I noticed after transferring the latest iteration of one of alts to tribble the reputation kit items don't seem to show up. When this goes live where do we find them or how do we recover them or will that be any sort of issue?
As it sits now, map move a few times and your kit and modules will appear in your inventory.
That worked like a charm norcaler2. Thanks. Also it appears after coming back and jumping maps a few times it cleared up the sluggishness. Go figure. One thing I have noticed is that when I jump into tribble I no longer have any fleet membership. Since I haven't ever seen one way or another if that is expected (also everyone bailed on the fleet but me a long time ago) I'm curious how one will be able to access the K-13 fleet holding.
the thing they did to the kits was remove the restrictions of how many of what type you could fit on a kit. An example is you could not have 5 different grenades beforehand in your kit with this now you can
5 Photon Grenades is still not possible.
What we changed about kits specifically is:
* Most kit modules can be upgraded
* Kit frames can be upgraded
* Kit frames no longer hold kit modules (they are equipped directly onto your character)
* Kit frames no longer determine what number or sub-types of career kit modules you can use
* There are no longer sub-types (medical/research for science) of kit modules; just career locked (science only, for example) kit modules
* White-quality kit frames now give a stat boost equivalent to half of a normal kit performance modifier for their current Mark level (otherwise they would be worthless)
As it sits now, map move a few times and your kit and modules will appear in your inventory.
To enable this, we needed to convert your kit items from what they are on Holodeck to dynamic items. This conversion is intentionally setup not to happen if you log onto a space map, because it was not converting your equipped kit modules if you did. To trigger the conversion, if you did not initially log your character into a ground map, first move to a ground map, and then the next time you change maps or log in the conversion should happen.
Additionally, characters copied over before this patch (and the same will hold true for the patch where we fix any other conversion issues, such as the Temporal Operative kit modules or Spire Kit frames not being converted) will need to be re-copied for the conversion to be able to work.
it looks like you're able to upgrade gold kit module quality even when maxed and go past gold, though it apparently reverts back to common, probably cause nothing's set after it.
This is a bug. Which kit modules did you do this with?
[*] Updated the speed of non-targetable torpedoes to be faster.
This is only an update to the FX, not a functional change.
The speed of targetable torpedoes has not changed.
[/list]
Well... let's make it look like they're traveling faster, but it really isn't?
So, Kelvin Photon's will still overtake a Quantum Phase torpedo and do it's damage first.
Unrelated to the fleet commentary; a quote from Borticus here should help:
The short version is that this change was made by an FX Artist, and does not alter the power files, which are what contain things like activation parameters, damage algorithms, and other "mechanics."
But, these particular FX do play a part in dictating when hits are registered. So, while the FX Artist wrote the patch note to indicate that they didn't change any powers mechanics, this is one change to the Art that will actually result in a change in behavior.
Hope that helps clarify a little.
This does improve the speed that torpedoes deal the damage at, because for cannons and non-destructible torpedoes that speed is directly tied to the FX - they both look like and are traveling faster. Additionally, Kelvin Photons will still be faster than other torpedoes by design; they received a speed boost over their current state on Holodeck in this patch, along with all other non-destructible torpedoes.
Guys, this commodities elimination is THE SINGLE great help to small fleets!, EC is easy to come by, but going to every starbase to get enough is useless for a casual, i love this change!!
Tribble has been updated to: ST.66.20160925a.2
[*] Kits Modules from Lockboxes, Reputations, and the Winter / Summer Events can be upgraded in Mk, but not Quality.
Question re: "Kits Modules" in the above patchnote. Is that an extraneous "s", ie was supposed to be "Kit Modules from.." or a missing "and", ie "Kits and Modules from..." ?
Tribble has been updated to: ST.66.20160925a.2
[*] Kits Modules from Lockboxes, Reputations, and the Winter / Summer Events can be upgraded in Mk, but not Quality.
Question re: "Kits Modules" in the above patchnote. Is that an extraneous "s", ie was supposed to be "Kit Modules from.." or a missing "and", ie "Kits and Modules from..." ?
All Kit Frames should be able to be upgraded in both Quality and Mark on Tribble. That line should state "Kit Modules from..."
I assume it's still not possible for say a sci to use tactical or engineering kit modules right? Not sure if it's being said one way or the other on that matter, but I certainly hope, especially with the large amount of universal kit modules now, that career restrictions with modules can go away. The restriction is rather moot at this point and freeing up access to all kit modules by a career is just as logical as letting a single career fly all ship types.
