The Gorn Wars: Episode 1 of 12 ( ST-HJYTDDUM8 )
(
Level 16+)
The Gorn Wars: Episode 2 of 12 ( ST-HTT29WPQS )
(
Level 16+)
The Gorn Wars is a series of twelve (12!) upcoming KDF-exclusive Foundry missions that detail the Klingon Empires wars with the Romulan Star Empire, Gorn Hegemony, and the United Federation of Planets.
The missions are based on events that take place in
the Path to 2409 Timeline. The series spans nearly 20 years, it would be best to familiarize yourself with the setting and time period before playing.
Beginning in 2390 and ending in 2409, the series will feature such key events as-
-the Peace Conferences on Deep Space K-7 and Cestus III
-the death of Klingon Chancellor Martok
-the foundation of the Klingon Empires alliance with the Orion Syndicate
-the events leading to the summit on Federation experiments with cloaking devices
-the Undine attack on Jarod and the following mutiny on the I.K.S. Kang
-the revelation of Undine infiltrators in the Gorn Hegemony
-the Klingon Empires declaration of war against the Gorn Hegemony
-Admiral Taris rise to Praetor in the Romulan Star Empire
-the revelation of Undine infiltrators in the Klingon High Council
-the attempted kidnap of the kuvahmah, Miral Paris
-the Klingon expansion into the Hromi cluster and attack on Cestus 3
-Romulan Empress Selas rise to power
And much more!
Episodes 1 and 2 are currently available for play as Foundry Missions, Ill be publishing the remaining 10 episodes on a weekly-to-biweekly basis as soon as the Foundry comes back up.
Mission lengths will be around 1hr+, some will be heavy in dialogue while others will be more combat focused.
If you have any questions, run into any problems, or just want to browse the mission content, feel free to visit my
Youtube Channell for corresponding walkthrough videos for missions in the series.
Id like to emphasize, I didnt write this story. Cryptic did, all the major events are in the path to 2409 timeline. All the sub-plots, that was added to keep the overall story progressing forward in a more linear manner. In some points it may seem I have time-warped, skipped ahead a long period of time in a relatively short period. I did this for the sake of the missions, but I tried to keep events in line with the order in which they occur in the timeline.
This thread will serve as a way for me to update fellow players as to when I complete and publish further missions, as well as to provide a means of receiving feedback. See a typo or grammatical error? Post it here. Any questions, comments, concerns, or suggestions are more than welcome.
Thanks for tuning in to the Gorn Wars, I hope you have as much fun playing them as I did developing them
Comments
(Level 16+)
2390: Tensions rise along the Klingon / Gorn border, as Nausicaan raids disrupt Federation trade routes. Meanwhile, the Romulan reformation effort is starting to gain ground against the Klingon advance. Chancellor Martok has assigned you to escort the Gorn Ambassador to the Confederacy border, so that he may negotiate a cease fire with the Nausicaans.
SPOILERS AHEAD Episode 1 Storyline Guide- Additional Dialogue and Plot Points
The mission is given from Captain Klor, who orders you to return to the Great Hall and receive a new assignment from Chancellor Martok. Klor is going to be a key contact for the next few episodes, his House supports the House of Martok.
Upon arrival at QonoS, there is another dialogue with Captain Klor. He can tell you about 2 things- the energy ribbon, or his new assignment to the Romulan border. Neither really pertain to your mission, but you dont get to talk to Klor again until Episode 2. Its background info, worth a once-over, but can be skipped when you replay the mission.
Upon beaming down to the Great Hall, you receive your new assignment from Chancellor Martok. The Chancellor re-iterates the plot point of Nausicaans attacking Federation transports, and can tell you more about the Romulan front as well as the Gorn front. This is all background information not pertaining to the mission, worthy of at least a once-over, but can be skipped over when replaying the mission .
Martok is patient and waiting for the right time to strike, adhering to the adage keep your friends close and your enemies closer. The High Council is aware the Gorn are dealing with the Federation, and Martok is using you to get close to the Gorn ambassador so that he can find out to what extent the Gorn are relying of the Federations aid and by extension how weak the Hegemony really is.
Your new assignment is to escort the Gorn ambassador to the Klingon / Gorn border. When you first meet the Ambassador in the Lounge, he seems like a warm, friendly fellow, and is eager for peace. The Ambassador can tell you a great deal about the state of relations between the Hegemony and the KDF, the Nausicaans, the Romulan front, the Federations involvement in the situation, and the Undine. All of this is background information not critical to the mission, worthy of at least a once-over, but can be skipped upon mission replay.
