(Topic ID: 101672)

ST Code Discussion - Update Coming Soon???

By Asylum

9 years ago


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  • Latest reply 9 years ago by Goonie
  • Topic is favorited by 15 Pinsiders

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There are 835 posts in this topic. You are on page 12 of 17.
#551 9 years ago
Quoted from Kneissl:

Audio feedback on these combos would kick serious ass...

I've gotten a few combos and they indeed had callouts. I'm pretty sure it is dependant on if a mode is running and what other audio is going on at the time. They definitely have a low priority, which is probably for the better. I've gotten a Kirk combo where the computer announced "USS Enterprise Captain James T Kirk" or something like that.

I'm also 90% sure that the "Dammit Jim I'm a doctor not a pinball wizard" callout is for the Bones combo.

#552 9 years ago
Quoted from Jediturtle:

I've gotten a few combos and they indeed had callouts. I'm pretty sure it is dependant on if a mode is running and what other audio is going on at the time. They definitely have a low priority, which is probably for the better. I've gotten a Kirk combo where the computer announced "USS Enterprise Captain James T Kirk" or something like that.
I'm also 90% sure that the "Dammit Jim I'm a doctor not a pinball wizard" callout is for the Bones combo.

Cool beans, i've totally heard the Captain Kirk callout.. Makes sense the 'Picard maneuver' is named after Kirk in this one.

#553 9 years ago
Quoted from dug:

Also, make sure that that that flipper has a regular rubber on it.

You guys and your undying love of stock rubbers is ridiculous. It's personal preference.

Superbands work just fine:

WarpC.pngWarpC.png
#554 9 years ago
Quoted from Jediturtle:

I've gotten a Kirk combo where the computer announced "USS Enterprise Captain James T Kirk" or something like that.

I've heard that, but didn't know it was because I hit a specific combo. ...interesting.

#555 9 years ago
Quoted from rai:

I'm a little bit confused with the overall rules, are they as complicated as Acdc?
Hope someone can do a complete rule sheet. Or Pinball News do a review.

No it's nowhere near AC/DC. I think understanding scoring nuance and strategies might take a little time to figure out, but the general flow of goals is relatively straightforward.

-Start modes, play modes.
-Level 1 modes now have Away Team scoring available after you make 3 shots.
-Play 3 modes in a "line" for a Captains Chair event (Super Pops, Super Ramps, Super Spinner)
-Play 1 mode's 3 levels (3 deep) for a shot multiplier.
-Finish all 6 modes of Level 1 for Kobayashi Maru
-Finish all 6 modes of Level 2 for Enterprise Amok
-Finish all 6 modes of Level 3 for 5 Year Mission (Wizard Mode)
-Lock 3 balls for Klingon Multiball
-Attack the Vengeance, get the drop target down, get it under the Vengeance to start MB or other Vengeance modes.

#556 9 years ago
Quoted from Rarehero:

No it's nowhere near AC/DC. I think understanding scoring nuance and strategies might take a little time to figure out, but the general flow of goals is relatively straightforward.
-Start modes, play modes.
-Level 1 modes now have Away Team scoring available after you make 3 shots.
-Play 3 modes in a "line" for a Captains Chair event (Super Pops, Super Ramps, Super Spinner)
-Play 1 mode's 3 levels (3 deep) for a shot multiplier.
-Finish all 6 modes of Level 1 for Kobayashi Maru
-Finish all 6 modes of Level 2 for Enterprise Amok
-Finish all 6 modes of Level 3 for 5 Year Mission (Wizard Mode)
-Lock 3 balls for Klingon Multiball
-Attack the Vengeance, get the drop target down, get it under the Vengeance to start MB or other Vengeance modes.

^^^ This. The nuances become the sequence and combination in which you start/complete different goals/multiballs -- which isn't dissimilar from AC/DC, or most any other modern pin.

And the basic primer for scoring nuances...
...related to the Star Trek insignia inserts:
- Shoot lit shots over unlit shots.
- Shoot flashing shots over solidly lit shots
- Shoot multi-color flashing shots over single-color flashing shots
- Shoot any of the above as a combo (flashing Enterprise insert) to get at least 2x the value of the shot.

...related to 2x PF scoring:
- Achieve Warp 9.1 for timed 2x scoring
- Achieve Warp 9.9 for 2x scoring for duration of the Warp 9.9 2-ball multiball.

