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Looking for Star Trek mission writers

posted Aug 22, 2011 01:49:44 by Vorus
Greetings everyone,

As you probably know, Martok and I have made a Star Trek mod for Artemis, including many new ships, and heavy changes to the game balance and tactics.

However, we have yet to release any Star Trek missions. We've actually made two missions, but we were planning on releasing them as a full pack, one mission for each race in our mod, and since we've never completed the third mission, we've never released the missions. (We still plan on doing so, but the work updating the mod to 1.51 took most of our effort for a while.)

In the end, we're basically at the point where the two of us alone can't pump out new ships, update the mod for every game release, and still make missions as fast as we'd like.

So, we were wondering if there was any interest in the community for making missions for our mod. Anyone who made a mission would obviously receive full credit for your work in any release of our mod or mission pack. And they would of course receive full access to our ships and resources for making the mission, as well the ability to have us make/modify ships and stations just for the mission if needed. We'd like to have missions for Federation, Klingon and Romulan crews, and we've seen some REALLY amazing missions made by the community here so we're hoping some of you are willing to help us make our mod better too.

If anyone is interested, please let us know here or on our forums at "The Negative Zone" here: http://z13.invisionfree.com/Negativezone/index.php?showforum=67
[Last edited Aug 22, 2011 01:48:42]
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Khomerex nal Khesterex

The unofficial Artemis Wiki, your best source for Artemis Information
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42 replies
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Mike_Substelny said Aug 22, 2011 16:31:26
I've wanted to write a Trek mission script for a long time now. Back in the 80s I created a bunch of missions for the Star Trek RPG, but there are problems with adapting them to Artemis.

Artemis is essentially a war game; if a script is going to engage a full crew then you need to put the ship in combat furball all of the time. Star Trek is essentially a Cold War universe. You can't have a furball without changing the Trek canon (unless you introduce The Borg or the Dominion or something like that).

I do have an idea for one decent mission script that might work, but it requires a 3-D model for a gigantic sublight colony ship hundreds of miles long. The Artemis software makes all scanner blips the same size, no matter how big the ship is. But if it were made of numerous interconnected modules the ship could fill the tactical scanner as dozens of blips moving together. I'm thinking of something like this:

http://www.youtube.com/watch?v=UMAi6u4Ps5A

A script could build a giant ship out of two or more kinds of modules, say "dome" modules and "engine" modules. Each module would need branches sticking out of it to make it look connected to the other modules.
[Last edited Aug 22, 2011 16:55:24]
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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Vorus said Aug 22, 2011 23:01:34
One of the nice things about using the TOS universe like we are is that there isn't a lot of real history or canon to get in the way of the big fights. (Especially for the non-Federation races. We have next to no idea what the Klingons, Roms, Gorn, etc were doing during that time.) If you imagine that our mod takes place somewhere around the end of TOS and the beginning of TMP through the transitional years to TWoK, there's a LOT of freedom in story-telling. Plus, there's already an established history in "fanon" of wars and border disputes for that time period. FASA, SFB, all of the big-name fan histories include wars.

But in any case, I do understand what you're saying. For the moment, we're kind of ignoring any possible conflict with canon, for the sake of staying closer to the fan histories that allow more freedom.

In any case, we'd VERY MUCH like to have to write for us. Your missions are outstanding, and much better than anything Martok or I have come up with so far. :P I'm sure Martok (The better model-builder of the two of us) would be happy to help you build your giant ship if you're serious about trying out your mission. Just let us know, we'll help any way we can.
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Khomerex nal Khesterex

The unofficial Artemis Wiki, your best source for Artemis Information
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Martok42 said Aug 23, 2011 02:05:21
I would be very happy to help if you decided to make this mission. Making interlocking ships like that sounds like an incredibly challenging, interesting, and enjoyable task. If you do decide to make the mission, let me know for any models/assistance you may need.
A vital mission, impossible odds and a ruthless enemy, what more could we ask for?

Follow the Star Trek, Into The Breach mod for Artemis: NegativeZone
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Mike_Substelny said Aug 23, 2011 12:46:36
Vorus, I didn't even realize that I had been thinking of Fed-centric missions, but that's a consequence of creating my adventure collection for the original FASA Star Trek RPG. Obviously if a Klingon crew wants to take on the Gorns that would not violate canon. Orions would be interesting, but an Orion furball doesn't make sense. Do you have any Kzinti ships?

Martok, if you make 3D models for the modules I will make the mission. It would also need a 3D model for a homing missile.
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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Martok42 said Aug 23, 2011 19:08:47
Ok, soo I am creating multiple ships/models that will interlock to crate a huge ship? How similar do you want it to be to that ship in the vid, and/or how much creative freedom would I have? Becuase i could that exact ship, or make the basic idea of that ship in a totally different model...

And a star trek-ish missile got it!
A vital mission, impossible odds and a ruthless enemy, what more could we ask for?

