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Archive for December, 2010

Many Foundry missions released up to this point include the Borg Collective as the main antagonist. Now this is no bad thing, the Borg are a personal favourite of many a Star Trek fan (including this one). However, I feel that in some cases people sometimes miss the point and/or the motivation that drives them. In my opinion the way Cryptic has used the Borg doesn’t really help. Many (most?) official Borg missions quickly descend into what are affectionately called ‘zerg rushes’, in other words fighting wave after wave of enemies. Now think back to the Star Trek episodes with the Borg. How many drones did Picard or Janeway’s crew kill in ground combat? Very very few indeed.

The Borg board your ship? You do whatever the hell you can to beam them off, while sealing up critical areas. You have to go onto a Borg cube? Activate some kind of jamming signal and hope they don’t notice you (props to Cryptic for using this tactic in ‘Assimilated’). Go in all phasers blasting and you are likely to get assimilated pretty damn quick. I’m not a canon fascist, and I’m not knocking Cryptic’s missions, 99% of which I enjoy immensely, of course the Borg will have changed tactics in the 40 or so years between VOY and STO, of course the Federation/KDF will have developed more powerful and effective weapons. However, I’ve played quite a few missions where the use of Borg didn’t quite gel. I realize why the high-level missions are designed the way they are, it’s to provide challenging endgame content, but the Foundry gives us the freedom to put the story first.

My hope is that people will be able to use the Foundry to create experiences inspired by those we saw in the series. Think of Janeway’s mission to steal a transwarp coil from a Cube. Minutely detailed planning and a second-perfect execution. When the Foundry gets the features to make it work, a mission like that is something I’d definitely want to play. Or how about this: the Borg have attacked and disabled a Federation ship carrying, say, a prototype neural disruptor weapon capable of severing drones from the Collective en masse (something they’d definitely want). The ship’s crew have secured the device and themselves in Main Engineering but they can’t hold out forever. Your away team beams onto the ship, and has to work out a way to secure the device and save the crew. You can’t fight the Borg, but maybe you can beam them out of the Bridge. So you have to get to the Transporter Control room without getting assimilated, subdue maybe a few drones, and give the Borg a taste of vacuum. Then you go to the Bridge yourself and work from there, with this perhaps culminating in a short battle against the drones in Engineering while you wait for your ship to lock on to your pattern enhancers and beam you out. The combat is still there to make the mission exciting but there’s more to it than a ‘zerg’. Think of how the Season 2 missions were designed: the Devidians were pretty plentiful toward the end, but there was enough puzzling and story to keep things interesting. Obviously something like that may be hard to do with the beta version of the Foundry, but as it improves things like this should get easier to do.

The Regula Incident – Version 2.0 – An old secret comes back to haunt the Federation, only this time, it could mean it’s destruction.  Battle a renegade group of Klingon warriors and their leader, the granddaughter of one of Starfleet’s worst enemies, as they try to control this secret desperately sought by the Federation to renew life amongst it’s worlds ravaged by war.
**Updated story line, enemies, allies, waypoints, and dialogue.

Please let me know what you think!

Kind of a simple trick, but it has lots of different uses, from healing wounded to what I did with it here: scanning defective Borg drones. Enjoy, and please leave feedback.

So with the incoming good comments on the base of the Story, now is time for me to announce that part 2 of my story arc is underway.

the  mission name is Development, and it starts off a little like this:

“[Rank][LastName]- You have a request to meet up with Starfleet Security to answer some questions about the discovery of an unregistered Federation research outpost at Wolf 359. You are to rendezvous with Admiral Marconi in the upper level of the Promenade on Deep Space Nine.”

The majority of the mission scripting is now being modified for the current beta version of Foundry- now that I have an accurate idea of the limitations.

This mission is not going to be as combat- heavy, but more like an epilogue to Designs, and a prologue for the next mission in the storyline: Prototype.

