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Tag: costume

As of now sharing maps is not available, however it is very easy to share the costumes you create in the tailor. I am making this post with the hopes of starting a costume sharing library here on Starbase UGC. The database can contain custom uniforms, characters alien races, greenskinned cat people, you name it. Just upload your jpeg files found in the game’s screenshot file and you are good to go.

My contributions:

Admiral Quinn.

Capt. Kurland of DS9:


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Greetings, this is Captain Allen of the Federation star ship Andromeda here again to continue my mission to bring technical speaking to every star ship Captain in the galaxy.  Last week we took a quick look at the Story editor in the Foundry and how you can use it to change things you didn’t know you can change and add details commonly heard on the shows.  This week, I will not be doing what I hinted at last week and instead go over how to fill out the Story editor.  Kirkfat recently promoted me to something of an editor, so I took the opportunity to create a Page (click-able from the navigation bar to the right) specifically for comparing a Story editor dialog to the game result for each objective (Kill, Click, Talk or Move), so go check it out!  I will continually improve this Page as the Foundry evolves and as my knowledge of it increases, feel free to point out mistakes, limitations in my documentation, or changes you would like to see.

I think the Foundry could use a terminology and description pass and I hope my presentation can highlight the limitations of using generic terms like “Mission” or “Text” for so many things (or perhaps better standardizing my own terminology).  I have chosen to focus on documenting the Foundry for the time being rather than attempting to write missions, I get so lost in the seemingly little details and can’t seem to get the hang of ‘what does what’.  I feel like once the documentation is there the authoring process would be easier to jump into with a quick reference always available via Alt-Tab to and this is just the first step.  The ultimate goal of the document is to cover every single field so you will always be able to see what it is, what the result looks like, and what you can put there.

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Now that pictures of the Foundry Editing Toolkit have been posted in the latest Engineering Report, we’ve finally got our first scrap of knowledge to work with. So, in time-honored Interwebz tradition; here’s a long-winded breakdown of the images, along with plenty of assumptions and guessing how The Foundry might actually work!

Standard disclaimers apply. This is derived from Screenshots of an early Alpha build of the Toolkit, and the final product may be entirely different in scope and purpose.

Also be warned that this is a long read, as it covers a lot of functionality.

Now read on…

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Cryptic developer Mapolis has taken the time in this thread on the official forums to answer a few more questions.

Q: Will we be able to put the players into specific roles? Like, say we DIDN’T want them to play themselves but play a specific character in a story? Maybe Data’s second cousin, Shmata. If not could we “trick” it by simply changing the characters looks for that map? Also… can we change the character’s looks? lol

A: This would be a pretty big departure from the norm in STO in general, but I can see the potential of this idea. I wouldn’t expect it in the first iteration.

Q: Can we use the Character Creator to customize some NPCs? (of course some wouldn’t be customizable but maybe just Federation and Klingon NPCs)

A: Yes, there will be a fully functional costume creator complete with costume pieces that players have access to currently as well as some extra NPC-only ones.

Q: Can we give custom abilities to players for our missions (just in that mission not outside)?
Q: Can we make PvP maps?
Q: Can we change the stats of NPCs? Maybe I want a Ferengi uber boss? This would allow for basically making Fleet actions and increase customizability greatly.

Q: Can we change the abilities of NPCs? Like give them different weapons, give them different abilities, blablabla?

A: Not in the first version of the tools.

Q: How free is the map making? Can I put stuff on a map like a paint program? Meaning select a building from a menu and plant it on the ground. Or shape my hallways to a limited extent? Or choose what planets are in my space mission? Where the asteroids are?

A: The map editor is pretty open and flexible. You’ll be able to place props freely, adjust height and rotation, and design your own space maps from scratch. For ground and interior maps, you will be able to select from pre-populated or empty starter maps that you can layer detail onto. Creating custom room layouts and editing terrain is in development, but will likely not be in the first release.

Q: Can I initiate cutscenes?

A: Not yet.

Q: How wacky can I get? Such as could I make a game of TAG with the tool? Or a DotA (for the Warcraft and Starcraft people)? A game of hide and seek?

A: I suppose you can use marker volumes to make a game of hide and seek, where the enemy you’re looking for appears when you move into the volume. Something like tag could be accomplished once we have patrols in. I’m not sure what you mean by DotA. PVP missions won’t be available for UGC authors at first, but this is something we will add.

Q: Can I make a chain mission that will automatically offer the next one after the first is complete?

A: Not at first.

Q: Can I fully control the actions of all NPCs? LIke when they attack (maybe only once attacked first), if they’re dancing, if they ally and follow you around, emotes, timing of movement and attacks, etc?

A: We’re working on a system that will let you have tighter control over NPC behaviors, but it’s unclear how finished it will be by the first release of the tools.

Thanks to Mapolis for taking the time to answer these questions on the forum, and thanks to USS Parallax for asking them!