Follow the Star Trek, Into The Breach mod for Artemis: NegativeZone
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Vorus said Aug 23, 2011 23:10:03
Vorus, I didn't even realize that I had been thinking of Fed-centric missions, but that's a consequence of creating my adventure collection for the original FASA Star Trek RPG.

Hehehe. Yeah, ya old-school Feddie. :P I think pretty much everyone thinks of Feds first when they talk about Trek, it's only natural. But yeah, we definitely get a lot more freedom with the other races.

No, we don't currently have any Kzinti ships. Aren't they the from SFB instead of FASA? We don't have anything from the SFB side of 'fanon', just FASA and our own designs.
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Khomerex nal Khesterex

The unofficial Artemis Wiki, your best source for Artemis Information
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KeithHigdon said Aug 24, 2011 00:31:00
Actually they appeared in a Star Trek: The Animated Series episode (The Slaver Weapon). Interestingly, they are actually a literary creation of Larry Niven.

Some notes from Memeory Alpha....

Unlike the other alien antagonists of Star Trek, the Kzinti species was an original creation developed independently of the television production, well before their 1973 TAS appearance. Science fiction author Larry Niven's Kzinti were introduced as part of his Known Space universe in The Warriors, a short story published in 1966.

The Kzinti had a history of conflict with Earth, as the two planets fought a series of four wars between them. In what was collectively known as the Earth-Kzin Wars, Kzin was always the aggressor and Earth was always the victor. The first was fought sometime after First Contact in 2063, and the last was concluded by the end of the 2060s.

The Kzinti were large, carnivorous, cat-like beings that stood over two meters tall. Their anatomy was extremely well reinforced, as they possessed multiple hearts, and vertical braces along their ribs.

Some male Kzinti were capable of reading minds; however, psychologically, they were often unhappy and neurotic. Although there were no sure ways to prevent a Kzinti telepath from reading someone's mind, it was found that mental imagery of eating vegetation dissuaded them from making such attempts

The Kzinti were a prejudiced, war-like species who often spoke of pride and honor. Males had no respect for males of herbivorous species, such as Vulcans, or of females of any species. This lack of respect stemmed from the fact that on their homeworld, Kzinti females were simply "dumb animals".

If a Kzin was defeated in battle but allowed to live, that action was considered the ultimate insult. In such a case, the Kzin had to seek revenge by challenging the attacker to a duel before the attacked Kzin was allowed to seek either medical assistance or reinforcements.

Some SFB notes, also from Memory Alpha...

It is notable that the concept design of the Kzinti vessel draws considerably from the Kzinti fleet as presented in the Star Fleet Universe, which have a similar layout to the design shown, including the same triple warp nacelle layout and pod-mounted drone (missile) launchers. Jimmy Diggs did that on purpose, hence the three nacelles, but with more emphasis on creating a believable warship. The 2150s version combines aircraft and submarines of World War II (see here).

Kzintis in the Star Fleet Universe Edit

The Star Fleet Universe Kzintis have cat ears, no tails - and an s at the end of their plural species name The Kzinti race in the Star Fleet Universe – who have traits setting them apart from other continuities (cat ears, sentient females, Kzinti/Kzintis as singular/plural, etc.) from the Kzin of Niven's works – has fought wars with all of their neighbors, the Federation, the Klingon Empire and their perennial nemesis, the Lyran Star Empire. They are long-standing allies – or more accurately, co-belligerents – of the Hydran Kingdoms.

The Kzinti Hegemony eventually formed a tentative accord with the Federation, and allied with them in the General War, but they have been involved in major wars with the Klingons and Lyrans, such as the Four Powers War and the General War itself, in which a substantial region of their territory was occupied by their Coalition enemies and two full-scale assaults were made on the Kzinti homeworld of Kzintai.

Eventually with Federation assistance they forced the Coalition forces from their territory, but after the war ended they were involved in a civil war as a disgruntled faction – which had been opposed to the Hegemony's ruling patriarch and sought refuge and developed a power base in the WYN Cluster, and launched an attempted coup of the Hegemony itself in the WYN War of Return.

Also, in the fictional variant of the Star Fleet Universe as represented in the games Star Trek: Starfleet Command II: Empires at War and Star Trek: Starfleet Command - Orion Pirates from Taldren, the Kzinti were renamed and re-interpreted as the more canine Mirak.
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Mike_Substelny said Aug 25, 2011 17:12:54
Martok - take as much freedom as you like. I just want the ship to look massive, like nothing the players have ever seen before. By giving it the physical appearance of 50-100 interconnected modules, each one represented by a blip on the long range scan, the players will know this thing is huge. And when they get close it will fill the viewscreen, like the Fesarius in "The Corbomite Maneuver."

Of course this gigantic ship cannot be steered. It also has millions of innocent people aboard. And it's on collision course with Sherman's Planet where many more millions of innocent people live. And any ship that approaches it will be constantly attacked by those Star-Trekish nuclear missiles. And because the Klingon border is nearby Starfleet cannot send help because the Klingons will view it as a Fed fleet massing to attack.

