TBH i love all the incarnations of the enterprise, but i have to agee with stress, seriously they could do better with the enterprise, if given a better budget... Other than that i loved the new phaser effects even though its far from the original ones
I grew up with TNG and then moved on from there. I agree Spartanz1170 in that I like all the incarnations of the Enterprise as well. From the original all the way to well, I guess it's the original again. Damn time travel. I had an issue with the weapons on the new movie ships. Way too disrupter like for me. But, being as I grew up with TOS and TNG, I can see why.
Back then, the Feds had phasers and photons. Later on, quantums and pulse phasers. Though as far as I knew, only the Defiant class ships had the pulse phasers. The Klinks and Rommies had disrupters, both in bolt and beam format, and that came from the Klink/Rommie treaty back during TOS. Re-boot or not, it still kind of hurt to see the New/Old Enterprise using anything but phasers. lol. But's that me.
The CGI itself of the new Enterprise is an excellent model there is no denying that. When viewed at certain angles its not a bad looking ship. My beef is the ships design itself. I think everyone who doesnt like it all will say the nacelles are the biggest flaw on the ship. In size, style, and how close they are spaced to each other. They are totally out of proportion. If they were a bit "thinner" and spread out more i probably could live with the new design. The radical design change was explained away as its a new timelime. So everything from the time the Narada blew up the Kelvin forward has changed. I DID like the Kelvin design. They did knock themselves out on the effects budget ill give them that. Pity they spent all the money on CGI effects. So they couldnt afford a proper engine room. You will notice the Kelvin did use beam phasers along with its pulse canons, but they put TMP style "burst" phasers on the new Big-E a bit earlier than they should have been there. Again explained away as a new timeline. Watch the deleted scenes that is where i came up with the colombine trenchcoat club, because both the klingons, and romulans seem to dress alike. I just wanted to see if they added the scene where the Narada blew up the 47 klingon warbi... i mean Battlecruisers.
In TOS remastered they finally acknowleged that the D-7 indeed does fire torpedos. We seen them fired on the big e at the beginning of "errand of mercy", but we never seen the D-7 shoot them. They fixed that. Plus they filled in the glowwy "blobs" with the D-7.
I agree that they could have used the original ship with a new paint job, and a few more details added, and it would have looked great. Or at they could have done this design, but keep the orginals proportions. Many 3rd party artists designed a better TOS Big-E than what the movie showed us just by "updating" the original ship.
Anyways enough ranting about Trek XI... Good movie, but we cannot accept it as canon, because it will toss a monkey wrench into all we are doing in this mod. The prime timeline must go on.
AGREED[e digicons]:fuzzy:[/e]
Also agreed.
Lol Yeah maybe I am a heretic but I also liked the look of voyager so I Might be a little weird.[e digicons][/e]
Anyway back to the mod, is the old romulan warbird going to be in the roster? I mean the romulans dont really have many ships that are original most are just variants to the warbird.
which one can u be more specific?
Sorry I meant the romulan Bird of Prey.
Both versions of the BoP "Warbirds" will be in. The 22nd century version which is actually the FASA V-1 Starglider class warbird (stat wise) using the 22nd century (no ship class name that i am aware of) warbird model. I figured it would make a nice cruise liner for colonization. It can fight too, but not that well as you could expect. This is an example of how ships from enterprise can be used in the mod. There were actually some very good ship designs. The Klingon Raptor, and D-5 Tanker will be in the mod as well, but as civilian ships. I still need to prep those models.
The 23rd century Warbird aka the original Bird of Prey. Will be a re-activated, and refitted to use as a steath antistructure platform. I came up with a nice non-canon backstory as to how it looks so different from other rommie ships too. Yes it will cloak. As pretty much all of the Romulan ships (except civilian, and stations) will be cloak capable. The balancing trick will be "how long" they can stay cloaked, and how much antimatter the cloak uses up. It would totally break the game balance if they stayed cloaked indefinetly. Klingons will have cloak too, but theirs will be a little different since they dont use cloak to "sneak attack". That is a dishonorable tactic. Yes General Chang had no honor for using a fire while cloaked B'rel. If he was a true Klingon Warrior like Worf he would have shown himself.
All Romulan warships are called "warbird" The abbreviation IRW stands for Imperial Romulan Warbird. Example: Winged Defender class warbird. DDeridex class warbird etc. etc.
That is so awesome! [e digicons]:thumbsup:[/e] I am personally very glad you are adding it, I happen to like it better than the dderidex warbird(I always thought that that one looked really weird).
