EzraeilBeatus EzraeilBeatus

SoA2 Fan Club + Star Trek Ship Mods

SoA2 Fan Club + Star Trek Ship Mods

A place where we can admire SoA2, and yet, talk about borg...

Ok guys, here you go, a thread devoted entirely to the release of my own ship models and the discussion of SoA2, specifically topics which have been pseudo-banned (i.e.Borg). Feel free to download my ship(s) and test them, then post criticisms and suggestions (constructive please) so I can improve my models and make them better. This thread in no way is designed to detract from SoA2, it's just another place we can talk.

Thanks for all the support! Let's get modding.

Ezraeil
603,437 views 285 replies
Reply #26 Top
Nova would be sweet... I'll have to look into that.


Hmm, I should take the modeling course next quarter just so I can start on modeling the Nova class myself. :D


:o That Miranda with "phasers" is so cool! I'm going to reread some of these posts so I can add the lasers to the various hardpoints. Although, I don't remember the Miranda class variant (the one Ez modeled) having phaser cannons mounted in the rollbar. I only remember photon torpedoes being there.
Reply #27 Top
I'm also very excited to see more ships, and hopefully a full ST mod. Another another guy is working on one.
Reply #28 Top
I don't remember the Miranda class variant (the one Ez modeled) having phaser cannons mounted in the rollbar. I only remember photon torpedoes being there.

Ever seen Star Trek II? That's where the Reliant was firing from. However, the Mirandas in DS9 were firing from the Constitution/Excelsior style saucer-mounted phaser banks.
Reply #29 Top
KAAAAAAAAHHHHNN!!!!
Reply #30 Top
I recorded the TMP phaser sound from Wrath of Khan for the miranda...

Here is the link: WWW Link

It replaces the heavy auto-cannon sound, so make back up's and make sure that is the sound being used in the frigates entity file.

I was wondering if someone was gonna try and make a TMP looking phaser? I was going too but then figured if someone else was already working on it why bother...

If no one is, I'll give it my best.... =P

Anyway's, enjoy the sound for what its worth.....

Adm Cobbs
Reply #31 Top
Here we go. Improved Miranda+Oberth, I still need to make the shields the right size for the oberth, and make a bump map for it, but I think it looks okay for now. WWW Link
Enjoy!

Ezraeil
Reply #32 Top
Here you go, Improved Miranda plus Oberth. No bump map or proper shield mesh for the Oberth, but I'll finish that later.WWW Link
Tell me what you think...

Ezraeil
Reply #33 Top
Holy freaking cow. The connection is bad here... I post, it disconnects, the post doesn't show up, I make it again, and the first post magically reappears... Whatever, it's my post, I'm allowed to do that, I guess
Reply #34 Top
Looking good! I just tried it out, and everything seems to be working great.

I am having a slight problem trying to make the Miranda's new torpedo hardpoints work, though. For starters, I changed the value of NumWeapons from 1 to 2, and then I pasted the Weapon entry for the LRM's rockets underneath the weapon entry for the phasers. As far as I can tell, this is the way it's done in the Capital Ship files, but when I try to load the mod it causes a minidump. Anyone have any pointers?
Reply #35 Top

I have gotten both the Oberth and the Miranda to have two weapons. I don't know exactly what is wrong with yours, but make sure before the second weapon details you have the 'weapon' entry far left between the two weapon details.
soundCount 1
sound "WEAPONIMPACT_GENERICMEDIUM_HITSHIELDS"
projectileTravelEffectName "Weapon_PsiCapitalLaserMedium_Travel"
Weapon
WeaponType "Projectile"
damageEnums
AttackType "ANTIHEAVY"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "ENERGY"
WeaponClassType "PULSEGUN"
DamagePerBank:FRONT 80.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000


Also make sure that the missile only has damageperbank:FRONT value. I don't think this would cause a minidump, but it's worth double checking.
-It may not even be what you did. Did you edit the string file or anything else?
Reply #36 Top
Very nice models. I cant thank you enough for the first new models i have found. If it is not too much to ask can you replace the Kodiak with a nice new ship. The current Kodiak is my least fav model. Again very nice and thank you!
Reply #37 Top
Incredible, though I must say I find it strange that you started with frigates and moved up, but who cares anyway :p 

This is incredible work at an incredible pace, cant wait for the next masterpeice!

Also if anyone has gotten them to work with some kind of torpedo looking weapon, could you post it?

Adm Cobbs
Reply #38 Top
3 Things for ya.
1. Nice work! Can't wait to see more!
2. I noticed the poor connection as well, you could try FileFront, it's File Hosting is free, you can upload up to 2 gigs, and it spports multiple people downloading at once.
3. Forgive the NooB-ness, but where are the files you guys are modding (script-wise) and what program are you using? I mod GalCiv2, and it doesn't appear to be similar.
Reply #39 Top
I would love to add your mod and ships to my mod, 7 DEADLY SINS. I wish to incorporate some Star Trek Ships, and your looks awesome. May I have permission to do so?

