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Star Trek: New Frontier presents: Post TNG Third Fleet
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Whch Class ship would you like to start off as in the NX Era
NX-Class
51%
 51%  [ 44 ]
NX-Neptune
16%
 16%  [ 14 ]
NX-Challanger
19%
 19%  [ 17 ]
None i want new ships
12%
 12%  [ 11 ]
Total Votes : 86

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sfc3fan

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Post Posted: 10-30-2005 01:14 AM Post subject: Star Trek: New Frontier presents: Post TNG Third Fleet

first of all i want to congratulate all of the Modders and Scripters on BCU you guys do a great job, And without you Bridge Commander would have died long ago.

Now i want to Put forward a massive project.

I can't create my BCU Project Alone so i thought that the community would like to join in to help create the biggest Bridge commander Mod Ever,

This mod will use the skills of Everyone (Who wishes to Join.) From Modders to Scripters.

This mod will merge Bridge Commander With SFC, (Just Like ATP:D) If everyone pitches in and helps this mod will get done alot faster So what do you guys say?

Are you In?

Requirements:

System Scripters'
Mission Scripters'
Mod Scripters,
AI scripters,
Hardpointers,

Ship Builders,
Texture Creators,

SFX Creators,

Graphics,

You wanna join the Team: Simply Post in here....


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Post Posted: 10-30-2005 12:27 PM Post subject:

sounds neat but it'd be nice from you if you cared to elaborate a please more on what you're actually planning to do...


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Post Posted: 10-30-2005 01:16 PM Post subject:

With everyone working on chosen parts of the mod the mod should progress alot quickly, however should someone give up or decide to discontinue the mod can still continue this makes it allot more difficult for the mod to simply die away.

Heres an example:

BCU will feature....

Blackholes,Wormholes.
A Campaign Mode, Which you can play as the federation,Klingons,Romulans/Cardassians.
An expandable Navagational panel (More systems and missions can be added latter.)
Brand New AI
An entire Galaxy (Eventually)
Basically Everything From ATP: D.

Their will be several hundred systems, To explore, A player can get random missions with more than one outcome....

The missions will include three modes

The first Mode is Peace Mode

Peace mode is ran when the race you are playing as is not at war with another, Peacemode missions include diplomatic missions, Traking down pirates, Supply runs, Scaning exploration, Base Construction, Shakedown Missions, Establishing Colonies and even first contact. There will be two missions within peace mode called Crossing the line and Call to Arms, these two missions kick of war mode they can happen at any time,

The Secon which is warp mode is activated when a player is at war.

The First mission in War mode is different depending on who starts the war..

i.e if thhe player accepts a mission to cross into enemy teritory this constitutes an act of war. The other is an enemy launches a large attack on the players space,

After these two missions there will be a variety of others including,

Incursions (As part of a fleet), Special Ops (Single or Fleet), Escort missions, Full on Assults, Planetary assualts, Base Defence, Boarder Patrols, Reconasance. The final battle in War mode will always be an assualt on the Enemies home planet, However the players role in this depends on the ship he/she is currently in command of.

The Plan is every year or so to expand the Missions and Ships and Maps etc to add the effect of the federation and the fleet growing, Players may even be able to reaserch and unlock certain technologies, such as transwarp, there will be lots of easter eggs scattered around the map.. Little things such as anomalies, Old ships, Wormholes.

There are other missions which can happen any time during both peace mode and war mode, These include Patrol, Escort and distress calls.

With a bit of luck BCU will also feature some kind of random Event system which will alow for the unexpected such as strange space anomalies.

there is also a plan to have a refit system involved in which players can return to drydock once the ship has reaced a certain age/Level/Prestige where it can be upgraded to the next level i'm not sure how many levels there will be but players can even return to the shipyards and take command of new ships.

BCU will revalutionise the way we play Bridge commander,

BCU - Expect The Unexpected


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Post Posted: 10-30-2005 03:27 PM Post subject:

so you got something to show yet, or special abilities that could help the mod progress alot faster?
if so, you might be onto something. if not, then I suggest this here be moved to requests....


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Post Posted: 10-30-2005 03:31 PM Post subject:

if you could get in touch with Apollo, he could give you some ideads of how to implement scripting for such a complicated project! (if he's still around) but omg that would be amazing if this could ever be done, i was gutted when ATP: D was cancelled


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Post Posted: 10-30-2005 04:07 PM Post subject:

I seriously doubt apollo is still around... Rolling Eyes


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Post Posted: 10-30-2005 04:12 PM Post subject:

I'm still attempting to contact him, his scripts would help this project grow greatly and would ultimatly set the program forward several months


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Post Posted: 10-30-2005 06:00 PM Post subject:

I'll be happy to lend a hand where I can. Mr. Green


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Post Posted: 10-30-2005 06:15 PM Post subject:

This is great i've e-mailed appollo to ask if he can help with the original scripts, i think the best place to start is the scripting of the systems, i'm going to draw up the systems datapase so anyone who wants to do systems has a place of refererence guide.

Federation:

Edit: Sector 001

Sol (Done)
Vulcan (Done)
Wolf 359 (Done)
Andoria


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Post Posted: 10-30-2005 06:52 PM Post subject:

Quite a few of those have already been made. Vulcan, Briar Patch etc


Good luck with Apollo


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Post Posted: 10-30-2005 06:55 PM Post subject:

yes but the vulcan system only has vulcan not the other planets in the system anter all vulcan is a trinary star system


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Post Posted: 10-30-2005 07:06 PM Post subject:

If it helps, I now started to make a starbase docking mod that allows to dock at different docking positions with maybe different function at each! it will also support a enhanced docking procedure meaning, new sounds, new faces and a longer time until you get docked and you'll have to choose the right docking port depending on what ship your using or what you want to repair or reload .

