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This is an expansion of a review I recently wrote regarding a recent mission I played. I did enjoy the mission but there were time paradoxes that, in my opinion, would be generated and other events that needed to be addressed. The goal of this post is to provide a few things for any author who wishes to create a time traveling mission to think about. To that end I have some suggestions on how to avoid those paradoxes and other issues associated with these types of missions.

One of the first issues most authors do not deal with is the changing of the timeline. Now if it is the player traveling back in time then you would affect the timeline but can also ensure it is preserved. When an adversary travels back in and alters history no one in the current timeline would know the difference. The exception to this would be time travelers, temporal agents and certain species. Without the aid of those types of beings the only other way to avoid this issue is to have the player shielded from the changes in the timeline. This can best be demonstrated in the TOS episode “City on the edge of forever” or the TNG movie “First contact”. In both those examples the characters who maintained knowledge of their timeline and therefore the ability to repair it were shielded from the changes. In the case of the “City on the edge of forever” they were shielded by the emanations from the device on the planet when Doctor McCoy went through. In “First contact” they were caught in the temporal flux of the Borg time portal they created. Deep Space Nine also did an episode where the crew traveled back in time to stop a plot to change the outcome of the mission in the “Trouble with Tribbles” episode. In the DS9 episode they got away with it because of the cloaked ship and no overt contact with the TOS characters. Yes, Captain Sisko interacted with Kirk but only in a passing manner that had no actual affect on the timeline. Therefore it would not be an overt interaction and affect the timeline.

How do avoid these issues? Your mission could start with either a player being intercepted by a time traveler, a species who can detect these changes, temporal agent or a device similar to the Guardian in the TOS “City on the edge of forever” episode. This individual or device shields the player from, either deliberate or accidental, changes to the timeline. From here the player can be briefed or decide as part of the story on how to address the changes made in the timeline from this point. The time paradoxes mentioned at the beginning of this post would be mitigated by this process in the story. How you address the mitigation is your choice but remember the player should not directly interact with people in the original timeline without addressing the concerns of altering the past. The way around this would to write the story so the player was actually part of the historical events that occurred.

That should cover most aspects of time travel missions you create within the Foundry. If you have any questions please let me know and we can discuss them.

Thanks for authoring,
Brian
(AKA: Evil70th)

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In this new tutorial, Kirkfat discusses precise object placement through math.

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Hello there Everyone! It’s been a while!

Welcome to Episode 29 of PrimetimeUGC.

The show made for the Foundry in the Foundry.

In today’s episode, we have an exclusive interview with Lead Designer on Star Trek Online, Al Rivera (aka CaptainGeko), along with our normal assortment of News and Editorials.

Plus, the long awaited announcement of the winners of our contest from last year, is finally here.

Show Link

Make sure to subscribe to catch each episode and all the other great content released!

Contact us via email mailbag@primetimeugc.com
or via Twitter
@Primetime_UGC

@Cerberusfilms
@PFDennis
@Kirkfat
@Castmodean

@StarbaseUGC

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Hello, STO Community! My name is Alenis Kendra and I am one of the newer members of the STO universe.

While populating a ground map in the Foundry recently, I realized that my population was lacking any children. Seeing I was attempting to create the feel of a poverty-stricken refugee camp, I felt that a few scurrying urchins would add a level of authenticity.

Thanks to some very helpful tips from the Foundry Chat regulars, I was able to create a reasonable facsimile of Cardassian children as custom costumes. I’d like to share what I learned with you all, in the hopes that it might help some other newbie along the way.

First, in order to create a prepubescent character, you want to start with a male alien template.

 

some text continue reading…

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Hello there Everyone! PrimetimeUGC Episode 26 is here.

This week we have our usual assortment of goodies, including Kirk’s Phat Assets, Mini Mission Review and the News, along with a visit from Bran & Chalaskie.

This episode’s review is of Star Trek: Saturn-Episode 1 by alysvanya. Be sure to check it out.

Don’t forget Non-Combat Mission entries are due in by midnight on 8/16. Good luck to all!!

Make sure to subscribe to catch each episode and all the other great content released!

Contact us via email mailbag@primetimeugc.com

or via Twitter
@Primetime_UGC

@Cerberusfilms
@PFDennis
@Kirkfat
@Castmodean

@StarbaseUGC

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In this, his last Back to Basics tutorial, Kirkfat discusses how to advertise
your Foundry mission and get it played. He also talks about getting your mission out
of the review stage and possibly into a spotlight.

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We want you to make mission trailers. Plain and simple. We want you to make them and post them on this site. Trailers are cool and fun to watch, but “I don’t know how to use demorecord” is a consistent complaint that we hear. Then we say “There are tutorials you can watch”, but people are still intimidated by it. “There is sooo much to it. Where do I possibly begin?”

I’m here to tell you that it’s so easy, even an old coot like me can figure it out. Most of the features that scare the crap out of you, don’t even NEED to be used. I’m just going to tell you what I do.

