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Maco Contact costumes are in the Foundry

adverberoadverbero Member Posts: 2,045 Arc User
Not sure how long this has been the case, But in addition to many of the Starfleet NPCs being updated to Oddy uniforms, there are 7 different Starfleet NPCs in full MACO gear as preset costumes

Just thought I'd give anyone who has MACOs in any of their missions a heads up that these assets are availible for use. I know I have played many older missions that have been forced to work around this.

I know I was disapointed when the new kit items weren't put in the editor tailor, But Its worth looking in the preset costumes, Theres a whole bunch of Oddy uniforms + kit item officers that should fit the bill


Also Thanks to whomever it was who added these to the list, I know it takes time to do that, and I appreciate it
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Post edited by adverbero on

Comments

  • paxfederaticapaxfederatica Member Posts: 1,496 Arc User
    edited May 2014
    Alas, a little late for me. I used to have MACOs in "Ghosts of War, Part V" and tried to reskin Starfleet mobs with imported MACO costumes (back when we still had that feature) but they turned out buggy and the editor wouldn't let me make the changes I needed to fix them. Finally when it came time to remaster that mission, I just gave up and replaced them with Romulan Republic troops.
  • adverberoadverbero Member Posts: 2,045 Arc User
    edited May 2014
    Well I guess Reman shock troops get the job done too.

    I also Looked around for some Omega outfiited ones but none seemed to be there.



    As far as I can guess, after replacing the Uniformed crew with Oddy versions, they wanted to replace the ones wearing the Armor visuals, and replaced them with MACOs instead of the old body armour visuals
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  • ashkrik23ashkrik23 Member Posts: 10,809 Arc User
    edited May 2014
    We need the costumes now for custom NPCs.
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  • nikkojtnikkojt Member Posts: 372 Arc User
    edited May 2014
    adverbero wrote: »
    Well I guess Reman shock troops get the job done too.

    I also Looked around for some Omega outfiited ones but none seemed to be there.



    As far as I can guess, after replacing the Uniformed crew with Oddy versions, they wanted to replace the ones wearing the Armor visuals, and replaced them with MACOs instead of the old body armour visuals

    Wait, straight up replaced? In existing missions too?
    I ask because I used an officer in armour as the mission start popup costume (the one where you can't use custom outfits) for every mission I've replaced so far. He's been established, and he's not supposed to be a MACO.
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  • sirboulevardsirboulevard Member Posts: 722 Arc User
    edited May 2014
    nikkojt wrote: »
    Wait, straight up replaced? In existing missions too?
    I ask because I used an officer in armour as the mission start popup costume (the one where you can't use custom outfits) for every mission I've replaced so far. He's been established, and he's not supposed to be a MACO.

    Straight up replaced. If the contact was a generic Starfleet Captain they're a MACO now. The commanders and Lower are still Starfleet though. You could also make a unique model for this character now as we do have Plasti-Armors in the costume creator now.
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  • adverberoadverbero Member Posts: 2,045 Arc User
    edited May 2014
    nikkojt wrote: »
    Wait, straight up replaced? In existing missions too?
    I ask because I used an officer in armour as the mission start popup costume (the one where you can't use custom outfits) for every mission I've replaced so far. He's been established, and he's not supposed to be a MACO.

    That is my understanding, Probably best to check any published missions for MACOs that might be out of place. Chances are you should be Okay, long as you didn't use any of the specific 7 costumes
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  • thay8472thay8472 Member Posts: 6,162 Arc User
    edited May 2014
    Unlock moar costumes!!!!!!!
    zx2t8tuj4i10.png
    Thank you for the Typhoon!
  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited May 2014
    I'm sure I used these captain NPCs somewhere in my missions. I'll have to go looking.

    But this definitely opens up some possibilities! Good find Adverbero!
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  • nikkojtnikkojt Member Posts: 372 Arc User
    edited May 2014
    Straight up replaced. If the contact was a generic Starfleet Captain they're a MACO now. The commanders and Lower are still Starfleet though. You could also make a unique model for this character now as we do have Plasti-Armors in the costume creator now.

    He's a commander, so it should be okay.
    It's nice that we have armour in the Foundry now, but I don't think it's added the ability to use a custom costume for the hail dialogue, which is why I was using a stock character in the first place.
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  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited May 2014
    nikkojt wrote: »
    He's a commander, so it should be okay.
    It's nice that we have armour in the Foundry now, but I don't think it's added the ability to use a custom costume for the hail dialogue, which is why I was using a stock character in the first place.

