Joshua (Zepari)

Zepari

Re: Stonewall Beauty Pageant - VOTING OPEN!

April 13 2011
Not fair, they are all beautiful, even the ferengi.

E, Q, J.
Unknown Person liked this
Brandon Felczer

CapnBranFlakes

Re: Star Trek: The Journey

April 13 2011
:tng:


Episode 243 - The Next Generation - "Chain of Command: Part Two" - 12/21/1992

http://www.allstepisodes.com/megvid.php?n=2611

Picard, having been captured, is tortured by a sadistic Cardassian interrogator (played by David Warner).


Enjoy!
Brandon Felczer

CapnBranFlakes

Stonewall Beauty Pageant - VOTING OPEN!

April 13 2011
Hello Fleet!

This past weekend we held the second annual Stonewall Fleet Beauty Pageant! The hottest captains came from across the universe to the shores of Risa to strut their stuff and show off their beauty. Now that everyone has had a chance to have men and women swoon at their feet, it is time to open up the voting!

Please see all of the below entries and vote (only once) for your TOP 3 in order of first place to third (example for new post: X, Y, Z). You have until the end of this month to vote and the winner will be announced in the May issue of the Stonewall Times.

Thanks to everyone who participated and those who came out to watch.

Star your engines... and may the best woman/man win!

GOOD LUCK! B)

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Edited April 13 2011 by CapnBranFlakes
Brandon Felczer

CapnBranFlakes

Re: Star Trek: The Journey

April 13 2011
:tng:


Episode 242 - The Next Generation - "Chain of Command: Part One" - 12/14/1992

http://www.allstepisodes.com/megvid.php?n=2610

Captain Jellico is assigned command of the Enterprise, while Picard is sent on a covert mission into Cardassian territory. Guest star Ronny Cox as Edward Jellico.


Enjoy!

Unknown Person

Re: Fleet-wide Meeting Minutes: 3/31/2011

April 13 2011
May I request that a future "Fleet-Wide" meeting be held at a time that isn't 2am on a Friday morning, British time? :angry: Maybe 8pm Saturday? :dry:

Thanks :)
Tim

Ahnz

Re: Data Sample Farming Made (slightly) Easier!

April 12 2011
Also, I notice OOP mentioned the respawning anomaly in any nebula map, Which is cool and I'll have to check it out, but my tip was specific to an "Aid the Planet" mission map.
Tim

Ahnz

Re: Data Sample Farming Made (slightly) Easier!

April 12 2011
[=]
Edited July 20 2011 by Ahnz
Tim

Ahnz

Re: Data Sample Farming Made (slightly) Easier!

April 12 2011
:blush:
Edited July 20 2011 by Ahnz

Rickster

Re: ATI CARDS: Dynamic Lighting Fix

April 12 2011
Thanks for the update.

I have been using version 10.12 and didn't realize there was a new update. Especially one that fixed the Dynamic Lighting!

I'm going to install the update tonight!

Re: Question about Foundry

April 12 2011
Quote by SiranNataan
Okay, so it makes sense, except I don't find anything in the programme that says "add door" or anything about doors, except for the things-you-still-need-to-do box telling me I need to add a door.

I know there are some Foundry training sessions planned, but as I don't have a microphone, I don't see how I'll be able to participate in these.

Thanks


When you're setting up a Map Transition element, there are two things that need to be set. The first it the "Leave from." If this is the first Map Tranisition element in your mission, you can select a 'door' from a good number of the social maps, including Sector Space. For instance, if you want the player to start your mission by entering the Kei system, you can select that 'door' by going to Sirius Sector Block and selecting the Kei System.

The second option that needs to be set is the spawn point. This is where ever you want the person to start at on the next map in the mission. You can choose this by clicking the button and selecting any of the spawn points on the maps in your mission.

You can set up the costume, style, text, button and map mission as you like. The 'map mission' will be the main mission objective for this part of your mission.
Jonathan