Upon approach to the Gorn Embassy, you find out the Nausicaans have been dealing with the Hirogen. The Hirogens prey turns out to be the Gorn ambassadors contact. while the Nausicaans eventually enter into a cease-fire, the Hirogen will be a re-occurring enemy throughout the series.
After defeating the Hirogen, you make contact with Captain Wenn of the U.S.S April, who is also in search of the Ambassadors Federation contact- who is revealed to be wanted fugitive Amar Singh. Captain Wenn is a re-occurring Federation ally throughout the series. Amar Singh is also a re-occurring figure in the series, later on he becomes a major villain.
After you beam the Federation transport crews to your vessel, Captain Wenn instructs you to meet with her at the Gorn embassy to transfer them to her ship to escort them back into Federation space. Upon approach, you encounter a Gorn vessel that doesnt take too kindly to KDF Ships in Gorn space, and the underlying tensions between the Gorn and the KDF are made more clear. The Gorn Ambassador, ever a voice for peace and non-violence, helps you avoid an altercation.
At the Gorn Embassy, Ambassador Morrn seems reluctant to elaborate on his dealings with Amar Singh-this will be explained (as well as why the Hirogen are hunting Singh) sometime around Episode 3. And yes, the Hirogen are suppose to appear xx large, or augmented.
During negotiations, Captain Wenn is reluctant to withdraw patrols from either border, and doesnt take well to threats. The Romulan colony of Talvath is mentioned in her dialogue, but Talvath doesnt really figure into the story until later in the Episode (and in Episode 2).
During negotiations with the Olos Nah (who becomes a re-occurring Nausicaan contact in the series), you find that the Nausicaans are willing to consider a contract with the Gorn-but only after their contract with the Hirogen has expired (which it will soon).
During negotiations with the Hirogen, you find that they are unwilling to accept any terms other than the release of the Federation hostages into their custody. This serves to further depict them as eager for battle, and is in part due to their augmentation.
While you arbitrate the release of the hostages, Ambassador Morrn notifies Ambassador Zogozin that the parties willing to participate in a cease-fire (Starfleet and the Nausicaans) heave decided to move the talks to a more secure location (in an effort to avoid conflict with the Hirogen).
After negotiations with the Hirogen break down, they decide to take action and beam down personnel to the Embassy to re-take the hostages by force-by eliminating the hostages caretaker, the player.
After defeating the Hirogen, Captain Barax Wenn informs you she will be beaming down Federation personnel to further secure the station, in case the Hirogen beam down reinforcements. She also suggests you to return to your ship, to defend the Federation hostages.
Ambassador Morrn interjects, instructing you to tag Amar Singh for transport to an undisclosed location. Amar Singh is located in the next room on the map. He advises you to do so before the Federation Security Forces find him.
The good doctor has a bit of information as to why the Hirogen are hunting him, this is background information not critical to the mission, worthy of at least a once-over, but can be skipped upon mission replay.Upon beaming back to your ship and eliminating the Hirogen reinforcements surrounding the embassy, Captain Wenn will give you transport coordinates for beaming the freighter crews aboard the April. Once you do so, Chancellor Martok will contact you with a new set of orders.
Your new orders are to approach the embassy and beam aboard the Gorn ambassadors, so that you may escort them to the peace conference. At Deep Space K-7.
The first dialogue at the peace conference is with Gorn Ambassador Zogozin, who can tell you a great deal about the Hegemonys views on the Federation, the KDF, the Nausicaans, as well as the Confederacy itself. This is background information not critical to the mission, worthy of at least a once-over, but can be skipped upon mission replay.
The dialogue with reluctant diplomat Olos Nah is fairly straight-forward. The Nausicaans are willing to negotiate with the Gorn, as well as the Ferengi. However the Ferengi Emissary finds this a little hard to believe.
During the dialogue with Captain Wenn, she leads you to believe that the Federation will not remove patrols from the Gorn border until the Nausicaans and the Gorn reach a cease-fire. She also informs you that the Federation will not discuss removing its presence from the Romulan border.