DANMAN
Reply #40 Top
I would love to see the Excelsior or the Akira Class next, these ships are amazing
Reply #41 Top
Ha! I figured it out. Turns out it was something I had done in the Oberth file, not the Miranda. I'm a moron.
Reply #42 Top
I would love to add your mod and ships to my mod, 7 DEADLY SINS. I wish to incorporate some Star Trek Ships, and your looks awesome. May I have permission to do so?DANMAN


By all means, these ships were made to be used. I would be honored to be incorporated into another mod... 1 request though, and this goes for everybody, let me know if you find ways to improve them/ make them more awesome, i.e. the phaser fire effects, torpedoes, abilities, etc. I think a combination of all our efforts could make some really awesome ships...

I dunno if I'll be able to crank out another ship in two days... The oberth was pretty small and it was a miracle I got done as fast as I did, but I'll keep you guys updated w/ pics and info as I progress on the bigger stuff.

Thanks Again,

Ezraeil
Reply #43 Top
Ezraeil,
Thank you! I of course will give you the credit, and I will also let you know if I find a way to improve on your design. I also invite you to join my thread, and post comments there as well. I will post screenshots and comments there. Here is the link: https://forums.sinsofasolarempire.com/306277

WWW Link

Thanks again!

DANMAN
Reply #44 Top
Just out of curiosity,

You have the Oberth & Miranda, out already with a possible excelsior, are you considering doing a TMP mod? LOL There are alot of TMP ships in legacy if you were looking for possible designs. Constitution Refit might be nice... :p 

Cant wait for the next ship!
Reply #45 Top
Ok,

After alot of frustration, I have managed to replace most of the music tracks with Star Trek songs, as well as replacing some other sounds...

TEC Beam sound changed to TNG Phaser sound.
Button Press changed to ST button sound.
Light Frigate & Scout(Oberth & Miranda) creation sound changed to ST sounds.
Light Frigate & Scout(Oberth & Miranda) selection sound changed to ST sounds.
Opening theme changed to ST TNG Intro.
Auto Cannon TMP phaser sound volume adjusted to be quieter.
Alot of in-game tracks changed to Various ST songs.

It may not be perfect, but it should "Trek-up" your sins experience, lord knows it took forever to do... :p 

At any rate, hope you enjoy it.

Here is the link: WWW Link


Adm. Cobbs
Reply #46 Top
Hey Cobbs, can you give me some pointers on the audio stuff? I tried saving sounds in OGG using Audacity, but the game won't play them. What am I missing?
Reply #47 Top
Hey Cobbs, can you give me some pointers on the audio stuff? I tried saving sounds in OGG using Audacity, but the game won't play them. What am I missing?


Make sure you define them in the Sound.data file.
Reply #48 Top
Hey Cobbs, can you give me some pointers on the audio stuff? I tried saving sounds in OGG using Audacity, but the game won't play them. What am I missing?


Make sure you define them in the sound.data folder.

EDIT: GAHH..double post. Forums! (shakes fist)
Reply #49 Top
Perhaps someone over this could answer this question' I am codeing all my ships around adding weapons and changing hull/shields build time etc, well, heres one of the ships I am working on and the code "Miranda"




