Star Trek Conversion?

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The_Rock
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Post by The_Rock »

Howlingmad wrote:ME TOO!!!!!!! :D
make that thrice.:)
"How very touching his meaningless death was. But this fight was never for mortals".
Sir Crashalot
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Post by Sir Crashalot »

The_Rock wrote:
Howlingmad wrote:ME TOO!!!!!!! :D
make that thrice.:)
Make that fource :goner:
If you can`t dazzle them with dynamics, then baffle them with bullsh*t :D
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Challenger_STA
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Post by Challenger_STA »

Argonaught. wrote:The hard bit will be creating the models of the ships...so we'll all have to be very nice to the 3D'ers....the easy bit will be sticking them in.

All Hail the 3D Gods...we none artists are not worthy :D
on the contrary. The 3D part is most often the easiest part of a mod. Texturing is more tricky, getting the ship ingame and scripted even more.. and the ultimate task is called 'balance'.

Greetz from a modder:
Galactic Wars I / II for Armada 1 / 2
Conflict at Terellia
Star Wars: Fleet Command for Armada 2
Star Wars: Fleet Command for Haegemonia - WIP

(;))
cya Challenger
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twistedtech
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Post by twistedtech »

I'll take a fifth! :D

The creativity and skill of the folks who modded FL have my sincere admiration. Some of those ships were simply superb. I'd import them just to admire them for what they are . . . art.
Try not to let your mind wander... It is too small to be out by itself.
shasla5
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Post by shasla5 »

Ok, maybe tacky wasn't the right word. But I like my mods to feel like they could almost be professional products, like it was the original game. Mods like the Free Worlds (Star Wars) mod created that, Freelancer: The Next Generation didn't.
It really is a matter of preference, I suppose. Realism is kind of my thing, and I realize that a game doesn't need to be realistic to be fun. Sorry if I offended anyone.
Howlingmad
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Post by Howlingmad »

shasla5 wrote:Ok, maybe tacky wasn't the right word. But I like my mods to feel like they could almost be professional products, like it was the original game. Mods like the Free Worlds (Star Wars) mod created that, Freelancer: The Next Generation didn't.
It really is a matter of preference, I suppose. Realism is kind of my thing, and I realize that a game doesn't need to be realistic to be fun. Sorry if I offended anyone.
No offence taken, although I think Argo was a bit miffed. :roll:
What no sig or avatar. I wonder why?:(
kryptyk
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Post by kryptyk »

I think it would be a wicked idea....having different sci-fi themes in different parts of the galaxy....great idea Argo :) :wink:
for those of us that want a little bit of everything :D :D
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Witchking
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Post by Witchking »

I'll have a 5th, 6th, 7th, 8th, 9th and 10th. What a cool idea Argonaught. if you think it, it will come!!!!
Howlingmad
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Post by Howlingmad »

Not unless we can all afford MAX! :evil:
What no sig or avatar. I wonder why?:(
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Hadryon
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Post by Hadryon »

As one of the mod team for FL:TNG, I should be offended by Shasla5's comments...

But I'm not. It's true, the Next Generation mod for Freelancer was/is a total hodgepodge of ships from multiple universes, and that made it less interesting to play, in the end. The new 1.8 version does much the same, but sets aside whole new sectors for the new ships. The basic problem is not fixed, but that gives it its character.

I plan to mod X2 myself, separately. There will be two versions: the first will be entirely based on the races from the Homeworld universe, and the second will be a series of original ships I've been creating for eventual use with the TNG mod.

(Now if I could just get the stinking Max exporter to work...)

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Argonaught.
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Post by Argonaught. »

Howlingmad wrote:
shasla5 wrote:Ok, maybe tacky wasn't the right word. But I like my mods to feel like they could almost be professional products, like it was the original game. Mods like the Free Worlds (Star Wars) mod created that, Freelancer: The Next Generation didn't.
It really is a matter of preference, I suppose. Realism is kind of my thing, and I realize that a game doesn't need to be realistic to be fun. Sorry if I offended anyone.
No offence taken, although I think Argo was a bit miffed. :roll:
I was a tad miffed but all is forgiven :)

