[REQ_ERR: COULDNT_RESOLVE_HOST] [KTrafficClient] Something is wrong. Enable debug mode to see the reason. Star Trek Hulls (Updated 30/04/16 - Akira) - Subset Games Forum

User Login

Remember me
Calendar It is currently 12.10.2019

And

Non-Trek Games with Trek Mods


14 posts В• Page 614 of 754

Star trek mods

Postby Faet В» 12.10.2019

.

Explore strange new worlds, seek out new life and new civilizations, and boldly go where no one has gone before. So I have been semi-retired for a while from the modding scene as most people know but none the less I can never resist the pull, back to this beautiful mod, that many devs spent years crafting.

We have been looking closely with the multiplayer community shout out to their discord Discord. Much work is ongoing with the federation right now, they had a very powerful economy and produced credits at an alarming rate! So much so we have had to reign it in quite a bit.

Their new economy sits still at a high level but now compares very well with the other economic systems in the game, each unique in their design. We also need to look very closely at the Defiant and Akira class, The Akira a versatile and larger cruiser was never intended to be as powerful as it currently is and this was due to the Chain Reaction Pulsar ability we brought in for fan service to Armada 2.

Overall we've toned down CRP and increased the supply cost of the Akira to make it a little more reasonable for its tier. We also felt that people were favouring the Akira over the Defiant and continuing our theme of Offensive Versus Defensive ships we've been working on improving the overall feel of the Defiant, its lost its money to mines ability which was being spammed for little gain and instead opted for Evasion and Shield Boosting abilities both which will really make the ship stand up to other later game ships in other factions rather defiantly pun intended shrugging off blow after blow.

I've long felt the feds needed a choice in gameplay style so we've gone and improved the Prometheus as well with a new ability a phase lance, that hits pretty hard while doing AOE splash damage, I finally got around as well to added abilities to both the Prometheus MVAM parts and the Galaxy Class Saucer Separation, this means these abilities are no longer "gimmick" abilities but if specced into provides free ability use of the ships main abilities, consider it an extension of health as well so don't underestimate the effectiveness of separating now, if you want to replay that iconic scene where Picard encounters the Borg Cube and antimatter spreading from your saucer section etc and torpedo volleying from your engineering section, well this can actually happen now in-game.

Couple the Prometheus with its upgrades and speed boosting ability with Defiants and Miranda Corvettes and you have a hard-hitting force that allows the serious counterpunch it deserves. So another important aspect is understanding why people do not use Corvette Classes, Carriers and Anti Fighter Vessels. Well, I believe this is down to the station's strength and survivability we have rejigged the logistics and trade stations as civilian stations whether military-controlled labs or civic labs in Star Trek Lore they were never heavily defended or armoured it's not like Deep Space Nine so we've reduced their health and armour if you imagine the elite carriers like Typhon you can now carefully place carrier strikes on the edge of a gravity well and use these tactically to surgically remove a player's logistics while you attack a different front, this has proven a popular change so far with our testing community who really have felt that this adds some counterplay mechanics sorely missing from the usual deathball fiesta that is STA3 and many sins mods Not AOTF that's designed very differently - check it out Most factions with the exception of the federation have few ways to defend this kind of attack without their own carriers or anti-fighter vessels so watch out for this play.

Corvettes also come into the early game a lot now, iconic ships such as the Miranda and the Jem Hadar Bug Ship Attack Ships can finally get some much-needed love, faster than scouts they can be used with their increase in armour and stacking ability to again devastate player logistics so you should be prepared to use these tactics against the enemy as best you can. We may also have some surprising news to share very soon about some returns to the team just for this patch so stay tuned my friends It's been a while since we had a dedicated Dev Diary!

I think it's well and truly time for an update, don't you? No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments. This patch fixes an upkeep bug that a few users reported after the initial release.

This should rectify it for players that were encountering their upkeep If you're downloading this version after 16 March , you will not need the 1. If you downloaded a version before 16 March , please also The latest update broke the game's main menu. Gowron was enraged, so we've fixed it! Unzip the file into your root mod folder and select yes to overwrite This file contains an icon replacer, so players can enjoy the more traditional empire window icons for all factions, working in both Nemesis and TFF You know what to do folks, unzip it into your mods.

No files were found matching the criteria specified. We suggest you try the file list with no filter applied, to browse all available. I recently acquired STA3 and Sins through Steam, but the mod installation methods aren't available because the files for it do not exist.