#557 9 years ago
Quoted from Snailman:

^^^ This. The nuances become the sequence and combination in which you start/complete different goals/multiballs -- which isn't dissimilar from AC/DC, or most any other modern pin.
And the basic primer for scoring nuances...
...related to the Star Trek insignia inserts:
- Shoot lit shots over unlit shots.
- Shoot flashing shots over solidly lit shots
- Shoot multi-color flashing shots over single-color flashing shots
- Shoot any of the above as a combo (flashing Enterprise insert) to get at least 2x the value of the shot.
...related to 2x PF scoring:
- Achieve Warp 9.1 for timed 2x scoring
- Achieve Warp 9.9 for 2x scoring for duration of the Warp 9.9 2-ball multiball.

Oh yeah, I forgot about the Warp ramp! Whoops! That shot is so fun, and now it's functional, too. A certain amount of warps lights Extra Ball, as well. I think stock setting is 6 or 7 - but the game will adjust it unless you set it not to. I think mine takes 9 warps now to lite EB.

#558 9 years ago

What is super pops, spinner, ramps how many points? How long will the 'super' stay active?

Also took the glass off to see the galactic modes and KM multi ball, each shot has a different color which cori spines to a mode, do you get JP award for making each shot twice? And how do you complete this multi ball just hit each shot twice? What happens if you hit a shot more than twice?

#559 9 years ago
Quoted from Rarehero:

No it's nowhere near AC/DC. I think understanding scoring nuance and strategies might take a little time to figure out, but the general flow of goals is relatively straightforward.
-Start modes, play modes.
-Level 1 modes now have Away Team scoring available after you make 3 shots.
-Play 3 modes in a "line" for a Captains Chair event (Super Pops, Super Ramps, Super Spinner)
-Play 1 mode's 3 levels (3 deep) for a shot multiplier.
-Finish all 6 modes of Level 1 for Kobayashi Maru
-Finish all 6 modes of Level 2 for Enterprise Amok
-Finish all 6 modes of Level 3 for 5 Year Mission (Wizard Mode)
-Lock 3 balls for Klingon Multiball
-Attack the Vengeance, get the drop target down, get it under the Vengeance to start MB or other Vengeance modes.

One of my to-do's from this weekend that I didn't get to was to start writing up a rule summary, want to design custom rule cards to go with my translite and decals like I did with Shadow and AC/DC. Turns out I just needed to wait for you to write one up for me!

#560 9 years ago
Quoted from rai:

What is super pops, spinner, ramps how many points? How long will the 'super' stay active?
Also took the glass off to see the galactic modes and KM multi ball, each shot has a different color which cori spines to a mode, do you get JP award for making each shot twice? And how do you complete this multi ball just hit each shot twice? What happens if you hit a shot more than twice?

Quite a number of threads that cover these questions -- they are not new to 1.5. Rather than spending the time searching for the links to paste here, I'll let you do the searching.

But in summary: varies, varies by type (but is a fixed # that carries between balls), yes, yes, and you get to begin the next level of missions in multiball play.

#561 9 years ago
Quoted from Aurich:

want to design custom rule cards to go with my translite

It would be cool to have custom cards that cover the new Galactic Away Team modes and also note which lv 3 mission 2x bonuses go with which shot. i.e. finishing Klingon Battle III gets you 2x on the left ramp / Alpha Quadrant.

Some stuff could probably go on the price card if there's too much for the instructions one alone.

And I suppose the stuff about "Phaser Banks" and "Power" could be removed from the Power and Weapons section, unless I'm missing something only "Photon Torpedoes" is relevant?

#562 9 years ago
Quoted from Roo:

It would be cool to have custom cards that cover the new Galactic Away Team modes and also note which lv 3 mission 2x bonuses go with which shot. i.e. finishing Klingon Battle III gets you 2x on the left ramp / Alpha Quadrant.

Was definitely planning on noting the Galactic modes at least. I don't know the Level 3 bonuses, does anyone else?

And yeah, I'll probably do it like I did with the Helen AC/DC cards, where there are instructions on both of them. Seems like there's a similar need for a "cheat sheet" like the AC/DC jukebox.

I really don't know how often people even read the cards, but I like to have them feel complete and accurate. And since I'm doing new apron decals right above them I can make it all feel like it goes together.

#563 9 years ago

Just got back in town after 2,231 miles on my bike in 5 days. First thing I did was take a shower. Second thing.. download the update!!

#564 9 years ago
Quoted from Aurich:

I don't know the Level 3 bonuses, does anyone else?

