Ah sorry. I saw that post but I thought it was refering to someone elses question. So, is the display damage also wrong for torperdo damage? When I asked about torp dmg a few pages ago I was told that they fire slowly but do a lot of damage, BUT on the display it'll say something like, Phaser: 200 dmg, Torpedo: 16 dmg. ;) Edit: BTW what file is that info you just posted in? Then the next time I'm confused I can just look it up myself
Darkmatterx76
I posted this a couple pages ago and never got a response so I'm not sure if it got missed or what. So I'm going to post it again now. :) I also should add that there were others but I can't remember them offhand. Is there a page or readme file that explains how the abilities work? Most are explained in game but others aren't. For example, I haven't figured out yet what the Klingon starbase ability "Overload" does exactly. It s
Is there a page or readme file that explains how the abilities work? Most are explained in game but others aren't. For example, I haven't figured out yet what the Klingon starbase ability "Overload" does exactly. It seems to increase weapon damage but the damage numbers on the UI don't change so I have no idea whats actually happening. :) Thanks!
Wouldn't increasing a ships turn rate tighten its turning and allow it to stay within wep range? Thanks!
Merry Christmas everyone! (A little late) I had started on the cargo ship but the holidays have slowed me down a bit. I hope to have the model done very soon. I have quite a few suggestions based on my observations while playing the game lately but I just wanted to mention 2 right now since I find them pretty bothersome. 1. Unlike SoaSE ships,
I can only speak for myself but when I posted that they were OP I was taking into account that they are supposed to be very strong. I was also assuming that only the AI played them. I was trying to think of a good balance between what we seen in the shows vs what is good for the game. Also please don't forget that theres a lot higher difficulty levels that the AI can be set on that I haven't seen anyone here use. These could be put to use to help alter how strong some of these sk
Quiet_Man: I like it. Also, the Borg already has a shutdown and heal skill which is OP (IMHO). It may not be OP in the late game but it is in the early. Why can't that skill scale better with research or levels?
O'Brian said he was leaving DS9 to teach at the academy in the last episode. Oh as for that transport, I'll take a look at building one. How many tri's should I limit it to? About the crew to planet effect, what about a transporter effect appears when you use it. A beam out particle effect that goes through the ship model top to bottom when you use it. Regarding Borg culture, I had an idea but I don't do code so I have no i
Borg shouldn't even have culture, and they should be immune to other factions culture. Is that something the game can be made to do?
I find the Borg regen ability is to strong when you add it up with all the other things they are strong at. They hit super hard, they have really high armor, and (at least the lower ships) can enter their hibernation mode and regen HP at 45 a second. I think some have even higher regen. This does make sense for the Borg but the problem is, in the early game you can't kill their ships because you need to reach a certain "critical mass" before you out DPS their regen. When I fight the Borg
Just wanted to post that I'm enjoying your mod although that drops if I throw the Borg in the mix. I know their suppose to be powerful but I haven't found them really usable yet. I just tried a 3 on 1 with everyone just set to hard with me (Fed) and AI (Kling) and AI (Rom) vs AI (Borg) and I can't even get to the 30 min mark without already knowing that we're toast. I think the 1 turret I checked out for the Borg did something like 600 dmg. The Diamond cap ship