Lt. Commander
Join Date: Dec 2007
Posts: 120
# 101
11-11-2010, 12:59 PM
Quote:
Originally Posted by TauNeutrino
Sorry, I've been away from the forums. To answer the last group of questions:



We are always working to improve performance where possible. I can't comment on any specific improvements in any particular update. In any case load times for the Foundry should not be longer than for star cluster exploration maps.



There will be limits set for objects of different types based on the impact they have on performance. These are pretty lenient, but they will give you some indication for which objects are more expensive than others.



That cutscene is automatic, but someday we may expose the ability to override it on a specific spawn point.



Yes, you can have bridge officers speak in addition to NPC's at any point in the mission.



Not currently.



You cannot currently choose the music. It is planned in the not-too-distant future.



You can control the overall lighting by choosing a "backdrop", which includes the sky or stars and weather effects. Eventually it will be customizable as a separate component.



Not currently.



Yes, you can customize the position and orientation of the player start spawn point.



We do currently have a very basic set of animations and behaviors that you can set on certain placed characters. We look forward to elaborating on the available behaviors in later releases.



I'm not an expert on our tailor, but I believe the costume pieces themselves are built to work with other costume pieces, and the geometry would break and look bad if you mixed and matched arbitrary combinations. I would expect the existing restrictions on costumes to remain in effect in the Foundry.



We do not have plans currently to allow terraforming or other customization of terrain. We have a decently large library of ground maps you can choose from whether hilly and tree-lined or barren desert. With all the combinations of terrain, building kits, and sky/weather backdrops, you actually get an impressive amount of variety to find your ideal ground environment.



This is not a currently supported feature, but it is on our wish list for the future.



I'm not sure those are currently in the library, but any object that we've used is relatively trivial to add. However, the ability to show/hide objects is not in the Foundry at this time, so I'm not sure they would be all that useful.
Thank you, good to see you back
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 102
11-11-2010, 01:19 PM
Is it possible to have two factions working together (Lets say Romulans and Cardassians) against the player?

Also can you have the enemy use a federation ship, for a captured ship plot?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 103
11-11-2010, 01:35 PM
Quote:
Originally Posted by TauNeutrino
Yes, you can have bridge officers speak in addition to NPC's at any point in the mission.
Is it possible to detect BOff and player species and alter missions or responses based on that?

For instance, can we detect if the player is Ferengi and have our NPCs offer different dialogue than if they were another species? Or if we were in a ground encounter with a group of romulans, where a diplomatic solution might normally be possible, would be be able to rule that option out if the player has a Vulcan BOff with them...?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 104
11-11-2010, 02:37 PM
I was wondering if it would be possible to set a NPC critter to be indestructible (even if health/hull falls to zero, they do not expire) and to have select behavior be triggered for that NPC.

You know, stuff from "fly over here and warp out", "start sparking and looking disabled with the prompt to beam over and away team" to "transport the NPC out".

Or again, like in the recent missions... when 1 of 2 ships are destroyed, have reinforcements come in on a timer.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 105
11-11-2010, 04:52 PM
I would like to thank the developer for those answers :p
and made another list of questions............lol

When we play a mission, there is a stylized fade in with the mission title at the beginning, can we do that ?

It was mensioned that we can link certain mission events to current maps...instruct a player to contact
so and so on DS9...can you elaborate on that ?

As per an earlier question, a lot of writers would like to be able to place forcefields...similar to tutorial.
Then we can allow players to see what is in a room without letting them in it.

How will ship interor maps be constructed ? Will we just have templates or will we have pieces
we can connect together?

How many exterior building placeables will we have? Any chance to have Star Fleet style buildings?

As cryptic adds more missions, will they share new placeable they create? Immediately ? or lump
them up and periodically add them as a group. ?

Will we, as writters, have at least one dedicated developer that we can communicate with concerning
foundry issues and content requests?

Can we overlap non-interactive placeables ? basically, if I wanted a wider building on the asteroid,
could I place two overlaping buildings to make it look like one larger building ?

One last one for this bunch..Will we have some controll to scale the size of objects ? mainly space objects
and or enemy space ships? need a big borg cube, just double its size.

Dats all for today
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 106
11-11-2010, 06:07 PM
Quote:
Originally Posted by StormShade
Q: What is The Foundry ?

A: The Foundry is Cryptic Studio's tool set for allowing players to create their own content for Cryptic's games. This is also called a Mission Authoring Tool. Star Trek Online will be the first Cryptic game to use this tool set.

Q: Who can use The Foundry?