I think this is it (unconfirmed by me):

Quoted from TimeBandit:

Anyway, doublers are linked to modes, not like Spidey where you double what you hit first.
KB - LR
PD - LE
SJ - RL
StE - RR
N - LL
DtD - WR

#565 9 years ago
Quoted from MurphyPeoples:

Just got back in town after 2,231 miles on my bike in 5 days. First thing I did was take a shower. Second thing.. download the update!!

I think I caught you on my dashcam as you went through WI. Did you guys have a police escort?

#566 9 years ago
Quoted from MurphyPeoples:

Just got back in town after 2,231 miles on my bike in 5 days. First thing I did was take a shower. Second thing.. download the update!!

OT: Where did you go? I just got back from my ride to Sturgis a couple weeks ago... It was an epic trip!

#567 9 years ago

My 2 cents, which is worth precisely, $0.02

I love the new code. I hadn't played my STLE in months (I had Metallica-itis) , and now I'm really enjoying it again.

I have to disagree with the sentiment that Urban's vocal performance is bad, or flat. His character is super dry, and wry. I think that's a big part of the charm of many of these callouts. I'm totally digging them. If anything, I think some EQ enhancements would really help. Right now, they just sound a little dry to me. Dial up some upper mid, and add a TINY bit of Reverb, and I think they'd leave a different impression. To me, their "flatness" could simply be production. Not performance.

I think it's a HUGE step in the right direction, and after a little polish, it's going to shine.

#568 9 years ago
Quoted from PinballKen:

I think I caught you on my dashcam as you went through WI. Did you guys have a police escort?

No thank goodness!

At Concretehardt - Davenport Iowa to the Antique Motorcycle swap meet, then to La Claire Iowa to visit the American Pickers (Frank was actually at the Davenport show).

To bring this "kinda" back on Topic: We were supposed to hit Harley in Wisconsin and then Stern in Chicago (they're only about 1 hour 15 minute apart). Stern wasn't planned. So when the update dropped, I thought "hey why not Stern too"?

So I had my daughter Facebook message Steve Ritchie (they're friends) and ask if I could swing by Tuesday (today). He was like "Sure! I get out of meetings at 11:30 - come on by". (Now I've never meet the King.. just a huge enthusiast of his work. ) But lo and behold Tornado's and Hail were heading through my path. So I had to blitz south to avoid tremendously bad weather. Steve understood and left the invite open for the whole family in the future. I have to say he is simply the real deal. How can you not admire him?

Murph

#569 9 years ago

Played around with the named combos a bit.. i don't have it figured out, it seems to happen sort of randomly if you hit the sequence.. i swear i got spock and kirk both from the picard maneuver.. maybe it depends on what mode you just completed? i'm pretty sure i've heard the bones callout in a mode though. Anyone figure it out?

#570 9 years ago

I only noticed "Kirk Combo" once, and I have no idea what I'd just done. Perhaps somebody should pop off the glass and start trying different combos while watching to DMD. I nominate Frolic!

#571 9 years ago
Quoted from Kneissl:

Played around with the named combos a bit.. i don't have it figured out, it seems to happen sort of randomly if you hit the sequence.. i swear i got spock and kirk both from the picard maneuver.. maybe it depends on what mode you just completed? i'm pretty sure i've heard the bones callout in a mode though. Anyone figure it out?

I presume that both combos have the same last two shots. But up to know I think it has to be at leasr a 4 way combo to become unique and in dependens of the first 2 shots it's either a spock or a kirk combo. I have to examine that further, it's just hard to shoot the combos and look at the display...

#572 9 years ago

Are there any plans to make the VUK on premium's/LE's actually use the two way function? Maybe it was meant to be the appendix of the pinball machine...

#573 9 years ago

Oh, and the Urban callouts...you try to make the exact same phrase fit every contextual use in a pinball game and see how you do. They tell him to say "Run, captain!" in a quiet booth with him having no real concept of how or when the callout will be used. I think we are comparing these callouts to STTNG where there was a very well crafted script with storyline. ST is not STTNG. I don't think it was ever meant to be. These callouts care more like CFTBL or CV and I don't hear anyone saying bad things about these games.

12
#574 9 years ago

This is even better news, a reply from Steve to a guy praising the new code on FB from this morning.

Steve Ritchie: Glad you're happy, (REMOVED). It's going to get even better soon!

