MinMax Spaz

MinMax-Games.com

The water cooler of outer space
  
It is currently Fri 17 Nov, 2017 6:45 pm

All times are UTC [ DST ]




Post new topic Reply to topic  [ 16 posts ] 
Author Message
 Post subject: Star trek mod
PostPosted: Fri 29 Mar, 2013 6:53 pm 
Offline
Shortbus

Joined: Fri 29 Mar, 2013 6:41 pm
Posts: 5
Ok new release is ready

Changelog:

v0.61:
- Fixed Odyssey name
- Updated small tier
- Changed title image

v0.6:
- Removed all ships from v0.5 and added them again as replacement for original ships.
- Added Odissey class as huge, Sovereign is large now, Galaxy is out.
- All ships from tiny tier are replaced, even zombie one (Borg scout). All zombie ships in future releases will be replaced with Borg. Still racking my brains out how to make borg to lay egs :).
- All ships have exactly the same properties as original, replaced ones so gameplay balance is unchanged.
- Hangar size, boost module effect and upgrade points remains the same as in v0.5.

v0.5:
- Added Defiant (small), Interpid (medium), Galaxy (large) and Sovereign (huge) ships.
- Removed turret and other addons images, as they look ugly on ST ships.
- Increased hangar size
- Increased boost module effect
- Increased upgrade points at levelup

Download


Last edited by gersh on Sun 07 Apr, 2013 7:07 pm, edited 3 times in total.

Top
 Profile  
 
 Post subject: Re: Star trek mod
PostPosted: Fri 29 Mar, 2013 7:36 pm 
Offline
Shortbus
User avatar

Joined: Mon 11 Mar, 2013 5:27 am
Posts: 9
Location: Reykjavik
Just tried it on for size- These ships are pretty handsome. Nice tutimages, as well.

The Sovereign has a launcher mount on the port engine- is that supposed to be the case?

In any case, I'm excited to see where this goes. Keep it up!


Top
 Profile  
 
 Post subject: Re: Star trek mod
PostPosted: Fri 29 Mar, 2013 9:04 pm 
Offline
Shortbus

Joined: Fri 29 Mar, 2013 6:41 pm
Posts: 5
Thx for the pointer. Also there is one slot that is empty at default design. My mistake, will be fixed as soon as possible.


Fixed.

Note: this is v0.5. If you want to get latest version it is in the first post.


Attachments:
StarTrek.rar [3.15 MiB]
Downloaded 343 times


Last edited by gersh on Thu 04 Apr, 2013 10:21 am, edited 1 time in total.
Top
 Profile  
 
 Post subject: Re: Star trek mod
PostPosted: Tue 02 Apr, 2013 12:15 am 
Offline
Shortbus

Joined: Tue 02 Apr, 2013 12:13 am
Posts: 3
Tried your mod and I can see the Ships in my hanger ship hull collection, but I can't build them, even though it says 100% reverse engineering.


Top
 Profile  
 
 Post subject: Re: Star trek mod
PostPosted: Tue 02 Apr, 2013 6:56 am 
Offline
Shortbus

Joined: Fri 29 Mar, 2013 6:41 pm
Posts: 5
Sorry about that, but I don't know how to solve this in the code. There are two workarounds:

1. Start a new game.
2. Edit all gameScripts\datablocks\ships\Hulls\<size>Hull.cs files in my mod like this:
Find line
//NumBlackBoxes = <some int>;
in datablock of desred ship and change it to
NumBlackBoxes = 1;
Save and remove <size>Hull.cs.dso file. Load your game, spawn a ship (CTRL+s), destroy it and pick up a black box.


Top
 Profile  
 
 Post subject: Re: Star trek mod
PostPosted: Wed 03 Apr, 2013 2:48 am 
Offline
Shortbus

Joined: Tue 02 Apr, 2013 12:13 am
Posts: 3
I tried that 2nd work around, and the star trek ships don't drop black boxes for me when destroyed. :(


Top
 Profile  
 
 Post subject: Re: Star trek mod
PostPosted: Wed 03 Apr, 2013 6:39 am 
Offline
Shortbus

Joined: Fri 29 Mar, 2013 6:41 pm
Posts: 5
Well I don't know what went wrong. Can You please post last HullDatablock a file you have changed (<size>hull.cs)?