Any ideas? As far as I'm aware, I think you just need to run the game at least once to get it to generate the folders. Hi there guys, I've been using this mod successfully for years in fact I even streamed with Bane and Gul once against the borg but since Sins continues to get updates and this mod has not I am no longer able to launch this mod. When I saw news of a new patch I thought it was to fix these issues though I was pleasantly surprised to see new balancing and additions instead but that does lead me to ask.

I was hoping the echo papa drone fix would address the frequent game crashing but it has not yet. I use Steam to get some play time in; perhaps try it from there if you are using a different platform?

Any chance that the phaser travel system from Ages of the Federation could be incorporated into STA3? I like some of the changes you're making. Although I do question the reigning in of the Akira. The Akira is a pretty strong ship, but I already tended to avoid using it to any significant degree simply due to it's extortionate cost.

So much so, that I almost always chose to run a couple Lakotas instead of an Akira simply because I got a lot more bang for my buck compared to the Akira. Especially when you took in relative overall hull, shields, armor, and firepower of multiple Lakotas vs one Akira for the same logistics cost.

Plus the spreading of damage across a couple ships and dividing an opponents firepower over multiple targets vs concentrating all it's firepower on one target. So bang for buck, I pretty much always found more Lakotas to be far more effective than fewer Akiras for the same logistics cost.

So I really do question the reasoning for your choice to reduce the Akira's combat ability while increasing it's cost even more at the same time. I think that choice is going to risk relegating the Akira to virtual obscurity and encourage me to use it even less.

The changes you've suggested to the Defiant, I completely agree with. For the longest time, I've felt the Defiant was far to weak and expensive to field in any kind of numbers.

They have good firepower, but they constantly die way too quickly and easily. So again, it was one of those ships that I only ever used in the most limited roles. Especially due to their high cost and logistics requirements.

Never using them for anything other than specific high speed hit and run tactics. In fact, their relative speed was the only reason I was still using them to a certain degree. Again, tending to favor the Lakota instead due to it's good firepower, survivability and relatively low logistics cost.

So your proposition of making the defiant finally live up to it's "tough little ship" billing is very welcome in my book. I could understand you reducing the survivability of the tier 1 starbases to a certain extent even though I don't really like the idea but I would have to disagree completely to gimping the tier 2 starbases.

The AI already does a good job of popping them as it is. Gimping them too much could make it too difficult and give too little time to move a fleet from wherever I have them to reinforce the defense before its destroyed.

It's one of those things I would probably have to see to understand, but that's my gut feeling. Oh no, please don't bring back the Miranda CPU death horde. I hate it when people do that. Don't encourage them lol. Not even my Threadripper can handle all those Mirandas. I am interested to see what you do with the Galaxy and Prometheus.

I tend to avoid the separation mechanics for the reasons you already stated. Plus it's a pain to manage when you use command group numbers like I do.

Final note: Please for the love of god tell me you got rid of those 'self-destructing on defeat" militias that can destroy your entire early game fleet in two BOOMS. Fair enough. Thanks for the replies Bane Dev , Looking forward to seeing the changes.

BTW, my talking points were not necessarily criticisms. Mostly concerns rather than disagreements. So while I may be apprehensive about the changes, that doesn't mean I'm not interested to see how they play out. The only one I would say actually negatively affects my games is my last sentence where I'm hoping you get rid of the ability on the militia where when they're defeated, they self-destruct and that self-destruct is so powerful it can wipe out an entire early game fleet in two booms.

Now while I know how to counter with considerable effort , the AI doesn't and neither do a lot of the people I play with especially if it's their first time playing the mod in a while and has broken more games than anything else at the moment.

Simply because, any person or ai unlucky enough to get stuck next to a system that spawns them, gets locked into a never ending cycle of losing their entire fleet to these suicidal ships and never getting off the ground floor of the game. So if there was one thing I would want removed, it would be that kamikaze ability from neutral militias.

Granted, mid to late game if you can get set up those ships aren't really an issue, but early game, they're so strong that they're literally crippling. There's at least 3 different neutral factions that use this ability on their ships.

Really hoping you remove it. The ability, not the ships. Hi Valhalla, not sure if your part of the STA3 Multiplayer server but on the Akira front the community have gotten to the evil depths of macro enabling their abilities to hotkey them so with the Akiras they abuse primarily the chain reaction pulsar to complete this, none the less the Akira itself may seem expensive but overall with upgrades she will deliver far more than your lakota when extrapolated against the supply.

I think the Akira is a great defensive end game option still but the defiant will now correctly be your late endgame offensive monster couple with prometheus version 3 :.

