> > > Hi Captains! The team continues to investigate an issue where some players may be stuck on a loading screen. We appreciate your continued patience! < < <
Jolan tru Captain!
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***Resolved Issues***
"Login failed for unknown reason" error
Missing additional character slot for current/ lapsed Gold Members
Slow patching in the launcher
A bug that involved Romulan Liberated Borg captains and their skills once they chose an ally
1) Can the "states" for an NPC be extended to match those of other objects? Specifically, I'd like the ability to set an NPC back to "hidden" - possibly with a different animation. This would allow an NPC to "beam out" after you're done with them, and would improve their use in holodecks.
2) Provide more options for map transitions. It's silly to have to beam down with an away team every time you change non-space maps. I want the ability for the player to go to a map without an escort that has to be parked. I'd also like to simply walk through a door to another map. An example of this is the turbolift on fleet starbases, where you can choose from several maps, don't have to drag around an away team , and don't have to beam to them (as opposed to the example I see in the tutroials, go left to deck 2 or right to deck 4).
I'm new to the foundry; if these things can already be done I apologize (and request more information on how to do them).
1) Can the "states" for an NPC be extended to match those of other objects? Specifically, I'd like the ability to set an NPC back to "hidden" - possibly with a different animation. This would allow an NPC to "beam out" after you're done with them, and would improve their use in holodecks.
2) Provide more options for map transitions. It's silly to have to beam down with an away team every time you change non-space maps. I want the ability for the player to go to a map without an escort that has to be parked. I'd also like to simply walk through a door to another map. An example of this is the turbolift on fleet starbases, where you can choose from several maps, don't have to drag around an away team , and don't have to beam to them (as opposed to the example I see in the tutroials, go left to deck 2 or right to deck 4).
I'm new to the foundry; if these things can already be done I apologize (and request more information on how to do them).
Thanks!
Neither of those can be done yet, though #1 is currently being tested on Tribble. It should hit Holodeck in Season 7.
Oh, and did I mention I want Obisek? and Molor? and Kahless? and J'mpok? and Quinn?
1) Bring back the starship animation choices (my list is blank!) -- I know their still in the client app because my previous foundry mission uses them a lot.
2) Space: Wormhole FX North/South, Wormhole FX East/West
3) Space: Enemy Mines
4) Space: Enemy Turrets
5) Space: Player Ship Animation: Fire Phasers At Contact
6) Space: Player Ship Animation: Fire Torpedoes At Contact
7) Space: Player Ship Animation: Class 1 Probe Launch
8) Space: Player Ship Animation: Tractor Beam Contact
9) Space: NPC Animtation: Abandon Ship (launch escape pods)
10) Space: Escape Pods Drifting
11) Space: Escape Pods Friendly Group
12) Ground: An OPEN Jail Cell for every CLOSED one (so we can "open them") with triggers.
13) Friendly Mines
14) Friendly Turrets
Those path tools are AWESOME. They open up SO many possibilities I'm having a blast working them into my stories.
15) Costumes: More costume allowance. I managed to "JUST" simulate a full diverse crew aboard a interior starship floorplan... but I really had to scrape. Would have been nice to be able to do a few more unique characters.
16) Costumes: Someday... non-humanoid options? That would be fun!
17) Costume: I can't make my vulcan's slightly greenish skinned. Can you please add some light greens to the skin color palette for Vulcans?
I hope everyone realizes what I just did. We can actually cross some stuff off this list! That's fantastic.
Looking at the OP's list, we can cross off Tholian Ground and Space combat mobs and the ability to import Player Characters and Boffs into the Foundry for use in missions (granted it won't import all the costumes, but will do faces for sure).
Long way to go, sure, but there's positive progress.
I also have a few to add.
Maps: The Captain's Table
Assets: Walls, ceilings, floors, wall monitors, couches, etc., from the Captain's Table.
Check out the latest episode of The Foundry Roundtable at StarbaseUGC
18) Space: Pre-warp space ship contacts
19) Space: Pre-warp space weapons (lasers and gauss cannons)
20) Space: Pre-warp space ship enemy groups (that can be set to path speed... 1 or 2)
21) Space: Robotic Probe Ships
22) Space: Planetary exploration orbiters.
23) Space: OLD style satellites both new and used and damaged and destroyed.
24) Ground: robotic planetary explorers.
25) Ground: Robotic mining vehicles (that move and travel)
26) Ground: Robotic tree harvesters
27) Ground: Robotic agriculture machines.
28) Ground: Farmland features.
29) Ground: Farm-work animation options.
30) Ground: Construction worker animation options.
31) Space: Various sleeper ship contacts.
32) Space: Asteroid vessels.
33) Ground: Need enemies that ONLY use melee weapons (knives/swords).
34) Ground: Need enemies that only use brawling (fists, heads, tails).
35) Ground: Need friendlies of the same melee and brawling types.
36) Costumes: Need non-factional type clothing to make up non-Starfleet, non-KDF cultural experiences.
37) Costumes: Need primitive clothing types like medeival armor kits and such.
If we can get the Foundry to critical mass. Maybe some of these content packs can be made available in the CStore. I'd buy 'em.