Edit: I see the career restriction is still in place, but still hope it eventually can be gotten rid of really.
Well... let's make it look like they're traveling faster, but it really isn't?
So, Kelvin Photon's will still overtake a Quantum Phase torpedo and do it's damage first.
Wow...that video is very strange to watch.
I, also, is there was a specific order the program uses that weapons damage applies? For example: do beam damage always get calculated first...even though they fired last? I never looked that closely.
Hmm...I guess for beams it would be: would antiproton beams damage hit before disruptor beams even though disruptor beams were fired first... or something like that. OR whatever the weapons that showed up in those Kelvin lockboxes.
Frankly, I am not even sure where those Kelvin Torps came from.
Post edited by where2r1 on
"Spend your life doing strange things with weird people." -- UNK
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
it looks like you're able to upgrade gold kit module quality even when maxed and go past gold, though it apparently reverts back to common, probably cause nothing's set after it.
This is a bug. Which kit modules did you do this with?
i was able to do that with special event and reputation versions of normal modules such as cryo mine barrier, flash freeze bomb, nanite medical generator, photonic barrier generator, plasma feedback cascade, neutronic mortar, chroniton jolt, etc.
any of the special gold ones from events and reputations that have an upgradable mark.
after reaching mk 14 gold you can still put more tech upgrades and keep 'upgrading' its quality, though not sure if you actually can upgrade it past gold. i've put about 400-500 upgrades and it didn't change, so it may just be a waste of dil and upgrades, but it doesn't get blocked from further upgrades like super purples do.
Now clowns, that's another story. They scare the crap out of me.
We fight them too. Entire armies spilling out of Volkswagens.
We do our best to fight them off, but they keep sending them in.
Fleet Holdings: The various Commodity, except for Contraband, and item requirements such as torpedoes, devices, etc for fleet holding projects have been converted into a single Energy Credit entry.
Any partially completed projects will have their commodity/item requirements removed and replaced with an Energy Credit requirement and the associated progress will be lost.
Contraband will remain a unique entry.
This change effectively renders Cell & Tuffli Ships useless -- what's the point of having Commodities for sale cheaper in various areas if there's no advantage to seeking out the cheaper options?
- - - - I n f e r i o r i t y - C o m p l e x - - - - - - - - - - - - - - - - - - - - - - - - - -
The blog says K-13 went back 700 years, but the first post here says only lost for 140, so which is right?
My understanding is that, when the station fell into the temporal anomaly, it went back 700 years (and then everybody got put into stasis, etc.), and then stayed there. But the original temporal anomaly happened over 140 years ago from "our perspective" (i.e., the 2410 perspective), and we'll probably rediscover it as part of a new episode or something. Hence, "lost in time for over 140 years" means that that's how long K-13's been missing from 2410 officers' perspective.
I'd love to check out the changes, but I can't make it to the character selection screen. The graphic update may be too much for my aged pc. Guess I'll have to upgrade if I want to keep playing. I wonder how many people this will keep from playing.
Can we please get some Duty Packs on Drozana to fill the new Projects fore K13? My arm is hurting from clicking like crazy from buying and opening Fleet Dutys and sitting on the Academy to torn Green in White Dutys.
The new lightning: I love it, but I went the the Fleet Starbase... well let's say a darkroom is brighter than the Starbase on Tribble.
In regard to commodities going to EC, will there be a discount for Fleets with access to commodities in their Embassy, or for those with a freighter of some kind?
One aspect of this Kit change could be 'devastating' for me. Some of my characters have up to eight or so frames fully loaded with modules depending on what I needed to spec. If you go spilling this stuff out of the frames I could have potentially 40 or so items added to Inventory, completely filling it and sending items to the Overflow Bag, use of which is generally a PITA.
'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
Judge Dan Haywood
'As l speak now, the words are forming in my head.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
not to mention storing them (and kits) now will require bank space extension for some people due to how many different ones are available now, which, due to it being character bound rather than account bound is not worth the money.
Now clowns, that's another story. They scare the crap out of me.
We fight them too. Entire armies spilling out of Volkswagens.
We do our best to fight them off, but they keep sending them in.
Fleet Holdings: The various Commodity, except for Contraband, and item requirements such as torpedoes, devices, etc for fleet holding projects have been converted into a single Energy Credit entry.