Of course- Both Designs and Development will be totally rebuilt from the ground up when the full version of foundry hits Holodeck, and it will be boasting a deeper dialog, branching objectives, and even multiple endings(ideally) for some chapters in this arc.

I am looking forward to digging in and making the best story arc I can possibly develop for you all- so keep your eyes out on my story arc wiki page as well for the latest updates

here is Development’s wiki page:

http://starbaseugc.com/wiki/index.php/To_End_The_War-_Development

and the story arc wiki page:

http://starbaseugc.com/wiki/index.php/To_End_The_War

Since I got a lot of requests for this, I’ll give a short intro to what you need to do in order to create a Trailer for your UCG mission, the way I did for The Longing.

Video editing in general is as much an art as writing, painting, sculpting or making missions with the Foundry. So do not expect your first trailer to be as gripping as the next Michael Bay flick. I’ll teach you the technical side of it, that will allow you to get stated. But remember: not every person who knows how to operate a stove is a three-star chef.

The rough process is the following:

  1. Capture source material from game
  2. Create a library of interesting clips
  3. Use a video sequencer to cut the clips in rythm with some music
  4. Export the trailer and upload it to the internet

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I’ve been amazed at both the quantity and quality of the missions produced with the Foundry since open beta started early this month. This leads to something of a sobering thought. What happens to all these great missions once the Foundry goes live on Holodeck? The last thing we want to do is put in all this work creating great storylines only to have to re-do everything for ‘live’ release.

The general impression I got from reading the official forums was that missions would not be ported over to Holodeck, nor would you be able to download and re-upload missions to port them manually, although I have not found an official comment from a Cryptic developer to confirm either of these points. From a purely technical standpoint this does make sense and is perfectly understandable, if not exactly ideal. Forwards-compatibility (i.e. that something created with version 1.0 can be opened and used in version 1.1+) usually goes without saying with most pieces of software, however the Foundry is a special case at the moment.

The Foundry is currently a) in beta itself, and b) interfacing with a beta/development version of the game. The underlying code for the Foundry may need to change drastically to integrate the new features we’re all clamoring for, or to get it to interface with the ‘production’ game on Holodeck. Either of these changes could, and probably would, break compatibility with missions created on Tribble.

The upshot of all this is that you may want to hold off on creating your epic mission series until either the Foundry goes live, or we hear from Cryptic about forwards-compatibility/porting. This isn’t to say that you shouldn’t work on it at all, but just be aware that you may have problems getting anything you create during open beta onto the live server.

My advice is to use beta to learn the tools, create a few simple-ish missions and prepare to tell your actual amazing stories when the Foundry goes live.

Hi,

this is Rachel, and I’ll start contributing a bit for the Starbase UGC Blog. You might know me from STOWiki.org, where we try to maintain a reference for all things STO.

Today, I’m going to tell you a bit about the genesis of “The Longing”, my first Foundry mission. Be warned, if you have not played it, this article will spoil the surprises. So watch the trailer, hop over to Tribble, play it and come back here, if you are still interested.

The Longing – Trailer from Lily Garrett on Vimeo.

The Longing – Trailer from Lily Garrett on Vimeo.

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Which features would you most like to see added to the Foundry?

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Hi all,

Please take a moment to browse the Reference Store page. There is a new link to this page near the top right. I tried to set this up as a useful way to incorporate our Amazon affiliate program and Foundry resources that all of you could use.

Although some of the books are a little pricey, there are some incredible deals for used copies of Star Trek reference guides and more.

For example, you can get Michael Okuda’s Star Trek Chronology: The History of the Future for as low as $.09 + $3.99 shipping.

Or, a Star Trek 101 reference guide is only $.01 + shipping.

There are lots of great reference materials here that could benefit ugc authors, whether through inspiration or through simple fact checking resources. There are also some awesome guides for technobabble.

Please check out the store, and leave feedback. I would appreciate any suggested additions or changes.

Thanks!

I had hoped to write another review before taking off for the week, but that hasn’t been possible.  I’ll work some up for January—and I certainly invite any suggestions or ideas about what to look at next—but in the meantime, I wanted to offer up my own mission for sacrific..that is, evaluation.