This mission should be every Fed Captain's worst nightmare!
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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Martok42 said Aug 25, 2011 21:41:58
Holy cow... Ok, well I will play around and see what sort of models I can come up with. This is certainly no small task... I can't imagine all that coding getting the ships aligned... Oi.
A vital mission, impossible odds and a ruthless enemy, what more could we ask for?

Follow the Star Trek, Into The Breach mod for Artemis: NegativeZone
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Martok42 said Oct 27, 2011 20:20:17
Hey Mike, sorry for not getting back to you for so long, but I have had a pretty busy time lately. But I made some mock up concepts for your massive ship, if you are still interested. This would be the "main pod" or central control, or at least that's what I was thinking.

So here are some concepts that would determine how I go about the rest of it, and what style the craft will be in. And feel free to dislike all of them and I will make different ones; it's no trouble.

Concept 1:
http://i836.photobucket.com/albums/zz284/Martok42/Concept1.jpg

Concept 2:
http://i836.photobucket.com/albums/zz284/Martok42/Concept2.jpg

Concept 3:
http://i836.photobucket.com/albums/zz284/Martok42/Concept4.jpg

So if you like one of those I will make the rest of the modules in that style, if not, I will try again for a concept.

EDIT: This is a bit of a different idea than that ship from Star Lost, I was thinking more of a big interconnecting mobile modules, whereas that ship is more of a 'massive ship with pods connected to it'. If you would prefer that, I can make that too.
[Last edited Oct 27, 2011 20:25:44]
A vital mission, impossible odds and a ruthless enemy, what more could we ask for?

Follow the Star Trek, Into The Breach mod for Artemis: NegativeZone
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Mike_Substelny said Oct 27, 2011 23:35:35
Martok, these are fantastic! I like all of them even better than the Starlost Ark. There is no absolute need for a "central control" in the story. The ship needs a lot of habitation modules and at least one module that looks something like an engine.

I could imagine making the whole thing with a bunch of these three meshes. Concept 1 could be habitation modules connected by a bunch of Concept 2s, with Concept 4 as the engines.

Their function is to show up on the main viewscreen as something that makes the players wet their pants.
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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Mike_Substelny said Oct 27, 2011 23:52:17
Martok, I believe that you are a better visual artist than I am so I would like you to consider a color scheme for the mission. I want to use an Artemis skybox that will contrast with the alien ship modules so the ship can be seen from very far away.

I suggest that you pick the skybox that you would like for this mission, make a skin that will show up starkly against that skybox, then throw that skin on the modules to see how they look.

If you want to see a selection of several Artemis Skyboxes run my mission script "Attract Mode." Every time you fly into the black hole you see skybox #0 for one second. That skybox features a bright white star which I throw in front of your ship as a wormhole special effect. Then you pop out in a different sector with a different skybox.

The starting sector has skybox #4.
The second sector has skybox #5.
The third sector has skybox #6.
The fourth sector has skybox #8.

After the fourth sector you go back to the first sector with skybox #4 and everything repeats. It's easy to edit "Attract Mode" to get a look at any of the skyboxes.

If you don't want to pick a skybox then assume I will use skybox #0 and have the alien ship silhouetted against the bright white star that I'm using as the "Attract Mode" wormhole.
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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Martok42 said Oct 28, 2011 00:02:06
Oh, cool! Well then I will touch them up, make them a bit more polished, because I did them all within like 20 minutes...

And I may make some more modules for variety, because I haven't got to model for a while. :P Like... Cargo or something.

I will also make little modular attachments that you could use to make sure there are no random tubes or pylons that don't attach to anything.

EDIT: Oh, ok I will check those out and try to pick schemes.

EDIT EDIT: I tried to see what they would look like all put together, but some of them are just BARELY off the mark of linking together. So now im going to be adjusting them to fit together.
[Last edited Oct 28, 2011 01:12:10]
A vital mission, impossible odds and a ruthless enemy, what more could we ask for?

Follow the Star Trek, Into The Breach mod for Artemis: NegativeZone
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Martok42 said Oct 29, 2011 17:50:49
I think I like Skybox 5 actually, it looks bright for the most part and I think I could have some good contrast with the huge star ship. The only thing would be the draw distance, the game might show the model that far away anyway, I haven't really looked into that I suppose, it was just a thought. But I will start skinning it, and see what I can do. I will post pics when I'm finished.
A vital mission, impossible odds and a ruthless enemy, what more could we ask for?

Follow the Star Trek, Into The Breach mod for Artemis: NegativeZone
avatar
Mike_Substelny said Oct 29, 2011 20:34:40
Awesome! And don't be shy about posting pics with skybox 5 as the BG, with your mesh(es) scaled to a large size. Any one of these modules should be a lot bigger than a Federation starship, giving the players this feeling:



Except that this ship will be spread out more two-dimensionally like the Starlost Ark:


In this adventure the players will actually be able to fly between the modules.
[Last edited Oct 29, 2011 20:47:37]
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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