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2. You got 4 options.
- Look for this assignment: http://sto.gamepedia.com/Assignment:_Relocate_Colonists
You should find it by talking to your "operations" department head.
- Sell them on the exchange for EC. Check their value in the civillian category. You can sell duty officers by dragging and dropping them from your DOFF roster into the sales window.
- Dismiss/execute them. The worst thing you can do, since they give very little dil and CXP in return for that.
- Donate them to your fleet's projects that need civillian or any common duty officers.
If you have that many colonists, then you should really be hitting up the colonial doff chains. Otherwise, if you're done with them - they are a "free" source of 500 dilithium with - Relocate Colonists to the Frontier or a good source of Recruitment CXP with Recruit Additional Support for Paraden/Karemman Conolization Efforts.
You can also get rid of extra Prisoners and Refugees with the Colonization Efforts mission.
Alternatively, you should go through your Duty Roster - starting with the Commons first and start running the Reassign Underperforming Crew missions. They finish in seconds, although they cost an increasing amount of dilithium depending on the quality of the mission you are running.
I believe practically everything in the Delta quadrant is using Polaron-based weapons. A couple of engineering Parametallic hull platings and having a [Pol] shield handy might help increase your survivability.
I recently stripped practically everything from my ship and crew and rebuilt from the ground up. I knew I wasn't using anything NEAR being optimal but I got by perfectly fine. Nothing had forced me to fix my numerous 'inefficiencies'. This expansion changed that. Again, I was getting by but it was becomming incredibly painful and time consuming.
Honestly, it's only going to get worse. You don't have to fight the Voth much at all, that mission might be the extent of it if I remember correctly. You'll be moving on to fighting the Vaadwaur most of the time and their ships are far worse to deal with in my opinion.
Not quite I'm afraid:
- Voth and Undine use variants of Antiproton.
- Vaadwaur use Polaron.
- Kazon use Phasers.
- Turei and Borg (Collective and Cooperative) use plasma.
- Hirogen use Tetryon.
I'm not sure on the Hierarchy, Hazari and Benthans, but to me it seems the weapon types are all over the place. You may still wanna get armor against Polaron when going up against the Vaadwaur though.
Early on, I wouldn't craft anything at all. Just keep on slotting research projects to get the levels up.
At level 5 you can start making basic upgrade kits. I would not recommend those.
At level 10 you can make improved ones. Those are alright to get stuff to MK XIII but I wouldn't do any higher as the cost is crazy to get to XIV.
At level 15 you can make superior upgrade kits. Those are worth it and you should make as much as you need to upgrade your gear. In addition, you unlock character traits for your captain in each category when it hits 15. Finally, level 15 unlocks the special gear that can only be crafted (like Omni-directional beams and Conductive RCS Accelerators).
Level 20 is the maximum. The only thing special about that seems to be that your chances of making high quality gear is best at this level, but I don't think it unlocks anything.
So for now, just level it up I'd say.
You can't replace tractor beam I with II because II is of a higher level. I is used by the ensign slot and II requires a Lieutenant slot.
Slot 3 has tier 3 abilities as well as 4. Tractor beam is a tier 2 ability when it says Tractor Beam II and tier one when it says Tractor beam I. You can have both, but forget upgrading a existing slot
By far, the most annoying (to me) were the hierarchy ships. Fortunately, you only have to fight them 2 or 3 times.
The "V", even with how the story played out were overpoweringly difficult at time. Not going to discuss the story here, but most of it is too convenient and doesn't make much sense.