It’s called “Final Frontier.”  The mission description is:

You are called on to investigate the fate of yet another lost ship–the SS Everest, owned by a private exploration company called Final Frontier, Ltd.  You’ll discover, however, that finding the Everest–and the larger-than-life owner of Final Frontier, George Mallory Beacon–is only the beginning of your adventure.

(Every time I type that, I hear that narrator voice from the “Aspen” episode of South Park.)

It’s a first mission and I mostly tried to get a TOS/TNG episode vibe going rather than push the Foundry tools to their limit.

Just a few last comments and bits of trivia that might be of interest:

First, the final sequence that involves flying between beacons doesn’t work as intended because of the problems placing NPC’s on the Y axis.

Second, there are a few TOS references throughout the story, though not as many as I’d like.  I’m hoping to add more and open to any ideas.

Third, the name of the planet in the final sequence (mIn vo’muS, which, according to online Klingon translators means “eye of hate”) was something I came up with when I submitted a UGC proposal to STOked a while back.  That proposal was about robotic Ferengi, but I’m thinking of it more like a Klingon Area 51 now, or at least somewhere the KDF dumps all the booby traps conquered species left behind.  I’m hoping that it might be a good centerpiece of a Klingon mission.

Lastly, and most vainly, the main NPC of this mission is (fictionally) the father of one of my Boffs—Niles Guy Beacon—who was named just after the celebration over the release of ship interiors, due in part to the efforts of “beacon guy.”

Anyway, hope you get a kick out of it.  Happy holidays, all.

Just listed the UGC stuff from Tribble

UGC
•Many stability improvements have been made.
•Misc improvements to the Project Editor. Moved the buttons, improved the layout, etc.
•Fixing exterior map snaps that were missing after a publish. Also should eliminate an error about map snap resolution being too high.
•There has been a UI pass over the Story Editor:
◦Titlebars on all every node describe what this node is
◦The whole node is no longer draggable, so you don’t get the flickering hand.
◦Consistent Play and Trash button in the properties window.
◦Consistent title in the properties window.
◦Better looking Grant Mission Prompt and selected node highlighting.
•Fix for bug where you could no longer interact with a mission node.
•Adding a scroll bar to asset library description.
•Make asset library picker windows modal. Should prevent awful things like maps being deleted while open in the picker
•Fix problem where having a deferred UGC mission would incorrectly re-init all missions instead of just the UGC mission on the player.
•Fix for crash when deleting a component off of an objective would cause the map the objective is on to change.
•Fix for encounter system crash that shows up in UGC map preview. (COR-11850)
•Fix a positional bug with the UGC search details text”
•Search UI Improvements have been made
•Fixed the duplicate Marauder Battle Barge ship costumes. They have been changed to properly show “Varanus Fleet Support Vessel” and “Vulcan D’Kyr Vessel.”
•Disable foundry search tabs in mission UI until fed players have completed the tutorial

Author Description: A contact on Drozana Station takes a big risk to contact you concerning a slave auction of crewmen captured along the frontlines being held on the station by a group of mercenaries, pirates, and smugglers calling themselves the Claw.  While delivering the information, you witness her abduction over the open comm channel.  It’s up to you to rescue your contact, investigate the slave auction, and bring those responsible to justice.  Do you have what it takes to save the day?

Current Community Rating: 4.27 stars

I enjoyed playing this mission.  Many aspects were very well crafted.  Others could use some improvement.  Rather than trying to sum things up in a single rating, I want to offer a number of more detailed impressions about specific areas that I think might be useful in evaluating any product of the Foundry: story, playability, dialogue/characterizations, maps/costumes, effects, and Trek-ness.

Story: The story was the best part of this mission.  It was interesting.  It touched on a number of levels, from the personal to the galactic, and had a clear beginning, middle, and end.  It also felt creative and had a depth to it that makes the possibility of future episodes feel natural, rather than forced.  It left me genuinely curious about what might happen next.

