of the focus, at first. My main focus will be on FEDERATION vessels of each respective era for right not. Secondly, vanilla friendliness is not a goal but a secondary priority. I do want users to have more balanced game-play with my mod, but the initial design is to pit these vessels against their respective universe counterparts. I will say, if someone wants to help in this regard, I'm more than happy to accept.

Also, wanted to shout-out to IGdood for checking this mod out. And if anyone asks about save game compat: I don't know. I always start a new save. It's not even on my list of testing. I can't imagine that it's not compatible, as the mod doesn't use any custom coding or custom plugins. It's all stock, save for any configs to plug into other mods such as Nexerelin.  (I can't code. Max ability is reading Java and finding the line I want to edit. That's about it.)

So, in the end, just want to say, give the mod a check out, even if it's just to look at the ships.
JUST A SAMPLE BELOW

(https://i.imgur.com/joKm7GY.gif)

Title: Re: Star Trek Eras [0.95.1a]
Post by: IGdood on February 08, 2022, 10:39:47 PM
Dang!  How did I miss this update?!

Will download and check it out.

When you mention vanilla friendly in OP, are you talking about balance? 
Title: Re: Star Trek Eras [0.95.1a]
Post by: Timtumm on February 10, 2022, 04:51:41 AM
I am guessing the vanilla friendliness is about balance. The capital ship 5500 armor, and the rest also outperform the ship class they are in (but not as much as the big ship).
Title: Re: Star Trek Eras [0.95.1a]
Post by: IGdood on February 12, 2022, 01:06:32 PM
Yeah, 2-4 phasers can pretty much one-shot most ships below destroyer class.  And if you have 4 of the shuttles escorting a cruiser and above you're pretty much unstoppable.

Makes fighting these fleets fun endgame though.  Cheese vs cheese
Title: Re: Star Trek Eras [0.95.1a]
Post by: IGdood on February 13, 2022, 07:04:38 PM
Not sure how the FED mod interacts with [REDACTED] but holy **** the FED ships become oversized fighters in REDACTED fleets

Spoiler


(https://i.imgur.com/viWMWMv.jpg)

[close]



Found the issue:  Removed the tags "remnant" and "merc" in the wings.csv data and seems like we won't find these crazy OP fighter-cruisers in random fleets.... 

Also means one should never go fight the actual colonies of K7 hahaha
Title: Re: Star Trek Eras [0.95.1a]
Post by: UnwiseAcorn on June 06, 2022, 12:56:37 AM
For some odd reason whenever I start the game with the TOS mod installed it just crashes the game. When I looked at the logs I can't seem to find the reason this keeps happening, what do I do?
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on August 08, 2022, 03:40:20 PM
@IGdood, I'm so glad you are enjoying the mod. I haven't been working on it for a while, as you may have noticed. I have periods where I just am unstoppable and long periods of rest. I should be at it again pretty soon. Hopefully this DISCOVERY era will be next stop. AS for the info on K7, thanks, didn't know I screwed up by adding a few lines I didn't want in their. I'll fix that. Also, K-7 was designed to never be attacked on purpose. It's supposed to spawn Constitution class fighters and Miranda class fighters.

@UnwiseAcorn, This is a completely late response but I can't try to see where the issue is with a general statement. Are you running other mods in junction with the TOS mod? I don't have any extra scripts that should conflict with other mods but its possible regardless. Best solution is to turn on and off other mods to see if that solves the issue. Otherwise, I don't believe there's a problem. I just booted Starsector today with the ENT, TOS, Nexerlin, and Console Commands mods. Keep reaching out. I might be able to help.

BTW, the mods I test with as stated above are NEXERLIN, CONSOLE COMMANDS, my ENT & TOS mod. So these should be compatible for reference.

As a reminder and note: The ENT & especially the TOS mod are not balanced for vanilla play. That's a ways off before I actually sit down and do the work. These mods are designed for future enemies to accompany the respective eras.
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on September 05, 2022, 03:16:51 PM
Hello everyone. I'm back for another update to be found on the first page! A new faction and this time an enemy, rather than an ally.

@UnwiseAcorn, I've finally found the issue for the TOS crash after testing and I've had people kind enough to assist me to a solution with a simple line of code. I will implement it soon enough. However, the current solution to avoiding the crash is by install the ENT United Earth mod as well and having it active in conjunction with the TOS mod. They are both making calls to relationships with each other. However, when one faction doesn't exist and it makes the call, the game crashes. Apologies, once again for not finding this out sooner. I hope this helps in the meantime. Thank you for trying out my mod as well! It's encouraging to see others use it!
Title: Re: Star Trek Eras [0.95.1a]
Post by: mrpras on September 08, 2022, 09:28:20 AM
Hey Superjosh

Thanks for the update, great work! A couple of things though:

I got the size of the mod down to 16MB by
1 Resizing the portraits to 128x128 (although they look great they're literally huge and don't seem to show on the list anyway, at least for me)
2 Removing the music (and the sounds.json) - this is because to me the music isn't very ST themed.

I made a music submod for the Homeworld Star Trek Mod so I tend to listen to that while playing. I could make a submod for this ST Mod if you like. Got all the time periods sorted by race and Idle/Combat. Let me know if it's worth putting an ENT music mod together for your newest release :) When I say "worth" it, I mean can we even post it or would it get deleted? The star wars mod has real music from Star Wars, so maybe it's okay. Would be happy to put an idle/combat playlist together for this mod.

I must say I miss the older TNG mod with all the races and planets, I hope that's where you're headed..

Would love to contribute towards some missions if you'd like - could adapt some storylines if you get to the TNG mod there's loads of opportunity from the various modern series. I'm looking at you TinMan..

Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on September 08, 2022, 10:48:27 AM
@mrpras,  ;D  ;D  ;D Thank you for trying the mod out! I'm glad you are liking it thus far! I've noted some of the points you've brought out. I suppose I forgot about the portraits being so large. Those portraits are the originals. Suppose I'll just have to copy them to a separate folder and shrink them down.

The portraits for the Mirror Universe aren't for player factions so that's why you don't see them. They're used only for the Mirror Universe and you will see them as commanders of fleets and admins for the Terra homeworld.

As regards the music, I simply went with what I thought would fit the the Mirror Universe. I had no intention of doing anything Star Trek theme for the ENT Mirror Universe. After all, there's so little as far as screen canon goes to make a determination of what sort musical theme the Mirror Universe would take. So I went with sort of a cold, horror, sci-fi feel as far as music goes.

Now, if you would like to create a music submod for Star Trek Eras, have at it! I most certainly welcome it. In fact, if someone would like to make custom vessels for the respective Eras (already released) feel free to do so! I'd certainly be more than happy if @mrpras could do a music mod for (FED-ENT) & (FED-TOS).

Last thing I'll say. Of course I'm working towards the TNG era! In fact, I'm working towards other races. I took it all @ once and created a stress and almost hatred for how much work is needed just to put a couple of ships on a map. So, I'm working much more slowly @ a pace that I like, with set goals for the day rather than a planned out roadmap of the entire mod.

For now, I'm cleaning up the TOS era portion of the mod. And as far as a plan for that, I'll be slapping TMP and DIS era vessels into the next iteration before working on the TNG. I'll probably do an enemy for the TOS/TMP/DIS era as well to have a bit of war going on in the background but that's undecided for now. If I do, just asking everyone, which enemy is more viable ROMULAN or KLINGON? Let me know.

MISSION MODDING: I haven't the first idea how I'd be able to accomplish these. I'm more than ready for lessons if someone is willing to teach. I did have a couple missions in mind, I'd like to design where the player could get Hero Ships  that have buffs that the normal class doesn't. But again, I'm a bit lost in the regard. So, anyone reading this that might be able to assist, I'm ready when you are.

