Either do the Windows updates to get the Upgrade to Windows 10 notification , or burn the ISO file for Windows 10 into a DVD and install it (Choose upgrade, not the fresh install) from within your original Windows 7/8. ( Note 3)The process above will register your new hardware against your free Windows 10 license (Upgraded from Windows 7/8). Alt key not working windows 10. Install the original Windows 7/8 again and activate it with your original Windows 7/8 license,. Star Trek could work but I'd feel like you would have to change up some of the mechanics a bit. I don't really see the squadron as something that needs an actual stat, but I'd keep the order for those shuttle squadrons that people like to use in the paper games. Instead, I'd use something like 'Systems' to simulate power being moved around into various parts of the ship like the guns, shields, teleporter, sensors, and so on. Engineering would largely fix damage, remove certain counters like fires, or other, similar functions that we saw in the shows. I don't really see the squadron as something that needs an actual stat, but I'd keep the order for those shuttle squadrons that people like to use in the paper games. Instead, I'd use something like 'Systems' to simulate power being moved around into various parts of the ship like the guns, shields, teleporter, sensors, and so on.Replacing the Squadron command with a Fire Torpedoes command would sort of simulate energy management. Each command now represents power to the torps, power to the shields, power to the phasers, or power to the engines. Of course, you still have sensors and transporters. STA 3: TTF v 1.1. Is definateley on the road to release, although up till now no date has been mentioned. The STA 3 development team also announced that they're also working on a spin-off project called STA 3: Nemesis. As frequent players of STA 3 know, playing a match often takes hours, maybe even days. Gameplay in STA 3 has become. Welcome to the Official Star Trek: Armada III Wiki! A comprehensive reference guide for the Sins of a Solar Empire mod Star Trek: Armada III, written and maintained by the devs & players. We currently support 595 pages (152 articles) with 42,800 users participating in this Wiki so far. Welcome to /r/STA3 - the official subreddit for the award-winning Sins of a Solar Empire mod Star Trek: Armada III.Join the devs and fellow players in discussing strategies, game content, new ideas you might have, and much more. Two things that should deserve their own commands.This would also help simulate torpedoes having a lower fire rate than phasers which fire every round. Edited November 5, 2015 by Hedgehobbit. I don't really see the squadron as something that needs an actual stat, but I'd keep the order for those shuttle squadrons that people like to use in the paper games. Instead, I'd use something like 'Systems' to simulate power being moved around into various parts of the ship like the guns, shields, teleporter, sensors, and so on.Replacing the Squadron command with a Fire Torpedoes command would sort of simulate energy management. Each command now represents power to the torps, power to the shields, power to the phasers, or power to the engines. Of course, you still have sensors and transporters. Two things that should deserve their own commands.This would also help simulate torpedoes having a lower fire rate than phasers which fire every round.I think that some of the beauty of Armada comes from the abstraction, you're not firing 8 double turbolaser batteries, four quad turbolaser turrets and several concussion missiles, you are rolling 3 black and 3 red dice, and the commands are part of that. I think Concentrate fire is pretty good for combined Torps/Phasers (depends what kind of dice you use the command for). I think thematically it could be pretty easy to change squadron to transporters. Sensors don't seem to be something that would be useful in a combat situation as the ones in Armada, at least not at this level of abstraction. ![]() I don't really see the squadron as something that needs an actual stat, but I'd keep the order for those shuttle squadrons that people like to use in the paper games. Instead, I'd use something like 'Systems' to simulate power being moved around into various parts of the ship like the guns, shields, teleporter, sensors, and so on.Replacing the Squadron command with a Fire Torpedoes command would sort of simulate energy management. Each command now represents power to the torps, power to the shields, power to the phasers, or power to the engines. Of course, you still have sensors and transporters. Two things that should deserve their own commands.This would also help simulate torpedoes having a lower fire rate than phasers which fire every round.I think that some of the beauty of Armada comes from the abstraction, you're not firing 8 double turbolaser batteries, four quad turbolaser turrets and several concussion missiles, you are rolling 3 black and 3 red dice, and the commands are part of that. ![]() I think Concentrate fire is pretty good for combined Torps/Phasers (depends what kind of dice you use the command for). I think thematically it could be pretty easy to change squadron to transporters. Sensors don't seem to be something that would be useful in a combat situation as the ones in Armada, at least not at this level of abstraction.Maybe have Sensors like Intel? At that point, they would be something like an upgrade card. You could also use sensors to create any sort of potential advantage against the opponent.I think I'd want the third stat to do more than work with the weapon systems because we already have an order that can directly simulate the effect. Maybe it can be something like directing the weapons to a specific point or section than a general area but that seems like a card or upgrade thing.Star Fleet Battles from the '80s is still awesome for true indepth capital ship fun!.Ahh the memories. Star Trek Armada 3 Nemesis 2Starflleet battle was the second wargame I played though at that point we still had counters rather then minis. I still have nightmares where I find myself stuck as the Federation Commander in one historical scenario even though I can't recall its name.Basically the scenario is that a Klingon fleet has taken a system that the Organian treaty awarded to the Federation. Starfleet sends a slightly stronger fleet to reclaim the system. But the Federation Council refuses to fund fleet action training and wargames because they feel such training is too military and don't anticipate a major war coming (The General War, AKA the biggest war in the setting's history starts a few years later). Anyway because Starfleet hasn't trained in working as a fleet the Federation player has to write down the order they are giving every time they issue a command to a ship other then