Star Trek Bridge Commander Kobayashi Maru 1.1 Patch
Posted : admin On 30.09.2019More Star Trek Bridge Commander Kobayashi Maru 1.1 Patch videos.
Jul 2 2015 Full Version The old download is up on the German site, which can be a pain to download. Uploaded to Moddb for easier access, also since there has been no update in. Kobayashi maru 2011.10 full version No files were found matching the criteria specified. We suggest you try the with no filter applied, to browse all available.
And help us achieve our mission of showcasing the best content from all developers. To share your own content, we welcome creators and consumers alike and look forward to your comments.
3,827 downloads Uploaded: The Quincentennial MOD incorporates and vastly improves upon nearly every major Bridge Commander Modification to date; but is completely incompatible with all of them in their original form as they’ve been completely overhauled and are complexly interconnected. This is a standalone Mod requiring only Patch 1.1 and BCMI for using the plugins. Any other Mod installed on top of this one with result in non-functionality or, at best, many errors. The Mod comes in seven zip files: six of which contain the contents that must be extracted into your Bridge Commander game folder (“QuincentennialMOD02of07” through “QuincentennialMOD07of07”). The first zip file (QuincentennialMOD01of07) has a zip file that must be extracted into the folder you keep your Bridge Commander shortcut in.
It contains plugins that are required for selecting what type of game-mode you wish to play, the type of crew you wish to have and what era to play in. The “Game Modes” plugins take precedence over others. The “Select Crew” and “Select Era” plugins should be selected after if desired. The features of this Mod are far too numerous to list but I will cover a few things concerning functionality that aren’t intuitive. I will then give a quick overview of the Mod and some highlights. Non intuitive functionalities: The buttons Most of the buttons are only visible when applicable. For example, the transporter menu only appears providing you have a transporter installed; if the friendly ship your targeting has a transporter installed and you don’t, you’ll be given a transport button where the transporter menu normally appears in the science menu.
Same goes for transporting troops for capturing ships; if you have a transporter installed in your ship, you will be given the buttons for capturing if you’re targeting an enemy vessel and its shields are week enough. Most Buttons operate in this fashion. Bussard Collectors The bussard collectors are automatically open during warp however, you can manually open them for a one min interval. Doing this in a nebula will recharge your power reserves. Warp power consumption Traveling at warp speeds now requires energy; as it, of course, should. The faster one travels, the more energy required. So be aware of power settings with some ships.
Sensor Array Emissions Depending on the capacity of your sensor array, specific particle emissions are available. Muons will temporarily disrupt your targets targeting ability; Omicrons will boost your targets shields (to be used on friendlies); Tachyons will force your target to reset their shields causing them to drop for one sec.
Tetryons will temporarily disable your targets energy directed weapons. All emissions require and use energy from reserves. Capturing Star Systems This is simply accomplished by orbiting a planet in the enemy system you wish to acquire while being accompanied by a significantly sized fleet; if you’re the Borg, your one cube will be sufficient.
If you capture an enemy system prior to their defense fleet arriving, the system will fall back into enemy hands upon their arrival. You will not be able to capture the system until all enemy defenses are eradicated. Hyper-gates, conduits, vortices, etc A button will present itself in the helm menu when one of these options is available. In some cases, a course selection will be required to activate the function. Also, the “Set Course” button will only appear when needed.
Hull Plating Shield-less ships utilizing alternative protection are powered the same as shields. Warp-core breach in progress In the event of an eminent core-breach, the core must be repaired to full health to avoid destruction.
You will have only one minute to accomplish this. Docking The docking system is fairly intuitive however, one might be confused when targeting a station like DS9 while piloting a Galaxy Class and noticing the “Dock and Board” button being highlighted; Obviously, the ship can’t dock in the shuttle hangers. What this means is that, if you select “Dock and Board”, the ship will dock and you will board the station. The ship will be safely docked in an appropriate location. Bajoran Wormhole The wormhole is now a nav-point rather than an object. You’ll need to be within a certain distance from it for your “Wormhole Options” to function.