Ranir

Re: Captain's Log: Raiding in STO - A look at the STFs

April 12 2011
Grav shift is indeed a fragile hold ability with an initial damage which of course causes the interrupt. My guess explicitly would be that it is a bug that they don't "reactivate" after the hold. I do know that engineers used to be able to do the same effect with their covershields and forcefield domes, if you popped it while the workers were shutting down the beacons they would get pushed back, stand up and go back into shutdown mode and be out of range of the beacon, but that has been fixed. As far as other holds, from all of my runs through that is the only hold that stops them dead, they seem to recover from other holds just fine.
Also on a side note, i'm sure that those who have run the cure more then once is aware of the resistances the borg have when fighting them at times. Alot of people for some time speculated that the resistances are a bug, they aren't, but they aren't working totally as was intended, and well, since it came be overcame, the fix is on the back burner. Correct me on this part if I'm wrong, i believe it is just the heavies and elites that get the resist, but maybe normal tacticals as well, been a little while, but they each will have an immunity to 2 damage types at random, for a 30-45 second period. During this time all damage from these types cause no damage at all. They are catergorized as such: Immunities: Beam, Bolt, Physical, Kinetic, Energy, Phaser, Tetryon, Plasma, Polaron, Disruptor, Antiproton. At any 1 time they will have up to 2 resistances active, there is a higher probability of them activating a particular resistance if a specific damage is done. Ie. if everyone is shooting phasers at them higher chance they will immune phaser over disruptor as example. This does not affect the proc's of the weapons, so a plasma fire can still hit them if they are immune to plasma, they just won't take the dot damage until their resistance removes. This was intended to provide the canonical appearance they adapted to your weapons. The big side effect is when they put up resistances to Energy, which blocks all weapons, and kinetic is of course h2h and knockback damage. And when they have both of those up, it's fun to fight for 45 seconds doing absolutely no damage to them. The best bet is to carry a variety of weapons, if you are using all energy, change it up, plasma bolt pistols, disruptor beams as an example, that way if they become immune to bolts or plasma, you can switch to disruptor and beams, since you won't know off the bat if it's the bolts or plasma, if not both, so 2 different types leaves you with a chance that you can hit with the 2nd weapon.

Just some 2cents plus more then what was needed.. sorry i tend to ramble.. :P
Edited April 12 2011 by Ranir

Unknown Person

Re: World's First 'Gay' Caveman

April 11 2011
Yeah it pretty much was the onset of Christianity that led to homosexuality being viewed in such a negative light for the last two millenia. In most ancient cultures it was considered perfectly acceptable.
Nick

Nikku

Re: Captain's Log: Raiding in STO - A look at the STFs

April 11 2011
The difference is that plasma fire is a DoT, so it's ticking interrupts from damage. Whenever the workers activate their repair ability, after a couple of ticks the damage interrupts and resets their ability cooldown. Crucially, the workers can then reactivate the ability once it's off cooldown, even though they are still in the plasma flame. They'll get interrupted again, most likely, but they can still activate it.

Now I may be wrong here, but as far as I know grav shift is a hold, with initial damage that interrupts as damage usually does. Aside from that it doesn't interrupt at all. What Grav Shift does to those workers after its initial damage isn't interrupting - it's actually preventing them from activating the repair ability - but grav shift doesn't do this in any other situation I can think of, which is why I think it's unintended.

Has anyone tried using any other hold abilities on the workers? Maybe it's the hold debuff that does it - if so that might suggest this is something the devs intended. Otherwise it seems really odd to make grav shift the single uber-ability for The Cure.
Will Tubbert

MarkNine

Re: Captain's Log: Raiding in STO - A look at the STFs

April 11 2011
Quote by Nikku
I've done the 4-sci Cure run a few times now, and while I can vouch for its matchless efficiency I'm still convinced that the Gravimetric Shift thing on the workers is a bug and will be removed at some point (more's the pity! :pinch: )


I got to thinking about this after The Cure run a few weeks ago. What if this is actually "working as intended?" For once, the AI having to play by human rules? What I mean is that if we are hit with anything (including a lingering DoT), any interaction we were doing is automatically cancelled.

I used my Plasma Grenade to augment Mike's (Tarvash) Gravimetric Shift, and it seemed to be the same effect: the DoT seemed to interrupt the interact. After all, Interrupt, at least according to Star Trek Online Wiki includes an Interrupt.

If it hasn't already been done in some fashion, it might be interesting to test the theory by putting a pair of Tac officers with Plasma Grenade as the sole defense on the first device and see if the DoT alone can prevent the interact.
Nick

Nikku

Re: Indepth Advanced Classes Update

April 11 2011
Hmmmmm... Yeah, looks a bit strange, some of those choices for who can heal and tank. Oh well, the game still looks awesome, and it's cool to see how the devs are working on class balance in certain locations.
Nick

Nikku

Re: Captain's Log: Raiding in STO - A look at the STFs

April 11 2011
Good article! :) Thanks also for reminding me to join the PriorityOne channel!

Though of course everyone is going to have their own opinions about what the best group setup is, I agree with Brandon in that generally, and if everyone's a decent player (ie. healer and eng can keep everyone alive), 3 tacs 1 eng 1 sci seems to be fastest. Note *fastest*, not *best*. Though imo fastest=best :laugh: Personally I don't think that the extra buffs or exposes brought by an extra sci or eng can match the extra dps (and thus speed) brought by a tac.