Any partially completed projects will have their commodity/item requirements removed and replaced with an Energy Credit requirement and the associated progress will be lost.
Contraband will remain a unique entry.
This change effectively renders Cell & Tuffli Ships useless -- what's the point of having Commodities for sale cheaper in various areas if there's no advantage to seeking out the cheaper options?
That is very unfortunate. I'd like to see some other form of usefulness added to them, but I'm not going to hold my breath.
In regard to commodities going to EC, will there be a discount for Fleets with access to commodities in their Embassy, or for those with a freighter of some kind?
I've been wondering about this. Is the EC required balanced around regular prices, replicator prices, or the discount prices. If it is not balanced around the discount price or not discounted when fleets unlock the discount commodity vendor this is problematic for small fleets. As it is now there isn't much reason to reach t3 in the embassy. If there is no discount pricing there won't be much reason to go to t2, well other than the blue rom tac guy. I'd check for myself but I really don't have the time for tribble right now.
I saved all my commodities from DOFFing for throwing at the Fleet projects. THAT was a major discount for me.
Now, I HAVE to use EC. I don't see how that is an improvement.
They should have played around with that mess that is DOFF requirements. AND upped the Fleet Credits for Dilithium "donations".
"Spend your life doing strange things with weird people." -- UNK
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
Fleet Holdings: The various Commodity, except for Contraband, and item requirements such as torpedoes, devices, etc for fleet holding projects have been converted into a single Energy Credit entry.
Any partially completed projects will have their commodity/item requirements removed and replaced with an Energy Credit requirement and the associated progress will be lost.
Contraband will remain a unique entry.
First, a request for confirmation:
If I have a "commodity" or "item" input, like seismic stabilizers or photon torpedoes, upon conversion day these "slots" will be deleted and replaced by an "energy credit" entry?
Of course, any "progress" reflected in the deleted tracks that day will be "neutralized" - no refunds, no application to the new "EC" Track...
Now some questions:
Presumably, the EC track's value will be set "in accordance" with the value of the input(s) necessary. Need 100,000 EC worth of Mk V Photon Torpedoes from ESD/First City Spacedock/NR Hangar (only places to get them?) - input 100,000 EC instead.
As such, which "conversion value" is being used for all the commodities? Vendor Trash Value, Tuffli/Cell/Embassy/Specialist vendor, generic vendor, or Replicator?
Will the "discounts" from the Dilithium Mines be applied to the EC tracks as it was applied to the various commodity tracks?
Fleet Holdings: The various Commodity, except for Contraband, and item requirements such as torpedoes, devices, etc for fleet holding projects have been converted into a single Energy Credit entry.
Any partially completed projects will have their commodity/item requirements removed and replaced with an Energy Credit requirement and the associated progress will be lost.
Contraband will remain a unique entry.
This change effectively renders Cell & Tuffli Ships useless -- what's the point of having Commodities for sale cheaper in various areas if there's no advantage to seeking out the cheaper options?
That is very unfortunate. I'd like to see some other form of usefulness added to them, but I'm not going to hold my breath.
In regard to commodities going to EC, will there be a discount for Fleets with access to commodities in their Embassy, or for those with a freighter of some kind?
I've been wondering about this. Is the EC required balanced around regular prices, replicator prices, or the discount prices. If it is not balanced around the discount price or not discounted when fleets unlock the discount commodity vendor this is problematic for small fleets. As it is now there isn't much reason to reach t3 in the embassy. If there is no discount pricing there won't be much reason to go to t2, well other than the blue rom tac guy. I'd check for myself but I really don't have the time for tribble right now.
The answer is that the dilithium mine discount applies, but commodities are valued at replicator prices (for the most part). And they still haven't removed the photon torpedoes and commodities from some projects.
Practice Tactical Exercises V http://i.imgur.com/s8m4gae.png
37 Photon Torpedo Launcher Mk IX
1100 Industrial Replicators
I still have no clue how this EC cost was computed.
Support Local Systems V http://i.imgur.com/rMAzcpf.png
7500 Provisions
1250 Water Purification Systems
1.5 * 0.85 * (7500 * 100 + 1250 * 400) = 1593750
Provision Trade Supplies III http://i.imgur.com/PC6i07E.png
400 Seismic Stabilizers
300 Large Power Cell
0.85 * (1.5 * 400 * 1000 + 300 * 320) = 591600
I got the original commodity and item requirements from the STO wiki:
Hmm...I wonder if that is just a style change? It does emphasize the character this way.