Warp speed travel time While traveling at warp, you’ll experience one second for every day it would take to make the trip in real life. This may seem fast however, when operating low-warp vehicles such as the pre-NX ships of the early 22ed century, you might want to go make a cup of coffee while making the trip. Missions In the Main Menu, there’s an “Embark” and a “Missions” option. “Embark” will launch a basic quick-battle setup. “Missions” will allow you to select missions pertaining to the time period and race you’ve selected. For example: if your part of a Star Fleet crew in the early 23ed century, you’ll have the option to experience the VEGR mission. I have plans to provide many more missions for each game-mode in the near future.
Annoying bridge chatter If you’re like me, I play the game with “Voice” unselected in the sound menu. If you do mute it, restart the game after doing so and the dialogue boxes will not pop-up when the bridge crew tries to speak causing the music silencing that disrupts game play. Silent Running You’ll need to be a certain distance away for silent running to function.
It makes no sense that you would turn off your power and suddenly become invisible to a ship you were just engaged in combat with. Credits: Everyone who’s contributed the models and major scripts on BCfiles.com which I’ve extensively modified; particularly, the designers of Galaxy Charts, DS9 effects and GFX. 295 downloads Uploaded: The Quincentennial MOD incorporates and vastly improves upon nearly every major Bridge Commander Modification to date; but is completely incompatible with all of them in their original form as they’ve been completely overhauled and are complexly interconnected. This is a standalone Mod requiring only Patch 1.1 and BCMI for using the plugins. Any other Mod installed on top of this one with result in non-functionality or, at best, many errors. The Mod comes in seven zip files: six of which contain the contents that must be extracted into your Bridge Commander game folder (“QuincentennialMOD02of07” through “QuincentennialMOD07of07”).
The first zip file (QuincentennialMOD01of07) has a zip file that must be extracted into the folder you keep your Bridge Commander shortcut in. It contains plugins that are required for selecting what type of game-mode you wish to play, the type of crew you wish to have and what era to play in. The “Game Modes” plugins take precedence over others. The “Select Crew” and “Select Era” plugins should be selected after if desired.
The features of this Mod are far too numerous to list but I will cover a few things concerning functionality that aren’t intuitive. I will then give a quick overview of the Mod and some highlights. Non intuitive functionalities: The buttons Most of the buttons are only visible when applicable. For example, the transporter menu only appears providing you have a transporter installed; if the friendly ship your targeting has a transporter installed and you don’t, you’ll be given a transport button where the transporter menu normally appears in the science menu. Same goes for transporting troops for capturing ships; if you have a transporter installed in your ship, you will be given the buttons for capturing if you’re targeting an enemy vessel and its shields are week enough.
Intakt native instruments. Most Buttons operate in this fashion. Bussard Collectors The bussard collectors are automatically open during warp however, you can manually open them for a one min interval. Doing this in a nebula will recharge your power reserves. Warp power consumption Traveling at warp speeds now requires energy; as it, of course, should. The faster one travels, the more energy required.
So be aware of power settings with some ships. Sensor Array Emissions Depending on the capacity of your sensor array, specific particle emissions are available. Muons will temporarily disrupt your targets targeting ability; Omicrons will boost your targets shields (to be used on friendlies); Tachyons will force your target to reset their shields causing them to drop for one sec.
Tetryons will temporarily disable your targets energy directed weapons. All emissions require and use energy from reserves. Capturing Star Systems This is simply accomplished by orbiting a planet in the enemy system you wish to acquire while being accompanied by a significantly sized fleet; if you’re the Borg, your one cube will be sufficient.
If you capture an enemy system prior to their defense fleet arriving, the system will fall back into enemy hands upon their arrival. You will not be able to capture the system until all enemy defenses are eradicated. Hyper-gates, conduits, vortices, etc A button will present itself in the helm menu when one of these options is available. In some cases, a course selection will be required to activate the function. Also, the “Set Course” button will only appear when needed. Hull Plating Shield-less ships utilizing alternative protection are powered the same as shields. Warp-core breach in progress In the event of an eminent core-breach, the core must be repaired to full health to avoid destruction.
You will have only one minute to accomplish this. Docking The docking system is fairly intuitive however, one might be confused when targeting a station like DS9 while piloting a Galaxy Class and noticing the “Dock and Board” button being highlighted; Obviously, the ship can’t dock in the shuttle hangers. What this means is that, if you select “Dock and Board”, the ship will dock and you will board the station.
