Building the Nebula
I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on March 30th, 2010, 8:42 pm
Tyler wrote:The following instructions should work for a buildable Galaxy, but can be easily modified for any Warp-In ship by replacing the ship/special weapon files with the ones appropriate for the ship of your choice.
Why doesn't someone copy this into a sticky thread to make it easier to find?
I'll put a thingy in the FAQ on the guide. Seems it's definitely frequently asked

posted on March 31st, 2010, 1:09 am
I was successful, though something is still wrong.
Despite turning off the warp-in as instructed above, at Starfleet command my warp-in support still says 4/10 even though I haven't called for any ships.
Despite turning off the warp-in as instructed above, at Starfleet command my warp-in support still says 4/10 even though I haven't called for any ships.
posted on March 31st, 2010, 2:02 am
I think you have to remove the cap from all the odfs for the Nebula. That is for the base ship as well as ranks 1-4.
posted on March 31st, 2010, 2:26 am
and the fed_nebulaA variant. 

posted on March 31st, 2010, 2:54 am
Yes, I missed one.
So all's well. I had to make up building costs for the ship, but it's in the Antares yard and as elegant in-game as I remember (well, more so since the graphics here are better).
The AI has handily kicked my butt, though, so its on to learning how to play this mod.
So all's well. I had to make up building costs for the ship, but it's in the Antares yard and as elegant in-game as I remember (well, more so since the graphics here are better).
The AI has handily kicked my butt, though, so its on to learning how to play this mod.
posted on March 31st, 2010, 7:48 pm
Yeah, unless you plan on playing to loose against the AI, use AI normal, and turn the AI Build Time and Build Cost modifiers up to about 1.2 or 1.25. Avoid the Borg and avoid big maps unless you're pretty good. The Borg in FO are just plain overpowered and when the AI plays them, look out because it will have a massive fleet of Spheres, Assimilators, and Pyramids in no time flat. If you play on a big map against the AI it will be hard to find them unless you build 6-10 scouts and like wise it won't find you very quickly. So the AI manages to build up a massive fleet which it swamps you with once it finds you while you (the player) have only managed to build a fleet half the size. This is all due to the fact that the AI doesn't have to actually mine for resources, it essentially has an unlimited supply.
posted on March 31st, 2010, 11:43 pm
actually, the borg are some of the easiest to beat AI wise.
if you hit them really early, and kill their constructor, they have no time to build anything. just keep sending sabers at them, or what have you, and they will lose very early on.

posted on April 1st, 2010, 12:33 am


posted on April 1st, 2010, 7:46 am
as a side node: Patch 3.1.2 will include uncapped versions of the Warp-In vessels to be built at the McKinley Yard at correct costs. This will also allow easy access to them for modding purpose 

posted on April 1st, 2010, 1:16 pm
Nice.
Will the SFC/McKinley Yard versions have the same name list or seperate ones? Seperate ones would allow you to use both without duplicates.
Will the SFC/McKinley Yard versions have the same name list or seperate ones? Seperate ones would allow you to use both without duplicates.
posted on April 1st, 2010, 5:57 pm
But you still won't be able to build the McKinley Yard without mods, right?
And, wait, the AI doesn't mine resources!?
And, wait, the AI doesn't mine resources!?
posted on April 1st, 2010, 6:32 pm
They will share everything, including the names
The AI mines resources. If you play on normal, for example. The higher AIs get cost reduction, as thats necessary for them to compete. Fleet Operations is about chosing a certain strategy. But at the moment the Ai is rather linear, and to have a fun experience, the AI should deploy every unit (who wants to always play against a BoP rush). To compensate, the AIs got some cost reduction. If you want a "casual-level" AI, just take the normal one. It will get even more beginner friendly in 3.1.2
The AI mines resources. If you play on normal, for example. The higher AIs get cost reduction, as thats necessary for them to compete. Fleet Operations is about chosing a certain strategy. But at the moment the Ai is rather linear, and to have a fun experience, the AI should deploy every unit (who wants to always play against a BoP rush). To compensate, the AIs got some cost reduction. If you want a "casual-level" AI, just take the normal one. It will get even more beginner friendly in 3.1.2
posted on April 1st, 2010, 6:59 pm
brilliant, thats what us noobs like to hear optec 

posted on April 1st, 2010, 9:30 pm
I wonder why the player earlier said the AI doesn't mine for resources and gets an unlimited supply. If they weren't actually mining, that would explain why they have so many ships and I never see them taking control of mines outside their starting area.
posted on April 1st, 2010, 9:35 pm
Well, it's so close to unimportant (their mining) on Merciless etc that it isn't even really appropriate to describe them mining. They can build several shipyards right from the start with hardly any cost, and can pump out construction ships, miners, and fighters 

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