After taking part in the negotiations, Captain Wenn asks that you report to Chancellor Martok, who in a way sets up the next Episode. Episode 2 will once again take place (in part) at the Deep Space K-7 conference, and Ambassador Kmtok will make his first appearance as the Chancellors personal representative. It is inferred in your conversation with the Chancellor that between Episodes 1 and 2 you report back to QonoS, and escort Ambassador Kmtok to the Conference.
(Level 16+)
2391:An assassination plot threatens to stall the Peace Conference at Deep Space K-7. Chancellor Martok has assigned you as additional security for his personal representative to the conference, Ambassador K'mtok. As negotiations break down, you are recalled to Qo'noS to rally support for Councilor J'mpok's assault into Romulan territory.
SPOILERS AHEAD: Episode 2 Storyline Guide- Additional Dialogue and Plot Points
The mission for Episode 2 is given from the Chancellor, and serves to signify you have increased in your standings with him and he now calls on you directly instead of through intermediaries.
The mission involves an assassination plot at the Peace Conference on Deep Space K-7. Martok mentions a group of Klingon extremists opposed to his rule, and this signifies a shift in political climate on QonoS. In Episode 1 the High Council was only eager for war, in Episode 2 many more are beginning to consider Martok a weak leader. Jmpok is one of the most outspoken Councilors in his criticisms of Martok. However, its not clear at this point whether Jmpok is directly involved with the terrorists or the assassination.
The Conference is being held in Federation space, and therefore Starfleet has assigned you an escort through their territory-Captain Barax Wenn. In Episode 1, she seems a little reluctant to negotiate, almost cold. In Episode 2, it seems she to have warmed up to you a little bit more.
Upon arrival at the conference, you receive a transmission from Ambassador Morrn, who seems rather eager to speak to you in person. In the following dialogue in the lounge, the Ambassador reveals his intent to assassinate Zogozin.
Zogozin knows the location of the fugitive Amar Singh, and is planning to turn him over to the Federation. Ambassador Morrn doesnt go into detail on his dealings with Singh, but tells you that it is important the good doctor remain a free man. Not only is his work critical to the defense of the Confederacy, but the resulting situation could lead to hostilities between the Gorn and the KDF-something Zogozin is in favor of.
Upon reporting to Ambassador Kmtok, you find that several Klingon extremists are already aboard the station and are sent to search for them. The forensic evidence collected will later be used to lead Starfleet to conclude the Klingons were behind the assassination attempt.
At this point, Zogozin is aware that Ambassador Morrn is somewhat related to the assassination, and barricades himself in his suite.
Continuing the search in the maintenance level, Ambassador Morrn instructs you to retrieve and IED that the Klingons have brought aboard with them. The extremists intent is to plant the device in the maintenance level, but Ambassador Morrn has other plans.
After gathering the items, Ambassador Morrn instructs you to place the IED on a food cart headed for Zogozins suite. Morrn refers to the IED as a Gorn Fruit basket because he is still paranoid and believes the channel hes contacting you on may be monitored by Starfleet security.
After placing the explosive, you deliver the detonator and Jdahs journal to Ambassador Morrn, as he intends to off Zogozin himself. Ambassador Morrn later alters Jdahs journal in an attempt to through the ensuing Starfleet investigation off his trail.
Kmtok informs you that Starfleet Medical is assisting Zogozin, and instructs you to report to Captain Wenn to begin an investigation into the assassination. But before you begin, Ambassador Morrn instructs you to plant the forensic evidence and Jdahs journal to lead Starfleet to believe the Klingons were behind the attack.
When you report to Captain Wenn, she informs you that the investigation is already complete- Starfleet has already found the evidence and the journal you have planted and are under the assumption the Klingons and Jdah are behind the assassination.
Captain Wenns next move is to lockdown the station. She sends you to the cargo bay to enable the transport inhibitor so that the Klingons cannot beam out, and instructs you to repair the sensor array. The debris snagged on the sensor array is the body of Jdah, which Ambassador Morrn has attempted to dispose of out of the airlock.
It may be a little unclear, but Morrn was responsible for the death of Jdah and all this should be making your character feel very uneasy- hence going to contact the Chancellor for further instructions.
The Chancellors main concern is for the safety of Kmtok, and orders you to return with him to QonoS. Captain Wenn doesnt like the idea, but you leave anyway, taking along with you Ambassadors Morrn and Zogozin.