I've done the 4-sci Cure run a few times now, and while I can vouch for its matchless efficiency I'm still convinced that the Gravimetric Shift thing on the workers is a bug and will be removed at some point (more's the pity! :pinch: )

My 'wishlist' for STFs at the moment would be:

  • If STO is going to continue using the trinity, add in some decent threat mechanics and allow for proper tanking.
  • Make some boss mechanics clearer (I still have no idea what's Manus of Borg's schtick is, we always just nuke her; same with the ground boss in KA).
Brandon Felczer

CapnBranFlakes

Re: Star Trek: The Journey

April 11 2011
:tng:


Episode 241 - The Next Generation - "The Quality of Life" - 11/16/1992

http://www.allstepisodes.com/megvid.php?n=2609

Data observes self-guided "tools" used at a mining station display signs of sentience, and fights for their preservation, even risking Captain Picard's life on the ground that it is unacceptable to kill one sentient being to save another.


Enjoy!

Fleet-wide Meeting Minutes: 3/31/2011

April 11 2011
Attendance
NicholasJohn16BfelczerDoogiegood
ZepariZeryonAmerican_Wolf
AnhoraAsclepios72Camenecium
ColiviaFaldianH4Z
JacienJoslurKaejae
MrBlueGreyPropeciusSeanNewBoy
Sparkz88VeebeeYodu

Fleet Admiral NicholasJohn16 discussed membership information:
  • 769 registered people on the Stonewall Fleet site
  • 254 active members
  • over 1,000 characters (1,243)
  • Zepari is diligent about managing our numbers from hitting the max in our fleets.
  • Doogiegood is keeping a slow increase of new members joining our sister guild, Knights of Stonewall.
  • Knights of Stonewall currently has 27 users signed up on swtor.com, a very good start.
  • Yodu asked if there is an issue with inactive members. Zepari reported that it is not a problem. If they are removed, they are welcome to come back and are not removed from the website.
  • American Wolf noted that we have roughly 1/4 active members. NickolasJohn16 stated that we bring in around 45 new members a month, members stop playing the game and move on somewhere else. These members usually come back shortly after a new Season comes out.
  • NicholasJohn16 also speculates that we will see a higher participation when Season 4 comes out. Season 4 will be redoing ground combat and the Foundry and playing new missions.

Fleet Admiral NicholasJohn16 handed out some Commendations
  • For the Crafting Corp, @4ID, @VeeBee and @Vandrian4951. With the launch of the Store, these Crafting Corp members have selflessly offered their time and skills to help provide service to the fleet. Thanks for all you have done for the fleet.
  • The Fleet Captains also provide a vital role in the fleet by; making sure invites are given out promptly, help run events, and mentor new recruits. Thanks to @Colivia, @Spark88, @Khyfa, and @Captainjtkirk for their dedication to the fleet.

