Star Trek: Infinite

Star Trek: Infinite

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BoydofZINJ Oct 18, 2023 @ 8:32pm
The Bird of Prey can not use shields, armor, or Cloaking ... even with research tech?
The Bird of Prey can not use shields, armor, or Cloaking ... even with research tech?

Bird of Preys can not use armor or shields or "A" slots such as cloaking?

I originally was complaining that Bird of Preys could not use cloaking tech - even when researched. However, it is much worse, They can not even use armor or shield... even if you research them!!!!


The Klingon Bird of Prey has no Cloaking option even with Cloak Tech researched. The Bird of Prey has no "A" options to put cloaking tech. You can add Cloaking to D7 "warbirds." - it is an "A" or Auxiliary feature, which Bird of Preys do not even have.

Have youall never seen a Klingon Bird of Prey in ANY Star Trek movie or TV show or novel or comic? THEY CLOAK.

Nitpick: A D7 or K'tinga class is NOT A WAR BIRD it is a Battlecruiser. (I would also accept cruiser)


This makes Bird of Prey WORTHLESS in anything but throw away ships... and even then,...







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Showing 1-8 of 8 comments
BoydofZINJ Oct 19, 2023 @ 12:05am 
There is no armour in game?
Ruinous Oct 19, 2023 @ 12:10am 
If you lack decent enough reactor tech, yes, ships will be without shields or cloaking. Its a problem with the tech tree offering up randomised techs, its easy to not get *vital* upgrades like reactor tech showing up for long periods of time.
ShadowAUT Oct 19, 2023 @ 9:39am 
Actually it seems that a developer simply forgot to reactivate the section of the bird of prey in the files, I simply turn them on again and I have my 3 aux slots as it should be.
If you want to have your Birds of Prey with Aux Slots follow my instructions:

Go to this directory:
\steamapps\common\Infinite\common\section_templates
There is this file: hornblower

Open that file and search for this part:

ship_section_template = {
key = "BIRD_OF_PREY_MID"
ship_size = bird_of_prey
fits_on_slot = mid
should_draw_components = no
entity = "bop_slots_entity"
icon = "GFX_ship_part_core_mid"

prerequisites = { tech_big_bomb_1 }

ai_weight = {
modifier = {
factor = 10.0
is_preferred_weapons = weapon_type_explosive
}
modifier = {
factor = 0.1
NOT = { is_preferred_weapons = weapon_type_explosive }
}
}

# component_slot = {
# name = "SMALL_GUN_02"
# template = "invisible_small_turret"
# locatorname = "small_gun_02"
# }

component_slot = {
name = "MEDIUM_GUN_01"
template = "invisible_medium_turret"
locatorname = "medium_gun_01"
}

component_slot = {
name = "MEDIUM_GUN_02"
template = "invisible_medium_turret"
locatorname = "medium_gun_02"
}

component_slot = {
name = "MEDIUM_GUN_03"
template = "invisible_medium_turret"
locatorname = "medium_gun_03"
}

#small_utility_slots = 2
#aux_utility_slots = 1

resources = {
category = ship_sections
cost = {
alloys = @klingon_section_cost


There you simply delete those 2 "#" symbols,
Then it will look like this:

small_utility_slots = 2
aux_utility_slots = 1


Save and exit and you're done, and you dont even have to restart a new game.
ShadowAUT Oct 19, 2023 @ 10:52am 
There is now a much simpler solution, just use this mod:

https://steamcommunity.com/sharedfiles/filedetails/?id=3054724815
BoydofZINJ Oct 19, 2023 @ 3:45pm 
Originally posted by ShadowAUT:
There is now a much simpler solution, just use this mod:

https://steamcommunity.com/sharedfiles/filedetails/?id=3054724815
I may have too...

have youall looked at other starting ships to see similar problems or the Klingons got the worse end?
BoydofZINJ Oct 20, 2023 @ 9:53am 
No updates?
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Date Posted: Oct 18, 2023 @ 8:32pm
Posts: 8