Morrn tags along for 2 reasons- to finish off and dispose of Zogozin and avoid being arrested by Starfleet, and also so that he can fill in for Ambassador Zogozin at the Gorn conference with the Letheans.
Later on in a dialogue with the Chancellor, he refers to Morrn as Zogozins toady or underling. This implies that Morrn was going behind his superiors back when dealing with Singh, and also that the drive for professional advancement was also among his motives in assassinating Zogozin.
Upon arrival at the Gorn Embassy, King Slathis has Morrn detained for questioning in regards to Zogozins assassination. The dialogue with Slathis serves to further stress the point that relations between the KDF and the Confederacy are very close to breaking down entirely and war is to seem even more imminent.
The Chancellor grows restless and eager to discuss the Klingon terrorists actions, and demands you return to QonoS at once for a de-briefing. While Ambassador Morrn says that he will require your assistance again soon, we will not see him again until Episode 3.
In the following de-briefing on QonoS, you fail to mention anything of Morrns involvement in the situation due to the subtle threat he snuck in during your last conversation with him. In Episode 2 the Ambassador is a much darker, devious character.
The Chancellor has reason to believe the extremists may also have tied to Jmpok, and assigns you to spy on him. Jmpok has grown so impatient for war he is rallying ships for an assault on Romulan territory. Youll find recruiting captains for him to be rather easy.
Captain Klor is also taking part in the assault at Zeta Pictoris, but has not changed his allegiance from the House of Martok to the House of Jmpok. At this point, hes in a situation similar to the players, where the Chancellor is using him to get close to Jmpok in an attempt to learn of the Councilors true intentions and involvement with terrorists.
The assault on Zeta Pictoris takes the Romulans off guard, and the first couple encounters are relatively easy. The Romulans fall back, but later on you find out that Admiral Taris was somewhat aware of the threat of an impending the attack. As the Romulans fall back, they re-group, and additional reinforcements are called in from Rator III and Achenar Prime. Because of these reinforcements, the last encounter is suppose to feel very difficult.
Jmpoks assault ultimately fails, and the KDF must retreat. Upon arriving at the rendezvous point, Captain Wenn once again contacts you. During the following dialogue it is revealed that the colony of Talvath, that was attempting to defect to the Federation in Episode 1, is much more involved with Starfleet that previously thought.
Both Talvath and Senator Dathinia will aid Starfleet in espionage against the Romulans and Admiral Taris throughout the series.
The decoded transmission includes information on Admiral Taris dealings with a Romulan named Sela. This is covered more thoroughly in Episode 3, and Sela will play a major part in Romulan politics later in the series.
2392: The Federation changes Presidents, and the peace talks move to Cestus III, site of the Hegemonys first encounter with the Federation! Will the Gorn finally strike back? How are the Cardassians involved? What about the Ferengi connection? Amar Singh? How many questions will you be asking after this episode? Youll have to wait until next week to find out! The Gorn Wars continue with Episode 3 slated to go live next Sunday, August 14th!
Admittedly, definitely, NOT levelling material- if you're looking to play one to get your daily in, I advise you to play two other shorter missions as well. They'd be better suited to maybe a player already at max level who's just bored and looking for something new. (that might take an hour or longer)
I apologize for the length of the missions, if you compare them to actual show episodes, each one is kinda like a 2-part'er. Might be better if you tackle it over the course of 2 sessions.
I'd like to cut them in half, but because of the raw amount of story I'm trying to cover in the series, I'd need 3 accounts (due to the 8 missions per account limit) to do so. 2 is my limit for now.
I'd like to point out the 2 that are available are like 'intro' missions, and move slow naturally because I'm trying to establish the timeline and the characters. Most tv pilots, and 'starter' movies that are part of trilogies, etc. often play out at a slower pace due to the same reasons (establishing characters, places, etc.)
As the series goes on, and we get closer to actual war, the pace will quicken and more combat will come into play.
Once again, Evil70th you're feedback is duly noted- I'll try to cut back on some of the 'fluff' as I go on. Thanks again!
Check 'em out, but bear in mind they both take at least around an hour to complete. (Heavy dialogue)
you going to make the Goprn homeworld for a later episode ?
And it shows there's more than can be done with the Foundry:
You can tell the stories that were only hinted at in the "Path to 2409".
One minor off-topic issue:
Unless I'm misalken the banner in your sig is too big.