My thinking on it is that if we had the technology and I had a vast, vast, vast fortune then I'd commision the building of these fine ships....throw in a Starwars and Startrek fleet....have a Borg collective over there....just though that the Doomday Machine STO is a definite M0....Deathstar...yea build it all....mix it up and there you have it...the finest hodgepodge of ships ever to be seen...every one of them has one thing that another doesn't....course you could just take all the best bits and build one ship...but where's the fun in that ;) .
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Captain Data
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Post by Captain Data »

Oh, ah Star Trek-Conversion-Thread ? Forgive my bad english and that little link to the german modding-forum, but I think i got something for'ya :)

http://www.egosoft.com/x2/forum/viewtopic.php?t=33400

It's in german, but I hope somebody has enough skill to read AND understand that text about some ideas for a good Star Trek Mod (I called it - Star Trek: Admiral). The mod-idea is planned for the Dominion War-Time (2373 - 2375) with lots of ships, 50 systems, "real" Star Trek Weaponry etc - for example some weapontypes:

Light Phaseremitter (LPE) Mark VIII - X for older Ships like Miranda-Class or Excelsior-Class. Emitters are only compatible with older ships without arrays)

Light Phaserarray (LPA) Mark VIII - X - they're similar to LPE, but comes in Arrays for the more modern ships (like Nebula-Class).

Heavy Phaserarray Mark XI - XIII for real heavy Phasers - installed on mostly every modern ship like Galaxy-Class or Souvereign-Class

Pulsephaseremitter (Mark I and II) for the Defiant-Weaponry :)

There are plenty of other ideas in this thread (Author: myself ;)) and maybe it's enough for a good mod.
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Argonaught.
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Post by Argonaught. »

Captain Data wrote:Oh, ah Star Trek-Conversion-Thread ? Forgive my bad english and that little link to the german modding-forum, but I think i got something for'ya :)

http://www.egosoft.com/x2/forum/viewtopic.php?t=33400

It's in german, but I hope somebody has enough skill to read AND understand that text about some ideas for a good Star Trek Mod (I called it - Star Trek: Admiral). The mod-idea is planned for the Dominion War-Time (2373 - 2375) with lots of ships, 50 systems, "real" Star Trek Weaponry etc - for example some weapontypes:

Light Phaseremitter (LPE) Mark VIII - X for older Ships like Miranda-Class or Excelsior-Class. Emitters are only compatible with older ships without arrays)

Light Phaserarray (LPA) Mark VIII - X - they're similar to LPE, but comes in Arrays for the more modern ships (like Nebula-Class).

Heavy Phaserarray Mark XI - XIII for real heavy Phasers - installed on mostly every modern ship like Galaxy-Class or Souvereign-Class

Pulsephaseremitter (Mark I and II) for the Defiant-Weaponry :)

There are plenty of other ideas in this thread (Author: myself ;)) and maybe it's enough for a good mod.
Sounds cool CData...course I don't read German and it's a big post over there....bt big posts usually mean big Mods :)
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I lurk alot for the most part now
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JPWest
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Post by JPWest »

I think a stargate mod would be pretty cool, especially since the humans made the promethius (that ship just looks sweet). And the smaller fighters could be the X302, and the newer "ancient" ships being introduced in the spin off.

(the 302 would make an awesome M4)

also, anyone thought of a space above and beyond mod? The battle cruisers in that were amazing, and the chigs had some cool looking fighters. The standard purple ones as the M5, the slightly improved red ones as M4 and the big nasty super one that wipes out whole squadrons on its own could be the all powerful M3.
ManiacDC
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Post by ManiacDC »

A star trek mod would be awesome!
Kitch
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heres a thought

Post by Kitch »

Much said about various sci fi shows, but (IMHO) one vital one absent.

Babylon 5... contained more than enough races - and didnt disclose too much about them (what do we really know about Pak Marah?) which would enable a mod to be a little more liberal about what these races do. There is too much detail present in Star Trek Star Wars which means any modded races would have to be exceedingly detailed otherwise, they would be flamed for being "incorrect" or would detract from the game because the aspect of X race you wnated to play most isnt there.