All I can say for now is, I'm looking forward to piloting an Ambassador class or Galaxy class straight into battle soon enough. TNG is coming. Count on it.
Title: Re: Star Trek Eras [0.95.1a]
Post by: mrpras on September 08, 2022, 12:49:48 PM
I´ve been playing your mods for a while, definitely hoping for a broader update in future like the older one with many races - great stuff..

You can downsize the portraits in batch mode using something like Irfanview. Took a couple of minutes to do, here´s the result
https://drive.google.com/file/d/1QSxbImm_4oY407FZMAKTkM-74kiLp7_U/view?usp=sharing

Regarding the Mirror Darkly canon music, there´s more than you might think - I used them in combination with the ENT music for the homeworld music mod. In this case I can make a bunch of submods per race - I´ll make a mirror/Ent music mod and can make more later if you like it. I´ve made selections of the following (All have combat and idle playlists):

ENT: Starfleet, Klingon Romulan
TOS: Federation, Klingon, Romulan
TMP: Federation, Klingon, Romulan
TNG/DS9/VOY: Federation, Klingon, Romulan, Cardassian, Borg, Dominion

The ENT series has some Mirror music too, so could separate them into two or go back to the originals and gather more. (there´s literally thousands of music pieces I had to gather while making that music mod seriously).

Great to know you´re still working on the TNG mod, the older one was awesome and although it needed some balancing work it was one of the best mods for this game imho. I think mods that follow such big universes as star trek have the most potential and I´m happy if I can help out in some way. Could be amazing to also integrate various other mods to flesh out a "Star Trek Total Conversion".

Regarding the viable enemy for the ENT or TOS - I would have to say Klingon without a doubt. Mainly this is because Romulans were barely in the show in comparison to the Klingons who have a much more distinctive and fleshed out culture in the universe. Even in TNG and further which brought the Romulans into the story much more, they still didn´t go much further than they´re the "Mirror Vulcans" who like their ships to be the colour of their blood.

I´m not into modding this game yet, but have been modding other mods and learning in the process. Maybe you can try taking a mssion mod and hacking it up. Maybe start integrating other mods if possible, connect with mod authors who are into this game and probably like star trek too. I think there´s a big opportunity for a great star trek mod here to build on your already great work.

Anyway, enough typing - I´ll get working on a collection of music made for Mirror Darkly and ENT.
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on September 08, 2022, 05:43:15 PM
@mrpras, Nice! Can't wait to see the music submod available for the public! BTW, what's your favorite TNG ship? Just curious.
Title: Re: Star Trek Eras [0.95.1a]
Post by: mrpras on September 08, 2022, 06:21:27 PM
Removed
Title: Re: Star Trek Eras [0.95.1a]
Post by: mrpras on September 10, 2022, 09:03:03 AM
@superjosh250 would it be better if I made a unique thread for these music addons? Whatever works best for you.
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on September 10, 2022, 08:22:41 PM
@mrpras, That'd probably be the best idea.
Title: Re: Star Trek Eras [0.95.1a]
Post by: mrpras on September 12, 2022, 05:54:59 AM
Removed the music addon. Not sure what happened, you seemed real enthusiastic and the mod worked really well. I'll consider releasing the mod as standalone but if so I would do it as a general star trek music mod as opposed to specific Eras. The whole point was to compliment your work, sorry if I did something wrong, I was hoping it would add energy to the development, it worked really well didn't it?
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on September 12, 2022, 07:57:44 PM
Oh my gosh @mrpras. I wasn't trying to hurt your feelings at all! I am completely enthusiastic about it! I thought you were making the suggestion because people had to go five pages deep to even find the addon! No my brother. Re-post on on here. I'll mention it on the front page where to get the add-on. I genuinely meant nothing by my comment at all. I was simply going with what you thought might be best. Don't delay on the repost.
Title: Re: Star Trek Eras [0.95.1a]
Post by: mrpras on September 14, 2022, 03:52:00 PM
Hey bro you didn’t hurt my feelings, I was worried i had hurt yours lol. All good :) I’ve been away a few days so sorry for the slow reply. Will pm you the next update soon and if you like it then let’s explore what works best in terms of releasing it. I think it should be connected to this mod rather than a separate mod, that’s up to you of course. Hope you’re well!
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on September 14, 2022, 09:26:04 PM
Hi everyone. Been at it again. I fixed the crashing error for the TOS mod, but wanted to do a bit of work on it before I reuploaded it again. Well the day has finally arrived for the FED-TOS mod to be re-released to the public. I encourage you to download the Terran ENT mod as well to have an enemy to work against. I'm sure you'll enjoy the watching the battles between the two. I got fortunate one new game and the two factions were battling as soon as I spawned. Got a bit of loot from it.  Anywho, check out the first page for new info and to download the update. Thanks and enjoy it!

@mrpras, Ensure you read the file marked with your name. Most people down read the readme but you'll be surprised with this one. Read it!
Title: Re: Star Trek Eras [0.95.1a]
Post by: cocoa_skywalker on September 25, 2022, 06:35:34 AM
bro I found a problem like
" ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Industry [deep_space_K7] not found
java.lang.RuntimeException: Industry [deep_space_K7] not found"
how can i fix it
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on September 26, 2022, 09:50:23 AM
@cocoa_skywalker The problem is quite simple. You could redownload the mod as I've fixed it already or you could fix it yourself. Go to Star Trek Eras (FED-TOS)\data\config\exerelinFactionConfig open the federationTOS.json and either delete deep_space_k7 or change it to k7_station. The crash is only caused by by using Nexerlin.

But again, the crash shouldn't happen now as the mod link has been updated.
Title: Re: Star Trek Eras [0.95.1a]
Post by: cocoa_skywalker on September 26, 2022, 10:11:08 AM
I deleted the corresponding text according to your instructions, and it has returned to normal. Thank you.
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on September 27, 2022, 01:12:29 AM
EXCITING? Perhaps not. That's only for you, the player to determine. Well, I've got news for you, but its not in this post. If you're ready, you know what to do. Head back to that first page for what's new for Star Trek Eras. You might like it.

Spoiler
RESISTANCE IS FUTILE...
[close]
Title: Re: Star Trek Eras [0.95.1a]
Post by: mrpras on October 18, 2022, 06:21:30 AM
Nice update, I´m not playing at the moment but looking forward to assimilating the competition... Makes me think about the transporter attacks of the armada games. I wonder if there´s a way of assimilating craft (disabling them with a 100% recovery rate).

Keep up the great work Superjosh
Title: Re: Star Trek Eras [0.95.1a]
Post by: Duros001 on November 06, 2022, 08:38:33 AM
Hey, I'm getting an error when I try to use The Borg mod file:

It shows an error with a portrait:

"Error loading [graphics/portraits/female/female_04.png] resource, not found in [C:\Starsector\starsector-core\..\mods\Star Trek Eras (BORG-ENT),../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/portraits/female/female_04.png] resource, not found in [C:\Starsector\starsector-core\..\mods\Star Trek Eras (BORG-ENT),../starfarer.res/res,CLASSPATH]"

(I've edited out my filepaths)

I'm going to replace it with another portrait and see if it errors on anything else.

(FYI this is with the Borg mod enabled, no other mods selected in the launcher).


Tried it on a fresh install and it works no problem, I assume one of my files was corrupted

Edit: It doesn't work with Nexerelin, it causes the "Portrait" error above.
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on December 11, 2022, 11:30:01 AM
@Duros001. Apologies for the late response. I've been very busy as of late. There won't be an update a for a hot minute so I hadn't really checked the forum. I'll have to recreate the issue for myself to see why Nexerelin specifically causes the crash. In the meantime, I've added the missing files through a reupload. The filenames were for reference only and should have been ignored by the game. Seems I forgot to add double hashtags before the location call. In any case, it didn't hurt to just add the missing images as placeholders.