Be sure to adjust it to a permitted size before the mods do it for you...
Yes, look for it around Episode 7-ish.
Also, look for the Undine to make an appearance in the series way before that.
Duly noted. Sig was waaaay to big and has been edited to rectify this.
I've added a link to some wallpapers, variants for each can be found in the sub-albums in This Album
Also, it should be noted clicking the Sig pic takes you to my youtube page now.
For better or worse, the moderators take the size of sigs very seriously and unfortunately I've seen
some cool sigs removed due to those rules.
Anyway I apreciate your efforts to bring light into this unexplored "inbetween" era of this game's backstory.
I've yet to actually try episode 2, but I noticed something odd about the searh function of this game:
When I just searched for the term "Gorn", I found the first episode, but not the second.
I had to specifically type "Gorn Wars" so the search tool actually displayed both parts.
Sometimes Cryptic's odd programming manages to amaze even me...
If the Q's are slow, or you've run out of FE's to do and are looking for some story, check em out!
Especially #2, I'd really like to see some more reviews for it.
Feel free to leave any comments/questions/concerns here, or mail them to me.
I've seen a couple things myself I'd like to fix, but as the foundry's still down...
Thanks again to everyone who's played the missions, can't wait to get more published for you all!
The first two are up, when you have trouble finding the second, please see my comment above.
I couldn't find them yesterday evening when I was looking at the Foundry.
(Level 16+)
The Gorn Wars: Episode 2 of 12 (Mission ID ST-HTT29WPQS)
(Level 16+)
Both are available for play on the Holodeck server (NOT Tribble)
As I've said before, the first two take an hour and then some to complete, as they are dialogue-heavy. Sort of an attempt at KDF diplomacy. I was about halfway into the 3rd mission, which had a lot more action, when the foundry went poot.
Anyways, hope you enjoy them and thank you for playing
2-Stars well, thank you for at least trying it out and sticking with it long enough to review it, hopefully you'll find future episodes a little less wordy.
4 Stars I spent more time focused on telling the story than just about anything else, combat, etc. and I'm glad people are picking up on that- there's plenty of story left to tell.
3 Stars AWESOME! The last thing any author or creator wants to see is 'what you did was bad' lol. It was my first foundry mission, and it's kind of basic-I can see a lot of things I'd change... but at least it's NOT bad.
3 Stars one man's 'awesome' ....
3 Stars is another man's 'ok'. I'll take 'em both, 'cause it's still not bad!
2 Stars Of the 2 complaints I keep getting-this is one, the other is 'it's too long.' So if you don't like long, talky missions-this might not be your cup of tea. I intend for the series to include both dialogue-driven missions (like the first 2) but also to have some combat-driven missions (which, with the foundry down, I havent got to yet)
4 Stars I had a lot of fun writing it! I'm looking forward to more too.
4 Stars A mission only a mother could find interesting. I tried to make it interesting, and I thank you.
4 Stars Episode 2 is a lot more clicking and running around. And a big space battle at the end. I hope you do play the rest of the missions, and I look forward to more feedback!
Another thing I've noticed is, people who like 'talky' missions or are 'ok with dialogue' seem to think it's at least ok (not bad), and are interested in future Episodes. Me too guys and gals. And moms. Thank you.
So until I can get to publishing more, do yourself a favor and try em out- at least go back a page to see what they're about. Thank you for your time.
More review:
1. It's not necessary to have the entire Away Team just to see Martok (or for that matter, maps where only NPC are contacted), I think you can select just the player in Foundry.
2. There seem to be too many choices and clutter, I'd like to see 3 at most. Summarize the history, no need to go into detail to explain context. In fact, you may even want to explain the whole thing in the forums, and outline it in the missions. Take a look at the Cryptic missions (like the Devidian featured episodes), they don't sacrifice gameplay for "raw amount of story."
3. Gorn Border outpost seems to have one too many planets in outer space *grin*
4. "Two to beam down" (or up) is not correct, my Away Team will come along too.
WIll you also have a mission to explain how the hostilities started between the Fed and KDF? Hope you publish more missions soon; I'm not particular about type of mission, but I really do not like button-mashing and fighting huge mobs that are probably best attacked with another player.
I don't usually have anything to do with the Foundry missions (finding something just wrong with players having to pay a monthly subscription to develop content for a company that's making a profit off those efforts) These almost sound good enough to try.