Another question, are you planning to put the marquis in the mod?
EDIT: I forgot to ask what the story was as to the bird of prey?
Woah - what the hell is wrong with all of you?! The Voyager is the sexiest ship to have come out of any Star Trek show. The Defiant is an abomination - it's the most un-Star Trek ship in the show imho.
Also, before travelling to the past, the Narada was a mining ship, not an attack ship.
Quick question - what program do you use for textures on this mod?
Whats wrong with me? I am 45 years old though i dont consider that being a bad thing. I grew up on the original series, and movies. So naturally i like the "old school" stuff. I do admit i liked TNG best of the whole lot. Though TNG did have a shakey start.
I may be old (at least to your point of view), but i am not ready for geritol, and depends just yet. Tho my eyes did go bad, and i need readers now. I am not quite ready to give up gaming just yet.
I use 3dsMax to model with XSI to finish them off, and Photoshop for textures. Understand that i didnt make all of the models for this mod. My work is only a small percentage. Most of the rest are 3rd party contributions that we intend to replace with our own work at a later time, Most of the 3rd party stuff has issues, because they were never meant to be sins models.
Hi Major and the Sacrifice team. Great work
I imagin you guys are having the toughest time making the mod decent, just remember less is more. Personally no need for the iconic Ent-A to be a colony ship its kind of herecy for me to see that like that. Kind of killed my will to play that mod.
Not to mention accomodating the teams vision and skill.
Personally thought Sacrifice was at its best during pre-entrenchment, but I imagin Ironclads engine is forcing you guys to make many many shiptypes, and features that you guys dont particulary want in a trek mod.
Personally I would go for different roles but same quality models. example siege excelsior, anti-frig excel, or scout maranda, anti-strike maranda. etc.
Please stick to TNG/DS9 canon
Thought the Homeworld 1 mod for Trek was bloody perfect .
I wish that there was more support for you guys! Sins Total Conversions are something to strive for. Though I wish Ironclad/Stardock could support the modding community. Seems there following a new buisness model.
You must have played 0.03c, because the Connie hasnt been the colonizer since.
In the entrenchment version the Connie is a scout/explorer fitting of her original role. If the 0.03c version killed your will to play i am sorry, but then again we arent forcing anyone to download, play, or doing any kind of "PR" for the mod. Except for this mod topic, and the damn near defunct ModDB page. I rarely if ever update the ModDB page.
We had to make some compromises to make the mod work. Plain, and simple Just as we had to for the HW1 version, because of the sins engine itself just like HW1 has many hard codes that force us to "work around" them. Unlike HW1 Sins is more forgiving in some aspects. I always said from day one that the mod was not going to be 100% canon, but artwork wise it would be as close as possible. Gameplay wise we had to steer into left field to make it all work. It wasnt a choice. It was a lack of any other option due to the hard codes, and the general way sins plays. Plus we are discovering new brick walls that we have to work around as we continue to mod. This Mod is Sins based on the Trek universe. Not vise versa. So far i think we pulled it off considering what we had to work with. IC supports us more than you think, and much better than most game companys. EA, and Relic dont even want you to mod their games anymore. Dawn of War 2 is a shining example of "mod support" (as in what NOT to do). Patches breaking the mods is fact of life with todays games. 1.041 was a monster as far as breaking Sins mods. I dont blame IC for that. They do support the game, and if it breaks the mod to make a better game, then i can live with re-building the mod despite the annoyance.
We already tried using same hull types for different roles. It did not go over very well, and caused some major confusion as to which ship did what. We got the models, and we got the artists. We are using them.
Ship roletypes are hardcoded into the game just like in HW1. The difference is we can work around some of them, and make the AI think one roletype is another roletype. We cant do that with all of the ships, or the AI will have a siezure. I chose the best ship for the role in the lineups. Again not perfect, but still a WIP.
Trust me we ARE sticking with TNG/post TNG. With a few exceptions to make it all work. Not 100% canon. I would say 80%, but the non-canon is 100% better than the "professional" crap.
Aye Aye Admiral [e digicons][/e]
Here, here!!! I'm almost 37 and enjoy video games probably more than my kids do. You are frankly a role model to me in regards to gaming and modding (which I am just getting in to). I have been a Software Developer for the last 14+ years and wanted to go into gaming initially but chose the more lucrative, at the time, telecommunications field to support my family. It's been fun so far in my field and I don't plan on giving up software development any time soon. However, it's a lot more fun playing around with modding out your own ideas for a game such as this. Thanks again...