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Post Posted: 10-30-2005 07:08 PM Post subject:

Sounds great if you want you can join the team as a scriptor and develop the mod further


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Post Posted: 10-30-2005 07:27 PM Post subject:

So let's get to work!

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Post Posted: 10-30-2005 07:38 PM Post subject:

The Idea is that All the features in BCU are developed as a series of plugins so Devo's Docking Mod, will be applied to the rest of the BCU mod.


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Post Posted: 10-30-2005 08:39 PM Post subject:

Let's see you've got me, l_j in the team. That's two of BCS: TNG team members, CptKeyes showed his interest and wowbagger also will surely jump in.

So it means you've got whole BCS: TNG team onboard (4 scripters)

As this is a lengthy project and I'll finish DS9FX sooner than this project. So there will only bee compatability issues.

I tried to contact USS Apollo but it was a no go, good luck.

So my position still stands?


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Post Posted: 10-30-2005 10:06 PM Post subject:

Soverign Thank you very much of course you're position stands

I have also attempted to contact appolo, with little sucess

btw feel free to release your mod when you see fit there is no point in keeping an anticipated mod from the public


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Post Posted: 10-30-2005 10:27 PM Post subject:

And I wasn't intending to keep DS9 on my computer and wait for this mod to be released. As I make mods I will see if they are for BCU or not.

Anyway's I'm bringing my coworkers on this. You've met lost_jedi already


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Post Posted: 10-31-2005 12:12 AM Post subject:

sounds like were building one hell of a team,

Down To Buisiness....

Stage 1:

4 small systems Sol, Vulcan, Wolf 359 and Andoria. Scripting these systems will enable us to script some of the more basic core functions of BCU specifically, General Ship AI and and Behaviors.


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Post Posted: 10-31-2005 01:16 AM Post subject:

CaptainKeyes reporting in Mr. Green

What do you need me to do? I'm good with graphics and sound effects, as well as novice scripting.


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Post Posted: 10-31-2005 01:28 AM Post subject:

Welcome aboard Captain.

I've began drawing up a wish list of things people wanted for ATP:D maybee you can find something in here..

Starfleet Command Giving Orders
Ability to change Bridge With Ships
Random System Generators
Replacement parts from Wrecks
Changable crew
Credit System

This is just for starters


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Post Posted: 10-31-2005 02:05 AM Post subject:

Quote:
Starfleet Command Giving Orders


Well I have to take a look into that but will require heavy bit of code. Missions needed for this, that's why heavy bit of coding is required.

Quote:
Ability to change Bridge With Ships


I've done that in WalkFX 0.0.3 alpha and very easy to do. Well changing sets ingame at least.

Quote:
Random System Generators


Well again as first idea

Quote:
Replacement parts from Wrecks


Well it's not gonna be that hard. Will start on this script


Quote:
Changable crew


You're in luck cause BCS: TNG is now working with BR32 on a similar mod. So you just have to wait.

Quote:
Credit System


Just the one like in SFC3? I'm not sure what you mean by this.


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Post Posted: 10-31-2005 02:11 AM Post subject:

Sounds like you guys have got almost everything covered

What i ment by A credit system is just like SFC 3, Which a player is rewarded for completing missions but i will go into this in more detail once i've completed the basic Infastructure working.


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Post Posted: 10-31-2005 02:28 AM Post subject:

Is that really cannon, maybe something different instead of this. Promotions on pts or something like that


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Post Posted: 10-31-2005 02:36 AM Post subject:

Yeah Ok we can change that...

How about a command Score, Based on the number of sucsessfull missions, you have completed once you have reached a high enough level you are promoted you can then take command of more powerfull vessals and unlock better weapon upgrades.


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Post Posted: 10-31-2005 03:36 AM Post subject:

A lot better


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Post Posted: 10-31-2005 10:33 AM Post subject:

WalkFX Immersion will probs be the next big release of WalkFX. It will have all the stuff sovvie did about changing bridge sets and alow for freer movement around the ship with specific mods in specific sections. ie enchanced transporter functions in transporter room. Tweak shuttles in shuttle bay. That kinda stuff.


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Post Posted: 10-31-2005 01:56 PM Post subject:

hehe it will revolutionaze BC


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Post Posted: 10-31-2005 04:32 PM Post subject:

[offtopic]

lost_jedi wrote:
WalkFX Immersion will probs be the next big release of WalkFX. It will have all the stuff sovvie did about changing bridge sets and alow for freer movement around the ship with specific mods in specific sections. ie enchanced transporter functions in transporter room. Tweak shuttles in shuttle bay. That kinda stuff.


Too Happy

[/offtopic]


[ontopic]

Great idea, sfc3fan, but you do realize that you actually redoing tne larger part of ATPD. I know that that was to be the revolution of the century, but you do realize that it is a large mission you're undertaking. But than again, is what 'only' Apollo and Creative, you already have a team of what, 6? *counts* himself, NGS (4) and Dero *finishes counting* Yeah, 6.

I truly hope that this is not going to be a project full of hopes and in the end dying...

[/ontopic]
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Post Posted: 10-31-2005 09:34 PM Post subject:

well i have no intention of letting this project die, esspecially now with the number of people working with me on this.


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