Now my question is: If it's so easy to design, create and upload such content and missions that most half intelligent folks can come up with missions of such quality...why is it so diffucult to get Klingon missions out of Cryptic?
Thank you so much Captain! Great feedback.
1-No its not necessary, and the more I play the missions, the more it really stands out. I got a list of stuff I need to fix, soon as the Foundry comes back up, and its on it.
2-Agreed. Im definitely aiming for a more streamlined approach to story in future missions.
3-Im a really big fan of Lisa Frank*grin* and Im also a fan of the idea of rogue planets, just drifting through space lol
4-see 1
One of the larger story arcs in the series, is how the wars actually began-between the Gorn and the Klingons, the Klingons and the Federation, and how the Gorn enter the war against the Federation.
Thanks again, K.C.!
Admittedly, I had similar issues with the Foundry when I first heard about it, but I do a little light writing in my spare time anyways, and have found it to be a great outlet for some creative energy and a way of dealing with my issues with the game at large (KDF content).
It has also helped me appreciate the amount of time and effort devs must put into making game missions-from writing and editing a storyline, map building, designing combat situations, the whole bit. Ive read some other authors posts, and one that I remember was a post about how a 15 minute mission took 10 hours to develop- which isnt really an unreasonable amount of time, its pretty close to the mark. And if it takes that long with all the assets (npcs, the maps, etc.) already in place, I can only imagine the amount of time it takes to make a new mission when you have to build new maps and new character models from scratch.
1. Small details: the furniture/shelf where I get the Journal looks more like a movie projection screen, the transport inhibitor and loading arm console are really replicators IMO, "galley" is a locker room.
2. In the Gorn Embassy map, Ambassador Mornn's dialogue doesn't sound right: "I'm afraid the blast was critical in it's effect, my efforts to sustain Zogozin's existence have failed."
3. Many of the dialogue boxes are confusing; I have no idea who is speaking, or whether to me or to another person.
4. A Klingon vessel called "IKS Sheakespeare"? Are you kidding?
5. Need to put the rest of the Klingon fleet closer in the Zeta Pictoris map; I can't battle 3 D'deridex warbirds alone!
6. One of Taris' transmissions has the wrong answer: "Sela's recent reports" should have the second choice E=! correct not the third.
You don't say ... :rolleyes:
I played through Episode 2 today, still bug free. All the mess-ups are my-bad's lol.
you know Federation engineers in 24th century are pimpin' out their cargo bays with projection screens! and how do they afford it? skimping on the consoles.
how would you feel about swapping the names of the galley & antechamber? would that be more fitting?
it's kinda hard to write for the Ambassador here, because he's a dry character, and kind of ambiguous, sometimes i miss the mark. maybe some time in a Gorn detention block will give him an attitude adjustment.
I can kind of see that, at points in DSk7 and the Gorn embassy. i'll try to clear them up for ya.
how about the IKS Lodestone? what do you think of the Gorn ships' names? I'm open to suggestion on this, i think little details like that are cool in a mission. any ideas?
yeah, 2 D'deridex and a Mogai was kinda rough. at this point in the battle you're facing the reinforcements from Rator III and Achenar Prime, so i tried to make it tough. but i think more allies here would make it feel more epic. maybe the IKS Meatmachine...
you know, i could say if you had repaired the station just a little bit better....but you're totally right, a friend of mine mentioned he was having a bit of trouble with it too.
so to be fair, until I can edit this, the order in which Taris' transmission is decoded is the third response, the last response, then the third respone. sorry about that. thank you for paying attention!
these first 2 Episodes have been a learning experience, and I'm glad to have you guys help me along.
From Episode 1: Thanks for catching this! It's a typo, the actual date that's suppose to be here is 2390.
I hope you're referring to the issue i addressed above, if there's anything more specific you can help me with please let me know. Glad you still found it interesting though!
It is, admittedly, very long. I have future Episodes planned as being not-so heavy on the dialogue, but they will roughly be around the same length. I thought that adding a time travel element to start the series would add too much story (there's enough already most say), and tried to clarify the timeframe for the mission in the description (keep in mind, it's 2390-not 2370). But rest assured, time travel will definitely play a large part towards the end of the series.
From Episode 2: Duly noted. Soon as I can access the editor again, look for those ships to appear in the battle as well in a big way.
