Author Topic: Kobayashi Maru 1.0 - Opinions, Comments  (Read 4479 times)

RhVaurek

  • Guest
Kobayashi Maru 1.0 - Opinions, Comments
« on: July 21, 2007, 04:48:06 PM »
 I got it about oh 2 hrs ago now most of which I have spent offline in a nice lil battle dodgeing phaser fire and the like and loving it.
 Been online and repeatedly crashed.. but thats not that new lol I think its my 2mb bb net connection and 2yr old computer playing that up oh well I'll see tomorro.

 Pros:
 General gameply is great
 Gadgets and gizmos are great
 Ships = Fab
 Effort put in = Unlimited
 Ability to change bridge when transporting to a new class of ship = priceless
 
 Cons:
 Warp FX Stars sorry but I cant stand em I might overwrite em with the previous ones or would that cause issues?
 
 So far loving it, great work KM Team. I'll have to get some screenshots for the best screenshots thread.

Offline Nebula

  • BC elder / BCC Vice Admin
  • Administrator
  • Posts: 5499
  • Cookies: 1129
  • KM - Mod Team Member & BC - Elder (2002)
    • 9th fleet HQ
Re: Kobayashi Maru 1.0 - Opinions, Comments
« Reply #1 on: July 21, 2007, 04:57:59 PM »
Quote
Warp FX Stars sorry but I cant stand em I might overwrite em with the previous ones or would that cause issues?

They are generated by the game now... try moving the ship around in warp and you will see they move with you.
Canon is what people argue exists on ships that don't exist.

RhVaurek

  • Guest
Re: Kobayashi Maru 1.0 - Opinions, Comments
« Reply #2 on: July 21, 2007, 05:06:26 PM »
 No I know they move with me thats extremely cool, its just the colour of em green and white and blues dont mix.. yes star streaks change colour rainbow style but these just dont float my boat. I much prefer the old warp sequence colours. Still im nitpicking here thats my only con so far.

Offline Jb06

  • Posts: 1295
  • Cookies: 968
  • JL Studios Co-Founder
    • JL Studios
Re: Kobayashi Maru 1.0 - Opinions, Comments
« Reply #3 on: July 21, 2007, 05:27:57 PM »
Ability to change bridge when transporting to a new class of ship = priceless
You could do that before km 1.0 came out i've had it for more than a year now

Cons: Warp FX Stars sorry but I cant stand em I might overwrite em with the previous ones or would that cause issues?
 

i no what you mean the colours just don't look right

Offline Cube

  • Posts: 143
  • Cookies: 5
    • DJcube
Re: Kobayashi Maru 1.0 - Opinions, Comments
« Reply #4 on: July 22, 2007, 08:13:11 AM »
I just don't like that the Warp streaks come in "packs", rather than randomly. The colours look fine, it's just the layout that looks.

But, yea. Fantastic mod. It's progressed very well since I've been away from the project.

Offline DJ Curtis

  • Ship Builder
  • Posts: 1964
  • Cookies: 1410
  • I make ships.
Re: Kobayashi Maru 1.0 - Opinions, Comments
« Reply #5 on: July 22, 2007, 11:58:58 AM »
I've got to say...

KM 1.0 is amazing.  What the team has done is nothing short of compile and create an entirely changed BC experience that is far beyond anything i think anyone thought it could be just a couple of short years ago.  It kind of makes me think about ATP Dimensions in terms of size and scope. 

Well done to all the developers, it's a great mod.

Offline Tuskin38

  • Posts: 2476
  • Cookies: 111
Re: Kobayashi Maru 1.0 - Opinions, Comments
« Reply #6 on: July 22, 2007, 12:12:41 PM »
It is awesome...

