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Vorus

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Reply with quote  #1 
Sadly, TreChipman can no longer share this on his own, but it is simply too great to not have a thread, so I took it upon myself to put it here. If you have any interest in Star Trek, you MUST play this mod. TreChipman did a fantastic job with this, and it truly feels like you are flying a ship straight out of the movie era of Star Trek. So do yourself a favor and install this mod right away, you will not regret it.

This mod allows you to fly some of Star Trek's most famous ships, from the Reliant to, the Constitution, to the Ambassador, against some of the most iconic foes the Federation has ever faced. On top of that, the ambiance of the Star Trek universe is brought to Artemis with shuttles and starbases straight out of the films. 

TreChipman's TMP Mod for Artemis 2.7.0!!

TreChipman's TMP Mod for Artemis 2.4.0!!

Installation notes: 
Make sure to copy your stock Artemis installation to a non-protected location (i.e. your desktop or C:\Artemis_TMP, not C:\Program Files (x86)\Artemis).  
Place the .zip in the Artemis folder and Unzip Here, allowing folders to merge.  
Select Artemis.exe and off you go to protect the universe!

Note: All clients must have this mod installed as well as the server.

Federation Ships
[TMPFed] 


Klingon Ships
[TMPKli] 


Romulan Ships
[TMPRom] 


Orion Ships
[TMPOri]
MarkBell

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Reply with quote  #2 
+1 to you for this, sir. I love this mod.

Are you thinking of updating it for 2.0 when it comes out? It looks like it won't be a big job (just a few vesseldata.XML updates). I could also, if you'd rather.

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Vorus

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Reply with quote  #3 
I'll definitely update it, I'd be honored. 
MarkBell

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Reply with quote  #4 
Thank you, sir.  PM'd.
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russjudge

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Reply with quote  #5 
Just tested this Mod on version 2.0, and the server crashes immediately upon trying to start--so looks like there's work ahead.
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Russ
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Artemis Mod Loader.
The Big Red Button of Death!
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MarkBell

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Reply with quote  #6 
Dig it. I'm guessing it's related to the faction declaration. In 1.X, it was declared in a single line with a /> ending. In 2.0, the initial line ends with just > and a separate closing tag comes after taunt declarations. I think it's a quick fix, along with changing some NPC tags, I'll update soon.
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russjudge

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Reply with quote  #7 
Could also be as simple as adding the "Efficiency" parameter on the "Peformance" tag, as well.  I'm not sure.  The error relates to the program expecting something and not finding it (something where it expected a string, but got "null").  It could be the missing taunts, it could be the missing "efficiency", or it could be both.  You might try first do some trial and error to find exactly what the least it needs is and report on that--so that updates to other mods could go the minimalist approach to get it working.

And maybe all that's needed on the "hullRace" tag is to change it from "<hullrace />" to "<hullrace></hullrace>". 

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Russ
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Artemis Mod Loader.
The Big Red Button of Death!
ArtemisSBS-Protocol Sharp
DMX Commander
(contact me to become a contributer)
(and all are free)
MarkBell

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Reply with quote  #8 
So far, I don't think it's anything that's wrong in the vesseldata file.  I think it may actually be something in the artemis.ini file, or maybe a drone file missing in the vesseldata file.  I dropped the Connie Refit as an extra ship in the stock vesseldata file, no changes, and it loaded up fine.  (I think it probably assumes efficiency="1.0" if not specified.)  I also took out the taunt tags on the hullrace declaration and just ended it in one line <hullrace blah blah blah /> and it worked fine there too.  I'll look into the .ini file and see if there's a ship type it's looking for in the vessel data file (drone maybe?)
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MarkBell

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Reply with quote  #9 
Got part of it, at least - the button press FX.  Before, there were 6 different sound files loaded, UI01 - UI06.  Now it goes from UI00 - UI26.  That would be why it crashed right when selecting Server, since it didn't have a particular beep file declared.  I copied the stock FX declarations into the TMP .ini file, and it loaded up to the point of actually starting the game... then the server hung.  I continue...
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MarkBell

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Reply with quote  #10 
New note - multiple types of bases are supported again, and seem to be randomly selected from the list.
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MarkBell

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Reply with quote  #11 
Non standard tags do not seem to be a problem, and in fact get spawned if ai_commonality is not set to 0.  (kind of odd to have 3 drone types and 2 shuttles spawned )
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MarkBell

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Reply with quote  #12 
Don't get me wrong, kinda neat to see planets in Invasion mode,  but with fleet_ai commonality set to -1, they shouldn't be there at all  Enemy NPC commonality seems to work, but I think allied NPC commonality might be broke.


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MarkBell

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Reply with quote  #13 
More interesting things - Even though the allied NPC fleet_ai commonality doesn't seem to be working as expected and don't have the same tags as stock, they do generate the mini-missions since they're by and large unarmed.  Kinda neat, having a drydock taken over or a research outpost needing a computer restart.  When a planet needs a jumpstart though...

Up to inserting enemies, klingons seem ok so far.  It also seems to ignore non-standard enemy tags ("starbase" was not taken).

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MarkBell

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Reply with quote  #14 
Hmm... It did not like when I removed the biomech race.  Did not like it at all.
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MarkBell

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Reply with quote  #15 
Ok - I think for now biomech races need to be in the game.  I don't know if it's because of a hardcode that the game is looking for, but I do know that they're enemy loner biomech types, and they show up even on level 1 invasion modes.  For now, we have to leave the Artemis biomech types in the mod, because we kind of have to.  We'll call them V'Ger wannabe's
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