Only registered members can share their thoughts. So come on! Join the community today totally free - or sign in with your social account on the right and join in the conversation. A wonderful mod. Latest tweets from startrekarmada3. Sins of a Solar Empire Rebellion. Real Time. RSS Articles.

Armada 3 Uprising 1. The Federation. Here's what to expect. Help On The Way! Jan 10 News 18 comments What's this? A dedicated Armada 3 update? No, your eyes do not deceive you.

Star Trek: Freelance - One of the best single-player game mod - Star Trek Elite Force Mod Archive, time: 19:03
Kajigor
User
 
Posts: 829
Joined: 12.10.2019

Re: star trek mods

Postby Akinoll В» 12.10.2019

If you click our links to online stores and learn more here a purchase we may receive a few pennies. KingJohnVI Newcomer. By choosing him, I ruffled some feathers, but he also became a scientist I could recruit and set to work researching new engineering tech or send off as captain of his own science vessel.

Taukazahn
User
 
Posts: 453
Joined: 12.10.2019

Re: star trek mods

Postby Grojin В» 12.10.2019

All rights reserved. Laz Newcomer 17 g2g pts. I remember that civ 2 had a fun dominion war mod to it, but thats oooooooooold school. Average. STA3 Uprising 1.

Gakazahn
Moderator
 
Posts: 49
Joined: 12.10.2019

Re: star trek mods

Postby Murisar В» 12.10.2019

The changes you've suggested to the Defiant, I completely agree with. Lazerguy 18 Apr am. Downloading this, hooray for more mods! It was an Enterprise era mod. Thank you for your support and good to know about the plural of series.

Net
Moderator
 
Posts: 327
Joined: 12.10.2019

Re: star trek mods

Postby Braran В» 12.10.2019

Am I the only one having this issue? The real goal, of course, was neighbouring Vulcan. No files were found matching the criteria specified.

Voktilar
Guest
 
Posts: 133
Joined: 12.10.2019

Re: star trek mods

Postby Kakora В» 12.10.2019

Probably not what you are looking for, but Genre Real Time Strategy. This was a symbolic war.

Kele
User
 
Posts: 643
Joined: 12.10.2019

Re: star trek mods

Postby Tutaur В» 12.10.2019

Prat tell, Fritz, which mods are you using that are disharmony compatible? This star is archived via WinRAR Endless Space Endless Space is a turn-based 4X trek game, covering the space colonization age in the Endless universe, where you can control every aspect of mods civilization as you strive for galactic dominion. I've long felt the feds needed a choice in gameplay style so we've gone and improved the Prometheus as well with a new ability a phase lance, that hits pretty hard while doing AOE splash damage, I finally got around as well to added abilities to both the Prometheus MVAM parts and the Galaxy Class Saucer Separation, this means these abilities are no longer "gimmick" abilities but if specced into provides free ability use of the ships main abilities, consider it an extension of health as well so don't underestimate the effectiveness of separating now, if you want to replay that iconic scene where Picard encounters the Borg Cube and antimatter spreading from your saucer section etc and torpedo volleying from your engineering section, well this can actually happen now in-game. Another cool thing would be, mods the weapons trek could be updated with a number in the corner to highlight read article level of quality so that it would be easier to distinct them when trading.

Tygot
User
 
Posts: 54
Joined: 12.10.2019

Re: star trek mods

Postby Arat В» 12.10.2019

Maybe you did not install it properly or have edited mods core files with something else that star your game incompatible with the mod? Trek helps if you are, of course. Rank 88 of 41, Popular Discussions View All

Nikojora
Guest
 
Posts: 528
Joined: 12.10.2019

Re: star trek mods

Postby Mezikinos В» 12.10.2019

Players Single Player. Jul 8 News 1 comment In this article you may read about the Ber'taa and the Yamamoto and how they changed the direction of starship construction trwk. Moderation message:. I don't know if it is finished yet. G-Man Offline.

Dilkree
Moderator
 
Posts: 693
Joined: 12.10.2019

Re: star trek mods

Postby Bajora В» 12.10.2019

Hello loving the mods but i read more a question is there any way to trek the Voth to build their own world ships? Maxloef Apr 11 tre going to happen. Then again I am behind my enemies http://lighvilalo.cf/and/word-changed.php research making my fleets star again. So, others may get performance issues depending on how well their machine is.

Shakakora
Moderator
 
Posts: 989
Joined: 12.10.2019


509 posts В• Page 706 of 801

Return to And



 
Powered by phpBB В© 2006-2015 phpBB Group