Offline Nighthawk

  • |______[o]_|
  • Posts: 750
  • Cookies: 18
Re: Kobayashi Maru 1.0 - Opinions, Comments
« Reply #7 on: July 22, 2007, 06:16:58 PM »
pros:
-top-of-the-line graphics and environments
-new accurate bridges
-stability
-mods in multiplayer

cons:
-ships are still way too big, polygon wise. can't handle big battles
-no new missions  :(

RhVaurek

  • Guest
Re: Kobayashi Maru 1.0 - Opinions, Comments
« Reply #8 on: July 23, 2007, 06:07:17 AM »
 I had to reboot my comp lol and so lost KM 1.0 oh the humanity!!!
 Now re-downloading it and nice speed too 55mins from start to finish.
 Hopefully I can run it online smoother than last time, but I think that may be hopeing for too much with my comp. Offline play rules but I was hopeing for some nice clan battles in 1.0. Oh well I will see later.
 Whats everyone fav new ship anyway? Atm Id say, LC's Intrepid lovely and the Defiant is very nice looking too and I HATE defiant. 8)

Offline sg2

  • Always outnumbered,Never outgunned.
  • Posts: 45
  • Cookies: 1
  • Always outnumbered,Never outgunned.
Re: Kobayashi Maru 1.0 - Opinions, Comments
« Reply #9 on: July 23, 2007, 06:29:12 AM »
intrepid is the best.just a great improvement on the other intrepids.Loving the moving nacelles aswell-this makes a whole new form of game play.

Offline Mustang

  • Resident Movie Critic
  • Posts: 386
  • Cookies: 46
  • Muse Fan
Re: Kobayashi Maru 1.0 - Opinions, Comments
« Reply #10 on: July 23, 2007, 11:04:46 AM »
KM 1.0 completely blew me away. The many different ships, mods, bridges and other things all combined into one is absolutely incredible.

Kudos to the KM 1.0 team!

Offline Nighthawk

  • |______[o]_|
  • Posts: 750
  • Cookies: 18
Re: Kobayashi Maru 1.0 - Opinions, Comments
« Reply #11 on: July 23, 2007, 11:56:18 AM »
sorry if this doesn't go here, but wanted to know if someone already has the same problem.
KM 1.0 disabled BCS:TB' Boost shields and Intensive Scan.

there might be another mods disabled, but didn't check my install deeper.

I'm gonna go to KM bugtracker and report this anyways, just wanted to ask.

Jeffery_Hawkins

  • Guest
Re: Kobayashi Maru 1.0 - Opinions, Comments
« Reply #12 on: July 23, 2007, 12:02:47 PM »
I also love KM. 1.0, But the only thing thats bothering me  is the Hping of the ship. I don't lime it, I mean I went with a Prommie against a BOP and I lost.

Offline Cube

  • Posts: 143
  • Cookies: 5
    • DJcube
Re: Kobayashi Maru 1.0 - Opinions, Comments
« Reply #13 on: July 23, 2007, 12:46:00 PM »
sorry if this doesn't go here, but wanted to know if someone already has the same problem.
KM 1.0 disabled BCS:TB' Boost shields and Intensive Scan.

Some BCS were disabled. If you don't care for multiplayer, I think you can install the full version of BCS after KM 1.0.

RhVaurek

  • Guest
Re: Kobayashi Maru 1.0 - Opinions, Comments
« Reply #14 on: July 23, 2007, 03:02:58 PM »
 How come intensive scan was disabled? I mean its not 100% accurate and isnt the "nemesis" of cloaked ships that say a mine can be. Boost shields I get though, personaly I wish that silent running worked online that would be sweet. :D

Offline Nighthawk

  • |______[o]_|
  • Posts: 750
  • Cookies: 18
Re: Kobayashi Maru 1.0 - Opinions, Comments
« Reply #15 on: July 23, 2007, 04:29:18 PM »
Some BCS were disabled. If you don't care for multiplayer, I think you can install the full version of BCS after KM 1.0.
fine. I really rely on Boost Shields.

Actually, I know how to disable the multiplayer barrier in the scripts. will it affect the mode if I use them? I mean, they're disabled to avoid cheating, but what if they weren't?

