Future Tense Conclusions 2007...

30 Years after "Nemesis" The torch of adventure is about to be passed from the Next Generation to the New Generation on an all new Enterprise

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Phantom
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Future Tense Conclusions 2007...

Post by Phantom » Thu Dec 20, 2007 12:33 pm

Okay thought I'd give a heads up on how the MODs progressing


ITS CANCELED!
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Phantom
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Post by Phantom » Thu Dec 20, 2007 12:34 pm

Just Kidding!


Sorry I'm in a funky mood....



Anyhow now that I have only one more hospital appointment left in January after my constant kidney problems I have evaluated Future Tense and have come to the following stats (Yes we have added MORE into this lol - At this rate there wont be any left for Future Tense II and III) lol.


FEDERATION:
All Major Units are done. These are units that are playable in all levels and stages, map units still need me to find my old Constitution, Akira and Ambassador Class models, however any excellently detailed models that can be donated for new textures if needed and Future Tense noding (Such as damage abilities (IE you can blow open nacelles n saucer sections) would greatly speed this up) are welcomed upon author's permission

Map Unit Federation Weapons and the odd bugging weapons (especially the deflector burst that does less damage than a phaser! even though it's damage setting is set too 1000) is being a pain in the butt need work


Approx. Status: 89%


ROMULAN:
Once the Kerchan and the last remaining units go into game, model wise the Romulans are done. Then the fun part of planning Romulan Special Weapons come to mind as this is where we are stumped. Any devious or underhanded ideas are welcomed for this.

Approx. Status: 70%


REMAN:
Modelwise the Reman are sorted to completion. They need a few more Special Weapons though and the 'perfect' cloak still needs some tweaks as you can see it if you fire Photon Spreads (Not entirely sure why) or if you use shockwave relatied weapons regularly - interesting Bug.

Aside from that it's just balancing as at the moment a Scimiar only fires 2 pulse weapons even though it has 20 weapons listed in it's inventory - so yeah balancing and bug testing else they are done!

Approx: Status 100% Pending Bug Testing


KLINGONS
Klingons have been forgotten about really till now, they have no specials and their lightmaps keep failing for whatever reason. Definatly the problem child of the MOD. I fear they may need a total reworkout if this is the case it could add anohter month to Future Tense as it'll mean a lot of work and hassle. I do have afew plans to rectift however so heres hoping but any Klingon Special Weapons people can come up with at this late stage would be greatly appreciated...


Approx. Status: 50% undetermined due to bug plagues, subject to change

SERNAIX:
A tad God like at the moment :P 1 ship destroyed 10 ships without a scratch so it needs balancing, else all weapons to my knowledge that I have had the honor of slaughtering others with work a treat lol.

Approx. Status 100% pending Balancing


BORG:
The Borg possibly are the easiest to do - Unfortuantly they are also the hardest in that it is pusing Armada beyond the boundaries they are set. We have already rigged them to ignore none threatening ships, and right now the challenge is getting a 23,000 poly space station (Unicomplex) into the game without it dying lol. Canon special weapons are being made so far so hopefully these will be complete by the end of January

Approx. Status 100% January 2008



Additional Items such as map units etc are pending new year productions....





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Barty
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Post by Barty » Thu Dec 20, 2007 1:23 pm

wooow keep up the hard work

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rodglas
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Post by rodglas » Thu Dec 20, 2007 2:54 pm

Thats awesome Adam, I didn't realise you guys had gotten so far.


Questions.. What kind of help does FT still require today?

Will there be a guide to modding FT available that will explain what you guys discovered, added your nod sceme etc or are we going to have to fend for ourselves?

Rod.

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bran
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Weapons...

Post by bran » Thu Dec 20, 2007 5:53 pm

Have you removed all of the original special weapons from the game?
I thought that Ion storm was a great Klingon special weapon because I would always use it to weaken turrets or wipe out mining facilities with their freighters. Maybe with a little tweaking it would be great in Future Tense. If you're aiming for all new weapons then it's probably a bad idea on my part.
I recently re-watched Star Trek Generations with my roommate and I think that some sort of Klingon weapon that fires right through shields would be interesting (just like in the movie) It could use the special energy bar and only be useful for a bit. Let's hope a Galaxy class starship wouldn't go down so easy this time around though lol.
Prison Chaplain: "If a man cannot choose, he ceases to be a man."

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Post by Phantom » Thu Dec 20, 2007 8:35 pm

We are working on making a Dilithum Torpedo that can break down nuclear fusion. IE it'd detonate a level 10 shockwave that'd destroy pretty much everything in a very large area

We investigated a torpedo that could pass through shields but every time it fires on a ship it impacts the shields even with the pass coding in the ordinance, very odd...


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WillM
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Post by WillM » Sat Dec 22, 2007 12:01 am

only a level 10? lol on Generations its a level 12 :P

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Post by Phantom » Sat Dec 22, 2007 6:40 am

Was it? I thought it was a level 10 shockwave? Ah well gives me an excuse to watch Generations now :P
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Sentinel
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Post by Sentinel » Sat Dec 22, 2007 10:31 am

Adam, is the command line your talking about :

IgnoreShields = 1

Of so, all that does is tell the weapon to ignore the shield animation.

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WillM
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Post by WillM » Sat Dec 22, 2007 12:16 pm

lol yes i do belive it was a level 12, im not totally 100% sure but im about 98 lol :), im glad i could contribute to FT...even though its a very small way :) lol :D

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j666
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Post by j666 » Sat Dec 22, 2007 6:24 pm

so are we allowed to post ideas for special weapons? ie romulan since the team seems stumped?

romulans maybe some sort of mind probe beam that reveals stragetic locations

singularity overload romulans use singularity in there warp cores or is the singularity the cores maybe when overloaded it creates a spacial disturbance


yeah unique special weapons can be hard to think up!

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Post by phasertech » Sun Dec 23, 2007 3:28 pm

i have a cool idea for a romulan special weapon: a tal shiar Sabotage team that beams aboard an enemy vessel and slowly damages vital systems (IE, Weapons, Engines, Life Support) with time, and stays for a long time, representing the massive amount of time it could take to uncover a tal shiar agent, and the most effective way to get rid of the darned thing is to go to the nearest repair facility, as the number of specialists there would be more likely to catch the sabotuers. it's a very underhanded, romulan tactic, and it could prove to be a valuble asset, as long as it isn't too overpowered.
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dingdong
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Post by dingdong » Tue Mar 25, 2008 9:12 pm

I think the Romulans should have sabators that can beam onto a star base and begin to disable ships and other stuff and you only way to get red of them is to have the ship that put them there destroyed by you or some one else, also so it doesn't make the game to boring have it so that it will randomly happen to different ships and stations, and also random times like it will last from (10 sec to 5min) $_$ :)
javascript:emoticon('8)')
Cool

Oh and like sometimes maybe it will fire of special weapons into space or even at you! or maybe start transporting your people. and sometimes it will just wander off!!

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martian
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Post by martian » Wed Mar 26, 2008 12:38 pm

BTW it IS a level 12 shockwave and thats a TRIlithum torpedo not a DIlithium topedo. :P

uss_shanker

hey

Post by uss_shanker » Wed Apr 02, 2008 10:21 am

hey phantom did u check out the cloaked quantom torpedeo bomb that my cousin mentioned?

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