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 Frigate II can Colonize 
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Crewman
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Joined: 12 Nov 2005, 01:00
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The Ship 'Frigate II' has the option to Colonize uninhabited systems, dont think its ment to be like this as the 'Frigate I' dose not have this option.
also once I have Colonized the system it only starts with 1 farm 1 factory and no population develops there, all things in the Build list just say Turns with no number...none are built when you try.





Addition:
The 'Scout I' can use the Cloak function, not sure if this is just to test it out but Fed ships should not be able to use Cloak due to the treaty of Algernon!


08 Oct 2008, 20:34
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Evil Romulan Overlord of Evil - Now 100% Faster!
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Hey Sam, the problems you've noticed have been there for a long time, and are actually partially intentional. The Frigate II was used as a test ship months ago to check whether colonization worked in the game correctly. The Scout II was also used to test the Cloaking code.

The shiplist hasn't been updated since though, so they still have these abilities. I am personally working on a major content update, which will eventually include a shiplist update. I haven't got that far yet though, as i'm still working on the buildings. Rest assured though, it will be done. :wink:

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08 Oct 2008, 22:20
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Crewman
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Why aren't bugs like this higher priority than getting the update packages out, I don't care if I have to download several small updates in a day or something to get any fix as soon as it's finished, and I doubt many people disagree with me. I know you don't have lots of time, but some better organization would be nice. There are major gameplay issues that have existed for months and still aren't fixed like these "proto-abilities", and it was scout I, not II. :p

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10 Oct 2008, 19:05
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Crewman
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Probably because the update pack might solve the majority of the crashes!
(or rather I hope so)...

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12 Oct 2008, 22:55
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The content updates are also being handled by Matress_of_evil independently of any code changes. Once he has finished, they will be merged into the game. I would regard them as medium to high priority at the moment.

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13 Oct 2008, 19:21
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The reason why they're taking a long time is purely coz the updates are a time-consuming process and there are a LOT of changes that needed to be made. I've had to fit doing the updates around my personal life. I'm not a machine unlike some of the Borg around here lol.

I've almost finished the building updates and I will send those to Mike as soon as those are done. The shiplist updates will take even longer to release though because I haven't started on those yet because i've focused on building updates so far. Mike knows just how hard I work on stuff like this and wouldn't just leave these updates alone if he didn't trust me, but as I said, i'm not a robot and i'm not being paid to do this either. I'm a volunteer, just like everyone else. I'm doing the best I can, and I think you'll be pleased with the results when I release them.

Here's a quick rundown of everything i've done so far. That might help you appreciate why it's "taking so long" to complete my updates:

    Additions
  • Added new minor races. There are now a total of 150 minor races.
  • Added new minor race descriptions and diplomacy reports.
  • Added new minor race special structures and specified which races can build them. (Still currently buggy due to programming; the Empires cannot currently build the minor race special structures)
  • Added new production facilities with their stats, tech requirements, descriptions, obsoletion and upgrade paths, and specified which races can build them.
  • Added new special structures with their stats, tech requirements, special equirements, descriptions, obsoletion and upgrade paths, and specified which races can build them.
  • Added a sixth set of facilities to increase the variety of facilities used by the minor races. (Food, industry, energy, intel, research)
  • Added new planet textures for specific planets, such as T'Kuht and Ferenginar.
  • Added, then removed, the Personnel facilities, then replaced them with new special structures for the Empires. The Personnel facilities were going to be a new type of officer-producing facility but Mike then decided against them.
  • Specified the solar system makeup for new minor races.
  • Sorted through and added new special structure and facility images thanks to Zeleni. I'm waiting for him to send me the next batch of several hundred images.
  • Linked the images for upgradeable facilities as necessary so that it will be easier for future modders to change the facility images for their mods.


    Changes
  • Updated or replaced the existing minor races.
  • Updated or replaced the existing minor race descriptions and diplomacy reports.
  • Updated or replaced the existing minor race special structures with their stats, tech requirements, special equirements, descriptions, obsoletion and upgrade paths, and specified which races can build them.
  • Updated or replaced the special structures with their stats, tech requirements, special equirements, descriptions, obsoletion and upgrade paths, and specified which races can build them.
  • Updated or replaced the solar system makeup for existing minor races.
  • Fixed the Empire special structure clash bug.
  • Fixed the incorrect facility upgrade bug. (So eg. Food facilities no longer upgrade to power plants)
  • Fixed the race-specific incorrect facility upgrade bug. (So eg. an Automated farm can be upgraded to any other type of farm by another race)
  • Fixed the incorrect facility obsoletion bug. (So eg. Food facility upgrades no longer remove your existing power plants, forcing you to build and upgrade them from scratch)
  • Fixed the race-specific incorrect facility obsoletion bug. (So eg. Upgrading an Automated farm will remove all other existing food buildings that were built by another race)
  • Fixed the race-specific buildable facilities bug by manually removing the "buildable by all" option in 288 or the 289 facilities. (Primitive Farms can still be built by all races for obvious reasons)
  • Fixed transparency issues in some of the existing images.
  • Fixed the planetary growth rate special structures so they give the correct growth rates. (Mike recently updated the game to fix the programming side of the bug but this fix is still being tested)
  • Sorted through and replaced some of the existing special structure and facility images thanks to Zeleni. I'm waiting for him to send me the next batch of several hundred images.
  • Replaced some of the existing planet textures for specific planets, such as Mars.
  • Put all ingame images (Except the asteroid images because this results in a bug) through PNGGauntlet to reduce the image filesize and memory demands of the game and make it easier and faster to download.