Offline JimmyB76

  • Posts: 6423
  • Cookies: 421
Re: Kobayashi Maru 1.0 - Opinions, Comments
« Reply #16 on: July 23, 2007, 05:01:25 PM »
all the BCS mods are still there, theyre just "blocked"...

you can "reactivate" them by going to the BCSTheBeginningMutator py in Autoload and removing the # from in front of the lines of the scripts you'd like back...  altho this will kill MP capability...

Code: [Select]
#import Custom.QBautostart.AdvancedCoreOptions
#import Custom.QBautostart.AssimilationBeam
#import Custom.QBautostart.ESR
#import Custom.QBautostart.IntensiveScan
#import Custom.QBautostart.PlasmaYield
#import Custom.QBautostart.SilentRunning
#import Custom.QBautostart.TractorBeamSettings
#import Custom.QBautostart.TransportTorps
#import Custom.QBautostart.TransportTribbles
#import Custom.QBautostart.VentPlasmaBCS

#mode = Foundation.MutatorDef("BCS:TB: Advanced Core Options")
mode = Foundation.MutatorDef("BCS:TB: Assimilation Beam")
# silly my almost forgot to include a mutator for Boost Shields, sorry :(
#mode = Foundation.MutatorDef("BCS:TB: Boost Shields")
mode = Foundation.MutatorDef("BCS:TB: Emergency Repair")
#mode = Foundation.MutatorDef("BCS:TB: Intensive Scan")
mode = Foundation.MutatorDef("BCS:TB: Silent Running")
#mode = Foundation.MutatorDef("BCS:TB: Tractor Beam Settings")
#mode = Foundation.MutatorDef("BCS:TB: Transport Torpedoes")
#mode = Foundation.MutatorDef("BCS:TB: Transport Tribbles")
#mode = Foundation.MutatorDef("BCS:TB: Torpedo Yield")

RhVaurek

  • Guest
Re: Kobayashi Maru 1.0 - Opinions, Comments
« Reply #17 on: July 23, 2007, 05:32:04 PM »
 Thanks JimmyB76 thats handy to know :D

Offline JimmyB76

  • Posts: 6423
  • Cookies: 421
Re: Kobayashi Maru 1.0 - Opinions, Comments
« Reply #18 on: July 23, 2007, 07:44:34 PM »
oh wait - hold that thought...  i think i w am mistaken, i think some of those BCS:TB scripts aren't included in KM1.0 Autostart after all...
so perhaps youll have to install BCS:TB over KM1.0 after all...

Offline Jb06

  • Posts: 1295
  • Cookies: 968
  • JL Studios Co-Founder
    • JL Studios
Re: Kobayashi Maru 1.0 - Opinions, Comments
« Reply #19 on: July 23, 2007, 08:39:25 PM »
Bad decision to install bcs: tb after km 1 is installed. it seems to mess up the new warp streaks and revert to the old ones, and all the buttons go back to the original places. but its up to you...

Edit: solved it... install bcs: tb the copy the scripts/custom folder from the km folder & that should get rid of the problem i mentioned, then open up BCSTheBeginningMutator py in the autoload folder and get rid of the # on these ones

Code: [Select]
#mode = Foundation.MutatorDef("BCS:TB: Advanced Core Options")
mode = Foundation.MutatorDef("BCS:TB: Assimilation Beam")
# silly my almost forgot to include a mutator for Boost Shields, sorry :( - NOT THIS ONE THOUGH
#mode = Foundation.MutatorDef("BCS:TB: Boost Shields")
mode = Foundation.MutatorDef("BCS:TB: Emergency Repair")
#mode = Foundation.MutatorDef("BCS:TB: Intensive Scan")
mode = Foundation.MutatorDef("BCS:TB: Silent Running")
#mode = Foundation.MutatorDef("BCS:TB: Tractor Beam Settings")
#mode = Foundation.MutatorDef("BCS:TB: Transport Torpedoes")
#mode = Foundation.MutatorDef("BCS:TB: Transport Tribbles")
#mode = Foundation.MutatorDef("BCS:TB: Torpedo Yield")