The ship will be safely docked in an appropriate location. Bajoran Wormhole The wormhole is now a nav-point rather than an object. You’ll need to be within a certain distance from it for your “Wormhole Options” to function.
Warp speed travel time While traveling at warp, you’ll experience one second for every day it would take to make the trip in real life. This may seem fast however, when operating low-warp vehicles such as the pre-NX ships of the early 22ed century, you might want to go make a cup of coffee while making the trip. Missions In the Main Menu, there’s an “Embark” and a “Missions” option. “Embark” will launch a basic quick-battle setup. “Missions” will allow you to select missions pertaining to the time period and race you’ve selected. For example: if your part of a Star Fleet crew in the early 23ed century, you’ll have the option to experience the VEGR mission. I have plans to provide many more missions for each game-mode in the near future.
Annoying bridge chatter If you’re like me, I play the game with “Voice” unselected in the sound menu. If you do mute it, restart the game after doing so and the dialogue boxes will not pop-up when the bridge crew tries to speak causing the music silencing that disrupts game play. Silent Running You’ll need to be a certain distance away for silent running to function. It makes no sense that you would turn off your power and suddenly become invisible to a ship you were just engaged in combat with. Credits: Everyone who’s contributed the models and major scripts on BCfiles.com which I’ve extensively modified; particularly, the designers of Galaxy Charts, DS9 effects and GFX. 257 downloads Uploaded: The Quincentennial MOD incorporates and vastly improves upon nearly every major Bridge Commander Modification to date; but is completely incompatible with all of them in their original form as they’ve been completely overhauled and are complexly interconnected. This is a standalone Mod requiring only Patch 1.1 and BCMI for using the plugins.
Any other Mod installed on top of this one with result in non-functionality or, at best, many errors. The Mod comes in seven zip files: six of which contain the contents that must be extracted into your Bridge Commander game folder (“QuincentennialMOD02of07” through “QuincentennialMOD07of07”). The first zip file (QuincentennialMOD01of07) has a zip file that must be extracted into the folder you keep your Bridge Commander shortcut in. It contains plugins that are required for selecting what type of game-mode you wish to play, the type of crew you wish to have and what era to play in.
The “Game Modes” plugins take precedence over others. The “Select Crew” and “Select Era” plugins should be selected after if desired. The features of this Mod are far too numerous to list but I will cover a few things concerning functionality that aren’t intuitive. I will then give a quick overview of the Mod and some highlights. Non intuitive functionalities: The buttons Most of the buttons are only visible when applicable. For example, the transporter menu only appears providing you have a transporter installed; if the friendly ship your targeting has a transporter installed and you don’t, you’ll be given a transport button where the transporter menu normally appears in the science menu.
Same goes for transporting troops for capturing ships; if you have a transporter installed in your ship, you will be given the buttons for capturing if you’re targeting an enemy vessel and its shields are week enough. Most Buttons operate in this fashion.
Bussard Collectors The bussard collectors are automatically open during warp however, you can manually open them for a one min interval. Doing this in a nebula will recharge your power reserves. Warp power consumption Traveling at warp speeds now requires energy; as it, of course, should. The faster one travels, the more energy required. So be aware of power settings with some ships. Sensor Array Emissions Depending on the capacity of your sensor array, specific particle emissions are available.
Muons will temporarily disrupt your targets targeting ability; Omicrons will boost your targets shields (to be used on friendlies); Tachyons will force your target to reset their shields causing them to drop for one sec. Tetryons will temporarily disable your targets energy directed weapons. All emissions require and use energy from reserves.
Capturing Star Systems This is simply accomplished by orbiting a planet in the enemy system you wish to acquire while being accompanied by a significantly sized fleet; if you’re the Borg, your one cube will be sufficient. If you capture an enemy system prior to their defense fleet arriving, the system will fall back into enemy hands upon their arrival. You will not be able to capture the system until all enemy defenses are eradicated. Hyper-gates, conduits, vortices, etc A button will present itself in the helm menu when one of these options is available.
In some cases, a course selection will be required to activate the function. Also, the “Set Course” button will only appear when needed. Hull Plating Shield-less ships utilizing alternative protection are powered the same as shields. Warp-core breach in progress In the event of an eminent core-breach, the core must be repaired to full health to avoid destruction. You will have only one minute to accomplish this.
