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[Mod] Yesteryears Updates

CABAL

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I think the Caldwell's tooltip including both 'Construction Rig' and 'Constructs Stations' is redundant; removing one or the other would probably be a good idea. The flavor text looks rather wide below the rest of the tooltip. Maybe shorter lines would look better?
 

Majestic

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Looks really good. I really like the GUI. Simple, dated looking to fit perfectly in with the era. I don't necessarily think the tool tip is too cluttered, but perhaps slightly too much wording? Maybe shorten up the info or something? Anyway, nice job :thumbsup:

Thanks mate, simple was my idea as I didn't want it too complicated. Ones attention should be on the fight not on the flashy GUI.

I think the Caldwell's tooltip including both 'Construction Rig' and 'Constructs Stations' is redundant; removing one or the other would probably be a good idea. The flavor text looks rather wide below the rest of the tooltip. Maybe shorter lines would look better?

Yeah after uploading it I thought the same. Might re-do the tool tip a little. Shortening the lines are an option, however it might make it taller and block more of the screen. I will play around with it and maybe put less info and text in it. We'll see what I can come up with before release. :D
 

Majestic

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Well I decided to try and make fighters have a repair function to repair friendly ships only. My idea was to give the Federation repair shuttles to the Excalibur or Constellation. It didn't work out as planned.

FOScreenShot_141106_130256.png

I'm assuming it has to do with the fighter class label and so I guess it's back to the drawing board. I wonder if the stock Cardassian drone weapon could work as a repair probe or something.
:no: Probably not as they don't fly the straight and instead fly more like a Borg cube with no front or back which wouldn't work for a shuttle or probe. Oh well.
 

CABAL

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What type of weapon is the repair weapon coded as? The weapon part specifically, not the ordnance.
 

Majestic

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What type of weapon is the repair weapon coded as? The weapon part specifically, not the ordnance.

Here is my odf, it's basically a stock FO one, just changed the special =1 and needtarget = 1

Code:
ordname = "fed_repair_beamo"
wpnname = "Repair Beam"
tooltip = "Repair Beam"
verbosetooltip = "AUTOTOOLTIP-fed_repair_beam.odf"
buttonslot = 0
shotdelay0 = 1.5
firesound = "repairOther.wav"
crewaffectsweapondelay = 0
targetalliedcraft = 1
targetalliedbuildings = 1
targetenemycraft = 0
targetenemybuildings = 0
beneficial = 1
classlabel = "cannonimp"
special = 0
needtarget = 0
speakonattack = 0
attackspeech = 0
range = 400
 

CABAL

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Try adding these lines.
Code:
usePrimaryTarget = 0
hitMode  = 5

If that works (or if it doesn't), try also removing these.
Code:
targetalliedcraft = 1
targetalliedbuildings = 1
targetenemycraft = 0
targetenemybuildings = 0
and
Code:
needtarget = 0
 

Majestic

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Unfortunately that didn't work. The Romulans did cop a beating while testing however.
 

dvatreknerd314

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I tried to get something like this in the Classic Mod to work for repair ships (using bees instead of a beam as that makes more sense to me) using the drones weapon but it didn't work. I got it to not cause any harm but the game sounded an under attack alert and nothing else happened.
 

Majestic

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I tried to get something like this in the Classic Mod to work for repair ships (using bees instead of a beam as that makes more sense to me) using the drones weapon but it didn't work. I got it to not cause any harm but the game sounded an under attack alert and nothing else happened.

Thanks. Guess the limitations of A2 have hit again. I'll probably have to come up with something else instead.
 

Rifraf

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Are you looking for visual flare in being able to see the ship being repaired? Reason I ask is why don't you employ the Fed Repair team from the Nebula Class? Not flashy, but effective. Guess that completely misses the point of your goal. :lol2:
 

Majestic

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Flashy is nice, useful and actually works is better.

I'll give your idea a go and see if it works for me. Would be nice to have it working as it would make a great feature for the Federation.
 

Majestic

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Mini images are in. FO's version of the classic wireframe when the ships are building or in a fleet selection.