Top
 Profile  
 
 Post subject: Re: Star trek mod
PostPosted: Thu 04 Apr, 2013 6:38 pm 
Offline
Shortbus

Joined: Tue 02 Apr, 2013 12:13 am
Posts: 3
Here is the smallHulls.cs I edited. I had to add .txt to the end because it wouldn't let me upload .cs.


Attachments:
smallHulls.cs.txt [32.47 KiB]
Downloaded 142 times
Top
 Profile  
 
 Post subject: Re: Star trek mod
PostPosted: Thu 04 Apr, 2013 7:05 pm 
Offline
Tug

Joined: Fri 26 Oct, 2012 11:55 am
Posts: 506
Technically, Borg and Zombies are more or less the same, they assimilate normal human(and alien) beings and turn them into drones(like the zombies), and they do more or less lay eggs(you could say, they drop a temporary shipyard that uses it's own structure to build a ship, and what's left is thrown away as unusable useless pieces), and you could have reinforcements as the bigger capital ships(Borg Cubes, Tactical Borg Cubes, and replacing the zombified/zombie stations with assimilated/Borg yards).

Edit: Also, isn't it called Odyssey, and not Odissey???


Top
 Profile  
 
 Post subject: Re: Star trek mod
PostPosted: Thu 04 Apr, 2013 8:07 pm 
Offline
Shortbus

Joined: Fri 29 Mar, 2013 6:41 pm
Posts: 5
@SuperMann

find "datablock HullDatablock(HullDefiant : HullSmall)"
within that datablock locate line
//NumBlackBoxes = 1;
and replace it with
NumBlackBoxes = 1;

@DestinyAtlantis

yes i was thinking something like that too. Thx for the tip on Odyssey, i'll fix it soon.


Top
 Profile  
 
 Post subject: Re: Star trek mod
PostPosted: Thu 27 Jun, 2013 12:06 am 
Offline
Dart
User avatar

Joined: Tue 25 Jun, 2013 4:37 am
Posts: 22
Space, the final frontier
:idea:

_________________
I have problems, lots of them.
Be ready for a whole overload of questions, problems, and crashes.
Image


Top
 Profile  
 
 Post subject: Re: Star trek mod
PostPosted: Sat 03 Aug, 2013 4:19 am 
Offline
Shortbus

Joined: Tue 10 Jul, 2012 4:02 pm
Posts: 7
got an invalid weapon crash mediumlauncher_grav 1037392


Top
 Profile  
 
 Post subject: Re: Star trek mod
PostPosted: Sat 17 Aug, 2013 5:32 am 
Offline
Shortbus

Joined: Sat 17 Aug, 2013 5:25 am
Posts: 1
Hi, first post on the forums. SPAZ is awesome :D.

Also, for the 'borg laying eggs' thing, is that a problem with them just looking weird/out of place because they're borg, or a code problem?
If it's the former.
| Click to toggle: +
They could be subspace warp beacons, (For the fluff, they are modulated to allow a single ship to pinpoint that location and warp in via subspace.)



Fun mod by the way!


Top
 Profile  
 
 Post subject: Re: Star trek mod
PostPosted: Wed 21 Aug, 2013 2:30 am 
Offline
Shortbus

Joined: Wed 21 Aug, 2013 2:28 am
Posts: 1
Hey, noticed a bug in your mod. I went to a lvl 6 system mining base and some friendlies spawned there. One was a 'Surplus Delta Flyer' which has a triangular shape in the targeting HUD. However, while flying around the screen it had the rectangular shape of the shortbus, so I think part of it is missing.

Also, I think you spelled "Intrepid" as "Interpid."

Cool mod.


Top
 Profile  
 
 Post subject: Re: Star trek mod
PostPosted: Thu 12 Dec, 2013 5:47 am 
Offline
Shortbus

Joined: Thu 12 Dec, 2013 5:43 am
Posts: 1
Just downloaded this mod and it's pretty sweet. Though does it upgrade your mothership because I don't remember having an extra hanger when I last played but after installing the mod I did and I could have big hulls which I couldn't before... just wondering.


Top
 Profile  
 
 Post subject: Re: Star trek mod
PostPosted: Sat 18 Oct, 2014 5:29 pm 
Offline
Shortbus
User avatar

Joined: Thu 16 Oct, 2014 11:33 pm
Posts: 8
Maybe the Borg laying "eggs" should be like, they're deploying little shipyards or something, it makes sense, and it also is the best one, for when they "hatch" Just a little suggestion


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 16 posts ] 

All times are UTC [ DST ]


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group