There is the other problem where some of those windows are not sized correctly and cut off the top of the heads of BOFFs and other NPCs at times.
I sure hope it's not intended; it makes me feel as if I need to get my eyes checked. I believe the bug that cuts off boffs' heads started with "Agents of Yesterday".
We don't need any more of that film grain blurriness. As it is that Universe Bridge looks 'less than optimal' (to put it kindly) with the inherent blurriness. Star Trek was not filmed on 8mm washed out film. Stuff looked pretty clear to me when I first watched the shows 50 years ago. Turn it off or let us turn it off.
'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
Judge Dan Haywood
'As l speak now, the words are forming in my head.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
Might have been better addressing the Doff requirement for Starbase progression. You are already removing it from those Reputation Projects like for Elite Scorpions or Widows.
That is the single biggest PITA in progressing the Starbase and is usually why it takes so long to make reasonably timed progress. I mean, really now, moving the Starbase sub-sections from Tier 4 to 5 requires 69,300 Common Doffs.
And one more thing, allow purchasing of food and drink products in bulk.
'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
Judge Dan Haywood
'As l speak now, the words are forming in my head.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
Is there a kit module tab in the inventory planned?
Was curious and visited tribble this weekend only to find 30+ modules in my overflow.
Anyone who used kits to store modules will suddenly need 6 times as many slots (5 module + 1 kit) in the inventory.
Post edited by questerius on
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
Comments
That worked like a charm norcaler2. Thanks. Also it appears after coming back and jumping maps a few times it cleared up the sluggishness. Go figure. One thing I have noticed is that when I jump into tribble I no longer have any fleet membership. Since I haven't ever seen one way or another if that is expected (also everyone bailed on the fleet but me a long time ago) I'm curious how one will be able to access the K-13 fleet holding.
5 Photon Grenades is still not possible.
What we changed about kits specifically is:
* Most kit modules can be upgraded * Kit frames can be upgraded * Kit frames no longer hold kit modules (they are equipped directly onto your character) * Kit frames no longer determine what number or sub-types of career kit modules you can use * There are no longer sub-types (medical/research for science) of kit modules; just career locked (science only, for example) kit modules * White-quality kit frames now give a stat boost equivalent to half of a normal kit performance modifier for their current Mark level (otherwise they would be worthless)
To enable this, we needed to convert your kit items from what they are on Holodeck to dynamic items. This conversion is intentionally setup not to happen if you log onto a space map, because it was not converting your equipped kit modules if you did. To trigger the conversion, if you did not initially log your character into a ground map, first move to a ground map, and then the next time you change maps or log in the conversion should happen.
Additionally, characters copied over before this patch (and the same will hold true for the patch where we fix any other conversion issues, such as the Temporal Operative kit modules or Spire Kit frames not being converted) will need to be re-copied for the conversion to be able to work.
This is a bug. Which kit modules did you do this with?
Unrelated to the fleet commentary; a quote from Borticus here should help:
This does improve the speed that torpedoes deal the damage at, because for cannons and non-destructible torpedoes that speed is directly tied to the FX - they both look like and are traveling faster. Additionally, Kelvin Photons will still be faster than other torpedoes by design; they received a speed boost over their current state on Holodeck in this patch, along with all other non-destructible torpedoes.
Question re: "Kits Modules" in the above patchnote. Is that an extraneous "s", ie was supposed to be "Kit Modules from.." or a missing "and", ie "Kits and Modules from..." ?
All Kit Frames should be able to be upgraded in both Quality and Mark on Tribble. That line should state "Kit Modules from..."
Edit: I see the career restriction is still in place, but still hope it eventually can be gotten rid of really.
Wow...that video is very strange to watch.
I, also, is there was a specific order the program uses that weapons damage applies? For example: do beam damage always get calculated first...even though they fired last? I never looked that closely.
Hmm...I guess for beams it would be: would antiproton beams damage hit before disruptor beams even though disruptor beams were fired first... or something like that. OR whatever the weapons that showed up in those Kelvin lockboxes.
Frankly, I am not even sure where those Kelvin Torps came from.
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
any of the special gold ones from events and reputations that have an upgradable mark.
after reaching mk 14 gold you can still put more tech upgrades and keep 'upgrading' its quality, though not sure if you actually can upgrade it past gold. i've put about 400-500 upgrades and it didn't change, so it may just be a waste of dil and upgrades, but it doesn't get blocked from further upgrades like super purples do.