Hopefully the reupload will solve the issue. If not, feel free to DM me. I'm more likely to notice a DM than a post. But definitely make sure you post even if you DM me. I will always visit the forum to make sure things are working as they should.
Title: Re: Star Trek Eras [0.95.1a]
Post by: Alcarius on January 02, 2023, 06:39:54 PM
Hello superjosh250, I was wondering if there was a way to start as a single Borg Cube, or small 2-4 ship fleet, with no Borg colonies? I kind of wanted to do a "make a new subcollective" campaign.
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on January 02, 2023, 09:02:38 PM
@Alcarius, that is an interesting question. It should be fairly simple to add a line or two to get a Borg start but as far as no Borg colonies, I'm completely unsure of that. I'm sure with a few changes in the Borg faction, you could make them function like the pirates with no central authority but other than that, I don't know if its actually possible.
Title: Re: Star Trek Eras [0.95.1a]
Post by: ArchdukeValeCortez on January 21, 2023, 02:27:43 AM
Just wanted to say I'm loving the mod.

The TOS era ships have a certain charm to them. And I love that I can have a fleet of Mirandas escorting a core of Constitutions. Can't wait to do this with a Galaxy and Nebula ball. (PS. If you also included the Galaxy X that would be awesome.) You know. Eventually. After all we all have lives to live and mods are always labors of love.

The Ent era stuff is also cool, though I couldn't figure out how to start as part of United Earth nor the Terran Alliance. Haven't tried the Borg yet but they make great boogie men.

I've also found some of the easter eggs. Or at least I assume they are easter eggs. Very nice. Very shiny.


Of note, I personally love how fuel efficient the ships are. It puts me in this weird position I'm not used to of having so much fuel to sell off.

Thanks again for making this mod.
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on January 24, 2023, 02:22:08 PM
@ArchdukeValeCortez, Glad you are loving the mod! Apologies that you couldn't start as part of the United Earth or the Terran Alliance. It would seem it was an oversight of mine. I wasn't focused on Nexerelin integration when I started in the ENT era. I'll add that to my list of of things to go back and correct. There's a few missing features in each release that's meant to be corrected or added after the core mod development. But I will make Nex integration my next Priority since it's a fairly simple thing to do.

Also, yes, they are easter eggs, freebies for all to enjoy with a few extra buffs.

As far as fuel efficiency goes, it was my idea that the Star Trek Universe would be fairly fuel efficient within the Starsector universe. I might need to make a few edits to the fuel capacity. The idea was to make the ships use a lot less fuel and remove the need to have massive fuel storage at the same time.

Hopefully, I'll have the next release ready soon... well, ready is a kind word. Hopefully the duct tape I used on the next release will hold up.
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on January 27, 2023, 10:26:45 PM
Hello again everyone! Good news. I've posted something new on the first page. Check it...

Spoiler
(https://i.imgur.com/irNY1Yq.png)
[close]
Title: Re: Star Trek Eras [0.95.1a]
Post by: mrpras on January 28, 2023, 03:42:18 AM
Hello again everyone! Good news. I've posted something new on the first page. Check it...

Spoiler
(https://i.imgur.com/irNY1Yq.png)
[close]

 ;D Great
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on April 06, 2023, 08:16:27 AM
Does it come in black?

Spoiler
(https://i.imgur.com/7blTZL3.png)
[close]

I guess you know what this means? You should probably check the front page.
Title: Re: Star Trek Eras [0.95.1a]
Post by: johnyreico on May 08, 2023, 11:50:25 PM
Hi Josh,

are you planning to add any of the Dominion wars Content for the Star trek mod. was hopping for some Jem hadar and breen ships if you are taking requests it's an amazing Mod can't wait for the updates. was using your mod with the Star wars mod and a few others.
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on May 10, 2023, 12:07:24 AM
@johnyreico, Oh absolutely. I do plan on adding the Dominion, might even be the very next thing I do. Currently, I got in the mood to take a stab at a slightly more vanilla Star Trek Eras take. So I'm slapping that together, slowly but surely. Not sure when it will be finished. I have no timeline and have been working on that sparingly as I've already got the TNG Fed's out. Plus, balancing is irritatingly difficult, even when working on ships that aren't intended to play nice with Vanilla ships. TNG vs CARD's was enough work at it was. So I've slowed down a bit.

NOTE: Vanilla Eras will not be compatible with the Standard Star Trek Eras mods, as the name structure is similar or the same.
Title: Re: Star Trek Eras [0.95.1a]
Post by: johnyreico on May 30, 2023, 06:02:32 AM
just to let you know the mod seems to work by changing the mod_info.json with Notepad++
changing the "gameVersion" to as below. if anyone has updated the game and wants to get this working again  8)
"gameVersion":"0.96a-RC8",
Title: Re: Star Trek Eras [0.95.1a]
Post by: mrpras on June 09, 2023, 05:05:04 AM
Can confirm the TNG mod is working fine with an edit to the game version. It is the first time I am testing it. Great work Josh!

A few minor things came up:

Although we call our solar system as such, it should probably be the Sol System (as in the actual name of the sun). We tend to call all star systems "solar systems" which might be confusing.

Another stupid astronomy thing is that although our Sun (Sol, a G2V star) is called a yellow dwarf it is in fact white (it was thought of as yellow because of the effect the atmosphere has on the way it looks from the ground).
https://en.wikipedia.org/wiki/G-type_main-sequence_star

Spoiler
I love that there are hidden ships available, but on the other hand the first thing to do then is to hunt them down which takes you immediately to end-game levels of power. Could it be that these hero class vessels are harder to find or somehow guarded? For example one of them might be in the wolf 359 station but that station is guarded by a guardian or something tougher.
[close]

I noticed that when choosing a character there were no Male starfleet options. The females are looking great so far, nice job!

Also there are some files in the mod that clearly aren´t meant to be there.
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on June 09, 2023, 07:09:18 PM
@mrpras, Thank you for the points that I can definitely use. Just a couple of things. When I call it the Solar System, I am aware of it being the Sol System. However, I can't use it for the TNG era, as the ENT era already has the Sol system. I went with the second best thing. Solar System. But it was a really cool fact to find out our star is a white one. I've always been under the impression that it was a yellow dwarf. Regardless, I'm going to leave it the same color for simplicity's sake. It's yellow to our eyes, might as well keep it the same. (I'm aware I can change the color values but that's a little extra hassle I can completely avoid)

As far as the the hidden ships available, yeah, I would love to add some defensive guardians to keep you from grabbing a few of these puppies. I'd need to contact some other modders to get some assistance in spawning defensive enemy fleets to deter you from grabbing one of the puppies. (I'd fly in, grab one, and duff. But it should really be a little bit more difficult to get some free ships.)

When it comes to choosing a Starfleet officer as your character, that was never meant for the public. That was meant for a specific version of Star Trek Eras (TNG) that I use. That was an accidental upload. There wasn't supposed to be options for male and female character creation. That being said, I might consider adding male counterparts since its out there now.

Lastly, if you see a Star Trek Legacy file, yeah, that was meant for the public. Think of it as advertisement to some work I'm doing to create a screenplay around the Star Trek Picard era. No one has to read it or check it out but I didn't think that it'd hurt to give the public a little something to check out if they wanted to.
Title: Re: Star Trek Eras [0.95.1a]
Post by: mrpras on June 10, 2023, 05:29:45 AM
@superjosh250 Thanks for the responses, about the Sun it only looks yellow from Earth so to our eyes in space it would be white. Anyway, yeah it seems like a bit of a hassle to change that and nobody would notice anyway. I tried to look into changing it and it wasn´t as easy as just changing it to star_white so I gave up haha..