The only place where the story felt a little artificial to me was in the interactions with the various Ferengi who were running Drozana Station.  It didn’t seem, from the tone of the dialogue, that I was relating to them as a Starfleet officer in uniform.  I felt as if I was in disguise somehow, but that hadn’t been mentioned by any NPC earlier.  The level of bribery in interactions with the Ferengi also seemed a little high.

Finally, some people might be bothered by the addition of a piece of backstory to their captains—in this case, previous involvement with an Orion slavegirl.  As it turns out, it fit perfectly with the character I played the mission with.  If I had been using another character, it might not have felt so natural.

Playability: Overall, this was a very playable mission.  It’s broken into two parts: one that revolves around information gathering and the other that focuses on ground combat.  The tasks during the first half were mostly clear.  The only very, very minor exception to that was on Drozana Station.  A pop-up dialogue box said that Garlianto, the head Ferengi, was on the “maintenance level.”  The door you used to get to him said it took you to the “cargo deck.”

It’s a little more difficult to judge the second half, given the various bugs that attend ground combat as is.  There was the usual shooting through walls and I had to backtrack to collect my Boffs more than once.  One even got himself stuck in one of the cages holding the prisoners captured by the Claw, and I had to go on without him.  Of course, none of this has anything to do with the author.  From what I could tell, the second part flowed pretty smoothly.

It was only at the very end that I got a little impatient.  After the final confrontation, you’re required to scan 5 pieces of debris scattered around a hangar.  That struck me as a little anticlimactic, somewhat contrived, and less fun than the rest of the mission.  (More on this below.)

Dialogue/Characterizations: The dialogue was nicely written and added a significant amount of color to the various NPCs I talked with, particularly the Ferengi.  At the same time, there was a lot of dialogue, and as impressed as I am with the work it took to write it, I was sometimes overwhelmed by it all.

Good storytelling definitely requires detail and depth.  But it can also benefit from efficiency and brevity.  There are times when you can communicate a lot about a situation or character in just a few lines.  For instance, as I was going from one Ferengi to another on Drozana Station I realized early on that they liked latinum.  I didn’t need to be told that again and again.  Likewise, you talk to 2 Klingon prisoners taken by the Claw, but you might have easily just talked to one.  A single pop-up would have given all the relevant information (that Klingons were being kidnapped, too).

This next point isn’t about dialogue, but it speaks to the same phenomenon.  I’ve mentioned the final task of scanning 5 things.  However, the information you gather could have been provided in other, less drawn out ways.  Perhaps you could scan a PADD dropped by one of the bad guys or there was data about the nature of the wreckage in the shuttle they intended to use to escape.

Maps/Costumes: The visual aspects of this mission were basic, but effective.  Unless I’m wrong, the author didn’t set out to create fantastic new landscapes, and so the familiarity of the sets wasn’t really an issue.  Instead, they served their purpose—as backdrops to an interesting story.

Effects: Again, I didn’t notice any dazzling effects or creative use of the Foundry tools.  And that seemed perfectly appropriate, given the nature of the mission.  I suspect anything too dramatic might have actually detracted from the strong story.

Trek-ness: Lastly, I’d give this mission high marks for a sense of Trek-ness.  I can definitely see an episode of almost any of the series unfolding in the same way.  There were only two things that struck me as odd.  First, some of the Ferengi names sounded off—particularly “Garlianto.”  I kept thinking of a mafia don rather than a Ferengi.  Admittedly, the two may not be that different, but in this case I found the overlap distracting.  Second, it seemed strange that, in such a dialogue heavy mission, there was no interaction with any members of the Claw during the second portion of the story.  I expected some dramatic climax of dueling monologues instead of killing everyone and scanning the debris.

Conclusion: To reiterate what I said above, this was a fun mission to play, and I’d recommend it to everyone.  But though it’s a good thing, it is at times also too much of one.  With a little more streamlining and focusing, this could be a truly excellent experience.

