New Mirror Universe mod

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Martok
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Re: New Mirror Universe mod?

Post by Martok » Thu Feb 01, 2018 2:18 pm

Very cool!
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Re: New Mirror Universe mod?

Post by Spocks-cuddly-tribble » Thu Feb 01, 2018 9:24 pm

thunderchero wrote:
Tue Jan 30, 2018 11:16 pm
In a nut shell what I was hoping for is,
when it checks for any main structure upgrade, if available to change current structure id to upgrade structure id.

I have been looking at these sub-sections 488B2C and 43E950
but I have not really found much myself

This would allow me to adjust main structure costs as tech levels increase.
Note; I would prefer not to lose scanner upgrades, but might be able to live with it.
sience_breakthrough -> sub_454850 new_structure_researched

Here must be a code injected in the fashion of sub_452560 ship_station_auto_upgrade i.e. searching provInfo -> systInfos for the newly researched main building type(s) and running sub_445450 upgrade_blgs_syst_strcInfo_old_dx__new_bx each + code for searching updating same IDs in production Queue(s) of course.

Maybe one of the advanced code-injectors is willing to help. But even if so, be aware there is no warranty it will work as intended.
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Re: New Mirror Universe mod?

Post by thunderchero » Fri Feb 02, 2018 12:32 am

Hi SCT,

thanks for leading me in the direction of those sub-routines, I think I have a better understanding of how the upgrade system is working, but this is a bad thing since upgrading is so complicated. :cry:

I will keep investigating, even without code change, it will still work just main structures would be cheap though out the game. :mad:

I was able to add most of the minors data. race.lst, racedesc.rst and minor race attitude plus minor race intro sounds and text added.

I also got gui files for 1024 and 1366 caught up.

Alt.res only need 1 files so it is ready now.

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Re: New Mirror Universe mod?

Post by thunderchero » Sat Feb 03, 2018 11:08 pm

Hi everyone,

I did get a little done the last couple days, It is difficult to tell at this point what text and voices need to be replaced (more detailed gameplay will be needed). Most of the text and vocals would still apply. I only found 2 text entries, bombardment and declare war. And for Terrans empire I only found 2 sounds also, race selection and Terran intros when other majors meet the Terrans.

so what to do next? I have been holding off on editing structures, I still plan on using tech % bonus factor, but also considering using limited main structure upgrades. The upgrades would be at same point as starting techs 1, 4, 8, 12, 16 plus final upgrade at tech 20 (tech 20 is not a start level). So if you started a game at tech 1 you would need to upgrade main structures 5 times if game lasted past tech 20. Upgrades could be for all 5 types or any combination like just upgrading industry or even different types could upgrade at different levels?

any thoughts on main structures and upgrading?

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Re: New Mirror Universe mod?

Post by Martok » Sun Feb 04, 2018 4:08 pm

I have to admit, I've become a big fan of no upgrades for primary/basic structures. BOTF is micromanagement-heavy enough as it is, and getting rid of building upgrades cuts out a big chunk of that.
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Re: New Mirror Universe mod?

Post by thunderchero » Sun Feb 04, 2018 10:41 pm

Well, I have put off editing structures for now. I just have too many questions and not enough answers, So I will need to think on them awhile longer.

So next would be ship list. Here is my basic list of ship types and required tech (tech shown is basic level required, each races will vary slightly)
shiplist.jpg
shiplist.jpg (116.51 KiB) Viewed 1175 times
this would make basic layout with these totals
175 major ships 35 ships per race.
22 minors with ships, some minors will have multiple types. example; Breen may have a scout, destroyer and cruiser :grin:
10 monsters
this leave me 49 open slots for extra minors or left unused.

Ship stats;

Scouts, will be cheap to build and low maintenance. High firepower, accurate and agile but very low shields and hull, excellent scanners.

Destroyers, basically the same as scouts but lower scanner and slightly better shields and firepower

Escorts, similar to destroyer faster map speed and better hull and most races will cloak.

