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bckobayashimaru.de • View topic - Official KM 1.0 Opinions Thread X2

bckobayashimaru.de

Bridge Commander Kobayashi Maru Project
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PostPosted: Sun Dec 20, 2009 3:15 am 
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Cadet 1st Year
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Joined: Sat Dec 19, 2009 8:19 pm
Posts: 24
I know EXACTLY what you mean. :wink: Plus I know what a bastard it can be to go bug-huntin' ever since I modded the crap out of my SFC games.


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PostPosted: Sun Jun 13, 2010 3:40 pm 
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Joined: Sun Jun 13, 2010 3:27 pm
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First time on these forums. I just wanna said I adore your mod. I bought Legacy just before Christmas and was attached to that until I found out about Bridge Commander and this mod. I was so intrigued I went out and acquired a copy and downloaded BC just after Christmas. I have not touched Star Trek Legacy since starting to play Bridge Commander and Kobayashi Maru.

Your mod brings features which I generally missed in Star Trek such as Saucer Separation, ability to visit Star Systems, setting up your own little campaigns. It was everything I loved about Star Trek brought to a Star Trek game. The music was equally great as the bland fighting music from Vanilla Bridge Commander became boring quickly. In fact, I think the only bridges I use now are Galaxy and Excalibur and thank you for adding them. Theres one other praise id like to make. I was not able to mod or add any other ships w/o Kobayashi Maru. It was a weird problem, id follow installation instructions, but the mods would never activate in game. The moment I installed this mod, I could mod out Bridge Commander to my hearts desire. Something I will always be grateful to the KM team for.

Now to my criticisms.

My real only criticism to this game is the amount of damage a Star ship takes. It seems that once shields collapse, there really isn't much you can do vs any other ship. With the exception of the Sovereign and the Defiant, most other ships become target practice once shields come down. This is my only real concern with the game. A good example is the Galaxy class. One well aimed torpedo on the saucer section can take out almost every phaser array on the Dorsal or Ventral saucer sections. I noticed this in battle where the computer would aim for the forward array and leave me with no forward phaser arrays. I just think the photon torpedo may do too much damage to unshielded ships. It made fights really bland as it as become a "Who can drain the others shields first game". I understand that in many of the STar Trek episodes, torpedos seem to do a lot of damage, granted one must still take into effect that the producers need to fit every episode into 1 hour. They cant be fighting pitched battles for 20 minutes of an episode. This is the only reason why I could justify lowering torpedo damage.


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PostPosted: Sun Jun 13, 2010 8:45 pm 
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Joined: Tue Jun 14, 2005 2:35 am
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Location: Michigan
may I ask what version of KM you are playing?

KM 1.0 or the latest Beta?

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PostPosted: Mon Jun 14, 2010 7:28 pm 
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I was playing 1.0 until I switched to the .12 2009 Beta on the front page due to some errors caused by a mod off the Bridge Comander fileplanet hosting site.

I really havent seen a difference in Torpedo damage between both versions.


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PostPosted: Tue Jun 15, 2010 12:22 am 
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we are slowly editing all ship HP files... there may be more updates in the future.

also just a little hint here.... Do not install the new betas over KM 1.0

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PostPosted: Sat Jul 20, 2013 9:13 pm 
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Joined: Sat Jul 20, 2013 9:07 pm
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I just have to say, yes, I am a late comer to the party. I only picked up BC a short while ago, and only very recently started messing around with it. I decided to give KM a try, and I am really blown away by the outstanding work put into it. You guys are truly dedicated, and have brough tthe game to a whole new level of play. Outstanding Job! I had to register and log in to say it. I have modded games a bunch over th eyears, and was fiddling with a bit of the scripts and such, but then decided someone must have made something cool after all these years, and then I found KM. Sure enough, it is way cool :) Once again..great job ! Perhaps I will still fiddle with the scripts a bit and make some cool SP missions for KM some day :)

Thanks for all your great work and dedication !

:)


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PostPosted: Sat Jul 20, 2013 9:22 pm 
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Joined: Fri May 06, 2005 10:41 am
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Location: Hamburg, Germany
thanks, you're welcome.
SP Missions would be nice.

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