One idea for the hidden ships might be to insert them into existing stuff (domain mothership I´m looking at you). With regard to historic ships like the TMP Enterprise B the lore could work where the domain remnant or whatever they are had collected and repaired it as an artifact or something.

I see why those were not meant to be public hehe, stable diffusion and Lora? Still they are pretty cool and next time I have free time I might try generating a bunch of TNG profile images. Good choices though, I like having hot celebs on my bridge. Ahem..

My humble suggestion if you want to promote something you´re working on would be to add it here on the first page and provide a download for those interested rather than bloat the main file, but that´s just my personal view. It´s your mod, and it´s great. Keep up the great work!
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on June 10, 2023, 03:17:29 PM
@mrpras, Yeah. I'm going to have to figure something out for historic ships. I like the idea of a Fleet Museum that Star Trek Picard has, but that'd make them accessible regardless... at least if you know anything about lore. I tried to make it to where historic vessels are found at historic locations. Its been a hot minute since I last hoped on the OG Eras (TNG) mod, but if I recall correctly, there should be a defense force orbiting the Enterprise C. Let me know if you've encountered it.

And if you know where the Enterprise D was constructed... should be an easy find. I guess for my next bit of work, I'll make it more difficult to access the ships. Like I said, I'll ask around for help, since I'm not really a coder. It'd probably be a few hoops to jump through to decrease accessibility, but if they're simple enough, I'll try them. If not simple, I'm sure there's other ways to bring historic ships into the fray.

And, yeah, I should advertise what I'm working on as an option not included to the main mod. The mod is fairly sizable as it is. That's 7mb I could shave off. I'll definitely keep that in mind. And @mrpras, thank you so much for the input and suggestions! It really helps and motivates me to keep working on this mod, even when I get tired or annoyed with it. It's worth it. Cause I get to be flying Trek ships really badly and others too.
Title: Re: Star Trek Eras [0.95.1a]
Post by: mrpras on June 12, 2023, 04:52:28 AM
Actually I did encounter the C with the defense fleet and thought - this is a pretty good solution to the "too easy" problem even if it is a quick fix solution it works. The idea that Romulans are in the habit of wanting to own Federation Flagships makes enough sense. In future if the mod builds out with Borg etc it could be that we are "reclaiming" captured vessels from enemies either by attacking or befriending them.

I think this TNG mod is the pride of the collection and hope you keep working on it. I personally would integrate the cardassian etc mods into the TNG as one big one because without them the fed are singularly OP AF and with a single danube you can conquer the galaxy. Which is cool. I´ve been rewatching the TNG series while exploring the Sector in the Enterprise D. Then later discovered the E and continued with that. Very cool, one of the best starsector mods for sure.

So a few other suggestions/observations

There´s a supership option that gives you DS9 as a starter ship. I guess that´s a flaw in the game/nexerelin (It might be nex, I literally never play without it.. Ever.)

You might add industrial replicators as an industry mod: They would require a lot of energy (maybe a heavy credits upkeep or volatiles usage) but could manufacture a small amount of a wide range of stuff like ship components. Maybe a Station would be needed before building one so it´s not so easy or cheap.

Could we have some named Hero officers such as Riker, Worf, Data etc?

I think "tinman" would make a great easter-egg for an automated ship with disgustingly OP speed and weapons.
https://memory-alpha.fandom.com/wiki/Gomtuu - Could be that the ship only works with an automated core, has prebuilt equipment and weapons and zero upgrade ability.


Title: Re: Star Trek Eras [0.95.1a]
Post by: Angel963 on June 12, 2023, 08:25:53 PM
is there a sub-mod or something since there is no real weapon sound effects, also the photon torpedo's dont have their visuals for me either. also i cant find utopia planitia around mars to get the ent-d if thats where its meant to spawn
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on June 12, 2023, 10:29:40 PM
@Angel963. What a great little point about no weapons sounds. Weapon sounds weren't a priority for me at all. (still isn't) I just wanted to get functional version of the mod out. Weapons sounds are on the list of side-projects to add to the Eras mod though.

As for torpedo visuals, I'm not entirely sure as to why you don't have any visuals for that. To my knowledge, the torpedoes were working correctly upon the original release date. If you could possible let me know which torpedo specifically isn't working... or the ship equipped with the torpedoes, I could check it out and see what the problem is.

It is likely though that the torpedo is moving faster than you can personally track. They're pretty fast (in order to easily hit the target without pre-fire aiming as much). I only believe that, because I'm using basically the same exact assets for the more Vanilla version of Star Trek Eras (TNG Vanilla). They've been working perfectly fine for me.

So, just let me know which vessel you were using so I can track down the issue. I'd appreciate it.
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on June 12, 2023, 10:55:55 PM
Actually I did encounter the C with the defense fleet and thought - this is a pretty good solution to the "too easy" problem even if it is a quick fix solution it works. The idea that Romulans are in the habit of wanting to own Federation Flagships makes enough sense. In future if the mod builds out with Borg etc it could be that we are "reclaiming" captured vessels from enemies either by attacking or befriending them.

I think this TNG mod is the pride of the collection and hope you keep working on it. I personally would integrate the cardassian etc mods into the TNG as one big one because without them the fed are singularly OP AF and with a single danube you can conquer the galaxy. Which is cool. I´ve been rewatching the TNG series while exploring the Sector in the Enterprise D. Then later discovered the E and continued with that. Very cool, one of the best starsector mods for sure.

So a few other suggestions/observations

There´s a supership option that gives you DS9 as a starter ship. I guess that´s a flaw in the game/nexerelin (It might be nex, I literally never play without it.. Ever.)

You might add industrial replicators as an industry mod: They would require a lot of energy (maybe a heavy credits upkeep or volatiles usage) but could manufacture a small amount of a wide range of stuff like ship components. Maybe a Station would be needed before building one so it´s not so easy or cheap.

Could we have some named Hero officers such as Riker, Worf, Data etc?

I think "tinman" would make a great easter-egg for an automated ship with disgustingly OP speed and weapons.
https://memory-alpha.fandom.com/wiki/Gomtuu - Could be that the ship only works with an automated core, has prebuilt equipment and weapons and zero upgrade ability.

@mrpras 
So, um, first thing, yes the DS9 starter ship was slapped in on purpose. I'm a bit of a psychopath. I thought it would be hilarious to be honest. Whilst basically a flying fortress, there is a huge penalty. You're maximum speed is 1... 1 in Starsector? That's terrible. And your entire fleet would be hampered by the slowest vessel. At max, your fleet might get up to burn level 3. In the end, its not even worth it unless you're the type to set a course, walk away, do something else, and come back to find a Starbase made it to the next star system. Not worth it.

As far as Industries go, I don't know anything about creating custom industries. I can plugin to vanilla industries and slap my own title on it but I don't know how to alter the code to affect certain areas of Starsector that I would like when it comes to the economy. But I guess it would be a start just to do that. It could give me a basis for learning. If I start that, it be a project for later. My current primary focus on faction building at the moment. High level functions (if I can ever conquer that hurdle) would be a distant project.

Um, when it comes to the separate releases, it actually helps me to keep all the factions as a separate mod entirely. It's very easy for me to lost track when mix matching. I'd done it before with a much earlier mod. It was so bad, I had to scrap it since I botched it so badly. I couldn't locate the issue and had to start from scratch. I am not going through that again if I can help it.

Plus, the idea behind separate species and eras is so players can build their Star Trek world their way. Personally, I wouldn't even include the Cardassians in my own installation, even if I did build the mod for them. But I completely understand where you're coming from. That's why I try to release an enemy set alongside FED releases. They can't just fly around unchallenged.