Cruisers, not much to say about them. They are mid level ships, so I plan on stats and costs to be "fair but still have ships be useful"

Strike Cruisers, They will have stats suited to a Strike cruiser high shields and hull, about the same cost to build as a cruiser but slightly more to maintain. With strong torpedoes and phasers with long range but low accuracy (bombardment I don't think accuracy matters).

Command Cruiser, expensive but lower maintenance than strike cruiser. many weapon port and strong weapons but only good accuracy but little agility. shields and hull only slightly better than strike cruisers.

Colony ships, weak, limited fire power and low accuracy. The 3 upgrades will increase with pop (25, 50, 75) and all main buildings will increase slightly as new upgrades become available.

Troop Transports, weak, limited fire power and low accuracy. With 3 upgrades. Note; considering Klingons stronger hull and weapons, Romulans with cloak, Terran and Cardassin faster speed and Ferengi cheap to build.

Starbase, They will auto upgrade throughout the upgrades. But stats will be tough to set. I want them worth building but not overpowered. So it will take a lot of testing and adjusting.

Well this is my proposed ship list and ideas. this will be in the development stage for at least a couple weeks before any editing to files begin.

I would really like to hear your thoughts.

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Re: New Mirror Universe mod?

Post by Martok » Mon Feb 05, 2018 2:16 pm

Sounds good overall.

The only change I would personally make is have scouts be tougher (relatively speaking), with more shields/hull at the expense of firepower, but it's not something I care deeply about. :)
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Re: New Mirror Universe mod?

Post by thunderchero » Mon Feb 05, 2018 5:51 pm

Martok wrote:
Mon Feb 05, 2018 2:16 pm
Sounds good overall.

The only change I would personally make is have scouts be tougher (relatively speaking), with more shields/hull at the expense of firepower, but it's not something I care deeply about. :)
just wondering how many scouts would it take to defeat a command cruiser? also how many of those scout would you expect to lose if any?

Example; if both were available at same tech, scout 2 upgrades at tech 5 and command cruiser is available at tech 5 all ships with green crews.

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Re: New Mirror Universe mod?

Post by thunderchero » Wed Feb 07, 2018 12:20 am

progress update,

I did a lot of prep work on spreadsheet for stat calculation for adding with csv2sst.exe. I also started a basic editing of shiplist files for new ships. With 234 slots used that will be a lot of editing of descriptions and new ship model files to add. I will have to use the "temp" slot to allow for that many ships models.

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Re: New Mirror Universe mod?

Post by thunderchero » Wed Feb 07, 2018 11:38 pm

I always make things harder than they have to be. Since I am using the tmp slot, ship will need to be added manually. Plus when UE is used to add/remove ships, any ship using the "TMP" slot will not display.

Today I added the models for Aliens, minors and romulans. currently I am at 98 of 127 palettes (I started today with 80 palettes)

I realized I had not started a "change log" yet so here is my list I started today;

allowed minor ships to be built by majors after membering
new desktop icon added
edited home population 480, 485, 475, 465, 470
edited Planets and Extended system sizes
edited/replaced minors
edited for mod "MUM" registry for installer
increased to 20 tech levels
edited map sizes 40 x 30, 30 x 22, 22 x 16 or if widescreen 60 x 30, 44 x 22, 32 x 16
changed map type to use only irregular maps with different density
edited map range to be shared by all races to acomadate 20 tech levels
(If map range is edited by user tech 1 - 11 uses cardassian page and Terran page tech 1 - 9 is tech 12 -20)
edited minor race attitude
several small edits to enviorments and max planet population
Small tweaks to plant bonus
new planets added for minors
edited stellar objects
added new hwait.cur
edited intel.bin for terran empire
edited lexicon and other text files (on going project)
many new race images
Terran GUI edited and new Terran ingame icons
larger starname.bin added with more planet names
Morale.bin edited for Terran Empire
Palette patch file add, with combined explosions and new torpedoes
GUI edited for 1024 and 1366 (on going project)
Aliens replacement models added (stats still in progress)
all minor ship models add (stats still in progress)
all romulan ships add (stats still in progress)

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Re: New Mirror Universe mod?