Project ID: ST-TPTJMRHNF

Author: JTWorrell

Allegiance: Starfleet

Level: Any Level

Last Published: 2010-12-18

Not all First Contacts are peaceful. This is especially true with a people who doesn’t want to be found. You are recruited to help one of Starfleet’s many confidential branches in order to discover the fate of a missing ship. Will you be able to find the missing ship and bring things under control before they escalate beyond repair? Or will this First Contact be your Last Contact? Find out in this first episode of the Tecnolus Saga: The Open Hand.

**This is my first Foundry mission and as such, any constructive feedback is more than welcome. I built this mission based upon ideas of what I’d like to see in a STO mission. I admit that the lack of “things yet to come” was a source of frustration but making this did indeed enlighten me on why the Cryptic missions are the way they are. I originally planned to have the Terran Empire as the featured enemy for this episode but as I wanted to open the mission to everyone, I changed it to the Klingon Empire. As things are added to the Foundry I’m hoping to make the mission quality better but for the time being I’ve had to stretch my creativity a bit in order to cover the current limitations. Anyway I hope you guys like it should you decide to give it a try. And if you do give it a try…THANK YOU!!! Sorry but the thought of someone else playing it is kind of exciting.

You can look them up easy. Funny thing a lot of people never look them up. So here they are. Sorry it is a little off topic

General

  • Klingon bridge officer seating has been improved
  • The radius of the warp in audio has been increased.
  • Made the “Needs of the Many” mission undroppable so it can’t be farmed for unlimited Shield Generators.
  • Fixed the power description for Grappler
  • Fixed STO-STO-24539 – removed suplicate plasma ball from undine cruiser.
  • Added notes to science officer’s dialogue in Quarantine about replicator in the back of science lab.
  • Added a waypoint to the embassy on Regulus IV for the Kuva’magh mission.
  • The Crafting set and the Borg set are now in game. Borg themed items can be earned through STF’s and replaying the mission “Assimilation”. Crafting items can be created in the faction specific crafting stores.
  • Fixed DS9 fleet action door to resolve issue where players between levels 29 and 41 might have seen two entry points for fleet action.
  • Drastically decreased mudd sector merchant’s yell distance to decrease on spam contacts in sector space
  • Updated tarsen boss fight logic to not require you to kill minions first in order to make the flow better
  • Changed success condition on Salvage Dispute personal mission so that it will succeed and fail properly.
  • Increased the stats of the Mk X Rare Beam console, Mk 11 Rare beam console, Mk 11 Uncommon Tricobalt console, and Mk 12 Uncommon Tricobalt console so they fall in line with proper console progression.
  • The camera angle is now more appropriate when you’re sitting in your captain’s chair.
  • The occasional crash at the end of the Devidian mission “Skirmish” has been fixed.
  • The “server not responding” errors that were occurring on map move have been addressed.
  • The KDF transport missions will now properly fail if the player fails the mission.
  • The blocking issue in cold case has been fixed.
  • Added 3 new value recipes for Very Rare Mk X Aegis items.

Known Issues

  • The Aegis impulse engine effect gets excessively long when you are at full impulse.

This is my second mission and is true to the Star Trek canon involving intrigue and investigation.

You begin the mission with the announcement from the Cardassian Legate Rugal who has alerted Federation representatives on Culver Colony that they have received word of a plot to undermine the efforts of the new joint Bajoran / Cardassian council. It seems that an extremist Bajoran sect is threatening to release Cobalt Diselenide into the water supply. Cobalt Diselenide is a known biogenic weapon that affects the nervous system and is lethal to Cardassians, but harmless to most other humanoids including Bajorans.

  • Investigate plot to posion the Cardassians
  • Speak to all members of the colony
  • Scan water treatment equipment for sabotage
  • Hail Starfleet to Report

1.0 – released STO mission #ST-TKTBZUERG

I want to thank Bladeriel for this little insight. Apparently, it seems that when we copy our Holodeck Captains to Tribble, we also copy the last known formation of our away-team. This last-known away-team formation will then be used whenever we spawn into ground/interior maps with our Captains.

