Production Begins For SoloTrek III

New modules announced!

Module Editor alpha released.

SoloTrek featured an 8X8 galaxy with six levels of play. You had no options of alliance, you were the Federation. The graphics were minimal, but it was still difficult to beat level six.

SoloTrek II featured a 16X16 galaxy. You could choose one of five alliances and six difficulty levels. There were good graphics and sounds. Level six was still almost impossible to beat, especially without a save option.

SoloTrek III features a 20X20 main galaxy, with a 20X20 secondary galaxy. The graphic interface has been improved and graphic display has been enhanced with digitized pics of everything possible. You're back to being the Federation, but there's more than enough to keep you busy as it is.

The biggest addition to the game is the module approach. The galaxy, hailing messages, events, planets and missions are all based on external script files. This means that new games can be developed to run on the SoloTrek III engine.

I've been in talks with another developer, who has suggested several additions to the module system. It will now be possible to create modules from other SF universes and integrate them into the SoloTrek game engine. With any luck, SoloTrek III will have at least three modules included with the main archive. There is a possibility of a Voyager module, a Borg module and a Babylon 5 module.

The Galaxy
20X20 with a 20X20 linked section

The Hailing Messages
No more yes or no messages. Each hailing message appears only once in a game session and each message can have up to four different responses. Each response means different results.

Events
Events can now have much more dire results for your ship. As with Hailing Messages, Events only happen once per game session.

Planets
Along with the standard random Class M planets, specific planets dot the galaxies. They can be either fixed, like Earth at sector 001, or randomly placed.

Missions
No longer simple exploration and combat for you, Captain. There are several missions to be completed as well. Some are as simple as finding a Dominion Outpost and destroying it. Some are more complex, asking you to find items and take them to specific locations.

Starbases
Like the planets, Starbases can be randomly placed, or fixed. Just like SoloTrek II, not all Starbases will be friendly to you.

Save Game
Praise Emperor Kayless! Finally, you don't have to take on the whole galaxy in one sitting.

Hidden Items
Q, lovable Q, still shows up to pester you. The Borg are not going to give up any time soon either. Three new `arcade games' have been added to show up from time to time and annoy you.

Your Ship
You start out with a Runabout (Level 6) and must work your way up to bigger and better ships. Get your `Federation Factor' high enough and you'll be promoted and given a new command. Or, you bloodthirsty types can take on enemy ships to plunder them for latinum to buy new ships.

Timeline
Used to taking your time? Not any more, Space Jockey! There's a timeline running; if you don't get the situation under control, it will get you under its control.

Modules
The first module, included with SoloTrek III, will be `The Dominion War'. The timeline is running and the Dominion is playing for keeps. Grab your mouse and get the galaxy back under control. You can even make it to the Gamma Quadrant.

Modules currently in the works:
The Dominion War by R. M. Gibb Classic Trek by Chris Korhohnen (spelling!) Borg by Chris K Voyager by Chris K Babylon 5 by Chris K Nuked! by C. Edward Stewart

Module Editor
The module editor is in alpha stages. It makes designing your own module a question of creativity, not computing brains. You can define almost every aspect of ST3. The module editor also compiles your data for use with ST3 (registered version of ModEd only).

SoloTrek III
December 1998

Info Released: 16/09/98

SoloTrek III Module Editor

Alliances
Define the eight alliances that claim territory in the galaxy

Galaxy Map
Using point and click, define which sectors are controlled by which alliance. Also place fixed planets and starbases.

Alien Races
Set hostility, homeworld location (sector and quadrant) for your alliances

Planets/Starbases
Add random planets and starbases to the list. Also edit the fixed planets and starbases.

Ships
Define all the ships. Costs, minimum crew, promotion points, picture, ahields and more.

Communications
Edit the comm messages and responses.

Missions
Edit the mission objectives

Events
Edit the events

Timeline
Edit the galaxywide events that make the module more realistic and give the player more to worry about

Expansion
As soon as I see what else needs defining...

Compile
Take the data and make it into module files for use by ST3

Load
Load data you are working on

Clear
Clear all data

Save
Save your work

This is what makes ST3 the ultimate Star Trek game! You can create your own modules and tailor them to fit any scenario.

Not just for Star Trek anymore! Now, you can create a Babylon 5 module, a Lost In Space module, or make up your own new SF empire. The Module Editor lets you create whatever you want and takes care of the hard part for you. Just pop in your ideas and Badda Bing! New module.

Note: The Module Editor will be offered commercially, so the compile option is disabled in the prerelease versions.
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� AMOS Development Group 1998