Bridge Commander Central
BC Forums => BC General => Topic started by: Warsash on June 12, 2010, 11:09:41 AM
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Sorry guys, I know you are going to hate me for asking all the stupid questions but I have really tried to find out for myself.
After hearing about STBC I managed to buy a copy on ebay(expensive) and it arrived a few days ago when I also installed the patch.
After a few days and finding this site and another site I discovered there were thousands of mods out of there and then I got completely overwhelmed.
I would like to play through the SP game first but figured if there were any mods out there that would enhance single player then you people might just be kind enough to let me know. I checked out the must have mods but could not make out what is SP and what is MP and just wound up even more confused.
I am also endlessly repeating the third? mission but still have not managed to save Captain Picard and the station from the Cardasian and am now starting to go insane but refuse to use cheat keys.
Your assistance would really be appreciated.
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New lads are always welcome ;)
can'r really remember the mission lol...
if you want to play SP with mods then your best bet is to download BC Supermod 3.0, any other mod (using NanoFX 2.0 Beta which is one of the best and most important graphic/physics enchancement) cause crash in SP, so you can only mod SP ships, backgrounds, planets but no 3rd party mods like MVAM or any other advanced tech that's coming with Kobayashi Maru mod or DS9FX
btw. here are some big mods you might wanna check out ;)
-Kobayashi Maru 1.0 + 1.1 patch
-Kobayashi Maru 2009/2010
-DS9 FX Extended
above mods are the best for MP/ quick battle SP
and here's something for SP campaign
- BC Supermod 3.0
have a fun !
and welcome to the forum ;)
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Bones what do you mean by KM 1.0 + 1.1 patch?
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I think he means the BC 1.1 Patch since KM 09/10 are listed afterwards.
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I still prefer the stock BC rather than Supermod, the ships seem more out of balance to me. I say beat it first, then download either KM1.0 or the Aftermath mod, thats really shaping up into a heck of a fun mod
I don't remember it being a hard battle, but its a crazy battle where you need to keep moving targets, I would focus on disabling either their sensors, torpedos, or impluse engines during the battle. The torpedos are what causes the most damage, the station can last a long time under phaser fire. Sensors is another good one, they can't hit what they can't see, same with engines, if their gone they can't attack. You don't need to destory the systems, just disable them good, and move on, once you disable them then you can destroy them. Also if the station is taking damage, select the station and hit "J" it will then move your target to the ship attacking, handy. Keep a eye on the station, disable the ships, when one ship is doing alot of damage, select it and disable. Its a long battle and you can't win it with brute strenght, so you have to use tactics
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Thank you for your assistance and welcome guys. I think I shall take the advice of Psyco Diver and do the stock release first before modding and looking at the links to the mods given - I can see that this game is going to be a great investment in entertainment.
And Pysco, thank you for the advice on the mission. I kinda guessed I would have to start leaping from enemy to enemy to protect the station but your advice on the sensors was invaluable. I cant understand why I did not think of that.
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no no I meant the KM that came after the 0.9 right ? it was KM 1.0 then 1.1 patch came for it and now we have KM (dunno what) 2009 right ? or am I confused ? anyway... just get the latest one :P
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no, KM .9 Km .9.1 KM 1.0 KM 1.2
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ah I knew there was a patch ( which I never used actually :P )meh I always get lost in those bloody numbers :P
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LOL lets get things straight...
KM .9 ---|
| ---------------- (first versions of KM)
KM .9.1 --| - req KM .9
======================================================================================
KM 1.0 ----- Stand Alone (second large revision of the mod)
======================================================================================
KM 2009.12 Beta |-- Stand Alone
| ----------------------- (3rd revision does not require KM 1.0 and shouldn't be installed on top)
KM 2010.02 Beta |-- req 2009.12
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perfect explanation neb!
i was just about to chime in to say the same thing (KM 2009.12 and KM 2010.02 should not be installed over KM 1.0) but you illustrated that perfectly :)
*cookied*
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ah I knew there was a patch ( which I never used actually :P )meh I always get lost in those bloody numbers :P
Im pretty sure you're thinking of the balance update that was done for it by someone else. (thought is was tiqHud? but bcfiles search says no)
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LOL lets get things straight...
KM .9 ---|
| ---------------- (first versions of KM)
KM .9.1 --| - req KM .9
======================================================================================
KM 1.0 ----- Stand Alone (second large revision of the mod)
======================================================================================
KM 2009.12 Beta |-- Stand Alone
| ----------------------- (3rd revision does not require KM 1.0 and shouldn't be installed on top)
KM 2010.02 Beta |-- req 2009.12
AYE ! that's the way it should look like :)
silly me :funny
cookie Neb !
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Im pretty sure you're thinking of the balance update that was done for it by someone else. (thought is was tiqHud? but bcfiles search says no)
i think youre thinking of Teeth's KM Rebalnce; that was just a hardpoint redo, a personal project by that modder; it wasnt an "official" KM patch...
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I knew it was someone whos username started with a "T". And yes I knew that its wasn't official KM.