Micael456

Micael456

Joined Last seen Member # 3469969
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Not a problem, we're still in the first week of uni here so I've got quite a bit of free time for the next couple of weeks. Also, could somebody send me a message or something if they have time giving me a simple understanding of how to write your own abilities? As I really don't know how to do it, and none of my text editors seem to be able to open the stock ones and make sense of them :(. If they could that'd be grea

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Masterdiggs, those Klingon Ships will either have come from the shows, or some- like the Suq'Jagh- will have come from the various Star Trek games and literature out there (after all, all we ever see in the shows are Federation ships really).

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Shimmer, right now I think the main problem simply is that nothing the Feds have is a counter to the Vorcha. If you up it's supply usage to a similar amount to the Akiras then that would negate Vorcha spamming too. Obviously fleet balancing will really start to happen when each ship has its own ability etc, but right now in terms of pure damage, a fleet of Vorchas and Negh'Vars is nigh on unstoppable (unless you have your own said fleet). Not only are those ships

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Yeah that was me. Though the team game wasn't insanely teamlike :S. Moguta, I'd just rather they waited to do the Tournament til the Rommies came out anyway- I like variety :D.

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Coincide the Tournament with the next patch, that way there'll be move variety to the games- because right now Klink > Fed in almost every situation. With the balancing fixes in the next patch and the Rommies in the mix, a Tournament will be fairer.

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Mystic, you'd have to give it two abilities per se, one which is the Unity's "Ship Shove" ability (on their Iconis Guardians) and one which would be the Unity Carrier's "Telekenetic Shove". For realism purposes you aught to make the strikecraft be affected by the explosions more than normal ships. I'm not on the mod team (obviously) but I for one would love to see that in there :). Also, would it have to take up an ability slot, or could it just "happen" when the

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I'd really agree with alryq there for a realism enhancement- though perhaps only if the ships' shields were down it would get damaged? (and shoved away- like the telekenetic shove). Also, probably wise to make that only happen for Cap Ships (as they tend to have larger Warp Cores). Though since its his idea I'll let him post the enhancement request.

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Paradoxnt, I'm really not sure what site is giving you the specs, but the show clearly establishes that the Defiant is seriously overpowered (so much so it nearly shakes the ships to pieces). Here's another source: http://www.utopiaplanitia.info/defiantengine.html Sorry

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Psychoak, Okay I'll give you that point about the Lakota- didn't really think to look at it that way. Paradoxnt. To the contrary, the Defiant possessed extremely advanced and state of the Art Weapons systems, Warp Drive, and Ablative Armour, all designed for the purpose of Combating the borg. As such, it should have abilities, just of a completely different ilk to the

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Psychoak- *something* has to replace Pirate Corsairs :L. Why not Lakota refits? Or any old cast-off ships that can't be used in the mod proper? I agree that any castoff ships should be made into Pirate ships- would make raids certainly more interesting. Obviously this shouldn't be the mod-team's priority, but later on, I say go for it :).

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Yeah sorry Prawn, I suggested the Boarding Parties idea for the Suq'Jagh the other day. Regarding the shields down thing however- while not exactly canon (though kinda) the Suq'Jagh launched boarding craft *through* enemy shields to penetrate the hull (ie they didn't use transporters) in Armada 1. Since the Federation ships tend to have higher shielding than their counterparts, it seems unfair to force the Suq-Jagh to

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I'm with the others on the notion of adding abilities and making the upgrades cheaper for the starbases- right now it does seem kinda overpriced if you compare the Galaxy/Sovereign prices with the price of the Starbase upgrades. That being said, the game's still great, and we all managed to survive without Starbases before Entrenchment came along, so I don't think Starbase balancing is the most important thing right now :) <span styl

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Hey, Here're a couple of ideas for abilities (Fed Wise): Tri-Cobalt Devices (either Nebula or Galaxy- personally I think Nebula would make more sense): <span style="color: #ccffff;"

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Okay thanks for that update stress :). If I have some time at some point I'll see what I can do thinking about Abilities (not coding them unfortunately, as I'm moving up to University on wednesday so don't have time to learn how to code it. Should have some time to think about the abilities however). If I do come up with any, email them in or just post on the google code site?

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Hey, anyone on the mod team, has anybody asked this guy if you could try using some of his textures and stuff for the mod? Because these textures would make some truly amazing Very High Detail ships: http://www.nathanzeichner.com/blog/?p=214 <span

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Neruthea, far as I can understand it the mod won't work with anything less than 1.03 because of certain new lines Ironclad/Stardock put into certain entity files with the later version. So no, it will fail miserably if you try it on less than 1.03. About your internet fluctuating, just try downloading it at night- they always tend to be stable then. Or go round to a friend's house and download it there, use the Impulse

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Prawn, here're some screenshots from our game last night- all from my Cap Ships and Loki's Cap-Ships/Fleets fighting (and losing) against NewX's Klingon Fleet. Gotta give the guy credit where credit is due, whilst you lot were wiping out his ally he was giving wiping me out a pretty good try. [IMG]http://i694.photobucket.com/albums/vv305/Micael456/Sins/1.png[/IMG] [IMG]http:

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Cloak, don't worry about the Latinum/metal/dilithium ones, as I sent them in a while back (from the Armada 2 game). Loki said they already had them though, so yeah, no point in wasting your time finding them :).

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Some of the whining I've read is unnecessary, but some does just seem to be people mentioning it (okay granted the same things do seem to be popping up, but I think that's more of a case of people not bothering to read what's been said before- like people *still* asking about the broken curry file). Overall everyone's impressed with the mod, and understands that this is still a WIP (admittedly an advanced WIP). The free B'rel ability is very nice, and if they pla

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ru7h, worryingly Matt was talking about that earlier. I guess you could counter with the Nebula's gemini effect on level 3, which with 16 cap ships would equal 64 unnamed nebulas. However I don't think the Nebula would stand up so well against the Negh'Var. I did manage to take out 4 hard AI (FFA) in singleplayer though, so the game *is* winnable. And besides, multipl

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Perhaps a self-installer for the patch would be easier rather than the mod team having to upload the entire thing again? Been trying to get a batch file to do this, but bleh- my days of writing batch files in secondary school are over.

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Ah. By that I take it you can only give the scout ability to one ship at a time in Entrenchment? That's a pain. If that is the case then yeah I'll send them an email to request it. Or do you mean that you want me to enter an enhancement request on your mod site? Sorry I'm a bit blonde this morning, too tired :S.

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