their flagship then draw a card to determine if the order is obeyed and what happens if it is not.Historically the Federation wins but a lot of mistakes were made and the press, there were reporters on the Federation flagship, proceeds to rip the fleet commander a new one. I would like to see a research based game like in ST vs SW where you have research wapons, shields, and chassis to build a certain ship and each pod type builds on the last, ie destroyer chassiscruiser chassisbattlecruiser chassis etc. Another thought along those lines is that you can 'replace' buildable ships using the secondary build item used by the upgrade centers. Ie you research the cruiser chassis and photon torpedoes and you can build a miranda, well research quantums and advanced shields nad now the miranda is replaced by the akira in the shipyard build menu.Also, im kinda making a mod along those lines, so i have compiled a lot of what i consider good to great models such as 9 of 9's neghvar, p81's sovvy, intrepid and miranda, a badass akira(i forget who made it) and others if you want to use them. I like this idea, however sadly, I don't own a copy of Armada 2. Phantom should be able to incorperate the Fleet Operations mod for A2 with this to make A2 only 2D (A & Y axis only) so it would, in all likelyhood, elimanate the depth.Warp could be special energy dependant or need to be researched to specific ships. Make it an extra-extra special ability or something because the idea of no warp for a trek game, just isn't trek.That wormhole thing sounded cool as well. With the Kazon and some of the other races, they could be NPC's. More map objects like planets, and whatnot. Even some special weapons from A1 could be programed to A2 if needed. Well i have to agree with white and noob about there piont of veiws but i could probly provide some modles of the delta Quadrant and it can be incorperated to A1 speks (and in my piont of view the A2 game cvan use A1 moddles and use them in play) so they could be used in multi-combatant roles and also be used a runeabouts also know in orcale and runabouts for there unike codesso in phantoms first post it said that the seperation could be adapted and be used but itd tak awhile to edit all the nessicery files and it would be a exelent progect. This idea is completely off the wall, based on what I've read so far on this thread. How about making Armada 3 more like Warcraft 3? Give hero ships the ability to gain experience, level up, and collect artifacts. Each race would have a pool of officers (ship captains) to chose from. Select one and assign him to a ship. Star Trek Armada 3 Nemesis TrailerThat ship becomes a hero ship, and gains bonuses based on the captain's attributes. If this ship is destroyed, that officer is removed for the rest of that match, and certain artifacts might be recovered from the wreckage. Where do you find artifacts? By beaming onto neutral planets (which might be heavily defended by AI) to see if there's anything there.I know this is probably impossible from a modding standpoint. I've just started modding myself. But you wanted to know what I think Armada 3 should be. There it is.Whatever you decide to do, I agree with some people's sentiments that each race be themed with certain strengths and weaknesses.FEDERATION:Strengths: Superior shielding on all ship classes. Specials focused on defense.Weaknesses: Longer build times. More officers required for ships.KLINGON EMPIRE:Strengths: Superior weaponry on all ship types. External touchpad for computer. Shorter build times for all but the largest ships.Weaknesses: Weaker shielding on light and medium cruisers. Slower repair and shield recharge rates.ROMULAN STAR EMPIRE:Strengths: Stealth. Largest dreadnoughts.Weaknesses: Low hull integrity. Systems more easily damaged.CARDASSIAN UNIONStrengths: Powerful battlestations and turrets. Bozar fallout new vegas. Decent content for the price. It's entertaining to try and obtain the 1, 2,and 3 star challenges, but if your character is too far into the story, you may have some problems and will have to start over with a new character. All stations armed and well shielded.Weaknesses: Long research times. Slower crew replenishment.DOMINIONStrengths: Fast production times. Low cost for light cruisers. Fast crew replenishment.Weaknesses: Light and medium cruisers easily destroyed. No turrets.FERENGIStrengths: Big, well shielded freighters. Star Trek Armada 3 GameFast resourse acquisition. Efficiant production.Weaknesses: Weaker ships across the board. No crew replenishment - crew must be bought with latinum.BORG - AIIs superior. Should be AI only.SPECIES 8472 - AIIs superior. Usually found attacking Borg. Don't bother them and they (probably) won't bother you.EARTH ALLIANCEJust kidding, but if you have the room, why not include other sci-fi genres? I was thinking of a MOD that would act like a Tense Trilogy Compelation, start from Enterprise (Past Tense) - TOS - TMP (Present Tense) - TNG - Future (Future Tense)With the the ability to for example:Build a Constitution Class, and in a refit yard, send the ship in, and have the sod refit into the Constitution Refit. So u upgrade the TOS Constitution to something like on TMP. Same with the excelsior being refited like the Enterprise - B and the LakoulBut I dunno, that seems BOTF to me but I dunnoWhat era do u ppl want?Star Trek - Enterprise -Star Trek The Original Series (TOS)Star Trek The Next Generation/Deep Space Nine/Voyager (TDV)Star Trek Nemesis/post (Future)Ad'. I aggree with robdavidge on several things. The sub-Romulan group being the Remans is a very good thing, it makes sense (the Remans could never be a stand-alone race unless there are some major Alpha-quadrant changes).About the prototype shipyard: great idea! It would be nice though to see a prototype come out of the shipyard and after a certain number of them beingt built the ship becomes available in the Advanced or Standard shipyard (seeing as a prototype should become available after being around long enough, having been perfected and all).I also agree on the station-bit. It would be cool for Starfleet to have a vast Starbase, being a defencestation, a shipyard, repair yard (like it was in a TOS-movie, don't remember which one). Shipyards are indeed merely assembly yards, not production centers, although I believe shipyards are equipped with industrial replicators, not needing shippings and all. And certainly, it makes sense to have only one product at a time - starships are valuable objects, not mass-produced paper planes or something like it. A shipyard should, in my humble opinion, not be able to spew out ship after ship, perhaps it is possible for a shipyard to need a little 'break' before starting construction on the next ship.That's it for my thoughts, for now.
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