I have to say that if one thing did put you off from the mod you are probably a little anal retentive...
Anyway... are you guys planning on putting in the marquis? I always thought that they looked cool and if you could change what the local malitia ships are they could make great militia ships.
In the entrenchment version the Connie is a scout/explorer fitting of her original role. If the 0.03c - My mistake, ive played the most recent public version. Thanks for the reply. M.S.
Status of the rebuild...
Still waiting on researches, re-balancing, and placeholder abilities for the dominion. There are some major mesh issues i need to fix which screws up how close the camera zooms in (The entire dominion faction models bounding radius's on the mesh's are ridiculouly high, and i have no clue how they got that way). I am already 1/2 done fixing the meshes. It was just a matter of re-converting them with forge tools 3
I was going to update the foundation this weekend, but i got too much RL stuff going on at the moment. Like my new job. So the rest of the SoA 2 team is spared a heart attack for another week. I havent even had time to test the researches myself yet.
We also need to completely redo the sound and music files (soundata, soundmusic, and gamemusic). The dominion share the "fed's" assets. That is the problem, and it will get fixed. Just a matter of giving them their own assets.
The plan is to release 0.3e.9 as a public test build. The goal is to tweak the new build based on the input from you guys. We are at the point where we left off in 0.03c so the factions will be almost identical to 0.03c as far as how many mod assets are concerned. We still need structures, and more ships to fill the gaps, and i flat out refuse to use anything from armada, SFC3, BC, or Legacy to fill them, because in all brutal honesty... They all suck. What the hell are they thinking making Romulan starbases, and stations shaped like "bird beaks" bolted together, and the infamous lets stretch, and distort a dderidex, or Cardassian Galor, and call it a new class of ship. Of course we got the notorious ST:Online bolt on a spare nacelle, or a rollbar, and call that a new class of ship as well. Where the hell is the imagination? or the design sensibility?
To me a Romulan station would be very old. A hybrid of old industrial with modern "add-on's" due to many refits over the years. I would expect the average Romulan starbase to be at least 100-150 years old. Since no one has heard of a Romulan starbase, or any faction for that matter ever being attacked. Picture the cityscape we seen in the movies and series. A series of rings on a superstructure the inner rings would be adorned with Imperial decorations. Like spires with the Romulan great bird at the peaks. Old but, yet modern at the same time, and NO FREAKING BIRD BEAKS. The Warbirds can get away with being based on bird shapes.. Not the structures. I expect romulan archetecture to be in line with a 24th century roman theme (since they are based on the roman empire). "Green Gothic" in appearance.
Sorry went from a progress report to yet another rant You guys know me
If you're having troubles filling all of the dominion roletypes, why don't you just combine them with cardassian assets? They were allies in the DS9 series, it would be interesting to get to build both, and you wouldn't need to add another race.
Ever think noone's seen a romulan starbase because its invisible?
Would make for interesting gameplay to have an invisible starbase at your planet.
Interersting Yes , but that would make them too OP
No worries Stress. Should have the Dominion research submitted in a few days [e digicons](\B):vulcan:(\B)[/e]
We are not going to go overboard with the cloak. If its not balanced right it would make the Romulans, and some Klingons very OP, and we dont want that. No structure will get cloak. Cloak will be very limited on ships. It will use up antimatter, and when you run out. You un-cloak. The Klingon Cloak will use up more AM than Romulan cloak. This is an instance where we must go non-canon, because if cloak stayed on all of the time not only would it be OP, but the mod would not be fun at all for the factions that do not cloak. Plus we are gonna try to have some "cloak hunters". Ships with the ability de-cloak ships like they de-cloak mines. Still a WIP.
Yeah... canon cloaking would be as bad as cloaking would be in the shows if at all realistic. It's a monumental advantage, just imagine being the invisible man in a fight.
Ok, I am going to start modeling this station soon. It is not going to look exactly like the picture because i am gonna use my own artistic licence with it but the general idea is there for a Romulan Starbase. Just remember what i said.. Old, Industrial with Imperial Ornimentation, and "Green Gothic"
Dont remember if this pic was posted before, but here is the 1st scetch of the SoA 2 Romulan starbase. With NO FREAKING BIRD BEAKS!
Feel free to add input as long as nothing "birdlike" is mentioned for the structure itself. Imperial ornimentation is another story.
There are many great features available to you once you register, including:
Sign in or Create Account