A: Anyone with an active Star Trek Online subscription will be able to use The Foundry for Star Trek Online (Beta) Mission Authoring Tool, after agreeing to the EULA for The Foundry.

Q: Can players create custom maps for their stories in The Foundry?

A: Yes they can. Players can customize pre-made planet surfaces, and star systems with their own encounters, objects, and story. They can also create their own star systems from scratch. More map features are planned for future updates.

Q: Can players add stories to existing open world content using The Foundry?

A: Yes they can. The Cryptic Studios Team is enabling certain contacts, objects, and areas that can be used to create community authored episodes. The tool allows players to make entire stories that take place in existing open world areas, or to have the story span custom maps and pre-created areas. Community authored open world content is only visible while a player has the appropriate episode in progress.

Q: Is The Foundry a modding tool?

A: No. The goal of this tool set is to allow players to put their stories in the Star Trek universe using the same look, feel, and capabilities that Cryptic's own design team utilizes. So while there are a lot of features for creating content, players cannot import their own images, 3D models, or audio into the game.

Q: How do players get episodes created by The Foundry?

A: When a player hails their respective faction to accept new episodes, there will be a new tab on the left of the window called, “Community Authored”. Clicking here will allow players to search for Community Authored content.

Q: How can players leave feedback regarding episodes created using The Foundry?

A: A Review system is in place for users to rate Community Authored Episodes. This system utilizes a 5 star scale, and the ability to add constructive feedback as well, once an episode has been completed.

Q: How will players be ensured quality content?

A: Members of the community can sign up as reviewers. All published community authored episodes need to be reviewed by the reviewers and given the okay before the rest of the community sees the content. If any questionable content makes it through the review process, players may report it for review.

Q: Will there be rewards for playing episodes created using The Foundry?

A: Yes. Playtesting has been performed to ensure balanced reward levels for community authored content. Players will not be able to create custom rewards with the launch of The Foundry.

Q: Can authors share content in The Foundry?

A: Players will be able to share certain assets such as costumes and maps between projects to begin with. In the future we hope to allow players to be able to work together on the creation of episodes, however, at this time it is not possible.

Q: Can I use The Foundry to create a custom ship interior or a starbase for my Fleet?

A: The first release of The Foundry will focus on mission content. Expanded functionality is being considered for future releases.


Q: I found a bug in an episode created in The Foundry! What do I do?

A: If a Foundry Episode cannot be completed you may opt to drop or leave the episode at any time.

Please feel free to leave questions regarding The Foundry for Star Trek Online (Beta) in this thread. We will continually update this FAQ to provide answers to all of your most frequently asked questions!

Thanks,

Stormshade
Thanks Stormshade! I have been kind of absent from the forums, but the new KDF and Foundry content is bringing me back with renewed interst! Keep up the good work
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 107
11-11-2010, 06:34 PM
Just one quick question I haven't seen asked..

What kind of scripting language does the Foundry use, if any, and can we get a guide to it?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 108
11-11-2010, 08:28 PM
Will we be able to send people to the observation lounge to discuss thing?

I see it says we can change costumes to have the appearance of a fed ship attacking us and such...is that what is currently done in missions like Terradome and Wargames with both ground and space NPCs? Or are these a separate NPC set? Isn't there just a switch to flip that makes an NPC group aggressive toward the Player or not aggressive instead?

Will we be able to set up escort missions with NPCs who fight back alongside us?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 109
11-12-2010, 10:25 AM
Quote:
Originally Posted by HappyHappyJoyJoy View Post
Is it possible to detect BOff and player species and alter missions or responses based on that?

For instance, can we detect if the player is Ferengi and have our NPCs offer different dialogue than if they were another species? Or if we were in a ground encounter with a group of romulans, where a diplomatic solution might normally be possible, would be be able to rule that option out if the player has a Vulcan BOff with them...?
That is not currently possible. However, that is a feature we will consider when we extend dialogues to add a branching structure. Currently dialogues, like missions, are completely linear.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 110
11-12-2010, 10:27 AM
Quote:
Originally Posted by Zoberraz View Post
I was wondering if it would be possible to set a NPC critter to be indestructible (even if health/hull falls to zero, they do not expire) and to have select behavior be triggered for that NPC.

You know, stuff from "fly over here and warp out", "start sparking and looking disabled with the prompt to beam over and away team" to "transport the NPC out".

Or again, like in the recent missions... when 1 of 2 ships are destroyed, have reinforcements come in on a timer.
You will be able to set some behaviors on NPCs. We will elaborate on these behaviors over time. We do not currently support timers.
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