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Join Date: Dec 2007
Posts: 142
# 21 They do ad stuff
08-23-2011, 07:45 AM
When they took it offline to repair the bugs they also added new stuff and they ordered it nicely.
There are some tings missing some in ability's and some just to make it complete.
But what I wonder about is this is it so hard to add some empty maps with tools where you can ad tunnels or bridges or other stuff.
Or give me an empty interior map where I can put my own bridge together or my own engineering section .
It's not only writing the story It's also where the story takes place.
For example and I think I wasn't the only one, I was very happy when the defiant came to DS9 otherwise it wouldn't take long before they had to close down the series because people where tyred watching the station all the time. Because that wasn't Star Trek at all, Star Trek it's about exploring for new civilization and species well that wasn't happening at all.
Same with STO it's only shooting its more shoot then ask questions and if you do go on exploration there is still shooting ? So tell me they let me build on a big map but I can not build anything on that map I mean a backdrop city yes nice but the mission was about exploring the city and why the civilians has disappeared .
Every time its the same and what I meant with mods I could rewrite the original program I could even make it bigger Heck I could do lots off stuff and with the foundry I can't make mountains, nor water, nor roads .
And that's the same with ships .
O no, no dishonor towards cryptic because they put in a lot off stuff and maybe one day I will use it but that was not why I wrote this, there is just to much missing .

Greets
Join Date: Dec 2007
Posts: 142
# 22
08-23-2011, 01:41 PM
There are plenty of ways to build a city that won't even get close to 255 objects. Here check this out http://starbaseugc.com/index.php/sto...ts-w-pictures/

This isn't modding in the way that you can mod single player or regular multiplayer games. Even in those games there are often limits, like how many polygons a model can have or even, yes, how many objects can be on a map at any given time. There tend to be fewer restrictions in modding those games, mostly because the tools are made by third parties and not by developers. MMO UGC has to be more strict. We can't go into the game's coding, for example, because it would then allow people to beef up their characters and dominate PvP. You can do that in a single player game, cause who cares whether you do or not.

I've run into plenty of situations in the Foundry where I can't do the thing I want to do for some reason. Each time I've had two choices: find a work-around so that I can accomplish what I want to accomplish another way, or quit.

I choose the former, and I think I have good results to show for it.
Join Date: Dec 2007
Posts: 142
# 23
08-23-2011, 04:53 PM
Quote:
Originally Posted by ZeroniusRex
I've got new assets for the Foundry on my list of stuff I want to see added, but right now it's taking a backseat to fixes and stuff.

(I'm sure you can understand why I support that priority.)
I can, but would just like to add that when the UGC team can find the time. I would very much appreciate many new doors to be opened up for the Klingon authors to use.

The sequel mission I wish to create relies on the door to the Kassae System to be available to use.


Also, after certain objectives are complete in that system, I would like the player to be able to leave the system, and then travel through sector space to the H'atoria System. Rather than the limited option I have now which only allows the player to warp directly to the next map from the previous map, in which case when the player finishes the mission and leaves the map, they will find themselves half way across the beta quadrant instead of outside the system they just left.
Join Date: Dec 2007
Posts: 142
# 24
08-24-2011, 01:06 PM
Quote:
The sequel mission I wish to create relies on the door to the Kassae System to be available to use.
BUT does it "really" require this? Just because a mission technically takes place somewhere, does not mean you can't have the story door be elsewhere.

I had a mission meet a contact at Vulcan and then you end up at defera, but it is transitioned by OOC text explaining you head there.
Join Date: Dec 2007
Posts: 142
# 25
08-24-2011, 01:39 PM
YES, the mission really DOES REQUIRE both of the updates I previously mentioned, why should authors have to consistently find a work-around to tell their stories?

I do not wish any player to enter a door at any location other than the Kassae System to start, if I allowed this the players would be magically transported from one location to another, that's unacceptable as a work-around when all that is required. Is a Foundry updated that opens up most of the doors that are all-ready available for Federation mission authors to use.

The 2nd request of mine, prevents an instant transition from map to the next map and allows the player to leave the 2nd map and appear in sector space outside of the system they just left, preventing the player spawning in sector space half way across the quadrant, far from the system they just warped out of.
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