6 hours ago · Like · 3

#575 9 years ago
Quoted from harbngr:

This is even better news, a reply from Steve to a guy praising the new code on FB from this morning.
Steve Ritchie: Glad you're happy, (REMOVED). It's going to get even better soon!
6 hours ago · Like · 3

Very cool Steve is not being shy that another update is coming!

#576 9 years ago

Very cool, maybe I'm reading into that statement a little too much, but get even better to me sounds like additional features in addition to bug fixes.

Guess we should get the mods to open the waiting room thread back open.

I am digging the new code. I feel like I'm always leaving points on the board now, which just gets me reaching for that start button again. Now if my auto-kicker would just stop randomly firing all the time.

#577 9 years ago

Really hope it gets more polish soon. I have probably 20-30 games on it now and it needs lots of tweaks to really make it shine.

My biggest common critisism is the huge lag between some things. I think this can be boiled down the what priority things are. I also want/need more adudio callouts telling me what to do >> I don't have the ability to look at the DMD when actually playing

#578 9 years ago

I'm not personally expecting any big new features, just a cleanup to what was added. And I'd be totally fine with that! If 1.5 is polished and shined up so it's all working smoothly, any bugs and delays/lags and weirdness are dialed out then it's gonna be great.

#579 9 years ago

I think it's great that Steve is involved in this. It seemed to me (on X-Men) that Borg was done the minute the game shipped. XM has gotten a lot better but it has no outward support from the designer like ST has from Steve.

#580 9 years ago

I've just put in another full night on this baby. 1:30 am and have to go to bed, but don't want to step away from it. Trying to work out the risk reward of trying to get one or two shots doubled, then take them into a captains chair 3 in a row. So, two vertical then a horizontal. Really milk this tier 1 for points. I'm scoring >100m most games and not getting finished level 1. I haven't yelled and screamed at a machine like this in a long time. Trouble is its difficult to get a vertical done and still be on ball 1. Man this is so awesome. Seriously, it's like i've been on the rowing machine. Fantastic machine and quickly making some of the old favs look a bit slow. hmmm.

#581 9 years ago

I'm waiting for my shipping notification of my ST Pro. I hope it shipped yesterday, but if not it won't be here until next week.

edit: Still no shipping confirmation, so I guess it's next week then.

Rob

#582 9 years ago
Quoted from harbngr:

This is even better news, a reply from Steve to a guy praising the new code on FB from this morning.
Steve Ritchie: Glad you're happy, (REMOVED). It's going to get even better soon!
6 hours ago · Like · 3

That is indeed outstanding news! I have, like others, really enjoyed the new code but to know that some of the issues might be addressed is wonderful to officially hear! I hope, then, that some of the features, such as the asteroids and lighted back box Star Trek insignia, might also be addressed.

#583 9 years ago

I was playing last night and I guess I am getting a little better. I was able to cradle the balls, separate one and used it to take out the Vengeance ship, all without losing a single ball. I know that this is pretty much standard for the higher-skilled players but for someone like me it was awesome. No flailing during multiball - just precise shooting. Gotta love it.

#584 9 years ago
Quoted from ectobar:

You guys and your undying love of stock rubbers is ridiculous. It's personal preference.
Superbands work just fine:

I've also got superbands on mine. I got the blue ones to match the STLE. I've hit 9.9 a few time but never 65 friggin warps!

Nice job ectobar!

#585 9 years ago
Quoted from Rarehero:

No it's nowhere near AC/DC. I think understanding scoring nuance and strategies might take a little time to figure out, but the general flow of goals is relatively straightforward.
-Start modes, play modes.
-Level 1 modes now have Away Team scoring available after you make 3 shots.
-Play 3 modes in a "line" for a Captains Chair event (Super Pops, Super Ramps, Super Spinner)
-Play 1 mode's 3 levels (3 deep) for a shot multiplier.
-Finish all 6 modes of Level 1 for Kobayashi Maru
-Finish all 6 modes of Level 2 for Enterprise Amok
-Finish all 6 modes of Level 3 for 5 Year Mission (Wizard Mode)
-Lock 3 balls for Klingon Multiball
-Attack the Vengeance, get the drop target down, get it under the Vengeance to start MB or other Vengeance modes.

I always try to complete 2 rows at a time. If you do you get both. I usually go for Ramps + Spinner.

Anyone else use this strategy?

#586 9 years ago

I still haven't seen the spots or asteroids work except in attract mode. Am I missing something? Seems like a big let down to me if they are only to "attract" you to the pin...