Agenda Submissions
  1. Dealing with those members who participate in both our fleet and another fleet. They find it difficult to participate in fleet events, order from the fleet or make donations to the fleet and request that there are ways to help them participate in the fleet.
  2. Zepari: If they mean that we don't cater to characters that are in other fleets, then that is difficult to do, we can only see the characters in our fleet
  3. MrBlueGrey: perhaps they could create and alt just for stonewall? if they haven't already that is
  4. Zepari: Maybe we need to make it clear that as long as you have one character in our fleet you are a member and all characters are welcome to participate?
  5. veebee: i don't have a problem with an other fleet i would take too may sapces with 30 characters
  6. Zeryon: It really just seems logical that if you're going to be a part of Stonewall, you should have at least a single character in one of the three fleets.
  7. Zepari: Yes, they can always move items they order from us to another character by mailing it to themselves.
  8. camenecium: As long as events are crossposted on the website and to the fleets, I don't even see how it's necessary to be in a SW fleet to know what's going on with plenty of notice. As for events, if they come to the forums, they see the events. I know I don't check the in game events, as they arent always reliable with the darn bugs. I check the website instead. We also have the vent info available as well as the chat channel, and the Times, for events am not sure how we could best facilitate people joining in, other than what we have.
  9. NicholasJohn16: That does seem like the simplest solution and we welcome visiting members to include characters in our in-game fleet.
  10. Time Zones for events are an issue for some.
  11. Events usually listed inside the event. The times on the event itself should be your time zone. If not, make sure your time zone is set correctly for the site.
  12. Zepari: We do organize most events to fit with the majority of players, (this adversely affects UKers too btw), but anyone can run an event in any time zone if they wish, they don't need to wait for an "official" event to be posted
  13. Colivia: i do appreciate how folks make a good effort at repeating events so the different "zones" can equally participate
  14. MrBlueGrey: yeah Zepari, there isn't much we can do I guess, unless any of you can control time. Let’s get on that
  15. NicholasJohn16: Hopefully, we can recruit a Q to join Stonewall Fleet eventually.
  16. Zepari: Don't be afraid to start your own event for a time that suits you if you want to get a large group together
  17. Has to do with creating alliances with other fleets and a chat channel to participate with other fleet while in-game. Specifically, the user sites difficulty to get teams together for specific missions or STFs.
    Doogiegood, our Ambassador, has been talking with other fleets and actively pursuing alliances. As for an in-game channel for alliances, we have on already called, StonewallAllies, which is used by some members.
  18. Zepari: I think that it's difficult to get a truely cross-fleet channel as every fleet has their own and if say 5 fleets get a channel it would be far too busy. I like to think we are big enough to help each other out, and we should concentrate on being more helpful to each other, we always have people online
  19. sparkz881: then there is moderation, who moderates what according to what rules by which fleet? I do really like the idea and can see it working on a small scale, but like Zep says, it would get far too busy
  20. MrBlueGrey: yeah I joined the Accolade hunters channel after we all did CE with them one night, and I had to turn it off. To much chit chat, I could never see people trying to get my attention
  21. Zepari: Isn't finding teams outside of a fleet what Zone chat is for? or local chat outside an STF system?
  22. camenecium: That's map-specific. The custom channels are global, making it easier to find people wandering the galaxy.
  23. NicholasJohn16: That's a good point Sparky.
  24. MrBlueGrey: Maybe there should be more emphasis on using the in game mail system and the Stonewall website/forums to create teams ahead of time
  25. MrBlueGrey: I've seen a lot of anger in the chat system when no one responds for teams, lately
  26. NicholasJohn16: Yes, everyone is welcome to use the website and forums to plan events ahead of time to get more people together
  27. NicholasJohn16: Do you guys feel that it's difficult to get teams together?
  28. Colivia: Personally, I don't
  29. camenecium: If you're not at endgame, yes. The rush to get the Reman officer fixed that for a while.
  30. MrBlueGrey: No, it just depends on if people want to do whatever mission is being planned
  31. sparkz881: not really if you plan it out, use the forums and events pages, try zone and local chat if you need a few more
  32. Jacien: not really, if I need a team I can usually find one in fleet
  33. American_Wolf: I don't either. Seems like there is always someone online that likes to get together for a team event.
  34. NicholasJohn16: I have a feeling that its more difficult for those who aren't max level.
  35. Colivia: or you have to be willing to repeat missions you may have already done
  36. NicholasJohn16: We need to remember that when we're doing missions, there is the squading ability and that just cause someone is lower, doesn't mean they can't come with.
  37. Zepari: And missions can be repeated now for extra rewards so that's a bonus
  38. h4z: for me, teams are a problem because of how i play & time. ive observed a lot of effort by members trying to find teams
  39. h4z: that is, offering & organizing teams, not single players not finding them
  40. Has to do with members on Ventrilo being standoffish and cliquish, that some members feel ignored or unwelcome.
  41. There are times when folks splinter off to their private rooms/groups but that's what vent is designed for, otherwise there would just be one public room. I have never felt left out.
  42. I haven’t seen anything standoffish of late, but everyone has the group of people they speak to the most and go to a fleet room. There’s nothing wrong with that, nor anyone asking to join in the room, have hardly seen a no if people ask unless there is a conversation of a more personal nature going on
  43. I only go to Vent when I must; not really my thing.
  44. Some people can be a little rude, but I am not sure what can be done about that
  45. Sometimes it is difficult if one is talking to another person and several other people join then it seems as though there is a private clique although it didn't start that way
  46. It's kind of natural for folks who know each other to talk amongst themselves. That could cause people who are new or are quiet to feel left out. The squeaky wheel gets the grease.
  47. I have noticed that some people misunderstand why 5 people might be in a fleet room (cuz they are doing a mission/stf) and think that they should be "allowed" to pop in the room and begin causing a distraction to the team, which leads to them being angrily booted out of the room
  48. NicholasJohn16: Okay, it's good to hear that this is part of a bigger problem. I encourage all of you to try to include those who wish to be included. Despite our differences, we are all one big family.
  49. Zepari: We have a Ventrilo etiquette guide in the Welcome Center now, hopefully more people read that soon

Call to close meeting

NicholasJohn16: Alright guys, we've ran out of time now so I'll think I'll go ahead and wrap things up now.

I want to thank each one of your for coming and participating. It's deeply appreciated.

If any of you still have questions that you'd like to discuss with the Officers and I, you're welcome to stay after and chat with us.
Edited April 11 2011 by nicholasjohn16
Whittier Strong

SiranNataan

Re: Sato Institute of Xenolinguistics Website

April 10 2011
Take what you made, Nick, delete some of the stars, and darken the blue. I'll be happy and you'll get your credits. Thanks.