Your character can initially only build the specific training manuals you have unlocked (space) or chosen (ground) as you went through the skill tree allocating your skill points.
Of course, Tactical Captain, all tactical manual options...
As you get some of those "mission reward" manuals, your captain can create training manuals for them, too.
If you need a "high end" science or engineering skill that a captain can train, you can have an alt train it and/or have a friend of the appropriate class do so, or just buy one off the exchange...
Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
I didn't know the skill tree had an effect on it. I was thinking the R&D skills might. I figured I would probably have to have an alt do it or get it off of the exchange, but I figured I'd check just to be sure. Thanks.
On your skills tab, bottom of the space window, there's three bars. Every "other" dot on that bar lists what skill each class can train if that dot were to be filled. Only the skills that you have dots filled in for will be ones that your captain can create manuals for.
That's how the skill tree influences what space skills a captain can build manuals for.
Skills tab, bottom of ground window, again has a bar, this time only one. Every other dot on this bar, though, gives you a choice of two different ground skills that can be trained - and the player's allowed to pick one of the two. Thusly, no captain can build manuals for more than 1/2 the ground skills.
Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
I'll take a closer look at that. I wish the "?" button on the window would actually go into detail like you did. Most of the "help" windows aren't very helpful.
Comments
Of course, Tactical Captain, all tactical manual options...
As you get some of those "mission reward" manuals, your captain can create training manuals for them, too.
If you need a "high end" science or engineering skill that a captain can train, you can have an alt train it and/or have a friend of the appropriate class do so, or just buy one off the exchange...
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
For the record:
On your skills tab, bottom of the space window, there's three bars. Every "other" dot on that bar lists what skill each class can train if that dot were to be filled. Only the skills that you have dots filled in for will be ones that your captain can create manuals for.
That's how the skill tree influences what space skills a captain can build manuals for.
Skills tab, bottom of ground window, again has a bar, this time only one. Every other dot on this bar, though, gives you a choice of two different ground skills that can be trained - and the player's allowed to pick one of the two. Thusly, no captain can build manuals for more than 1/2 the ground skills.
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]