Hey, Geoff. Sorry, I just now happend to stumble into the old Foundry subforums and see your post. We did, in-fact, record a play through of Part 3 before the sunset. You can find it here: https://www.youtube.com/watch?v=rgHCgl6iMjg
I'll just echo what everyone else has been saying. You really should be coming up with your own original characters. Be creative, you don't need Kirk or Picard in your story. Your story should be good enough on it's own that it doesn't need to lean on these characters. I know it's easy to want to tell stories about the…
Hey, Tombe. Here's what you do: * Place a console. * Set an interact with object objective tied to the console * Add a map dialog to your map and set it to trigger when the same console is interacted with. (Note: map dialogs are placed directly on the map, not in the objectives.) * Add your "Hack it/isolinear bypass"…
Unfortunately, this doesn't sidestep the issue that this imported content would have to be policed which Cryptic does not have the manpower to do. And while an individual 3D model and texture isn't big, 10,000 of them are. Simply put, Star Trek Online is an online game, which must operate with far more stringent…
I'm actually doing something very similar to this in an upcoming mission. In my case I have two locations that the player must go to. Both are vital, but the player must prioritize one over the other. Depending on which you go to first the other location will not lost by the time you arrive.
This is by design. Like the Tribble test server, the Foundry editor is a test environment. In the Foundry you can literally kill enemies with the click of a button. This would be rife for exploitation. What happens on the test server stays on the test server, lest it contaminate the live server.
Instances for Foundry missions (as well as most non-social instances in the game) shut down after 15-30 minutes with no one logged into them. This normally kicks you out to sector space when you log in again. Issues like this don't usually have anything to do with the missions itself. What probably happened was the crash…
No, Starswordc is correct. On the ground, enemy groups will have a consistent number regardless of team size, since there will always be 5 officers on your team (1 PC+4 BOs or 5 PCs). It's in space where you can have between one and five player ships that enemy group sizes scale with team size.
How we've done this in the past is to set up an intractable object labeled "Beam Aboard Explosives". On complete, set the object/ship you're exploding to despawn and set an explosion FX object to spawn in its place. It will look like your explosives took out the base.
Ascetic: Characterized by or suggesting the practice of severe self-discipline and abstention from all forms of indulgence. It's a quality you might attribute to a monk, or someone who who intentionally abstains from any worldly pleasures. Your call on whether you think it fits in this situation.
Okay, I went through and did a bit of massaging with the dialog. I think only one or two words were incorrect. Most of what I changed was just fixing up grammar and massaging the terminology here and there to give it a bit more "Star Trek" tone. (I actually had to break out the Thesaurus to find the word ascetic. :p )
You have to be careful with the wiki as things can go for years without anyone touching it and Cryptic's intentions and priorities for the game are always being adjusted as things go forward.
For the record, I've never had any issue with your English. But I can appreciate the subtly that would separate Kirk from say Picard. A lot of the dialog of TOS is a product of the 60s. It's less cerebral and formal than the TNG-era stuff. Kirk specifically is constantly thinking on his feet and tends to bounce between a a…
Optimistically, I hope I can pull the pilot together in the next week or so. Realistically, we'll see. I'm kind of terrible at estimates. And I vote me make @duncanidaho11 build the finale. :tongue:
I keep a copy of the NPC scaling guide on my Google Drive which you're welcome save for reference. For the Fighter 01 group, going from the lowest number to the highest number: the first 3 are fighters, the next 4 are frigates, the next one is a cruiser, and the final two are battleships.
Just to elaborate a bit on what Duncan said: people like to think of a mission in STO as a set of files in the game folder that the main game references, and as far as I understand, this is mostly true for Cryptic-built missions. Foundry missions on the other hand, exist purely as entries in large database which exists on…
What Matt describes is the only direct way, but it only works if you're creating a new project. There's not direct way to transfer contents between existing projects. For things like costumes, what many authors tend to do is take screenshots for their slider settings so they can recreate them in the other project. For…
Part of the impetus for this series is the idea that the Enterprise-J's large size and unusual shape allows it to function as a mobile Starbase. Think of it as Starbase 1 for the Centaurus-A Galaxy. It, along with the other two flagships serve as hubs for the respective members of the Alliance. Beyond that though, it's up…
Yeah, unfortunately, missions created by the devs and missions inside the Foundry are fundamentally different things. Official missions are created in a separate program exported and loaded into the game as actual files (which are then patched into the game.) The Foundry on the other hand lives inside the game, editor and…
This isn't entirely true. For instance, the lowest number in the Battleship group won't appear for 4 or 5 players. A while back another Foundry author went through and compiled all the NPCs within a group, what type of enemy they were and against how many players it would appear. Unfortunately, this guide was on the old,…