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Columbia Escort Frigate #104

Merged
merged 47 commits into from
Jul 3, 2019
Merged

Columbia Escort Frigate #104

merged 47 commits into from
Jul 3, 2019

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Vasily2013
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@Vasily2013 Vasily2013 commented Jun 4, 2019

This heavily modified Kelvin Class ship is meant to either supplement a main battle fleet in the post Wolf 359 Alpha Quadrant, or to serve as a primary escort or security ship for a convoy or escort. The Columbia boasts four decks with all required necessities for a Starfleet ship of war while still enjoying some of the creature comfort and research capability of her larger or more antiquated counterparts. It even contains a stigma not frequently found on other starfleet ships. A cloning bay, although rarely used, does exist and is available for use to those crew members who are not revolted by the thought.

@alexkar598
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Note that you can integrate images in your post by using the syntax ![](link) example:

![](https://i.gyazo.com/b9f0fbea161555f24c374f45baac6c2c.png)

I changed it for you this time

Vasily2013 and others added 9 commits June 9, 2019 00:00
Adds showers and washing machines to engineering to allow for decontamination. Also adds pets to officer's quarters, and a geiger counter to medbay.
Still not perfect, never will be. I added in geiger counters to the radiation showers, radiation caution signs around the nacelle, directional signs on all decks, and handheld crew monitors to engineering equipment lockers so engineers can tell what areas are what on a multi-Z ship without going through trial and error as much.
Added gas sensors to atmos air tanks. Also reorders the maps.txt so columbia is placed at the top with the other ships.
Added reinforced walls to captain's quarters, armory, brig, shuttle bay, AI core. Added timers to the brig and linked brig lockers.
and I hate him back. Apparently there's a dock missing somewhere. I also added a gulag shuttle to security.
@alexkar598
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Is this PR still a WIP or is it ready for review?

@Vasily2013
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For the deck with the bridge, I recommend moving everything down one or two (area below the lifts) to allow for a passage between the sides of the deck without requiring bridge access.

For deck 1 the primary role is bridge, AI, and t-comms. (Thinking of that I'll be adding CE access to the AI doors so CE can get to t-comms.) If someone needs to be able to access the exact same equipment on the other side of deck 1 and doesn't have bridge access they can go around via deck 2.

@Vasily2013
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Is this PR still a WIP or is it ready for review?

It's ready for review, but the idea of a map that isn't a Work in progress is a myth. Any tweaks from here on out will be covered in fairly good detail through the commit logs. See above reply to Ben for details on what will probably be the next commit.

Vasily2013 and others added 6 commits June 15, 2019 11:32
Changed AI Core so it is now only accessible to the Captain, RD, and CE levels of access. CE gets access because Tcomms is located through the AI core. RD and Cap get access for obvious reasons. For some reason it was set so all heads had access, and I think that a scary prospect is a HOS with access to AI.
Tweaks and other fun items.
Added two more for an unprecedented 26 warp coils.
@Michael-Ashfield
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I like this, seems like an interesting and fun ship, I just feel theres abit too much carpet really. I imagine areas like engineering would have some more fitting floor, such as tiling, since it is meant to be a messy, possibly dangrous, working area. This also goes for the kictchen and external airlocks, which don't seem suitable for nice carpet. Also different floors add more variety to the look and feel of different areas of the ship.

Vasily2013 and others added 7 commits June 26, 2019 15:15
as stated in description. This commit focuses on final touches, such as turbolift, plaque, overmap sprite, and ensuring the ship can move, fight, function, and otherwise destroy (or be destroyed) during the launch.
there was not one, and now there is.
Added the CEV whisp to the columbia-ships .dmm
Added a tech fab for the kitchen, added a couple items for the bartender, shutters for the kitchen, and a centcomm shuttle dock.
Fixed an atmos pathing bug near custodial
Added cameras to AI chamber
Added lights to airlocks
Couldn't fix the medbay door button, so for the time being it's been removed.
Added a sec vendor to sec
Added EMH emitter in morgue
Replaced sec lockers to include security belts
Removed the first torpedo on the conveyor
Added holopad to the bridge
Added viewscreens around the ship
Removed mice from arrivals
Added head hardsuits in the lockers of the heads
nacelle injectors now start on
Science research equipment is now generic
added a couple air alarms where there were not enough
spiced up the sprites in ten forward
the nuke is now a nuke.
various issues get fixed that show up throughout the initial rounds of the ship.
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@francinum francinum left a comment

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Missing blobstart, carpspawn landmarks.

@Harry-Jubilee
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@Michael-Ashfield This is a federation starship... most of it has fancy carpet down

Just ironing the kinks out to ensure no ERP on the server.
@Vasily2013
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Missing blobstart, carpspawn landmarks.

Intended.

@Harry-Jubilee Harry-Jubilee self-requested a review July 3, 2019 18:34
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All looks fantastic :)

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@Kmc2000 Kmc2000 left a comment

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No other maps have those landmarks

@Kmc2000 Kmc2000 removed the request for review from francinum July 3, 2019 20:17
@Kmc2000 Kmc2000 merged commit 510791f into DDMers:master Jul 3, 2019
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@Kmc2000 that sounds like an issue with the other maps. not this one.

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8 participants