Docking The docking system is fairly intuitive however, one might be confused when targeting a station like DS9 while piloting a Galaxy Class and noticing the “Dock and Board” button being highlighted; Obviously, the ship can’t dock in the shuttle hangers. What this means is that, if you select “Dock and Board”, the ship will dock and you will board the station. The ship will be safely docked in an appropriate location. Bajoran Wormhole The wormhole is now a nav-point rather than an object. You’ll need to be within a certain distance from it for your “Wormhole Options” to function. Warp speed travel time While traveling at warp, you’ll experience one second for every day it would take to make the trip in real life. This may seem fast however, when operating low-warp vehicles such as the pre-NX ships of the early 22ed century, you might want to go make a cup of coffee while making the trip.
Missions In the Main Menu, there’s an “Embark” and a “Missions” option. “Embark” will launch a basic quick-battle setup. “Missions” will allow you to select missions pertaining to the time period and race you’ve selected. For example: if your part of a Star Fleet crew in the early 23ed century, you’ll have the option to experience the VEGR mission.
I have plans to provide many more missions for each game-mode in the near future. Annoying bridge chatter If you’re like me, I play the game with “Voice” unselected in the sound menu. If you do mute it, restart the game after doing so and the dialogue boxes will not pop-up when the bridge crew tries to speak causing the music silencing that disrupts game play. Silent Running You’ll need to be a certain distance away for silent running to function. It makes no sense that you would turn off your power and suddenly become invisible to a ship you were just engaged in combat with.
Credits: Everyone who’s contributed the models and major scripts on BCfiles.com which I’ve extensively modified; particularly, the designers of Galaxy Charts, DS9 effects and GFX. 253 downloads Uploaded: The Quincentennial MOD incorporates and vastly improves upon nearly every major Bridge Commander Modification to date; but is completely incompatible with all of them in their original form as they’ve been completely overhauled and are complexly interconnected. This is a standalone Mod requiring only Patch 1.1 and BCMI for using the plugins. Any other Mod installed on top of this one with result in non-functionality or, at best, many errors. The Mod comes in seven zip files: six of which contain the contents that must be extracted into your Bridge Commander game folder (“QuincentennialMOD02of07” through “QuincentennialMOD07of07”). The first zip file (QuincentennialMOD01of07) has a zip file that must be extracted into the folder you keep your Bridge Commander shortcut in. It contains plugins that are required for selecting what type of game-mode you wish to play, the type of crew you wish to have and what era to play in.
The “Game Modes” plugins take precedence over others. The “Select Crew” and “Select Era” plugins should be selected after if desired.
The features of this Mod are far too numerous to list but I will cover a few things concerning functionality that aren’t intuitive. I will then give a quick overview of the Mod and some highlights. Non intuitive functionalities: The buttons Most of the buttons are only visible when applicable. For example, the transporter menu only appears providing you have a transporter installed; if the friendly ship your targeting has a transporter installed and you don’t, you’ll be given a transport button where the transporter menu normally appears in the science menu.
Same goes for transporting troops for capturing ships; if you have a transporter installed in your ship, you will be given the buttons for capturing if you’re targeting an enemy vessel and its shields are week enough. Most Buttons operate in this fashion. Bussard Collectors The bussard collectors are automatically open during warp however, you can manually open them for a one min interval. Doing this in a nebula will recharge your power reserves.
Warp power consumption Traveling at warp speeds now requires energy; as it, of course, should. The faster one travels, the more energy required. So be aware of power settings with some ships. Sensor Array Emissions Depending on the capacity of your sensor array, specific particle emissions are available.
Muons will temporarily disrupt your targets targeting ability; Omicrons will boost your targets shields (to be used on friendlies); Tachyons will force your target to reset their shields causing them to drop for one sec. Tetryons will temporarily disable your targets energy directed weapons. All emissions require and use energy from reserves. Capturing Star Systems This is simply accomplished by orbiting a planet in the enemy system you wish to acquire while being accompanied by a significantly sized fleet; if you’re the Borg, your one cube will be sufficient. If you capture an enemy system prior to their defense fleet arriving, the system will fall back into enemy hands upon their arrival. You will not be able to capture the system until all enemy defenses are eradicated. Hyper-gates, conduits, vortices, etc A button will present itself in the helm menu when one of these options is available.