A quick explanation of demorecord:

Ok, to begin, let me just point out that the demorecord function of Star Trek Online is not working quite as it was intended to work. Since it was developed it has suffered with subsequent upgrades to the game. It will no longer display custom NPCs. Any NPC one has made in the Foundry costume editor will not be visible upon playback. Nobody at Cryptic will repair it because they claim it was never meant to be used by the general public and the guy who programmed it is no longer an employee. That being said, I will attempt to get you started on the simplest way to use this mechanic.
continue reading…

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Kirkfat details the intricacies of NPC behavior with his usual flair
on PrimetimeUGC’s Foundry Essentails #23

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Kirkfat briefly discusses the /freecam command

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Here is the first livestream, in its 1080p entirety, from Saturday 3/23/13. Soon it

will be diced up into more manageable portions for you to ingest. For now,

have a look at this 3 hour hi definition version. It is quite alright if you’d like

to skip to the parts that interest you most. Enjoy and watch for the next livestream

in our series.

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The following guide to Star Fleet is provided to those foundry developers looking for a consistent structure/background to their fleet operations:

CSFOINST 5400 –
Starfleet Operational Unit Organization Informational Instruction

1) Overview:
Given the current fleet operational commitments it is useful for new commanders to receive a quick overview of general fleet organization to the wing level, deployments, nomenclature, etc. It should be noted that this information is only as accurate as the last update of this instruction.

2) Glossary:

2a) Fleet – The top-level operational element, a Fleet is assigned a fixed geographical responsibility for security and administration. Currently there are approximately fifteen such Fleets. Historically, during the Dominion War period there were up to fifty fleets, this was due to “administrative creep” during the relatively long period of peace prior to that conflict. At the end of the Dominion War that system was transitioned to a more flexible organization that retained fewer “fixed” fleets that could be quickly augmented with the more mobile Strategic Task Forces.

The Fleet geographical areas are the operational reporting commands for ships that are on independent assignment in addition to any formally attached sub-units. Fleets are usually comprised of up to ten Task Forces that are identified by the fleet number and task force number combined (i.e. 1st Task Force of the 1st Fleet = Task Force 11; 2nd Task Force = Task Force 12, etc.) The “zero” Task Force is reserved for the “command” or “headquarters” Task Force, but in practice this command element often remains at Starbase and is only operational if the entire fleet is mobilized for an out of geographical area deployment. (It should be noted there is often a negative or sardonic connotation used in the fleet about ‘Task Force Zero’ in reference to Fleet HQ. continue reading…

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Hello my fellow Foundry Authors/Founders,

 

Hopefully by now you’ve all heard of the Foundry Authors Academy, if you haven’t why not read the full article on the STO website. And check out the Forum Post where we have some extra details regarding dates and FAQ’s.

 

The FAA, is a joint project between PrimetimeUGC, StarbaseUGC, Cerberus Films and Cryptic Studios, to provide comprehensive, fun and informative tutorials or “lectures” on the Foundry UGC Toolset, from the very beginning, all live.

 

We’re looking for experienced and knowledgeable authors to come and join us, to share their knowledge.

To take part, you’ll need to be free on Saturday the 6th of April, 12 Noon PDT/ 7PM GMT for 3 hours, as well as have access to a Skype Account and have an internet upload speed of 0.4mbps or better (you can test yours here http://www.speedtest.net/).

If you’re interested in being one of our Teachers, please sign up using this link 

 

If you have any questions, please feel free to contact me via Twitter @cerberusfilms, or through the StarbaseUGC Chatroom.

 

Thank you, and I can’t wait to get to work with you all

Cerberusfilms

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No.7 in Kirkfat’s series of Foundry Basics Tutorials. This time, the fat man discusses triggers and

branching objectives in the dialogue tree. Learning is fundemental. Enjoy.

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This is our 20th episode, and to make it more special, we have a Neverwinter exclusive.

We spoke with Zeke Sparks, Lead Designer, and Rob Overmeyer, Executive Producer.

There are also, not 1, but 2 mission reviews this time around.

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Q&A Image 2 cropped

Hello my Fellow Founders.. Foundry Types.. Foundrians?

 

This is your chance to get your questions answered by the Neverwinter Developers, specifically to do with the Foundry.

 

Please post your questions in the comments here or on  http://tavernugc.com/foundryqa and late on Sunday the 27th, we’ll pick the best and send them directly to the team.

 

This is a really exciting opportunity for us all to find out more about the Toolset in Neverwinter.

 

We eagerly await your questions!

 

Cerb

 

(P.S. sorry for the late posting, I thought someone else was posting it here)

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Here is part 6 of my Back to Basics tutorials. Please leave feedback.

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This is the first Primetime of 2013 and of its 3rd season. We host HippieJohn, as well as review

his mission Spectres:Episode 6 which won him first place in STO’s Foundry Challenge #5.

Kirkfat also teaches triggers in his latest edition of the Back to Basics series. Plus….Chalaskie invades.

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Here’s Kirkfat’s new tutorial in his Back to Basics series. This one is on Story Based Dialogues.

 

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Its a holiday extravaganza! Crazy Chalaskie stops in to join in the fun, We interview STO EP Dan Stahl, we have a review of Slaves and Seduction by our own Kirkfat, as well as his Foundry Essentials. ENJOY!

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Kirkfat focuses on mob placement in the 4th installment of his Back to Basics series.

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