FOScreenShot_141110_162600.png FOScreenShot_141110_162606.png

I also did a little image using the Oberth. Just a mess around. It's 2400x2400 in size way too large to upload here so it's on DeviantART. http://fav.me/d85wzce
 
Last edited:

Terradyhne

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Mini images are in. FO's version of the classic wireframe when the ships are building or in a fleet selection.

View attachment 11255 View attachment 11256

I also did a little image using the Oberth. Just a mess around. It's 2400x2400 in size way too large to upload here so it's on DeviantART. http://fav.me/d85wzce

the mini pics are verry good :thumbsup:

the Oberth image is good to but you should have rendered the model smooth shaded instead of flat shaded
 

Majestic

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the mini pics are verry good :thumbsup:

the Oberth image is good to but you should have rendered the model smooth shaded instead of flat shaded

Thanks. I'm still learning the ropes of Daz3D. It was more a mess around image than anything else.
 

Jetfreak

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Loving that new model sheet Maj! If you could get lightmaps to work you can make other promo pics as well. :)
 

Majestic

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Loving that new model sheet Maj! If you could get lightmaps to work you can make other promo pics as well. :)

Daz3D requires a separate image file for lightmaps unlike A2 which has them combined with the texture. It's possible to get them to work, though in all honest it was just a play around after I rendered the mini images to see what a rendered ship would look like. I might give it another try with lightmaps and see if I can figure how to smooth shade render it.
 

Majestic

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Been playing around today and this is what I have done.

I added a bump map to the model, however I discovered lightmaps aren't really possible in Daz Studio. So I did what I could. I still haven't figured out how to smooth shade the models either. I'll probably migrate to 3D Max after I learn to use it though my diploma.

excalibur_1280px_wip01b.png excalibur_1280px_wip01b1.png
 

Rifraf

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Wow, that looks great. Nice work. Does she have torpedo launchers on the port/starboard side of the forward engineering hull like the Excelsior? I don't really see them in the shot?
 

Majestic

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Wow, that looks great. Nice work. Does she have torpedo launchers on the port/starboard side of the forward engineering hull like the Excelsior? I don't really see them in the shot?

The Excalibur has her forward launchers in the top of the saucer, you can see them in the second image just under the bridge. Her rear ones are in the engineering hull right at the bottom. Can't see them in the images.

I designed her that way to be different from the Excelsior and other designs. The Excalibur after all is a blend of Excelsior tech and the other more common tech used on the other designs. To be honest I thought it would be cool to have the forward launchers up there, not particularly a smart move engineering wise nor safe but cool. :D
 

Majestic

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Attention

I'm looking for someone who might be interested in being a sounding board, someone to bounce ideas off that I am not ready to make publicly. It can be more than one person too (love XF converstations).

If you're interested please post here in this thread. I am getting closer to the first YY release, no date yet, but I use to use Syf but he hasn't come back, busy boy he is so I need someone or a couple of someone's to replace him in that role.

Giving feedback, good and bad is a must, being on fairly regularly (a couple of times a week as a minimum) and able and actually responding to PM's is almost a must. It won't be every week that I will require this, just now and then.
 

kjc733

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Quite happy to be a sounding board - am on here once a day at least and quite happy to think about things.
But if it's play testing you require, I don't fire up A2 that often for that long.
 

CABAL

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Quite happy to be a sounding board - am on here once a day at least and quite happy to think about things.
Ditto. I'm more up for testing, though.
 

Rifraf

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I can offer any help I'm able. I may not be as forward thinking as others, but I check here every day and can at least help you ponder ideas if you wanted
 

Majestic

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Okay I'll take:

Quite happy to be a sounding board - am on here once a day at least and quite happy to think about things.

^ You

Ditto. I'm more up for testing, though.

^ You

I can offer any help I'm able.

^ And you

But if it's play testing you require, I don't fire up A2 that often for that long.