In some cases, a course selection will be required to activate the function. Also, the “Set Course” button will only appear when needed.
Hull Plating Shield-less ships utilizing alternative protection are powered the same as shields. Warp-core breach in progress In the event of an eminent core-breach, the core must be repaired to full health to avoid destruction. You will have only one minute to accomplish this. Docking The docking system is fairly intuitive however, one might be confused when targeting a station like DS9 while piloting a Galaxy Class and noticing the “Dock and Board” button being highlighted; Obviously, the ship can’t dock in the shuttle hangers.
What this means is that, if you select “Dock and Board”, the ship will dock and you will board the station. The ship will be safely docked in an appropriate location. Bajoran Wormhole The wormhole is now a nav-point rather than an object. You’ll need to be within a certain distance from it for your “Wormhole Options” to function. Warp speed travel time While traveling at warp, you’ll experience one second for every day it would take to make the trip in real life.
This may seem fast however, when operating low-warp vehicles such as the pre-NX ships of the early 22ed century, you might want to go make a cup of coffee while making the trip. Missions In the Main Menu, there’s an “Embark” and a “Missions” option.
“Embark” will launch a basic quick-battle setup. “Missions” will allow you to select missions pertaining to the time period and race you’ve selected.
For example: if your part of a Star Fleet crew in the early 23ed century, you’ll have the option to experience the VEGR mission. I have plans to provide many more missions for each game-mode in the near future. Annoying bridge chatter If you’re like me, I play the game with “Voice” unselected in the sound menu. If you do mute it, restart the game after doing so and the dialogue boxes will not pop-up when the bridge crew tries to speak causing the music silencing that disrupts game play.
Silent Running You’ll need to be a certain distance away for silent running to function. It makes no sense that you would turn off your power and suddenly become invisible to a ship you were just engaged in combat with. Credits: Everyone who’s contributed the models and major scripts on BCfiles.com which I’ve extensively modified; particularly, the designers of Galaxy Charts, DS9 effects and GFX. 244 downloads Uploaded: The Quincentennial MOD incorporates and vastly improves upon nearly every major Bridge Commander Modification to date; but is completely incompatible with all of them in their original form as they’ve been completely overhauled and are complexly interconnected.
This is a standalone Mod requiring only Patch 1.1 and BCMI for using the plugins. Any other Mod installed on top of this one with result in non-functionality or, at best, many errors. The Mod comes in seven zip files: six of which contain the contents that must be extracted into your Bridge Commander game folder (“QuincentennialMOD02of07” through “QuincentennialMOD07of07”). The first zip file (QuincentennialMOD01of07) has a zip file that must be extracted into the folder you keep your Bridge Commander shortcut in. It contains plugins that are required for selecting what type of game-mode you wish to play, the type of crew you wish to have and what era to play in.
The “Game Modes” plugins take precedence over others. The “Select Crew” and “Select Era” plugins should be selected after if desired. The features of this Mod are far too numerous to list but I will cover a few things concerning functionality that aren’t intuitive.
I will then give a quick overview of the Mod and some highlights. Non intuitive functionalities: The buttons Most of the buttons are only visible when applicable.
For example, the transporter menu only appears providing you have a transporter installed; if the friendly ship your targeting has a transporter installed and you don’t, you’ll be given a transport button where the transporter menu normally appears in the science menu. Same goes for transporting troops for capturing ships; if you have a transporter installed in your ship, you will be given the buttons for capturing if you’re targeting an enemy vessel and its shields are week enough.
Most Buttons operate in this fashion. Bussard Collectors The bussard collectors are automatically open during warp however, you can manually open them for a one min interval.
Doing this in a nebula will recharge your power reserves. Warp power consumption Traveling at warp speeds now requires energy; as it, of course, should. The faster one travels, the more energy required. So be aware of power settings with some ships. Sensor Array Emissions Depending on the capacity of your sensor array, specific particle emissions are available. Muons will temporarily disrupt your targets targeting ability; Omicrons will boost your targets shields (to be used on friendlies); Tachyons will force your target to reset their shields causing them to drop for one sec.
