> > > Hi Captains! The team is investigating an issue where some players may be stuck on a loading screen. Thanks for your patience! < < <
We are aware there is a queue to log in at this time.
Jolan tru Captain!
Welcome to Legacy of Romulus!
If you have purchased a Legacy or Starter Pack, please see this thread for instructions on how to claim your items in-game. (Please see the yellow text in the linked thread for instructions on creating a Reman.)
If you have additional questions about the Legacy or Starter pack, please read this FAQ.
Thanks SO MUCH for all your support, and we'll see you in-game!
- The Star Trek Online Team
***Resolved Issues***
"Login failed for unknown reason" error
Missing additional character slot for current/ lapsed Gold Members
I think the best solution I've heard was allowing us to teleport npcs to a far-flung corner of the map. They could make it so you can't teleport them until any objective they are tied to is complete, that way they would appear to disappear, but nothing gets broken.
I doubt the coding issue is that dramatic. some Cryptic missions have NPCs that change allegiance when you talk to them. this suggests to me that the base code is in place and functional.
Certainly possible mark. After all didn't someone on this board a few months say that when a programmer says something "can't be done" what they really mean is "don't bother me with that right now."
Pretty much any system/feature/asset/map/kitchen sink could be added to the Foundry, but it takes dev time to do it and for whatever reason, they haven't been willing to spend the time.
Check out the latest episode of The Foundry Roundtable at StarbaseUGC
The ability to make NPCs disappear had better be in the works for the NWN Foundry, and thus the STO Foundry. This isn't one of those things where saying "it can't be done" is acceptable. Especially for NWN if the Foundry is going to be more of a focal point of game play (as level creation was in previous NWNs) then you need to be able to hide NPCs.
I think the best solution I've heard was allowing us to teleport npcs to a far-flung corner of the map. They could make it so you can't teleport them until any objective they are tied to is complete, that way they would appear to disappear, but nothing gets broken.
That could work (and get around the kill-exploit issue), as long as they give us a decent array of transition effect options (beam out, fall down dead, get vaporized, blow up, etc.) to go with it.
paxfederatica is The Artist Formerly Known As NCC-89471.
"Ghosts of War" Parts I-VI [Fed] now available in the Foundry.
"Valley of the Shadow" Parts I-III [Rom] in development.