    I have a theory that up up until the player accepts the mission, he/she doesn't have a copy of it on their computer. Therefore the players client doesn't have access to any of your custom costumes until after the opening dialog. Just a theory.
  • starswordcstarswordc Member Posts: 10,963 Arc User
    edited May 2014
    Thanks for the heads-up. I know for a fact I used one of the Captain NPCs (the Vulcan blueshirt) as an extra in EEV.

    EDIT: Ended up changing him to that female Vulcan researcher commander from Mem Alpha.
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  • zorbanezorbane Member Posts: 1,617 Arc User
    edited May 2014
    IMO this is a bug and should be fixed...
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  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited May 2014
    zorbane wrote: »
    IMO this is a bug and should be fixed...

    Elaborate.
  • zorbanezorbane Member Posts: 1,617 Arc User
    edited May 2014
    Elaborate.

    The NPC contacts are already used in people's missions. Now they've been suddenly changed to MACO dudes. Now we gotta go back and replace any captain NPC's in all of our missions (unless we don't care about the costume change which is fair enough)

    If they wanted to add MACO npcs for us they should have been new costumes instead of replacing current ones.
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  • thay8472thay8472 Member Posts: 6,162 Arc User
    edited May 2014
    zorbane wrote: »
    IMO this is a bug and should be fixed...

    Negative, leave it as it is...

    That is until such a time we get M.A.C.O. costumes in the character creator.
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  • hippiejonhippiejon Member Posts: 1,581 Arc User
    edited May 2014
    I agree with Zorbane.

    That these "replaced" existing NPCs already in use in missions is pretty strait up terrible IMO.

    There should have been new assets created not some stealth (we weren't informed of this in any patch notes or anything were we?) replacing of assets that authors may already have in their missions.

    If not found by the community, these "replacements" can look VERY out of place I imagine in some people's stories.

    Yes, it's nice to have MACOs.
    It's not at all nice that in order to give them to us, they replaced a bunch of other assets that are potentially in use in wwho knows how many missions , and never told us about the change.

    I find this to be really poor communication on Cryptic's part.
    Really, REALLY poor.

    Just my Opinion
  • docducksdocducks Member Posts: 50 Arc User
    edited May 2014
    Leave them as they are now. They've been updated to look elite now.
  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited May 2014
    Here's the thing, I doubt that this is an intentional change with regards to the Foundry. NPC contacts and NPC groups seem to be programmed to fetch assets from within the game database, rather than how the character creator works, fetching separate copies made just for the Foundry.

    The NPCs in question. Where do they come from? Well, these Captain NPCs come from the captain level combat mobs, which were just updated to look like this in the main game along with updating the other Starfleet NPCs to be wearing Oddy uniforms and kit parts. I planted some down in the Foundry, and the captain mobs that spawn are these ones with MACO gear.

    Pretty sure they did not purposefully go out of their way to "give us MACOs." It is a byproduct of them updating the look of the NPCs game-wide.
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  • sirboulevardsirboulevard Member Posts: 722 Arc User
    edited May 2014
    hippiejon wrote: »
    I agree with Zorbane.

    That these "replaced" existing NPCs already in use in missions is pretty strait up terrible IMO.

    There should have been new assets created not some stealth (we weren't informed of this in any patch notes or anything were we?) replacing of assets that authors may already have in their missions.

    If not found by the community, these "replacements" can look VERY out of place I imagine in some people's stories.

    Yes, it's nice to have MACOs.
    It's not at all nice that in order to give them to us, they replaced a bunch of other assets that are potentially in use in wwho knows how many missions , and never told us about the change.

    I find this to be really poor communication on Cryptic's part.
    Really, REALLY poor.

    Just my Opinion
    drogyn1701 wrote: »
    Here's the thing, I doubt that this is an intentional change with regards to the Foundry. NPC contacts and NPC groups seem to be programmed to fetch assets from within the game database, rather than how the character creator works, fetching separate copies made just for the Foundry.

    The NPCs in question. Where do they come from? Well, these Captain NPCs come from the captain level combat mobs, which were just updated to look like this in the main game along with updating the other Starfleet NPCs to be wearing Oddy uniforms and kit parts. I planted some down in the Foundry, and the captain mobs that spawn are these ones with MACO gear.

    Pretty sure they did not purposefully go out of their way to "give us MACOs." It is a byproduct of them updating the look of the NPCs game-wide.

    Drogyn is right. These contacts are the NPC Captain Mobs. They're also the NPCs that spawn when you call for a Captain reinforcement in the Dyson Sphere Battlezone. I get the impression Cryptic wanted the "Captains" to be elite troopers when they spawn from now on. So switching them to MACOs is fine.