Tetryons will temporarily disable your targets energy directed weapons. All emissions require and use energy from reserves. Capturing Star Systems This is simply accomplished by orbiting a planet in the enemy system you wish to acquire while being accompanied by a significantly sized fleet; if you’re the Borg, your one cube will be sufficient. If you capture an enemy system prior to their defense fleet arriving, the system will fall back into enemy hands upon their arrival.
You will not be able to capture the system until all enemy defenses are eradicated. Hyper-gates, conduits, vortices, etc A button will present itself in the helm menu when one of these options is available. In some cases, a course selection will be required to activate the function. Also, the “Set Course” button will only appear when needed. Hull Plating Shield-less ships utilizing alternative protection are powered the same as shields. Warp-core breach in progress In the event of an eminent core-breach, the core must be repaired to full health to avoid destruction.
You will have only one minute to accomplish this. Docking The docking system is fairly intuitive however, one might be confused when targeting a station like DS9 while piloting a Galaxy Class and noticing the “Dock and Board” button being highlighted; Obviously, the ship can’t dock in the shuttle hangers. What this means is that, if you select “Dock and Board”, the ship will dock and you will board the station.
The ship will be safely docked in an appropriate location. Bajoran Wormhole The wormhole is now a nav-point rather than an object. You’ll need to be within a certain distance from it for your “Wormhole Options” to function. Warp speed travel time While traveling at warp, you’ll experience one second for every day it would take to make the trip in real life. This may seem fast however, when operating low-warp vehicles such as the pre-NX ships of the early 22ed century, you might want to go make a cup of coffee while making the trip.
Missions In the Main Menu, there’s an “Embark” and a “Missions” option. “Embark” will launch a basic quick-battle setup. “Missions” will allow you to select missions pertaining to the time period and race you’ve selected. For example: if your part of a Star Fleet crew in the early 23ed century, you’ll have the option to experience the VEGR mission. I have plans to provide many more missions for each game-mode in the near future.
Annoying bridge chatter If you’re like me, I play the game with “Voice” unselected in the sound menu. If you do mute it, restart the game after doing so and the dialogue boxes will not pop-up when the bridge crew tries to speak causing the music silencing that disrupts game play.
Silent Running You’ll need to be a certain distance away for silent running to function. It makes no sense that you would turn off your power and suddenly become invisible to a ship you were just engaged in combat with. Credits: Everyone who’s contributed the models and major scripts on BCfiles.com which I’ve extensively modified; particularly, the designers of Galaxy Charts, DS9 effects and GFX.
239 downloads Uploaded:.borgrepscifi's Armored Defiant v1.1. Requirements: DS9FX Xtended v1 (you need this because the Armored Defiant uses some of the script and sound files in it), Sneaker98's MVAM Infinite (amazing mod, really. Thanks for your hard work in making it, Sneaker98!). It might need the Kobayashi Maru mod v1 but I'm not too sure. I created this ship on a BC installation with KM on it but I haven't tested it on a non-KM installation. I got the idea to make this ship after seeing all the other mods for Armored Voyager and I thought, why not make an Armored Defiant?
I won't spill all the beans by explaining everything it does in the readme. I'll let you figure it all out by yourself (really nice ship!):) For some reason my version 1 never made it onto the site but it gave me some time to further perfect it. P.s.: If you have any questions or comments, email me at: quackduck7865@yahoo.com another p.s.: If you wish to use this mod or any of its components in a mod you are creating, you can, but please be sure to credit me. Also, make sure to credit Sneaker98 if you use any components of MVAM Infinite.
229 downloads Uploaded: The Quincentennial MOD incorporates and vastly improves upon nearly every major Bridge Commander Modification to date; but is completely incompatible with all of them in their original form as they’ve been completely overhauled and are complexly interconnected. This is a standalone Mod requiring only Patch 1.1 and BCMI for using the plugins.
Any other Mod installed on top of this one with result in non-functionality or, at best, many errors. The Mod comes in seven zip files: six of which contain the contents that must be extracted into your Bridge Commander game folder (“QuincentennialMOD02of07” through “QuincentennialMOD07of07”).
Kobayashi
The first zip file (QuincentennialMOD01of07) has a zip file that must be extracted into the folder you keep your Bridge Commander shortcut in. It contains plugins that are required for selecting what type of game-mode you wish to play, the type of crew you wish to have and what era to play in. The “Game Modes” plugins take precedence over others. The “Select Crew” and “Select Era” plugins should be selected after if desired.