Also, not knowing of the Xen of scripting, I had a thought. Since B5 was modelled almost exclusively on computer graphics (THE pioneering show to do this... sorry, fan head on) even going so far to run Commodore Amiga B2000's linked in series to do the rendering in the early days - would it not be possible just to port the original (and thus exact) models into a programme to then shoehorn them into X2 without having to model them from scratch? Just requiring game specifics, like what stats and weapons to give them - Babylon 5 Wars space combat board game could be helpful...

I would be very glad to help anyone with the programming know how to do this by supplying info images and background (I consider myself quite an authority on B5) but cant code for sh*t.

My initial race suggestions would be:
Argons - Earth Alliance (obviously, imagine your own Starfury M3!!!)
Teladi - Drazi Freehold (not quite as trade friendly)
Boron - Minbari Federation (ship models similarly organic)
Split - Narn Regime (would fit quite nicely with the family structure)
Paranid - Gaim Intelligence (paranoid and unfriendly too)
Xenon - Centari Republic (following destruction and struggling to rebuild)
Khaak - Shadows (or Vorlons even)
Pirates - Raiders (no brainer, exactly the same)
Goners - Technomages or Souleaters
UFO's - Vree Consortium - (already have flying saucers)
kryptyk
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Post by kryptyk »

I would think they could charge outrageous licensing fees for using the exact models involved and would cost someone more than just getting 3dsMax. On the other hand I think giskard has made detailed models of B5 ships with the authentic textures so there won't really be a need to.
You're idea on the races is a great one though :thumb_up: :wink:
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Hadryon
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Post by Hadryon »

He's right, you'd have to license the models from Babylonian Productions first, and THOSE prices would be unbelievably high. Here's the other downside...

Right now, we have M1 - M6 classes, with the possibility of M0 classes. We're talking about at least 6 different ships per race, with 9 races evident so far. As many ships as Babylon 5 had, it did NOT have 54 distinct cruisers, transports, and fighters for translation to the X2 universe.

Giskard has modeled a lot of very good ships, but anyone who makes such a mod would have to come up with whole classes of ships from scratch. Besides the time required to model the extra ships, that in itself presents the problem of the canon-freaks. Just as the Trekkies would freak out over the addition of ships to their universe, so too would the Bablyon 5 nuts.

You'd have to come up with an Earth Force M5, for instance. The Minbari would need two classes of fighters, and one transport. The Centauri would need two fighter classes, and some kind of light cruiser/destroyer. The Narn? Same deal. You have more races in B5 than in X2. Unfortunately, you also have fewer ships per race. You could combine them somehow, true, but there would still have to be some mad modeling. It's hard enough getting existing models into the game, without having to create more from scratch.

With that said, if someone takes up this mod, then I wish them all the best. I would certainly play the hell out of it.
Captain Data
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Post by Captain Data »

Uhhh ... a TC doesn't need all different races and the ship-classes aren't hardcoded (it's just a matter of scripting). When it's possible to add new sectors (with adding them in the GUI !) and adding NEW ships without overwriting old ones it doesn't matter how many races, ships and sectors are in X2.

That means: No longer M3, M4 and M5 ... think different like this:

Fighter
Corvette
Frigate
Destroyer
(Light / Heavy) Cruiser
Battleship
Carrier
Superbattleship

Okay ? And btw .... the Topic was "Star Trek TC". Not Babylon 5. (BTW I don't like B5, it's like Andromeda (okay, not THAT bad) but I don't like Series without a powerful human race ...
Howlingmad
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Post by Howlingmad »

Captain Data wrote:Uhhh ... a TC doesn't need all different races and the ship-classes aren't hardcoded (it's just a matter of scripting). When it's possible to add new sectors (with adding them in the GUI !) and adding NEW ships without overwriting old ones it doesn't matter how many races, ships and sectors are in X2.

That means: No longer M3, M4 and M5 ... think different like this:

Fighter
Corvette
Frigate
Destroyer
(Light / Heavy) Cruiser
Battleship
Carrier
Superbattleship

Okay ? And btw .... the Topic was "Star Trek TC". Not Babylon 5. (BTW I don't like B5, it's like Andromeda (okay, not THAT bad) but I don't like Series without a powerful human race ...
You're just pro human. AAAHHHRRRGGGGG Night Watch Alert!! :D
What no sig or avatar. I wonder why?:(

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