TXT
entityType "Frigate"
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
autoJoinFleetDefault TRUE
canBomb FALSE
frigateRoleType "Light"
statCountType "FrigateLight"
mainViewIcon "MAINVIEWICON_FRIGATE_TECHLIGHT"
picture "PICTURE_FRIGATE_TECHLIGHT"
NameStringID "IDS_FRIGATE_TECHLIGHT_NAME"
DescriptionStringID "IDS_FRIGATE_TECHLIGHT_DESCRIPTION"
counterDescriptionStringID "IDS_COUNTERDESC_FRIGATE_LIGHT"
basePrice
credits 300.000000
metal 55.000000
crystal 0.000000
slotCount 5.000000
BuildTime 24.000000
hasLevels FALSE
ExperiencePointsForDestroying 30.000000
MaxHullPoints 600.000000
MaxShieldPoints 350.000000
HullPointRestoreRate 1.000000
ShieldPointRestoreRate 1.000000
BaseArmorPoints 2.000000
maxMitigation 0.6
Prerequisites
NumResearchPrerequisites 0
numRandomDebrisLarge 0
numRandomDebrisSmall 5
numSpecificDebris 0
armorType "Medium"
hudIcon "HUDICON_FRIGATE_TECHLIGHT"
smallHudIcon "HUDICONSMALL_FRIGATE_TECHLIGHT"
infoCardIcon "INFOCARDICON_FRIGATE_TECHLIGHT"
minZoomDistanceMult 1.500000
NumWeapons 2
Weapon
WeaponType "Beam"
damageEnums
AttackType "CAPITALSHIP"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "OVERTIME"
DamageType "ENERGY"
WeaponClassType "BEAM"
DamagePerBank:FRONT 40.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 5000.000000
PreBuffCooldownTime 4.000000
CanFireAtFighter FALSE
SynchronizedTargeting TRUE
PointStaggerDelay 0.250000
TravelSpeed 0.000000
Duration 4.000000
WeaponEffects
weaponType "Beam"
burstCount 2
burstDelay 5.000000
muzzleEffectName "Weapon_TechCapitalBeamHeavy_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 1
sound ""
hitEffectName "Weapon_TechCapitalBeamHeavy_Hit"
hitHullEffectSounds
soundCount 1
sound ""
hitShieldsEffectSounds
soundCount 1
sound ""
beamEffectSounds
soundCount 1
sound "WEAPON_TECHCAPITALBEAMHEAVY_TRAVEL"
beamGlowTextureName "TechCapitalBeam_Glow"
beamCoreTextureName "TechCapitalBeam_Core"
beamWidth 20.000000
beamGlowColor ffffffff
beamCoreColor ffffffff
beamTilingRate 3.000000
Weapon
WeaponType "Missile"
damageEnums
AttackType "CAPITALSHIP"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "PHASEMISSILE"
DamagePerBank:FRONT 90.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 5000.000000
PreBuffCooldownTime 4.000000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.080000
TravelSpeed 3600.000000
Duration 0.000000
WeaponEffects
weaponType "Missile"
burstCount 2
burstDelay 4.000000
muzzleEffectName "Weapon_PhaseCapitalMissileHeavy_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 2
sound "WEAPON_PHASECAPITALMISSILEHEAVY_MUZZLE"
sound "WEAPON_PHASECAPITALMISSILEHEAVY_MUZZLE_ALT1"
hitEffectName "Weapon_PhaseCapitalMissileHeavy_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_PHASEMISSILEHEAVY_HITGENERIC"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_PHASEMISSILEHEAVY_HITGENERIC"
missileTravelEffectName "Weapon_PhaseCapitalMissileHeavy_Travel"
missileStartTurningDistance 100.000000
missileSlowTurnRate 0.708997
missileMaxSlowTurnTime 3.000000
m_weaponIndexForRange 0
hasWeaponLevels FALSE
mass 2000.000000
ShieldMeshName "Shield_FrigateTechLight"
maxAccelerationLinear 200.000000
maxAccelerationStrafe 10.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 3.300000
maxDecelerationAngular 9.999996
maxSpeedLinear 800.000000
squadTypeEntityDef:0 ""
squadAntiMatterCost:0 0.000000
squadTypeEntityDef:1 ""
squadAntiMatterCost:1 0.000000
maxNumCommandPoints 0
NumSoundsFor:ONATTACKORDERISSUED 3
SoundID "FRIGATE_TECHLIGHT_ONATTACKORDERISSUED_0"
SoundID "FRIGATE_TECHLIGHT_ONATTACKORDERISSUED_1"
SoundID "FRIGATE_TECHLIGHT_ONATTACKORDERISSUED_2"
NumSoundsFor:ONCREATION 1
SoundID "FRIGATE_TECHLIGHT_ONCREATION"
NumSoundsFor:ONGENERALORDERISSUED 3
SoundID "FRIGATE_TECHLIGHT_ONGENERALORDERISSUED_0"
SoundID "FRIGATE_TECHLIGHT_ONGENERALORDERISSUED_1"
SoundID "FRIGATE_TECHLIGHT_ONGENERALORDERISSUED_2"
NumSoundsFor:ONSELECTED 3
SoundID "FRIGATE_TECHLIGHT_ONSELECTED_0"
SoundID "FRIGATE_TECHLIGHT_ONSELECTED_1"
SoundID "FRIGATE_TECHLIGHT_ONSELECTED_2"
NumSoundsFor:ONSTARTPHASEJUMP 1
SoundID "FRIGATE_TECHLIGHT_ONSTARTPHASEJUMP_0"
MeshName "Frigate_TechLight"
ExhaustParticleSystemName "Exhaust_FrigateTechLight"
ExplosionName "Frigate0"
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_TECHCAPITALSHIP"
ability:0 "AbilitySabotageAntiMatter"
ability:1 ""
ability:2 ""
ability:3 ""
MaxAntiMatter 200.000000
AntiMatterRestoreRate 0.500000
cargoType "Invalid"
maxCargoCapacity 0.000000
formationRank 0
minShadow 0.100000
maxShadow 0.800000





What you are seeing is 2 sets of weapons I have added, my question is whenever I am done destroying a target ship in-game, my game stops responding. Any ideas why this happens?

Reply #50 Top
Make sure you define them in the Sound.data file.


Like this?

effect
name "WEAPON_PHOTON"
fileName "Weapon_Photon.ogg"
type "Effect"
is3D TRUE
priority 5
threshold 15000.000000
minAttenuationDist 400.000000
maxNumPlayingSimultaneously 5
isLooping FALSE
isResident TRUE
minRespawnTime 0.3
fadeInTime 0.0
fadeOutTime 0.0
alternateGroup ""

I've still got nuthin'. Very confusing.