Now, with the more vanilla release, it FED's should have some challenge fighting against Vanilla Starsector ships. (Um, honestly I don't know if that's really true. It's not as easy with lower tier vessels, like the Saber, Excelsior, and Nova. But a Galaxy can just cream anything in its way)

Well, anywho, would you like to BetaTest the Vanilla eras @mrpras? I've got some more work before the beta is ready but I'm pretty close to the end too. Just need your opinion. Let me know.
Title: Re: Star Trek Eras [0.95.1a]
Post by: Angel963 on June 12, 2023, 11:45:24 PM
@Angel963. What a great little point about no weapons sounds. Weapon sounds weren't a priority for me at all. (still isn't) I just wanted to get functional version of the mod out. Weapons sounds are on the list of side-projects to add to the Eras mod though.

As for torpedo visuals, I'm not entirely sure as to why you don't have any visuals for that. To my knowledge, the torpedoes were working correctly upon the original release date. If you could possible let me know which torpedo specifically isn't working... or the ship equipped with the torpedoes, I could check it out and see what the problem is.

It is likely though that the torpedo is moving faster than you can personally track. They're pretty fast (in order to easily hit the target without pre-fire aiming as much). I only believe that, because I'm using basically the same exact assets for the more Vanilla version of Star Trek Eras (TNG Vanilla). They've been working perfectly fine for me.

So, just let me know which vessel you were using so I can track down the issue. I'd appreciate it.
you may be right about the torpedo speed, I'll play more and see if I cant pause to verify they are using their sprites or not, one thing i did have happen is i believe the mk12 torpedo caused a crash saying something about missile weapon must fire missiles, I'll double check the weapon to give you a more accurate weapon name. Also a bit of help knowing where to look for the Enterprise D would be nice, I checked TNG Mars and Ent-era mars for Utopia Planitia and couldn't find anything.
Title: Re: Star Trek Eras [0.95.1a]
Post by: mrpras on June 12, 2023, 11:48:36 PM
The Enterprise D was transferred from Utopia Planitia to another station before departing for Farpoint.
Title: Re: Star Trek Eras [0.95.1a]
Post by: mrpras on June 12, 2023, 11:49:14 PM
@superjosh250
Thanks for the offer to test the beta/vanilla. I would enjoy that. If I were you though, I would just share it as a beta to this community as you will get better feedback. But I would be happy to test to help iron anything out before then.  ;D

Regarding balance, A galaxy or above should probably be able to cream any vanilla ship. the only real opponents would be flagships of other races. Then again Borg ships should be able to cream any Alpha Sector race probably. Since Wolf359 has happened, will there be some borg ships in there too? Would love to see some assimilated versions of fed ships too :D
Title: Re: Star Trek Eras [0.95.1a]
Post by: mrpras on June 12, 2023, 11:51:41 PM
one thing i did have happen is i believe the mk12 torpedo caused a crash saying something about missile weapon must fire missiles

I had this error when using a Shield drone autoforge from another mod together with the star trek TNG mod. Not sure if that is the cause for you, but removing the autoforge fixed it.
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on June 13, 2023, 12:52:49 AM
@Angel963, could you be specific about the torpedo please? I don't recall using MK XII as a designation? MK XII or Type XII? If it is the latter, I've tested the weapon to ensure it s working. It works.

I would like to be sure I didn't have a hidden file in the mod though. Are you using a pre-built variant or custom variant with the torpedo? If it is pre-built, please tell me the name of the ship so I can test and possibly correct the issue.

Also, like @mrpras said, the Enterprise D is at a special station before departure for Farpoint. Historically, this facility was used for the Enterprise D's shakedown. Try to think to think hard... (or google it).
Title: Re: Star Trek Eras [0.95.1a]
Post by: Angel963 on June 13, 2023, 01:15:57 AM
@Angel963, could you be specific about the torpedo please? I don't recall using MK XII as a designation? MK XII or Type XII? If it is the latter, I've tested the weapon to ensure it s working. It works.

I would like to be sure I didn't have a hidden file in the mod though. Are you using a pre-built variant or custom variant with the torpedo? If it is pre-built, please tell me the name of the ship so I can test and possibly correct the issue.

Also, like @mrpras said, the Enterprise D is at a special station before departure for Farpoint. Historically, this facility was used for the Enterprise D's shakedown. Try to think to think hard... (or google it).
I did mean type xii but it may not be that one, I'm going through the torps in an attempt to replicate it, so in replicating it it only seems to occur if an Ai controlled ship is firing it, when I command the ship it behaves, when I let the AI pilot the Maquis raider its equipped on the game crashes and the attached message is what appears.
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on June 13, 2023, 10:07:15 AM
@Angel963, I've located the issue. It was definitely something I did. The AI does not like the experiment I was performing with the Type XII photon. I never encountered the issue in my game-play, probably because I never let the AI drive my ships. I'm curious to know if pre-equipped AI causing the crash as well.

Regardless, the issue has been resolved. A quick little patch can be found on the front page. Just follow the instructions and it should fix the issue. I hope.
Title: Re: Star Trek Eras [0.95.1a]
Post by: Angel963 on June 13, 2023, 12:33:31 PM
@Angel963, I've located the issue. It was definitely something I did. The AI does not like the experiment I was performing with the Type XII photon. I never encountered the issue in my game-play, probably because I never let the AI drive my ships. I'm curious to know if pre-equipped AI causing the crash as well.

Regardless, the issue has been resolved. A quick little patch can be found on the front page. Just follow the instructions and it should fix the issue. I hope.
Sounds good, I'll grab the patch and check it out, also I may be looking in the wrong areas but is the hero Defiant available? I've checked DS9 and Wolf-359 but cant find her, also not sure if the Wolf-359 is supposed to have only a Leave option when interacted with.
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on June 13, 2023, 02:42:13 PM
@Angel963, The Defiant is not available. That is an oversight on my part. I can easily correct the issue with another mini-patch. And no, Wolf-359 is not supposed to have the USS Defiant. And yes, the Outpost at Wolf359 is supposed to only have a leave option. Lore wise, I imagine the Federation would have abandoned such a controversial site, save for a memorial left in the wake of 11000 deaths. As far as functionality though, I needed the broken hulls orbiting something I could easily identify. Though the sun could have served that purpose I chose an outpost instead.

Also, did the patch work? Please let me know.
Title: Re: Star Trek Eras [0.95.1a]
Post by: Angel963 on June 13, 2023, 04:38:44 PM
@Angel963, The Defiant is not available. That is an oversight on my part. I can easily correct the issue with another mini-patch. And no, Wolf-359 is not supposed to have the USS Defiant. And yes, the Outpost at Wolf359 is supposed to only have a leave option. Lore wise, I imagine the Federation would have abandoned such a controversial site, save for a memorial left in the wake of 11000 deaths. As far as functionality though, I needed the broken hulls orbiting something I could easily identify. Though the sun could have served that purpose I chose an outpost instead.

Also, did the patch work? Please let me know.
seems to be working fine, and id appreciate a Defiant patch so I can fly around with Sisko's beating stick
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on June 15, 2023, 01:16:57 PM
@Angel963, I was finally able to sit long enough to add the USS Defiant hero ship in-game. It'll be under quick patch on the front menu.

For everyone, the Quick patch fixes the Weapons issue and adds the USS Defiant as an available hero ship to find. But you have to find it yourself. (Shouldn't be that hard to find for anyone who knows about Star Trek)
Title: Re: Star Trek Eras [0.95.1a]
Post by: Angel963 on June 16, 2023, 12:27:29 AM
Out of curiosity do you think you might add more ships to the ENT-era like something Dreadnought level so that it has at least one ship of most types?
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on June 16, 2023, 10:52:01 AM
@Angel963 Technically, that's what the Yorktown is in the first place. It's a Capital Cruiser or Dreadnought depending on the situation. Honestly the ENT era needs a rework in the first place. It's technically three years old. I've done a lot of streamlining to my process since then and its behind.