Therefore, Captains who recently played STF’s and were then copied to Tribble will appear without bridge officers and Captains who, like me, have recently done some time travel to the Drozana station may end up with 2 bridge officers and 2 security red-shirts. :)

It’s further detailed in this STO forum thread.

 I will post the ID for this mission tonight after a final play-through.

 This was a tough one to make but has a great payoff.  A Klingon is defecting with valuable intel.  He has stolen a Klingon shuttle to Rendezvous with the Galaxy-Class USS Sextant, a vessel boasting an impressively advanced medical center.  You are asked to escort the Sextant back to Starfleet Command, however something goes wrong; it appears the Klingon was infected by a virus, a gift from superiors who learned of his deception, and he has entered a coma before having a chance to impart his knowledge.

There is one chance, something the Sextant’s advanced med center has been working on: entering dreams.  Both Federation ships are scanned for the specific brain chemistry that is most conducive to entering the dream state; it just so happens that you are the ideal candidate.

All this is discussed on the Galaxy’s bridge, before everyone moves to the advanced med bay a few decks below.  There they have the Klingon in a stasis field, maintaining his rapid eye movement state as the virus eats away his memory engrams.  With each passing minute the risk increases that the areas of his brain that contain his core conciousness or the valuable intel will dissolve into fluid.

You enter the dream world with four crewmembers. Get ready for a shock:  you appear in the upper atmosphere above an endless red ocean and fall for a long time, your teammates whistling through the wind in parallel descent.  Dr. Rem, the med team leader, communicates with you through a neural uplink, monitoring form the outside.  She creates a small platform in the dream to save you, but you must watch your companions plummet thousands of feet into oblivion while you try to catch your breath on a precarious floating floor in the sky.

Far below is a single wooden vessel.  The Klingon, in his infected unconcious fever, has hallucinated the Klingon Barge of the Dead taking him to Grethor (Klingon Hell) for his betrayal of the Klingon Empire.

On Dr. Rem’s advice, you must leap off the platform, plummeting further, and just before hitting the ground hit your commbadge to signal that you are near to the ground and that Dr. Rem should shift you sideways to a rocky outcropping before you splat.  (You fall through a place marker 200 feet above the ground, getting the prompt to beam to the rocks, if you don’t click fast enough you splat).

You run along the rocky outcropping as passes it by.  You leap off the edge of the rock and barely catch the edge of the ship, but hopping down inside you find a mass of 30 Targs snarling across the deck.  Once they are dealt with you find the interior avatar of the Klingon.  He cannot be convinced that he is simply dreaming, and his shame over defecting leaves him in a depressed haze.  It emerges that his Father was a defector as well, and he feels he is weak like his predecessor.  He thinks the players are spirits meant to distract him from his rightful punishment in Hell.

Multiple dialog paths are used in your attempts to extract the information before the Klingon is completely brain dead.

The map abruptly transitions alters and due to mental decay the dream advances. Now the sea is more of a lake, and the shores of Grethor are in view, along with their Fehklyr guardians.  More targs flow over the deck but this time F’Knash helps to kill them; he is snapping out of it.

A final decay as they step off the ship onto Grethor has the ship dissolve completely behind them, the waters are gone, most of Grethor dissolves, now it is you and the Klingon on a lone outcropping of stone in a black void.  Dr. Rem enters the dream then, disguised as the Klingon’s Father.  With the Father’s voice, she soothes him, explains that defecting for the betterment of the Empire is an honor above all else, the honor of martyrdom and sacrifice, and that just as the Father was strong enough to make that choice, so is the Son.  This makes the Klingon feel he is destined for Stovokor (Klingon Heaven…sort of) rather than Grethor, and his mind makes it so:

The trio now appear at the gates of Stovokor.  The Klingon unburdens himself by passing his ‘Father’ (Dr. Rem) the precious intel, and seconds later his mind gives out, at peace now, and the entire dream world falls away.  You and Dr. Rem awaken in the med center, successful.  As the Sextant’s Captain prepares an honorable funeral, you beam back to your ship, exhausted, but with an odd anxiety about hitting the sack.