I've been considering, when i am able to edit the mission, delegating some of the 'running around' stuff (planting forensic evidence, namely) to Ambassador Morrn. This would make a little room for a ground-encounter against the Klingon extremists. Would that help?
At this point in the timeline, the KDF has yet to 'assimilate' the Gorn, Nausicaans, and Letheans into the Empire- one of the reasons you don't see too many non-KDF personnel in the great Hall. It is more geared toward Klingon Captains (sorry to disappoint you). When playing the series I tend to think of my character (a Gorn as well) as sort of an indentured servant taken captive during the Klingon assault on Gala VI in 2386
some story elements are suppose to elicit an emotional response from players- such as running errands for a Starfleet captain, and the Gorn ambassador's actions. Keep in mind, the conference is on a Starfleet station in Federation territory, and the persons involved are Klingons-you're basically helping Captain Wenn to 'save face'. As for the Gorn ambassador, he's suppose to get under your skin, too. His time will come, though...
Episode 3 will definitely clarify some plot points, (the Gorn Ambassadors dealings with Amar Singh, Amar Singh's dealings with the Romulans) but also introduce new ones (the Cardsassians involvement with the Ferengi, and the Ferengi's involvement with the Romulans).
To help clarify the plot in the missions as they are now, I've went back and edited my post pertaining to Episode 1 (on the first page of the thread) and went through the mission a little more in-depth there.
I plan on doing this sometime tomorrow for Episode 2, and throughout the series (once I can get back to creating more episodes) I'll follow suit by going into more detail on episodes here in the forum thread so we can discuss them.
I also plan on adding these posts to my youtube walk-through videos in the form of captions and audio commentary. I'll be working on this later in the week, as well as sending out mails to you the reviewers.
Thank you all again for playing and thank you for the great feedback!
Also, I've tossed around some ideas for what kind of missions I want to do with my remaining 4 slots on my other account-and that's a good idea, taking the Gorn Wars from the perspective of the Gorn. It may take a while (the series is going to occupy a good deal of my time for a while) but I'll try to get in at least a couple that do this. I play a Gorn, too, and that would be really fun:D
Also, I'd like to note that as of yesterday Episodes 1 and 2 are not available for play- I didn't 'take them down', as the Foundry editor itself is not up again. I noticed a lot of other missions missing, too, and a lot of them came back yesterday as the day went by. But as of this post the Gorn Wars are still down. I'll try to keep you posted as to when the missions become playable again.
Until then, for those of you who are looking for a little more clarification on the storyline and plots I have edited my post on Episode 2 (on the first page of this thread) to go into more detail. If you haven't played Episode 2 yet, there will be spoilers in there. As I've said before, Episode 3 was planned to answer some questions, and I still intend for it to do so, therefore I can't really go into much detail on some things....
Any questions, comments, concerns, feel welcome to leave them here or in my mailbox and I'll get back to you as soon as I can
According to Stormshade the plan at the moment is to have the Foundry Editor back up and running for good Monday, Aug 1st! If this is the case and everything is running smoothly, you can definitely look for 'remastered' Episodes 1 & 2 sometime around next Wednesday (Aug 3rd).
There are 2 things that are noteworthy about how the missions play now-
1.- The idle character stances (that you give the characters in the creator) play during the dialogue pop-ups. There are sometimes that these override the animations I gave the character for certain bits of dialogue, but the main issue is Ambassador Morrn- his stance is set to 'relaxed', and as he shifts his weight from one foot to the other, he may appear to be off-camera in the dialogue pop-ups.
2.- Both of the 2 missing dialogues I reported are back in the mission. These take place at the following points-
-at the Gorn Embassy, before you tag out Ambassador Morrn's Federation contact for beam-out, Captain Wenn and Ambassador Morrn both talk to you and this helps clarify the next objective.
-after defeating the last of the Hirogen and beaming the hostages aboard the U.S.S. April, the Chancellor talks to you about the Conference and instructs you to escort the Gorn ambassadors there. This helps clarify the next objective, beaming the Ambassadors up from the embassy.
Thanks again for all your great feedback, I look forward to hearing from you all again soon! Have a great weekend
Wait I'll have to check my dictionary about "antechamber" ... hm well it's called a room that forms the entrance to another and often used as a waiting room. I guess a doctor's office is the best analogy; how you wait in a room with chairs, and ushered into another after going thru a door. But your antechamber is basically an enclosed hallway, I'd like to see two rooms connected side-by-side. And that galley, well think of Ten Forward. Or the lounge area of your Fed ship, which looks sort of like Neelix's kitchen. You get it right?