Regardless, @ the moment, the Yorktown is the Dreadnought of that era.
Title: Re: Star Trek Eras [0.95.1a]
Post by: Angel963 on June 16, 2023, 04:01:37 PM
@Angel963 Technically, that's what the Yorktown is in the first place. It's a Capital Cruiser or Dreadnought depending on the situation. Honestly the ENT era needs a rework in the first place. It's technically three years old. I've done a lot of streamlining to my process since then and its behind.

Regardless, @ the moment, the Yorktown is the Dreadnought of that era.
what about reskinning the Imperius class and adding it to the Ent-Era roster?
Title: Re: Star Trek Eras [0.95.1a]
Post by: mrpras on June 18, 2023, 02:47:22 AM
Do you mean the Achilles class? USS Imperius was in DS9. Can´t find an imperius class from ENT.
https://memory-beta.fandom.com/wiki/USS_Imperius
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on June 19, 2023, 12:40:37 AM
@mrpras, I'm not certain what he means by Imperius class either. Unless he's talking about the Confederation class below this message. If that's what he's talking about, there's a version of the Confederation already available. I mistakenly named it the Sub Constitution. (A version before the actual Constitution class) It wouldn't be terribly hard to input the Confederation in though. And yes, the Confederation would serve be sufficient to serve as an alternate Dreadnought.

(https://i.imgur.com/BzLoRfH.png)
Title: Re: Star Trek Eras [0.95.1a]
Post by: Angel963 on June 20, 2023, 12:56:05 PM
Do you mean the Achilles class? USS Imperius was in DS9. Can´t find an imperius class from ENT.
https://memory-beta.fandom.com/wiki/USS_Imperius
I was reffering to the imperius from your Ent-Era terran faction but yes the confederation does seem to be the ship in question.
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on June 20, 2023, 01:52:59 PM
I figured it was the Confederation class you were talking about @Angel963. That's why I posted the Federation version instead of the Terran. The Imperius class is simply the Terran class name for the Confederation. They are the same ship. (not exactly the same but yeah, the same.)

As I said before, I kind of chose the Sub-Constitution class instead of inputting the Confederation class but it'd be fairly easy to integrate the Confederation class into the ENT era. I do believe that I'd rather wait to integrate the ship though, into the full ENT era mod. I do have plans to modify the Era eventually. But if you would like to fly it around I could do a quick patch for it and send you a personal link.
Title: Re: Star Trek Eras [0.95.1a]
Post by: Angel963 on June 20, 2023, 03:00:18 PM
I figured it was the Confederation class you were talking about @Angel963. That's why I posted the Federation version instead of the Terran. The Imperius class is simply the Terran class name for the Confederation. They are the same ship. (not exactly the same but yeah, the same.)

As I said before, I kind of chose the Sub-Constitution class instead of inputting the Confederation class but it'd be fairly easy to integrate the Confederation class into the ENT era. I do believe that I'd rather wait to integrate the ship though, into the full ENT era mod. I do have plans to modify the Era eventually. But if you would like to fly it around I could do a quick patch for it and send you a personal link.
i would appreciate that as im currently flying around with the Ent-era ships as the vanilla factions actually have a fighting chance against me despite the weapons strength advantage i have since the can still focus me down and force an overload on me if im not careful
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on June 22, 2023, 09:58:02 AM
@Angel963, I've added the Confederation class to the roster. It's simply a patch in job, quick and easy. The vessel itself is pretty comparable to the Yorktown in terms of stats. It does come pre-equiped with experimental (for this time period) weapons. (There's no special script for the new weapons. It's just lore-wise, they're new.)

I'm not posting this particular add-on to the front page. I'll post it here, since its nothing major and just a special request. If others find it and use it, more power to you. Glad you were able to find the elusive Confederation class.

https://drive.google.com/file/d/1aRvhIDpoVdOIfZa-UKco4gcuIWvvRNxm/view?usp=sharing
Title: Re: Star Trek Eras [0.95.1a]
Post by: Angel963 on June 22, 2023, 05:35:16 PM
@Angel963, I've added the Confederation class to the roster. It's simply a patch in job, quick and easy. The vessel itself is pretty comparable to the Yorktown in terms of stats. It does come pre-equiped with experimental (for this time period) weapons. (There's no special script for the new weapons. It's just lore-wise, they're new.)

I'm not posting this particular add-on to the front page. I'll post it here, since its nothing major and just a special request. If others find it and use it, more power to you. Glad you were able to find the elusive Confederation class.

https://drive.google.com/file/d/1aRvhIDpoVdOIfZa-UKco4gcuIWvvRNxm/view?usp=sharing
thanks i appreciate the patch for the mod, I look forward to flying her in the game
Title: Re: Star Trek Eras [0.95.1a]
Post by: Angel963 on June 22, 2023, 05:54:03 PM
so i added the file and immediately got this error
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on June 22, 2023, 08:37:21 PM
@Angel963, try downloading it now. Should have the missing image. That was an oversight on my part.
Title: Re: Star Trek Eras [0.95.1a]
Post by: Angel963 on June 22, 2023, 09:27:05 PM
@Angel963, try downloading it now. Should have the missing image. That was an oversight on my part.
the new files fixed the crash on launch but now it crashes when i try to load into my save
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on June 23, 2023, 12:32:42 PM
Oh boy, @Angel963. I keep making rookie mistakes here. The error is being caused by misspelling phaseCannon as phaserCannon in the United Earth faction. Imma fix it up. That was a huge mistake on my part and I apologize for the delay you've had to experience because I didn't check my work, like I should have.

Also, loading your save? I wasn't aware that the add-on would show up in a previous save. Its never worked that way in my experience.

Also, try one more gin, like my nephew used to say. If you could try to download again. Hopefully, and I really, really hope so, there shouldn't be an error this time. But dear god, I will start pulling hair if I made another idiot mistake, after checking it over this time.

Title: Re: Star Trek Eras [0.95.1a]
Post by: Angel963 on June 23, 2023, 05:08:10 PM
Oh boy, @Angel963. I keep making rookie mistakes here. The error is being caused by misspelling phaseCannon as phaserCannon in the United Earth faction. Imma fix it up. That was a huge mistake on my part and I apologize for the delay you've had to experience because I didn't check my work, like I should have.

Also, loading your save? I wasn't aware that the add-on would show up in a previous save. Its never worked that way in my experience.

Also, try one more gin, like my nephew used to say. If you could try to download again. Hopefully, and I really, really hope so, there shouldn't be an error this time. But dear god, I will start pulling hair if I made another idiot mistake, after checking it over this time.
its all good, as for the mod I technically beat the TNG playthrough as the UFP basically became the dominant power in the sector by kicking everyone's teeth in so i started a playthrough with the Ent Era stuff. And you don't need to worry about the mistake, those happen and I'm not about to blame you for it.
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on June 23, 2023, 10:46:34 PM
@Angel963, thanks.

As for the TNG playthrough, I'm hoping the vanilla rework will make it somewhat more difficult to literally steamroll through an entire fleet without any resistance. If you play a fleet of Excelsior's and Nova's they can hold out but it's not going to be easy at all.

Once you get up to Nebula weight class and above, then it gets kinda steam rolly, but definitely should play better, even if you roll all over the Hegemony and Tri-Tach... (my personal Vanilla favorite). We'll see. I just keep working at it a while longer before its ready for release.
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on August 29, 2023, 11:05:42 AM
It's been a while since I've added any tidbit of info on this page. Just wanted to ensure that I remind everyone interested in Star Trek Eras, that as long as I'm breathing... or at least until I become involved in other life events, I'm going to be putting some type of work into this project.

