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March 7th, 2005, 01:12 AM
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Sergeant
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Join Date: May 2004
Location: Unimatrix 1
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Re: Star Trek : Quadrants of Conflict 2
I agree we should start we 1.9.1.2, by the way, i sent you my new empire file did you get it?
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If you see a light at the end of a wormhole its a photon torpedo!
You think is such three dimensional way, how small have you become - Borg Queen.
Whatever that thing was the Shivans got one less of them now - S.O.C. Freespace 2
We're the borg, lower your shields and surrender your ships, we will add your technological and biological distintiveness to our own your race will adapt to serve us, resistant is futile.
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March 7th, 2005, 04:59 AM
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Corporal
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Join Date: Jan 2005
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Re: Star Trek : Quadrants of Conflict 2
Ja starting in 1.9.1.2 would make life easier and none of would have to play 1.9.0.9 or w/e it is:-d. Plus if something i dun think it would be that hard to redo empi file:-d
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March 7th, 2005, 07:15 AM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
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Re: Star Trek : Quadrants of Conflict 2
Just to be sure.I made my empire file in version 1.9.1.2. It loads fine with version 1.9.0.9, as far as i can see.
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March 7th, 2005, 11:44 AM
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First Lieutenant
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Join Date: Feb 2004
Location: The Netherlands
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Re: Star Trek : Quadrants of Conflict 2
It's for certain now:
We will start with STM 1.9.1.2, it's already changed on PBW. Thanks again Geo.
As soon as I got some infromation on the Orions we will start.
Inti,
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March 7th, 2005, 12:00 PM
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Major General
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Join Date: Jan 2005
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Re: Star Trek : Quadrants of Conflict 2
I suggest that while almost all races can only use espionage intel, and the Dominion may or may not be able to use minor acts of sabotage with their Founders, I suggest some sabotage for 8472 as they have the technology to change their appearance to a human form - can't remember the name of that Voy episode but it included a massive base with a mock-up of SFC and the Academy, and "Boothby" was in command. Also, the Romulans should be able to use sabotage, as they have the Tal Shi'ar, don't they?
Or what you could alternatively do is create another Romulan race with the name Tal Shi'ar who can use sabotage, but who start out in a low-value area on a tiny/small planet, so they'll have to hire out their services ofr payment if they're ever going to be strong enough to fend for themselves.
I'd LOVE to play such a mercenary intel organization, but unfortunately I can't play on PBW.
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March 8th, 2005, 12:55 AM
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Corporal
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Join Date: Jan 2005
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Re: Star Trek : Quadrants of Conflict 2
JA the dominion should be aloud to commit sabotage because they did that more often than fight
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March 8th, 2005, 05:40 AM
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Major General
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Re: Star Trek : Quadrants of Conflict 2
The Dominion could have some sort of Intel act that allows them to take over ships, but it should be prohibitively expensive. They could place Founders on the ship to replace all crew members, but it would take looong so that's why it should be expensive.
And I stick with my Tal Shi'ar. In my own ST mod (with older versions of AT's shipsets, but then created from stock, not STM itself) the Intel centers are "mercenary Tal Shi'ar barracks" where the remnants of the Tal Shi'ar reside. My idea was that the intelligence agency became too powerful and tried to seize power in the Empire, but failed and subsequently disintegrated after the Cleansing War (yes, I had made my mod with the STM storyline in mind.).
But I still think that perhaps it's a good idea to make them an independent Empire.....?
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O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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March 8th, 2005, 06:18 AM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
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Re: Star Trek : Quadrants of Conflict 2
As the Dominion I'm all for enhancing my Intelligence capabilities . However let's look at the sort of work they did. excuse me if i forget some.
1. Impersonated an ambassador so that DS9 nearly started a war with the Tzenkethi. Diplomatic intercept?
2. Impersonated a Romulan captain to lead the Tal'Shiar and Obsidian order into a trap. Information gathering?
3. It wasn't their plan, but they impersonated Chief O'Brian so that Sisko knew about a Federation rebellion. This wasn't really any sort of attack.
It would seem to be limited to actions that are minor but have a farreaching impact. They couldn't change crew rosters because the rest of the government would notice and fix it, but putting target ships off course, or even a whole fleet for a turn, seems in character. It has to be something that raises no questions. so obviously no mutinies as the loyal crew is going to suspect their captain wanting to change sides, and obviouslly they can't steal whole planets, although they can gather information on ship and planet cargo. Bombs also fit.
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March 8th, 2005, 07:58 AM
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Private
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Join Date: Jul 2004
Location: Denmark
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Re: Star Trek : Quadrants of Conflict 2
Well I don't know about intel, I'm kind of glad it's restricted in this game. Even for roleplaying reasons, with all the technology (not to mention empaths like Betazoids) being a terrorist should be really hard in the Star Trek universe
I wouldn't mind if Romulans had some kind of Tal Shi'ar or if the Dominion had access to one or two more intel missions, but the problem then is balance. The empires bordering those two would then be at a disadvantage since they'd have to (well, not *have* to, but I certainly would) invest in a few more intel centers, at the expense of minerals and research. They'd get no real benefit from these extra intel centers, it would only be a necessary evil, since I imagine they'd put most of the extra points towards counter intelligence anyways.
Oh, and on a totally unrelated subject - I was playing around with some simulations today, since I remember the Vaadwaur used fighters in that Voyager episode. I was going to give up building them since the Federation for example gets Ablative Armor III that negates any damage less than 20, and the Small Photon Torpedo III has max damage of 16, but I noticed in the simulator that a shuttle group of 100 could easily take out a Dreadnought with the Ablative Armor III.
So I assume that damage from fighter groups is the damage the group as a *whole* does? Ie, one fighter does damage 16 max, but 10 fighters count as doing 160 dmg, hence the armor does not negate?
Edit: I don't see why this would be the case, since it's just 100 shots with 16 dmg, but for some reason that Dreadnought was quite easily destroyed, so there must be some kind of explanation for it... I just tried and it even works with only small phaser cannons. They still penetrate the armor. Oh well, good for the Vaadwaur then. At least fighters are not yet obsolete in the Alpha Quadrant
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March 8th, 2005, 08:17 AM
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First Lieutenant
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Join Date: Mar 2002
Location: North Carolina
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Re: Star Trek : Quadrants of Conflict 2
Yes, the damage from a group of fighters (or sats) stacks.
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