LOL I think it might have been the attitude adjustment that made him mix up his its and it's!
I noticed that Lieutenant Commander Philip Francis Queeg is a character in Herman Wouk novel "The Caine Mutiny" (from 1951). Queeg/Kreeg/Krueg sounds vaguely Klingon-ish I guess? (Anyway I don't think any Klingons besides General Chang much like anything of human culture, including Shakespeare.) Gorn ships, errrr are they just part of the generic mob? If I have to board or fight someone from a particular ship, then yeah I'd like that vessel to have a name. But if not I wouldn't worry about giving all the ships names.
I mean, I'm surrounded by mobs of Romulan ship and my reinforcements are wayyy over there! There are two strategies I use in situations like this, to run and risk having a heavy plasma torpedo shoved up my keister through my flagging shields (they're nasty if I can't shoot them down) or divide and conquer the ships a few at a time? Argh
Thanks for being open to criticism and comments. Incidentally I would like to create at least one mission someday (a cryogenic ship and its passengers) but it seems like a lot of work just seeing your experience...
dictionaries. Admittedly, so much time went into the dialogue the maps didn't get as much attention as they deserved (imo) and I'll definitely work to rectify this now the Foundry's open again. I get it. Espescially the Romulan assault in Ep.#2, definitely adding more KDF ships in the 're-master.'
wiki too, i had to search for this because I was unfamiliar with the book. Sounds like a great read! Lt Commander Queeg is a good name, I like it
That would be great if you did a mission! More KDF content FTW! It has a bit of a learning curve, no more than say pvp, and is very rewarding. There's a lot of very useful Videos on the STO site, the Starbase UGC peeps are awesome and do great Podcasts.
i have not played your missions yet (make sure to hit me a PN when they are finished... i just hate to play incomplete Series, way to many of them out there... and i'm bad at keeping track of what i played already :rolleyes: )
...
so i had this idea to put the Path to 2409 with all major events into a Story arc...
but i wanted to make it so that it is an actual *Story* these 2 "Loresingers" in front of the great hall tell you.
"A Warrior has to know his past to be prepared for the Future!"
So that you basically see the imagination of your char how he *imagines* the whole thing as if he would have been there, kind of like a *flashback / imagination* thing -> therefore it makes total sense to use your own Char + Ship instead of just being *thrown in there*.
Maybe you can adopt / adapt the idea... somehow?
The Gorn Wars: Episode 2 of 12 (Mission ID ST-HTT29WPQS) is also still up, and I look forward to remastering that Episode as well in the next couple of days.
Ive been looking at Episode 1 now that the Foundrys back up, And decided to edit some things. Thanks to all of you guys that have reviewed it so far, you've been a tremendous help! Most of the changes are just updates to text and editing typos, (none of the main dialogue has changed) but there are a few major changes worthy of note here-
1- I took out the Confederacy Border map, now when you leave the Great Hall youll go directly to the Gorn Embassy space map. Once I added more combat to the Embassy Interior, I felt this part-the map transitions and all- really slowed down the mission early on, right when the pace should be picking up. All the objectives from that map are gone, too.
2-I added more combat to the Gorn Embassy, but dont sweat it- Ive also provided you with plenty of backup. The Hirogen attack should feel a lot more exciting now, and Ive also taken out the transport inhibitor objective. Less clicking things is good I guess.
3.-Once put in the additional combat in the Embassy, it felt a little off having to fight the Hirogen again at DSK7. The whole point of going there was to avoid conflict, and it kind of felt like it was dragging the mission out longer.
4.- Also missing from DSK7 is the dialogue with the Gorn ambassador in the Lounge. Dont worry, Ill definitely edit it back in at the start of Episode 2. Once the delegations have ended, youll instead proceed back to the transporter room and contact the Chancellor to wrap up the mission.
Speaking of Episode 2, look for a remastered version of that mission sometime this weekend, as well as all-new walkthroughs for both Episodes on my youtube sometime around Monday. ish.
If you haven't played Episode 1 yet, now is the perfect time! Even if you have, I'd love to hear your comments on what I've done with the mission. Hopefully, you'll find them a little quicker paced and a lot more exciting!