I've got some work done for Star Trek Eras. I'm anxious to release what I've got thus far, but I want to ensure that its as good as I can possibly get it. It's so close, save for a few tweaks here and there. I want to note that I'm very imperfect, with bouts of brain fog. (Possibly caused by two factors. A cracked skull when I was younger and the poisoning of processed sugars over a long period of time. Not trying to preach or shove my opinions about processed food. I love my candy now, but there's a notable difference in my brain's processing speed when compared to my earlier years. Information recall that isn't long term memory is at an all time low for me. Trying to change some habits or reduce intake of adapted tastes to see if it'll make a difference.)

Mistakes are bound to occur and appear when it comes to Star Trek Eras. I ask that everyone following and interested just work with me and forgive me for the errors. I try very hard to minimize such events.

That said, keep an eye for any updates or tidbits that appear. Something new could be released a few hours from now or a few days from now, depending on how the checking process and plans go. Thank you all for your kind attention. And keep boldly going, where no man has gone before.
Title: Re: Star Trek Eras [0.95.1a]
Post by: joe130794 on August 30, 2023, 03:10:55 AM
There's no rush mate, I know the feeling. I've got ankylosing spondylitus and fibromyalgia and my long term and short term memory is practically non existent. I used to work on a stargate mod years ago but it got to the point that anytime I went near it I had to relearn everything I was doing and I was unable to grasp everything in the newer game updates to keep it going.

All you can do is your best :)
Title: Re: Star Trek Eras [0.95.1a]
Post by: superjosh250 on August 30, 2023, 01:31:36 PM
What a day, what a day. I’ve been so anxious about releasing; I’ve just decided to go ahead and push out what I’ve got despite a few nuances I wanted to put in place. So, here we are!  I suppose the first thing to bring out, is that I’ve reduced ship and weapon’s values significantly when compared to the 0.95.1 versions of Star Trek Eras. This makes it possible for some compositions of vanilla fleets to overwhelm the weaker ships of the Trek universe.

This however does not mean, that its apples-to-apples comparison. For those looking for a clean vanilla experience will be disappointed in this mod. It’s just not how I work or balance.
This of course puts pressure on me to make it possible for whichever Star Trek faction you play to feel the heat. So instead of my usual release parameters of one other faction, I’ve decided to go ahead and add two major factions to this release.

So, we have the Cardassians, which was built off the previous version of the Cardassian TNG mod. And now the Romulans. These two factions alone are enough to make life hard for any Federation captain. But it wasn’t enough. Like 0.95.1, I also to decided to put in place minor factions. Bajorans, Maquis, and Remans. (REMAN faction are included with the Romulan stand alone pack.) Bajorans vs Cardassains. Maquis vs Cardassians & Fed. Remans, allied with Romulus. Adds some interesting difficulty for Federation lovers. (Me, basically)

Obviously, I’m never satisfied with what I’ve manage to build. There’s tweaking that needs to be done. Some missing easter eggs that were supposed to be placed. And perhaps some missing sounds or descriptions that were missed in the testing process. But hey, I’m working and playing with it. I’m bound to find those little things, that really I’d be the only one to miss.

One said thing that is missing, on purpose, is the usual vanilla integration with creating a new game. I usually input a custom start in RULES to allow a player to start in a Star Trek ship when creating a new game for vanilla only. I’ve forgone this, since I didn’t feel like jumping into rules this time. Plus, most people know of Nexerlin. It’s so much easier to just use that for a custom start. It’s on my to-do list however… eventually. There might be that one person out there who says no to Nexy…

So what new features are making an appearance? ZERO! I still can’t write a single line of code without some major assistance. I honestly can’t find the time to sit down and learn. (Make time you say?) I’m being totally honest. If I had the time, I’d squeeze it in. As it is, it’s difficult to take time to make one ship and balance it against its contemporaries. If I ever… and I do mean, if I ever get time. I will place it as a priority.

FEATURES I’D LIKE: (Hypothetical… not happening!)
DEFLECTOR BURST to cripple shields
SAUCER SEPARATION for a Galaxy Class. The player pilots the stardrive section and the saucer is AI
ASSIMILATION: Borg tech that basically cuts enemy CR by 10% every usage
CLOAK: Star Trek’s traditional cloak, where the enemy disappears from sensors
SPECIAL OFFICER RECRUITMENT: Officers like Picard, Riker, Troi, and others with specializations. Nearly had but unfortunately, the Visual Studio Code IDE setup kept giving me error messages on export/compilation, with a snippet of code some allowed to borrow
SELF-DESTRUCT: A blast wave killing the user and possible disabling or destroying other ships in the blast radius
TRACTOR BEAM: Holds enemies in place for up to 10 seconds before flux overload. Useful for pounding shields.
BORG TRACTOR BEAM: Holds enemies in place for up to 10 seconds whilst doing flux damage on enemy shields
CUSTOM INDUSTRIES with CUSTOM Supplies/Demand: Such as Latinum, Phasers/Phaser Rifles, Deuterium Production, Dilithium Production, MACO instead Marines,
And of course a few other things that aren’t coming to mind at the moment.

But the most important feature it does come with, is the love & time I’ve put into it to try and get it right. You’re not getting just a Star Trek mod, but you’re getting the imagination that created this Star Trek mod and how it fits in the Starsector universe.

Starsector is beautiful for what it does and I just felt, instantly, that Star Trek would flourish within its engine in how it plays and works. So, I thank Alex for this beautiful idea that allows me to put some of what I love into it.

In finality to this long-drawn-out little message, have fun! If you come across some issues, let me know. I’ll fix them ASAP. I won’t be distracted by further development for the next few days. So use this time test and see.

As usual, you will find the download links on the first page. So check it out when you get the time!
Title: Re: Star Trek Eras [0.96]
Post by: trekkie5249 on September 06, 2023, 05:10:23 PM
Hey, I was looking around in the options and I couldn't find what I was looking for. Is there any way to get blueprints/blueprint packages for the weapons in the Starfleet mod?
Title: Re: Star Trek Eras [0.96]
Post by: superjosh250 on September 07, 2023, 01:01:53 PM
@trekkie5249, That's an interesting point. I don't have a direct BP for Starfleet's weapons but thought it'd be natural to find a BP package for weapons through normal gameplay. Not sure what the drop chance is for a Fed BP package is but I didn't alter any drop chances. Should be the same as the base game.

It'd help if you would walk me through the steps you too to get/find BP packages for the Federation. That'd clue me in better on what is possibly missing. Please let me know @ your earliest convenience.
Title: Re: Star Trek Eras [0.96]
Post by: LordKhorne on September 07, 2023, 03:20:19 PM
alright subjections from one mod maker to another. you should increase the deployment points to match the ships strength. if a ship is powerful enough to fight an entire fleet on it's self it should be 75 points minimum. second the game uses deployment to manage frame rates. having a capital  sized vessel like the galaxy with only 35 points will cause lag issues. third if your going to have really powerful ships you should balance it out by reducing the number of ships the faction spawns per fleet. You can do this by editing the fleet doctrine in the faction file. fourth if a ship is super powerful it's value stat should equal that power.  finally as balanced faction is much better that a overpowered one.
Title: Re: Star Trek Eras [0.96]
Post by: trekkie5249 on September 07, 2023, 05:00:02 PM
@trekkie5249, That's an interesting point. I don't have a direct BP for Starfleet's weapons but thought it'd be natural to find a BP package for weapons through normal gameplay. Not sure what the drop chance is for a Fed BP package is but I didn't alter any drop chances. Should be the same as the base game.