I thought they would be used during game play in 1.5. Kind of bummed...

#587 9 years ago

Man, the asteroids are frigging bright, I'm not sure I want them going off during gameplay.

#588 9 years ago
Quoted from Aurich:

Man, the asteroids are frigging bright, I'm not sure I want them going off during gameplay.

I do! They'd add more light show fun to the Vengeance hits & explosions.

#589 9 years ago

At the very least, they should go off when you destroy the Vengeance. They're pointed right at it, after all.

#590 9 years ago
Quoted from Aurich:

Man, the asteroids are frigging bright, I'm not sure I want them going off during gameplay.

I imagine they would look nice at the start of Vengeance modes. Kind of like how Klingon MB starts now with the lasers. Everything goes black except for the asteroids... or maybe when you hit the ship - or both.

Just seems like a waste of good lights. That's a lot of money in parts and wiring to simply attract you to the game.

Ok - maybe I want it ALL! There's nothing wrong with that... right

#592 9 years ago

For what it's worth, here is my very official and scientific poll on whether people feel the level one missions are now more fun than the level 2/3 missions:

https://pinside.com/pinball/forum/topic/poll-are-star-trek-level-1-missions-now-just-as-fun-as-level-2-and-3

#593 9 years ago
Quoted from Rferullo:

I always try to complete 2 rows at a time. If you do you get both. I usually go for Ramps + Spinner.
Anyone else use this strategy?

I like this startegy as well. Usually though I will get both complete and promptly drain. Once I was able to get into MB after completeing both and racked up some very good points. 2 more hours til I can try the new code!!

#594 9 years ago
Quoted from Aurich:

Man, the asteroids are frigging bright, I'm not sure I want them going off during gameplay.

There is a setting to reduce the brightness of flashers. I always set it to the minimum. LED flashers always seem way too bright to me!

#595 9 years ago

Does anybody now how I got a Sulu Combo? Anyone else seen it? And I'm guessing there are combos named after all the main characters maybe.

#597 9 years ago

I got it last night and think part of it was warp ramp then right ramp, but not sure what was before that. It was definitely a rare move as I caught it on the right flipper out of the warp then a very quick backhand for the combo. Don't think that would come up in general play that often.

#598 9 years ago
Quoted from Silverballer:

I was playing last night and I guess I am getting a little better. I was able to cradle the balls, separate one and used it to take out the Vengeance ship, all without losing a single ball. I know that this is pretty much standard for the higher-skilled players but for someone like me it was awesome. No flailing during multiball - just precise shooting. Gotta love it.

Nice. Now you're just a few easy steps away from getting the double super (10M) on vengeance MB most every time you start it.

1. Avoid drop target early
2. Save all torpedoes accumulated until vengeance MB is started
3. Cradle two balls after starting vengeance MB (both on one flipper or one on each)
4. Use torpedoes until final shot is remaining (watch damage gauge on display)
4a. Cradle separation (if needed)
5. Backhand left ramp to start combo, then shoot vengeance for 10M with the returned ball

If you don't have a full rack of torpedoes when starting vengeance MB, shoot the lit ramps during the ballsaver for safe and easy vengeance hits. If balls are already separated before final shot is ready, use your chin or epic beard to fire torpedoes.

#599 9 years ago

Complete this sentance if you've heard it, Damn it Jim I'm a doctor not a _______________! On another note, I thought for sure on 1.5 we would have call outs pushing the flipper buttons while the machine is in attract mode. Anybody know why this wasn't put in the new code?

#600 9 years ago
Quoted from phishrace:

Nice. Now you're just a few easy steps away from getting the double super (10M) on vengeance MB most every time you start it.
1. Avoid drop target early
2. Save all torpedoes accumulated until vengeance MB is started
3. Cradle two balls after starting vengeance MB (both on one flipper or one on each)
4. Use torpedoes until final shot is remaining (watch damage gauge on display)
4a. Cradle separation (if needed)
5. Backhand left ramp to start combo, then shoot vengeance for 10M with the returned ball
If you don't have a full rack of torpedoes when starting vengeance MB, shoot the lit ramps during the ballsaver for safe and easy vengeance hits. If balls are already separated before final shot is ready, use your chin or epic beard to fire torpedoes.

You don't even have to watch damage gauge when using torpedoes -- the software doesn't allow for a torpedo to complete the final Vengeance shot. So fire away!

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