    In addition, I get your feeling HippieJohn and Zorbane. But my response is, we have more Federation NPCs in the foundry than any other. Its what? 40-50 25th Century Fed NPCs and another 25-35 TOS-era NPCs? 7 being changed to a version we didn't have before is a minor change. To be honest, I never used those 7 NPCs because they looked rediculous before. The Vulcan for instance was wearing an Admiral's longcoat, covered in kit gear. I get it is an inconvience, but the whole uniform change was an inconvience. We have MACOs now. An entire division of the Federation we never had before. You can change those other costumes to any of the 40 some odd other Federation NPCs we had available.
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  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited May 2014
    Stock NPCs are that stock Cryptic NPCs designed to be able to reference characters. They're Cryptic's to change as they please. The fact that we re-purpose these NPCs for our own end is a risk we take. If it's absolutely vital that said character remains the same, then I suggest you make your own.

    Cryptic has never promised that they wouldn't make changes that require us to alter our missions. In fact, it's a completely unrealistic expectation them to maintain that kind of consistency. The only way to achieve it would be to never make a single change to the Foundry (and a lot of STO) ever again.
  • zorbanezorbane Member Posts: 1,617 Arc User
    edited May 2014
    Why is it unrealistic to expect them to maintain consistency?

    Expecting visual things to not change is not so outlandish. Apparently there were other stealth changes such as plants showing up on the moon clearing map. Now if you were using the map and didn't want these plants sprouting out of your floor you're screwed.
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  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited May 2014
    Well it's not a good situation nor is it ideal. But it is the unfortunate reality of how this system works. When placing these asset means it goes and fetches the asset from the main game database and not a separate Foundry database, it is going to be at the mercy of the devs altering the main game.

    As we all know MMOs have to change and grow to stay competitive (whole other can of worms that), and Cryptic is going to alter their game to suit their needs and wants. Sometimes that will affect the Foundry, sometimes it won't. It isn't the first time this has happened and it is by far not the worst of these we've seen. At one point several years ago the Romulan captain mob spawned this ridiculously powerful warbird. It happened in game, and it happened in the Foundry and I got 1-starred for it.

    For me this is an overall positive change. The affect to my existing missions will be minor and easily remedied, and in one situation actually makes it better. I had the Caitian captain mob guarding a prisoner. He looked cool and I figured no one would bother looking at his rank. Now he's a MACO and it's even cooler.

    It is not the ideal way we could have gotten MACOs, which would either be new NPC contacts or the costume options put in the creator. But we don't often get ideal, do we?
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  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited May 2014
    zorbane wrote: »
    Why is it unrealistic to expect them to maintain consistency?

    Expecting visual things to not change is not so outlandish. Apparently there were other stealth changes such as plants showing up on the moon clearing map. Now if you were using the map and didn't want these plants sprouting out of your floor you're screwed.

    Because they're Cryptic's NPCs which they have shared with us. We're using official NPCs which appear in the main game. We don't ultimately own them. We borrowed them.

    These changes represent the overall changing face of the game, just like when the update an enemy group. Unlike a single player game modding tool the Foundry is an interconnected, living part of a living, constantly-changing MMO.

    Cryptic has never promised us consistency.
  • ashkrik23ashkrik23 Member Posts: 10,809 Arc User
    edited May 2014
    Keep the costumes.
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  • sfc#5932 sfc Member Posts: 992 Bug Hunter
    edited May 2014
    I like MACO uniforms and it makes more sense for my Captain character in my mission to use them instead. Keep them.
  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited May 2014
    So, it's taken me a while to figure out what's going on. The NPCs in question are the same ones that the the Federaton NPC group pulls from for random mobs. What is happening is that Cryptic is tweaking the Fed mob groups to bring them more up to date with other mob groups. That's why the captains are wearing MACO armor. They're not listed as captain because they're actual in-fiction captains, they're the same NPCs that appear in a captain NPC group.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited May 2014
    This reminds me of when they changed the size of one of the Romulan statue props. They eventually added a second one that was the new size and changed the old one back.
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  • novapolaris#2925 novapolaris Member Posts: 805 Arc User
    edited May 2014
    This has probably been pointed out already, but I want to make sure everyone knows: the "Aliengen" MACO officer has a very unique, non-Caitian tail. Something that by all means should be in the character creator proper (both Foundry and otherwise).

    Glad to see the MACO uniform is available, at least, even if players can't use those colors (black) at all with the player character versions, or the uniforms themselves at all with the Foundry costume editor.
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