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Posted: 2006-04-20 08:39pm
by Trogdor
Not unless he transferred it to the Shadows, too. I can see all his stuff because of our mutual partner. I can't figure it out. I thought that he might've ordered the jump ship to close the gate and then self-destruct, but the Dilgar jump ships don't have self-destruct devices.

Posted: 2006-04-20 08:40pm
by brianeyci
I don't see what's the problem. Someone can just play the movement log for the two systems connected? Stellar manipulation happens on Day -1 so someone could have closed it and moved it into a storm.

Brian

Posted: 2006-04-20 08:49pm
by GuppyShark
Trogdor wrote:Not unless he transferred it to the Shadows, too. I can see all his stuff because of our mutual partner. I can't figure it out. I thought that he might've ordered the jump ship to close the gate and then self-destruct, but the Dilgar jump ships don't have self-destruct devices.
And you'd have to wonder what would be in it for them, to blow an expensive jumpdrive ship to avoid taking responsibility for blowing an unimportant jumpgate. Not many people have actually used that route, though I'm guessing it caused some people to lose Trade?

Posted: 2006-04-20 08:59pm
by Trogdor
GuppyShark wrote:
Trogdor wrote:Not unless he transferred it to the Shadows, too. I can see all his stuff because of our mutual partner. I can't figure it out. I thought that he might've ordered the jump ship to close the gate and then self-destruct, but the Dilgar jump ships don't have self-destruct devices.
And you'd have to wonder what would be in it for them, to blow an expensive jumpdrive ship to avoid taking responsibility for blowing an unimportant jumpgate. Not many people have actually used that route, though I'm guessing it caused some people to lose Trade?
No. Regular trade isn't dependant upon the warp points, no more than Zargat's temporal shipyards could actually fuck up the ST timeline. It's really just something people use for the RP, since it would make sense for closing gates to disrupt trade.

And right now I'm just trying to find any possible explaination for how Tobor could've closed that gate and then made the ship disappear.

Posted: 2006-04-20 09:07pm
by brianeyci
Yes, I lost trade because I don't have any Brakiri ships that I can see.

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Brian

Posted: 2006-04-20 09:24pm
by Trogdor
Oh, never mind, then. :oops:

Posted: 2006-04-20 09:25pm
by brianeyci
Trogdor wrote:Oh, never mind, then. :oops:
Nothing to worry about, the great Centarum didn't lose trade with the Brakiri :P.

Brian

Posted: 2006-04-20 09:27pm
by Trogdor
Nope. Only good thing about getting my territory split apart is that I didn't lose trade with anybody. :)

Posted: 2006-04-20 10:43pm
by Arthur_Tuxedo
You got off light, Brian. Look at this:

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Posted: 2006-04-20 11:04pm
by Dalton
Whoa, I forgot that I had a colony on the other side there. Guess that's why I never lost contact.

Posted: 2006-04-20 11:09pm
by Trogdor
Don't worry, guys. Once I retrofit my hastily designed jump ship, the galaxy will be one again.

Posted: 2006-04-21 02:24am
by brianeyci
What's the "shuttle bay" ability do in Star Trek Mod. Can you actually load a shuttle in?

Brian

Posted: 2006-04-21 02:25am
by Nephtys
brianeyci wrote:What's the "shuttle bay" ability do in Star Trek Mod. Can you actually load a shuttle in?

Brian
All ships of cruiser+ size pretty much get a free launch facility (1 launch tactical, 2 launch strategic). So you can get a few fighters on each ship, for the cost of 1x 10kt cargo module.

Posted: 2006-04-21 02:29am
by brianeyci
So they get a free launch facility and you just need to add the cargo space?

Else I don't see a point to the ability, since you have to add a shuttle bay anyway and smaller ships can add it.

Brian

Posted: 2006-04-21 02:31am
by Nephtys
brianeyci wrote:So they get a free launch facility and you just need to add the cargo space?

Else I don't see a point to the ability, since you have to add a shuttle bay anyway and smaller ships can add it.

Brian
It's a hull ability, just like how some hulls get an intrinsic defense or maintenance modifier. Basically, you have the ability to launch fighters if you can carry them somehow.

I guess it saves space. For 10kt, you get about 40kt worth of launch facilities.

Posted: 2006-04-21 02:34am
by brianeyci
Hmmm great. I guess nobody took advantage of that last game. Shuttle Bay gives you 1 launch tactical 2 launch strategic so it's only saving 10 kT. What's good is cargo bay I gives 51 kT of space so you can slap on a single cargo bay and make room for shuttles.