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13 Oct 2008, 23:53
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Matress_of_evil wrote:
The reason why they're taking a long time is purely coz the updates are a time-consuming process and there are a LOT of changes that needed to be made. I've had to fit doing the updates around my personal life. I'm not a machine unlike some of the Borg around here lol.


Yo :gripe: No dis on ma bros pointy ears! :borg:
:P

English translation: Hello. Please do not show disrespect for my friends and family Mr. Romulan person.

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14 Oct 2008, 01:21
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I think Sam is frustrated cause he ran into several bugs and didn't know they were pre-existing. perhaps a list of them stickied: "Bugs we know of:" might help and if they are to be solved later people won't obsess over them.

Also for the "Is it done yet?" crowd, I made a list (not of things done, but rather a lsit of things needed to be done) for my project. Yhat way I don't give away too much content and let others who want to help know what I'm looking for in regards to skills/content.

That way if they can't/won't contribute, then they have no right to complain about the creation development time needed. :)

I must admit I haven't touched Sup in a while as I'm awaiting the update as well. The Combat part to be added later is the main thing needed to boost the game. The unopposed buildign phase (even with bugs) is not really challenging and does get boring after awhile (I even reinstalled BOTF).

The main problem with BOTF was the BORG cube is so freaking overpowered it's nutz (and that's not the only unbabalnced combat) so I turn off encounters just because of that.

Anyway, I would think if the Commander can get it working having something to test yourself against will greatly progress the game overall and I look forward to that.

Annoying bugs can be ignored, but only game stopping ones would be your greatest obstacle then. Once some form of stable combat is introduced it will be much more enjoyable and people will be more accepting of the game still in development.

I wish I knew how to code, as I'm just an idea guy/voice actor, but I urge you to continue this great project! It has much potential and I look forward to modding it once done!

As fro others... hang in there. These people have only been at it a relatively SHORT TIME. In modding it can take YEARS to get even a demo out but I am sure it will be worth it and the TREK community will benefit greatly as a backup in case the MMO fails (like it's initial developer did).

IF Paramount and the Devs it gives the ok to to make commercial Trek games can't give us the ones the actually can or that the franchise deserves, then it's up to Mod Communites to either FIX THEM or make New Modded Ones!!!

And that unfortunately takes TIME! (unpaid and msot often unappreciated!).

I had to wait 2 years just to add this ship, but I'm gad it happened...

[EDIT] I changed it to a link cause it broke frame, it should have been small enough, my bad!

http://i22.photobucket.com/albums/b321/ ... ageous.jpg

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18 Oct 2008, 15:34
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the design seems to take some artistic license from the defiant and the vorcha doesn't it ;).


18 Oct 2008, 19:22
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Do you have that ship as a model we could download and convert to our
game? :borg:

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18 Oct 2008, 19:34
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Crewman
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Kenneth_of_Borg wrote:
Yo :gripe: No dis on ma bros pointy ears! :borg:
:P

English translation: Hello. Please do not show disrespect for my friends and family Mr. Romulan person.

OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO, he COOKED you, Matress! :borg:

Back to the topic, what is the purpose of this class exactly? It looks recent in its design, and generally looks huge. I also noticed the Registry is NCC-29413, which means its not the first of its kind, so is it from the future?

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We are the Borg. Lower your shields and surrender your ships. Your biological and technological distinctiveness will be added to our own. Your culture will adapt to service us. RESISTANCE IS FUTILE." - Borg Collective :borg: :borg: :borg: :borg: :borg: :borg: :borg: :borg: :borg: :borg: :borg: :borg: :borg:
That doesn't mean I shouldn't be on your friend list. :)

Borg Quote of the Fortnight: "If only he had the chance of having an out-of-body experience, its truly perfection."


19 Oct 2008, 06:33
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Crewman
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Not publicly no, you would have to ask the creater (Mayhem UK) and the Modeler (Queball). I met them on Bridge Commander Universe.

Of course nothing prevents you from doing it on your own, privately on your own comps. Just don't make it a DL or in the final version. It's over 8k polygons so not sure if that's in the range you're looking for.

Yes, the USS Courageous is a future timeline ship based on the defiant.
It's not just in my Trek project, but will be in the fanfic cross-over I write when I get back to the TREK story arc.

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20 Oct 2008, 00:17
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Evil Romulan Overlord of Evil - Now 100% Faster!
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Star-Dragon wrote:
Yes, the USS Courageous is a future timeline ship based on the defiant.


I was going to say that the front of it looks a bit like the Timeship Aeon from Voyager. Perhaps it is a predecessor of that ship? The Defiant is blended well into it, and I find it funny that the premium battleship of the Dominion war will become nothing more than a shuttlebay for future designs. :lol:

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20 Oct 2008, 09:03
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