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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: Star Trek Eras [0.96]  (Read 39002 times)

Angel963

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Re: Star Trek Eras [0.95.1a]
« Reply #120 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.
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superjosh250

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Re: Star Trek Eras [0.95.1a]
« Reply #121 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.
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superjosh250

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Re: Star Trek Eras [0.95.1a]
« Reply #122 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.
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joe130794

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Re: Star Trek Eras [0.95.1a]
« Reply #123 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 :)
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superjosh250

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Re: Star Trek Eras [0.95.1a]
« Reply #124 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!
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trekkie5249

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Re: Star Trek Eras [0.96]
« Reply #125 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?
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superjosh250

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Re: Star Trek Eras [0.96]
« Reply #126 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.
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LordKhorne

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Re: Star Trek Eras [0.96]
« Reply #127 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.
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trekkie5249

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Re: Star Trek Eras [0.96]
« Reply #128 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!
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superjosh250

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Re: Star Trek Eras [0.96]
« Reply #129 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. 
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superjosh250

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Re: Star Trek Eras [0.96]
« Reply #130 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.
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mrpras

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Re: Star Trek Eras [0.96]
« Reply #131 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
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Lazyturtle69hahfunynumber

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Re: Star Trek Eras [0.96]
« Reply #132 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?
« Last Edit: November 03, 2023, 11:38:17 PM by Lazyturtle69hahfunynumber »
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superjosh250

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Re: Star Trek Eras [0.96]
« Reply #133 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.
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Lazyturtle69hahfunynumber

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Re: Star Trek Eras [0.96]
« Reply #134 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
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