The features of this Mod are far too numerous to list but I will cover a few things concerning functionality that aren’t intuitive. I will then give a quick overview of the Mod and some highlights. Non intuitive functionalities: The buttons Most of the buttons are only visible when applicable. For example, the transporter menu only appears providing you have a transporter installed; if the friendly ship your targeting has a transporter installed and you don’t, you’ll be given a transport button where the transporter menu normally appears in the science menu. Same goes for transporting troops for capturing ships; if you have a transporter installed in your ship, you will be given the buttons for capturing if you’re targeting an enemy vessel and its shields are week enough. Most Buttons operate in this fashion. Bussard Collectors The bussard collectors are automatically open during warp however, you can manually open them for a one min interval.
Doing this in a nebula will recharge your power reserves. Warp power consumption Traveling at warp speeds now requires energy; as it, of course, should. The faster one travels, the more energy required. So be aware of power settings with some ships. Sensor Array Emissions Depending on the capacity of your sensor array, specific particle emissions are available.
Muons will temporarily disrupt your targets targeting ability; Omicrons will boost your targets shields (to be used on friendlies); Tachyons will force your target to reset their shields causing them to drop for one sec. Tetryons will temporarily disable your targets energy directed weapons. All emissions require and use energy from reserves. Capturing Star Systems This is simply accomplished by orbiting a planet in the enemy system you wish to acquire while being accompanied by a significantly sized fleet; if you’re the Borg, your one cube will be sufficient. If you capture an enemy system prior to their defense fleet arriving, the system will fall back into enemy hands upon their arrival. You will not be able to capture the system until all enemy defenses are eradicated.
Hyper-gates, conduits, vortices, etc A button will present itself in the helm menu when one of these options is available. In some cases, a course selection will be required to activate the function. Also, the “Set Course” button will only appear when needed. Hull Plating Shield-less ships utilizing alternative protection are powered the same as shields. Warp-core breach in progress In the event of an eminent core-breach, the core must be repaired to full health to avoid destruction. You will have only one minute to accomplish this. Docking The docking system is fairly intuitive however, one might be confused when targeting a station like DS9 while piloting a Galaxy Class and noticing the “Dock and Board” button being highlighted; Obviously, the ship can’t dock in the shuttle hangers.
What this means is that, if you select “Dock and Board”, the ship will dock and you will board the station. The ship will be safely docked in an appropriate location. Bajoran Wormhole The wormhole is now a nav-point rather than an object.
You’ll need to be within a certain distance from it for your “Wormhole Options” to function. Warp speed travel time While traveling at warp, you’ll experience one second for every day it would take to make the trip in real life.
This may seem fast however, when operating low-warp vehicles such as the pre-NX ships of the early 22ed century, you might want to go make a cup of coffee while making the trip. Missions In the Main Menu, there’s an “Embark” and a “Missions” option.
“Embark” will launch a basic quick-battle setup. “Missions” will allow you to select missions pertaining to the time period and race you’ve selected. For example: if your part of a Star Fleet crew in the early 23ed century, you’ll have the option to experience the VEGR mission. I have plans to provide many more missions for each game-mode in the near future. Annoying bridge chatter If you’re like me, I play the game with “Voice” unselected in the sound menu. If you do mute it, restart the game after doing so and the dialogue boxes will not pop-up when the bridge crew tries to speak causing the music silencing that disrupts game play.
Silent Running You’ll need to be a certain distance away for silent running to function. It makes no sense that you would turn off your power and suddenly become invisible to a ship you were just engaged in combat with. Credits: Everyone who’s contributed the models and major scripts on BCfiles.com which I’ve extensively modified; particularly, the designers of Galaxy Charts, DS9 effects and GFX. 209 downloads Uploaded: The Quincentennial MOD incorporates and vastly improves upon nearly every major Bridge Commander Modification to date; but is completely incompatible with all of them in their original form as they’ve been completely overhauled and are complexly interconnected.