Brian

Posted: 2006-04-21 03:23am
by GuppyShark
Shuttles didn't seem like the sort of thing to splash. For the hassle, they'd probably only soak one or two shots.

Posted: 2006-04-21 05:14am
by Covenant
Shuttles are pretty garbagey. If pulse weapons only hit ships and beamers hit everything, then they'd be nice, since you'd be required to use the big long beam phasers to hit them, and people wouldn't want to carry many of those because they're not as good as pulses.

But, as it stands, pulses hit just about anything and do more. So you go with 'em. Which is good--Star Trek war was often primarily dealing with capital-scale vessels with the occasional maquis or 'modified badass runabout' getting some action. Both of those are a lot bigger than conventional shuttles though, and could best be considered escorts.

Posted: 2006-04-21 08:47am
by brianeyci
I like beams. They have +20% to hit, it's like another six combat sensor levels.

You can use your pulses if you want :P.

Shuttles were broken last game before Nephtys' modification where you could slap on 30 small armors onto a 45 kT shuttle and it took 2 pulses to kill one.

Brian

Posted: 2006-04-21 01:48pm
by Dalton
Man, Marxis is a racist bastard, isn't he :P

Posted: 2006-04-21 02:15pm
by Arthur_Tuxedo
Okay, I have to ask. Tobor, why do you do the things you do? You seem to love inviting conflict when you're least prepared to handle it. First you attacked my fleet, and now this. Are you just a glutton for punishment, or did these things actually seem like a good idea at the time? I'm curious to know.

Posted: 2006-04-21 02:28pm
by Covenant
brianeyci wrote:I like beams. They have +20% to hit, it's like another six combat sensor levels.

You can use your pulses if you want :P.

Shuttles were broken last game before Nephtys' modification where you could slap on 30 small armors onto a 45 kT shuttle and it took 2 pulses to kill one.

Brian
Your beams have a 20% bonus to hit, but that's a Federation advantage. Mine, I believe, have a -5% bonus to hit. Possibly just a flat zero. It's the difference of one combat sensor, and it's not even that accurate to begin with, and that's the way most races are set up as well. So, for the rest of us, pulses are the obvious choice.

What you say about the shuttles is interesting. How many other undocumented mods are there in the game? I was practicing on the Vanilla STMod before this, and when Neph told me she was using a specific one (and even had originally intended to play as the overpowered Empire race) it was literally the day we were starting, and I was never informed of any changes.

Posted: 2006-04-21 02:33pm
by brianeyci
Call that racism. Wait awhile and you'll see real racism lol.

Anyway Tux maybe Tobor thought he could win. Not everybody has time to run "hundreds of hours" of sims like you. Maybe he saw your 1500 kT and compared it with his 150 kT ships and had a brain fart. Or maybe he was hoping nobody would watch the movement logs and blame the Shadows.

Anyway the Corporate Sector says the Narns are lying their ass off. We have proof the Narns are responsible for this outrage.

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All I have to say if people start pulling game screenshots on me, they'd better get ready to fight my leet paint skillz hahaha.

Brian

Posted: 2006-04-21 02:41pm
by Dalton
Of course, people can just do a simple check on my research levels and see that I can't possibly have done it since I DON'T HAVE JUMP DRIVES :P

Anyway I couldn't play the movement logs for some reason, said that the data file didn't match the game date or something *shrug*

Posted: 2006-04-21 02:44pm
by brianeyci
Covenant wrote:Your beams have a 20% bonus to hit, but that's a Federation advantage. Mine, I believe, have a -5% bonus to hit. Possibly just a flat zero. It's the difference of one combat sensor, and it's not even that accurate to begin with, and that's the way most races are set up as well. So, for the rest of us, pulses are the obvious choice.

What you say about the shuttles is interesting. How many other undocumented mods are there in the game? I was practicing on the Vanilla STMod before this, and when Neph told me she was using a specific one (and even had originally intended to play as the overpowered Empire race) it was literally the day we were starting, and I was never informed of any changes.
Well pulses can't hit planets. And to avoid the shuttle swarm tactic, you might not want pulses, you might just want beams and make dedicated PD ships or slap on a few PD guns on each ship just in case.

Didn't Nephtys tell you the changes. I guess she didn't, she's evil. Anyway the main change is enhanced energy weapons do double damage. So there's honesly no reason to research torpedoes if you're strapped on research points, and even then there's no real reason since compressed energy + neutrino beams > torpedoes.

Anyway behold the Keldon Class. If you survive long enough to make it :P.

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Brian