 

I’ve got the third part of my Unholy Alliances series completed.  Based on feedback I’ve received, I’ve made adjustments to Unholy Alliances I and II.  Unholy Alliances III is now available for your review.  I apreciate any and all criticism.  I take all of your suggestions seriously.  So, if you have any ideas as to how I can improve my missions, please don’t hesitate to let me know. 

The new mission, Unholy Alliances III,  takes place immediately after the events of the second mission.  If you haven’t tried the other missions, I recommend starting from the beginning.  The second mission is still a little raw.  Your feedback on that story would be appreciated.  But, this post isn’t about that mission.  It is about the newest mission, which continues the story established in the first two missions.  There is some ground combat and a large space battle afterwards.  I look forward to your feedback. 

Unholy Alliances (ST-TB28CIAU5)

After investigating reports of the Claw converting a Sovereign class starship into a mobile command center, you and your crew infiltrated the ship, located the key to unlocking their database, destroyed the ship, and escaped the system.  Now, onboard your ship, you find an injured crewman.  Something has happened onboard your ship during your last mission.  You have to investigate this, and maybe even recapture your ship.

Hi everyone, I have created the first two of a three part story mission focusing on a New Dominion War. The premise is that a group of Changelings that are not affiliated with the Founders from the first Dominion war are attacking the Federation for reasons that are made clear at the end of the first part. The story begins with a Dominion task force attacking DS9. You have to help defend the station and are then ordered to go to Orias and confront the Founders where you find out more. This is a pretty short mission and the end of the first part. It’s to set up what’s going on.

In the second part, you locate a secret New Dominion base and assault it looking for information that will lead you to the Headquarters of The New Dominion. The first two missions have already been published and I would very much appreciate any constructive advice you would like to offer. Please bear in mind that I am completely new to using these tools and the missions show it.

The first mission (The 100) I made my first place marker way too small, so you pretty much have to fly through the docking rings of DS9 to get the prompt to beam down after the initial space battle. When you first beam in, you are immediately thrown into a firefight that’s already going on between station personnel and Dominion forces.. It may be a bit too confusing.

The second mission (The Base) is pretty strait forward standard mission. You enter the system containing the secret base, destroy three enemy patrols and beam down to the base, defeat the enemy squads and access the data you came for. The main problem I ran into here is the common Foundry pathing issues. The first enemy squad and the second one in the first hallway are ok. Then you come to a doorway that leads to the large central chamber of the base. I found after publishing that I had to go back and collect my away team because they didn’t seem to know where the doorway was and were stuck against the wall. This may be due to my enemy placement in the central room and the foundry bug that lets you shoot through walls. I may need to re-think my enemy placement to correct this. Again, any advice would be appreciated.

I really want to thank Kirkfat for his incredibly helpful video tutorials! I wouldn’t have been able to accomplish even this much if not for those videos. Before I started watching them I read several descriptions of how to do this stuff, but I just didn’t understand it. The way he simplifies complex things in his walkthroughs really helps… so thanks Kirkfat!

So, thanks to anyone that takes the time and effort to give these a run through!

The New Dominion War Pt1 The 100 ST-TNR2EXYPK
The New Dominion War Pt2 The Base ST-TG25J8F85
The New Dominion War Pt3 Coming when I think I’m ready to do a good job!

Thanks

The Regula Incident – An old secret comes back to haunt the Federation, only this time, it could mean it’s destruction.  Battle Klingons, Gorn, and Orions in an epic battle to secure this “weapon”.  Come face-to-face with a somewhat familiar enemy, and protect the secret within Regula Two.

**A little story heavy, but plenty of action to keep you interested

***Hint – Think Khan!

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