This is a standalone Mod requiring only Patch 1.1 and BCMI for using the plugins. Any other Mod installed on top of this one with result in non-functionality or, at best, many errors. The Mod comes in seven zip files: six of which contain the contents that must be extracted into your Bridge Commander game folder (“QuincentennialMOD02of07” through “QuincentennialMOD07of07”). The first zip file (QuincentennialMOD01of07) has a zip file that must be extracted into the folder you keep your Bridge Commander shortcut in. It contains plugins that are required for selecting what type of game-mode you wish to play, the type of crew you wish to have and what era to play in. The “Game Modes” plugins take precedence over others.
The “Select Crew” and “Select Era” plugins should be selected after if desired. The features of this Mod are far too numerous to list but I will cover a few things concerning functionality that aren’t intuitive. I will then give a quick overview of the Mod and some highlights. Non intuitive functionalities: The buttons Most of the buttons are only visible when applicable. For example, the transporter menu only appears providing you have a transporter installed; if the friendly ship your targeting has a transporter installed and you don’t, you’ll be given a transport button where the transporter menu normally appears in the science menu. Same goes for transporting troops for capturing ships; if you have a transporter installed in your ship, you will be given the buttons for capturing if you’re targeting an enemy vessel and its shields are week enough.
Most Buttons operate in this fashion. Bussard Collectors The bussard collectors are automatically open during warp however, you can manually open them for a one min interval. Doing this in a nebula will recharge your power reserves. Warp power consumption Traveling at warp speeds now requires energy; as it, of course, should. The faster one travels, the more energy required.
So be aware of power settings with some ships. Sensor Array Emissions Depending on the capacity of your sensor array, specific particle emissions are available. Muons will temporarily disrupt your targets targeting ability; Omicrons will boost your targets shields (to be used on friendlies); Tachyons will force your target to reset their shields causing them to drop for one sec. Tetryons will temporarily disable your targets energy directed weapons. All emissions require and use energy from reserves. Capturing Star Systems This is simply accomplished by orbiting a planet in the enemy system you wish to acquire while being accompanied by a significantly sized fleet; if you’re the Borg, your one cube will be sufficient. If you capture an enemy system prior to their defense fleet arriving, the system will fall back into enemy hands upon their arrival.
Star Trek Bridge Commander Kobayashi Maru Download
You will not be able to capture the system until all enemy defenses are eradicated. Hyper-gates, conduits, vortices, etc A button will present itself in the helm menu when one of these options is available. In some cases, a course selection will be required to activate the function. Also, the “Set Course” button will only appear when needed. Hull Plating Shield-less ships utilizing alternative protection are powered the same as shields. Warp-core breach in progress In the event of an eminent core-breach, the core must be repaired to full health to avoid destruction.
You will have only one minute to accomplish this. Docking The docking system is fairly intuitive however, one might be confused when targeting a station like DS9 while piloting a Galaxy Class and noticing the “Dock and Board” button being highlighted; Obviously, the ship can’t dock in the shuttle hangers.
What this means is that, if you select “Dock and Board”, the ship will dock and you will board the station. The ship will be safely docked in an appropriate location. Bajoran Wormhole The wormhole is now a nav-point rather than an object.
You’ll need to be within a certain distance from it for your “Wormhole Options” to function. Warp speed travel time While traveling at warp, you’ll experience one second for every day it would take to make the trip in real life. This may seem fast however, when operating low-warp vehicles such as the pre-NX ships of the early 22ed century, you might want to go make a cup of coffee while making the trip. Missions In the Main Menu, there’s an “Embark” and a “Missions” option. “Embark” will launch a basic quick-battle setup.
“Missions” will allow you to select missions pertaining to the time period and race you’ve selected. For example: if your part of a Star Fleet crew in the early 23ed century, you’ll have the option to experience the VEGR mission. I have plans to provide many more missions for each game-mode in the near future. Annoying bridge chatter If you’re like me, I play the game with “Voice” unselected in the sound menu.
If you do mute it, restart the game after doing so and the dialogue boxes will not pop-up when the bridge crew tries to speak causing the music silencing that disrupts game play. Silent Running You’ll need to be a certain distance away for silent running to function.
It makes no sense that you would turn off your power and suddenly become invisible to a ship you were just engaged in combat with. Credits: Everyone who’s contributed the models and major scripts on BCfiles.com which I’ve extensively modified; particularly, the designers of Galaxy Charts, DS9 effects and GFX.