We fight them too. Entire armies spilling out of Volkswagens.
We do our best to fight them off, but they keep sending them in.
My understanding is that, when the station fell into the temporal anomaly, it went back 700 years (and then everybody got put into stasis, etc.), and then stayed there. But the original temporal anomaly happened over 140 years ago from "our perspective" (i.e., the 2410 perspective), and we'll probably rediscover it as part of a new episode or something. Hence, "lost in time for over 140 years" means that that's how long K-13's been missing from 2410 officers' perspective.
The new lightning: I love it, but I went the the Fleet Starbase... well let's say a darkroom is brighter than the Starbase on Tribble.
ESD: NPC's are walking into the floor.
AFAIK, it's always been like that. It puts more emphasis on the person in the window than on the background, for reasons unknown.
It was found 140 years after it disappeared, so both are correct.
Rephrase: It did go 700 years into the past, but it wasn't rediscovered until 2410. Hope that clears it up.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
We fight them too. Entire armies spilling out of Volkswagens.
We do our best to fight them off, but they keep sending them in.
That is very unfortunate. I'd like to see some other form of usefulness added to them, but I'm not going to hold my breath.
I've been wondering about this. Is the EC required balanced around regular prices, replicator prices, or the discount prices. If it is not balanced around the discount price or not discounted when fleets unlock the discount commodity vendor this is problematic for small fleets. As it is now there isn't much reason to reach t3 in the embassy. If there is no discount pricing there won't be much reason to go to t2, well other than the blue rom tac guy. I'd check for myself but I really don't have the time for tribble right now.
Now, I HAVE to use EC. I don't see how that is an improvement.
They should have played around with that mess that is DOFF requirements. AND upped the Fleet Credits for Dilithium "donations".
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
Do you really not see the difference between Holodeck and Tribble?
Holodeck: October 2, 2016
http://i.imgur.com/khSGu7w.png
http://i.imgur.com/sYFFDcc.png
http://i.imgur.com/zIHjcyG.png
Tribble: October 2, 2016
http://i.imgur.com/ZjgOAUf.png
http://i.imgur.com/QYmcnGV.png
http://i.imgur.com/ZqeZIBC.png
The answer is that the dilithium mine discount applies, but commodities are valued at replicator prices (for the most part). And they still haven't removed the photon torpedoes and commodities from some projects.
Practice Tactical Exercises V
http://i.imgur.com/s8m4gae.png
37 Photon Torpedo Launcher Mk IX
1100 Industrial Replicators
I still have no clue how this EC cost was computed.
Provision Fleet Ships V
http://i.imgur.com/OnUr7wF.png
2500 Shield Generators
1250 Warp Coils
1.5 * 0.85 * (2500 * 100 + 1250 * 800) = 1593750
Support Local Systems V
http://i.imgur.com/rMAzcpf.png
7500 Provisions
1250 Water Purification Systems
1.5 * 0.85 * (7500 * 100 + 1250 * 400) = 1593750
Provision Trade Supplies III
http://i.imgur.com/PC6i07E.png
400 Seismic Stabilizers
300 Large Power Cell
0.85 * (1.5 * 400 * 1000 + 300 * 320) = 591600
I got the original commodity and item requirements from the STO wiki:
http://sto.gamepedia.com/List_of_starbase_projects
http://sto.gamepedia.com/List_of_dilithium_mine_projects
Hmm...I wonder if that is just a style change? It does emphasize the character this way.
There is the other problem where some of those windows are not sized correctly and cut off the top of the heads of BOFFs and other NPCs at times.
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
I sure hope it's not intended; it makes me feel as if I need to get my eyes checked. I believe the bug that cuts off boffs' heads started with "Agents of Yesterday".
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
That is the single biggest PITA in progressing the Starbase and is usually why it takes so long to make reasonably timed progress. I mean, really now, moving the Starbase sub-sections from Tier 4 to 5 requires 69,300 Common Doffs.
And one more thing, allow purchasing of food and drink products in bulk.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
Is there a kit module tab in the inventory planned?
Was curious and visited tribble this weekend only to find 30+ modules in my overflow.
Anyone who used kits to store modules will suddenly need 6 times as many slots (5 module + 1 kit) in the inventory.