I won't need any play testing this will be announced later, but considering the first release will most likely be an alpha, I might release it publicly and see how it goes. Do a live test. :D

I may not be as forward thinking as others, but I check here every day and can at least help you ponder ideas if you wanted

I am just after feedback and ideas. Just remember I am more gameplay orientated rather than canon. ;)
 

Rifraf

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I am just after feedback and ideas. Just remember I am more gameplay orientated rather than canon. ;)

It's funny you said that. I was working on my personal FO mod today and at one point had to tell myself to stop and open my mind to the game play and if I do this, how would I counter it and such utilizing a lot of the special weapons already in FO. :lol2:
 

Majestic

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Time for an update. Today I started and completed the texturing of a new station. The Regula station will serve a unique role in Yesteryears. Research is an important aspect of Yesteryears and this station is your first research station available.

This station will research various tier upgrades, in each tier you gain access to new research options which in turn open up new vessels and technology that you can use. Upgrading to a new tier is a slow process and has moderate costs involved. Each faction uses this system, however once unlocked they have their own unique features and research options.

I am still refining the research options with the new Strike team I have assembled, but they have been an invaluable help with YY and I am sure all their ideas and hard work will make the mod even better than it was before with just me trying to come up with ideas alone.

I'll leave you now with some in-game images and renders of the new station. :D

FOScreenShot_141117_200532.pngFOScreenShot_141117_200546.png

regula.png regula1a.png regula1b.png regula1c.png
 

Majestic

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I haven't managed to get much done the last few days, if you read the shout thread you would know I've had a busy few days. Even had a truck drive into my phone cables tearing one off and damaging our main one, giving us unstable and limited internet access. Plus I had a full day going down to Sydney yesterday. Hate that place. Takes me days to get over those trips as it's basically a full 12 hour day with the majority of that on trains and 3 hours of driving.

My PC monitor died on Wednesday as well, it was 6 years old and had done a good job for that long. It was on it's way out so not unexpected. Kat allowed me use her TV but it's too blurry for my eyes and my HDMI port on my graphic's card doesn't work. Might have too much dust in it. Kat said she'll pull it apart on the weekend and see what she can do. So in the mean time I have migrated to my laptop. Installed the bare essentials to keep me going.

I am hoping to get some work done on the weekend after some house cleaning. I have a few assignments to do next week so I doubt I will get much done there. I am hoping to finish the station I am working on and getting another completed over the weekend which could be doable depending on time restrictions.

So that has all slowed me down, as I was hoping to have this station finished by now. Also due to the migration I have for now abandoned looking into the dev v4 loader for Yesteryears and it will (at least for the first release) be released on 3.2.7 the last stable and official release of FO.

YY release one will also be a alpha release, which means it might have some bugs and hasn't been tested on other machines. I am aiming to try and get this out asap for all of you who have been waiting so long for it. I am close with only a small handful of models (4 to be exact) requiring to be complete then it's all coding and graphics work.

I'm also on the look out for any additional high quality modelers who may be interested in lending a hand with the modeling side of YY. No texturing is required, that is my department. I have looked through what I need to do and I can't see myself getting it all done on my own. Syf is still away and TUN hasn't been back both who said they would be able to offer some limited help. Both are no doubt busy, it's getting to that time of year too. If you're interested shoot me a PM.

I also want to know if there is still any interest in the project, I know there are a few, shown by my strike team, but are there many others still awaiting the release of the project and follow this thread?
 

Majestic

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I got the science station completed. It's an update of the stock science station from A1/A2 just with a bit of my own take on it.

No bump--maps on the renders as I haven't got the NVIDIA tools installed on this laptop for Photoshop.

science1.png science1a.png science1b.png science1c.png
And in-game:

FOScreenShot_141122_122909.png FOScreenShot_141122_122924.png

She'll serve as the station that can research any specials that will be available for research.

Also if anyone wants to do some concepts for station designs for the Gorn, Romulans and Kzinti please to. No guarantee that I will use them but they may give me some inspiration that is very much needed.

I have the Klingons fairly sorted, but if you have an idea or two for like a refinery or research stations feel free as it might be better than what I have thought up in my head. :D
 

dvatreknerd314

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Do you have any images of some Gorn, Romulan, or Kzinti ships you're planning on using so I can get a feel for what the stations might look like?
 
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