Post by Martok » Thu Feb 08, 2018 1:28 pm

Nice!
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Re: New Mirror Universe mod?

Post by thunderchero » Thu Feb 08, 2018 10:59 pm

I added a few more ships today, Klingons went with out any issues since I had plenty of models to choose from.

next was the Ferengi, and they have very limited models available. So I going to re-use some model as "heavy" version.
examples;
Marauder would be vanilla D'Kora then heavy Marauder would be replacement D'Kora from ucw scaled slightly larger (much darker)
War Cruiser would be vanilla Goront then heavy War Cruiser would be replacement Goront from ucw scaled slightly larger (much darker)
Explorer would be vanilla Bronta then heavy Explorer would be replacement Bronta from ucw scaled slightly larger (much darker)
Strike Cruiser would be vanilla Ooron then heavy Strike Cruiser would be edited texture Ooron scaled slightly larger (much darker)
Raider would be vanilla Tokorn then Escort would be edited texture Tokorn scaled slightly smaller (much darker)

then I have the opposite problem with Terran empire, too many ships and not enough slots.

here was the first list I started, I will wait a couple days for feedback.
Heavy scout - Saber (1 upgrade)
scout - Oberth (3 upgrades)
Escort - Defiant (1 upgrade)
heavy destroyer - intreped (1 upgrade)
Destroyer - Miranda (2 upgrades) 3 models Miranda -> Soyuz refit -> Miranda refit
Heavy Cruiser - Ambassador (1 upgrade)
Cruiser - TOS enterprise (1 upgrade)
Heavy Strike Cruiser - Steamrunner (no upgrade)
Strike Cruiser - Nebula (2 upgrades)
Heavy Command Cruiser - Sovereign (no upgrade)
Command cruiser - Galaxy (1 upgrade)
Troop transport - London (Vanilla improved texture) (2 upgrades)
Colony - Edward (Vanilla improved texture) (2 upgrades)
Starbase -spacedock (4 upgrades)

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Re: New Mirror Universe mod?

Post by cleverwise » Fri Feb 09, 2018 9:08 am

Well you could always drop the colony ships. ;-)

So the Sovereign is going to be the strongest.

The list does look pretty balanced IMO.

Are all slots full now?
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Re: New Mirror Universe mod?

Post by thunderchero » Fri Feb 09, 2018 10:39 am

We need colony ships. :grin:

yes the Sovereign is the top level command ship for Terran. I am hoping to design this mod to use more cruisers, destroyers and scouts than the dominant use of command cruisers like most mods. strike and command cruisers will be very expensive with high maintenance and available later with fewer upgrades in an attempt to have fewer in service.

When I created this ship list I wanted to use a balanced list, so each major has the same total slots and each type has same amount of upgrades.
The minors with ships mostly got 1 ship with a single upgrade, while a few races got 3 ships types (scout, destroyer, cruiser) minors with 3 ship types are Andorian, Breen, Ktarian, Nausican, Tholian and Xindi. (note; if you member a minor too early (low tech level) you might not be able to build cruiser or have upgrade version build-able)

With my current ship list there are 21 slots un-used of the available 256. Those slots would be available for the user to make changes, if desired.

EDIT; here is an example of the new Tokorn excort and Ooron strike cruiser on top (vanilla texture on bottom) in-game screenshot.
note; this is not a side by side comparison from screensaver photoshop, in combat sizes would different.
Tokorn1.jpg
Tokorn1.jpg (81.91 KiB) Viewed 1056 times
Ooron.jpg
Ooron.jpg (75.25 KiB) Viewed 1056 times

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Re: New Mirror Universe mod?

Post by cleverwise » Sun Feb 11, 2018 5:46 pm

Well it sounds fairly balanced and is an interesting idea.

I do like it.
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