It'd help if you would walk me through the steps you too to get/find BP packages for the Federation. That'd clue me in better on what is possibly missing. Please let me know @ your earliest convenience.

Oh, so, what I mean is that I couldn't find a blueprint package for weapons in the Console Commands list of special items like there is for the ships. I didn't find any weapon blueprints out while exploring, but that may have just been bad luck. I do also want to say that it is rather annoying that the faction's planets still spawn even on a Nex random sector where I have the faction disabled. Definitely keep up the good work! I can feel the soul of this mod shining through even through the rough patches!
Title: Re: Star Trek Eras [0.96]
Post by: superjosh250 on September 08, 2023, 08:41:52 PM
@trekkie5249, Thank you for the response! I will get right on a weapons BP Package. That's not a problem to patch it in. Your explanation helps me to define where I need to look in order to accomplish the task @ hand. It might be a few days before I post a patch for this specifically. I'm helping out with another Star Trek mod @ the moment (not for Starsector).

As for the Nexerlin thing, I'll have to recreate the issue. I don't play with random sector, ever. So I would not have ever come across that issue.

@LordKhorne Not sure what the issue is. I thought I made it abundantly clear that the mod would stomp all over vanilla factions, with no mercy. I'm talking pirates parts and luddic organs scattered all over the sector... The mod itself is balanced against itself. If you're flying a single Galaxy class starship up against a Cardassian fleet or Romulan fleet and winning that fight, then I seriously need to go back and take a look at the balancing. But I'm highly doubtful that's happening. But a critique is a critique and always valid to at least take a look at. So I will take a pause and look over fleet point issue.

As far as spawn rates, the spawn rate, that I can definitely take seriously. I've never really understood how the game calculates a hull spawn rate. A little time looking over that and minor adjustments might be needed. In my playthrough, it never felt like it was over the top in how many capitals would spawn per a fleet, but then again, my rng luck for all my life is has been pretty bad.

Last but not least, I am so sorry if you're experiencing lag! I play and build the mod itself on some pretty powerful hardware.

i5-12600k
AMD 6800XT
T-Force 32GB 3200Mhz Ram, blah, blah, blah.

So I'm never hurting for resources when it comes to my PC. Or even on my test PC's. My laptop is a 10th gen i5 with intergrated graphics and I never experience any lag. My secondary desktop is another 10th gen i5 with a 5700xt and my secondary work PC is an i5-3460 with a Nvidia 1650. Still no lag. Imma have to dig through my old hardware lying around and see if I can get one of those pieces of junk to work. I can try to test the fleet battle's effect on it.

I apologize for the inconvenience you're experiencing due to a possible oversight and lack of thought on my part. 
Title: Re: Star Trek Eras [0.96]
Post by: superjosh250 on September 27, 2023, 11:07:24 AM
Twenty days to finally create small patch. I feel a bit ashamed. I had every intention to do so earlier but didn't.
Well, anyways, @trekkie5249, I've blueprint package for the Federation done. For the other released races, I don't. And that's a good thing.

During my play through to check for missing items or ideas, I found that raiding a Federation station in the sol sector is absolutely impossible for any fleet. Which is fine. Its supposed to be nearly impossible to conquer earth.

Well in my raid, I went looking for blueprints. (Obviously I had to use Console Commands to have enough marines. Just a hint. You're going to need at least 4000 to raid the shipyards in the Sol System). I was able to get blueprints, that immediately crashed the game.

Apparently, I accidentally added wings to the blueprint data, which led to the game looking for hull of the wings. They don't exist because the wingID isn't a hull. Well, I course corrected. But that means its possible that other species have the wrong tag data.

So I'm going to have to peer through and check.

Anywho, I've added the weapons BP for the Federation. I hate that you'll needed to download the entire Federation mod again, but that's where the fix is.
Title: Re: Star Trek Eras [0.96]
Post by: mrpras on October 11, 2023, 11:36:34 PM
Hey SuperJ

I haven't played in a long time but decided to give the game some time again because I saw that you had updated the TNG mods. Great job, I'm still playing around and testing a range of other mods in conjunction but I see lots of small details and I love the semi-balanced nature of the mod now. Also love that the Default cap ships like Enterprise D still kick ass out of the box, as it should be. Haven't tested against other races such as Romulan, early stage still in game.

A couple of things I noticed was that it is so easy to just grab the flagship federation ships from the first moment in game that it takes away any progression - I hope that in future there would be a way to hide them behind a tough remnant force like you did with the Enterprise B behind a Rom defence force. Just an idea, I could always just show restraint or grab and melt the ships to make sure I don't have that crazy OP advantage since day one.

Another thing I noticed was that you changed the station construction approach so that you can have multiple stations. This is great, because sometimes a guy just wants to have one megalithic base and screw managing multiple colonies.

Thanks for the continued work, alongside the homeworld remastered star trek mods this is one of the best star trek games out there thanks to community efforts or in this case your effort. Much appreciated by folks like me..

Just to reiterate, the "vanilla" approach makes it much better for gameplay imho. Thank you
Title: Re: Star Trek Eras [0.96]
Post by: Lazyturtle69hahfunynumber on November 03, 2023, 10:57:03 PM
hey i like the mod but i gotta say i spawned in sol next to 2 dozen fleets i could feel my computer having a stroke maybe a patch for potato's?
Title: Re: Star Trek Eras [0.96]
Post by: superjosh250 on November 06, 2023, 09:46:01 AM
@Lazyturtle69hahfunynumbe Heh... Whelp, I guess I could remove some of the stations. That's what's causing the issue. Each of the stations are populated with a military force. I don't really have direct control of how many fleets spawn there. But lowering the amount of populated entities or removing military patrols show lower the amount of fleets when you spawn at earth. Alternatively, I could just change the starting system as well.

Just a side note: The infrastructure of the earth star system is the way it is, to reflect canon material. That and to make it impossible to conquer earth.
Title: Re: Star Trek Eras [0.96]
Post by: Lazyturtle69hahfunynumber on November 07, 2023, 12:36:07 AM
hey man you do you if thats how you want it so be it just like the og blight town form dark souls lol get what you want then book it
Title: Re: Star Trek Eras [0.96]
Post by: Angel963 on November 14, 2023, 11:31:04 PM
I got a question, I remember previously the Ent-E would patrol sol as part of a fleet, did she get moved somewhere in the update or am I just blind and unable to find her?
Title: Re: Star Trek Eras [0.96]
Post by: superjosh250 on December 12, 2023, 10:01:35 AM
@Angel963 Honestly I couldn't remember. I had to check the files to be sure. No, she isn't. When I was redoing the mod to make it closer to vanilla, I had just left some things behind. I probably didn't think that the ENT-E should've been at the Sol system at the time. She didn't really have that many interactions with the Earth in Canon. (I.E a specialized Dockyard) But you're most certainly right, she should make an appearance.

SIDENOTE FOR EVERYONE: Sorry its been so long. I hadn't checked the forum in a couple of months. Nor have I been working on the mod. I've been a bit distracted by other proclivities. I've been playing around with Stable Diffusion, building Lora models. Its time consuming. That and I had been redoing textures for old 3D models for another game. So, Star Trek Eras had been put on the backburner.

But I never forget. I'll probably start working on it again early next year. I'll just finish out the rest of December, quietly pecking away at other things. But if you're just curious as to my work with Stable Diffusion, you can look me up on CivitAI. Just search brassen250 to see what I've done.

The 3D models rework isn't on a public forum. If they ever pop up, I'll share something about it. But for now, it think that's about it. Hope everyone has a wonderful end of the year! Be safe, be good, and be well!
Title: Re: Star Trek Eras [0.96]
Post by: GalliaRaxus on March 23, 2024, 06:10:37 PM
Will this be updated to 0.97?