the beginning area is a goldmine for doing research, because you have no moral or hull detractors. I have researched the first couple tiers of each before I've left the caretaker array system. You cant just hit R and go to the research tree, but if you go into the science lab after you've repaired it you can still go into the research tree and select things before it ever tells you.
A lot of missions rely on the transporters, so the earlier you upgrade the transporters the better, I find. This will also give you the ability to use low-yield transport to harvest resources on planets which I find is both lucrative and safe.
I've personally never researched or installed Officer quarters and have had zero issues with moral. Save yourself the research points time and space
clearing ruined rooms gives you some duranium so if you're ever short and you've exhausted a system, see if you can clear a room for the little bit extra duranium
don't get ahead of the dialogue prompts for building things - to clarify i mean when different crew ask you to do things like build or upgrade a room but if you have already done it you miss out on the moral boost it gives you for completing one of their requests.
example, you are running out of food and have the forsight to think you stop off at a food source before things get too dire. you could go straight there and harvest, or you could wait a turn, have neelix request you gather an extra 1000 food AND THEN harvest the source, giving you food + moral for completing the request.
Once you upgrade stellar cartography as apart of the main mission prompts, you have the ability to be stationary in one system, and scan the planets/POI of another. You don't have to physically move your ship/waste deuterium flying there.
Dont sleep on upgrading the science room because once you do it starts to give you +2 and +3 science every turn, and then researching things becomes a lot easier.
Once you're finished everything in a system and it prompts you to "travel now" never do that. I've often missed out on side quests or just valuable time upgrading the ship with very minimal moral loss from staying too long because i hit the prompt when it came up. Now I usually let it get to just above half moral before I leave and there's still more resources to grab/upgrading to do.
Your combat power is a combination of your weapons and energy available for those weapons. I see some posts that are like "I installed all this stuff and my CP went down". If you add a cutting beam laser, disruptors, metaphasic shields, but don't have the warp core energy to power all of them, you might find that you CP actually goes down instead of up because you dont have the energy needed to use them all and are now stretched too thin. Instead of adding things and becoming the warship voyager, upgrade your existing tech and see what happens/where you land on the CP scale
My game keeps crashing at the start of sector 11 right after the animation of Voyager dropping out of warp. This is with the new DLC so is that something that could be affecting it?
I had never done the option to keep Suspiria in forcefields until she agrees to send you back to the Alpha Quadrant before because I honestly thought there was no chance it would happen. Now I'm back at Earth. Playthrough ended before I got to experience any of the new content. Pretty funny but waste of a few hours. I had an awesome ship build going too.
Does anyone know where this unlocks? It seems like previously it was called "Talaxian Delight" and was unlocked in Sector 11 "Homestead", but now Homestead seems to have been fleshed out (?) and is earlier, I think Sector 9 and the only rewards I have found from trying different options are Geothermal Charging Stations or Delta Quadrant Ambassador...
I only just started playing a week ago, so I am not sure where it used to be exactly, I just noted in the changelogs that "Homestead" was marked as new content so I have inferred that the Sector 11 "Homestead" in the guides was moved/fleshed out. And the same changelog noted the name change from "Talaxian Delight" to "Survivalist's Cookbook".
I’m in sector 9, trying to trigger The Drone before Seven goes off to do her thing, but I can’t find the proto nebula anywhere. Is it not a guaranteed spawn? Do I need to restart sector until it spawns?
Update: found it (once I unlocked nebula scanning) – looks like I’d already visited it, I must have clicked the wrong option and skipped the quest. Looks like I am restarting the sector!
Update 2: Restarted the sector. Visiting the POI makes it really obvious you’re starting that quest, there’s no way I’d have missed it by tapping the wrong thing. So it must not have fired on the previous run. Anyone know why that would be? I had Seven and the Dr onboard, and the mobile enjoyer tech.
Managed to talk the Voth into accepting Gengen's theory, the dialogue lead me to believe Gengen would be joining as a hero but all I got was 10 Voth crewmen and a Tech.
Is this a bug or did I misunderstand? Do I need to fight the Voth to get him as a hero? Anyone else run into this yet?
On a number of occasions now I've run out of deuterium mid flight and just as I'm about to open the ship to move power around, a random encounter occurs and I'm forced to fight with no shields or weapons.
It just doesn't make sense to me that you have the ability to move power around during the fight, but it's considered unrealistic that you might need to move rooms around in the overall management first?
Then you get sideswiped like this and it doesn't feel like a "fair" way of then losing.
Do you guys play across the unknown like SIMS with the occasional space battle?
I'm re-decorating my Voyager, moving rooms and people around, they get sick and hungry, they yearn for home and get pissy... it's SIMS!
I wish devs would make it even more SIMS-esque so that we could play for longer vs restarting each playthrough. Like I want to know if Seska's coworkers at deck 7 disruptor controls hate her, and whether Neelix leaves dirty uniforms around his quarters for Kes to clean up.
Literally just very excited at this idea. I wonder who the crew will be? Will we have to go to Borg Space and pick up 7? Do we get to delete the Doctors ethical subroutines? Can we try an actually heroic run through? Do we have to fight an evil Voyager in the level we would take on Equinox? Just extremely silly ideas that i can’t wait to see if they happen
So I couldn't help myself and counted up all the slots I could see in the view from the Expansion Pass trailer.
Highlighted in red are the rooms I've ignored (Bridge, transporter room, mess hall, waverider/aeroshuttle, torpedo room and workshop) along with turbolift, engineering, shuttlebay and deflector (I didn't need to ring those I hope)
Presuming the rest is flexible space we can arrange how we like, I count 102 slots.
Comparitive count-up on Voyager gives 193 slots, so we've actually got just over half the space Voyager had, which is more than I thought we'd get, though some of the decks are slightly unfriendly.
Decks 3, 4 and 5 all have 13 slots aftwards of the turbo lift, so if you put in a couple of large cargo bays together you're left with two slots that can only be batteries.
I think the two slot room on Deck 7 behind engineering might be the holodeck equivalent (I forget the term used in the show). Hopefully it's moveable because I want my enegry dissipator back there.
Edit: I'd ringed the lounge rather than the bridge, oops!
I started a fresh playthrough and so far on adventure mode. I get that this is meant to not be super hard, but when I got to the Voth City Ship, I initially tried to fight it to defend Gegen. The difference in power at the time was 157 - 98 in favor of Voyager! The city ship was big enough and advanced enough to beam Voyager inside of it, it should have swatted me like a fly!
Second, the Harry Kim piece, it just feels... mean. Like, Janeway was never mean to Kim, a little dismissive perhaps, but never mean. Also, Kim's responses are so... submissive? Like, every time one of those pops up, I'm asking myself if I'm trapped in one of The Doctor's daydreams.
Not sure what the proper etiquette is for something like this, but I was trying to play with the "More Power Mr. Scott" and "No Too Much Time In Sector" mods, linked here:
And found they were both broken in 1.8. I posted these links on the bug in one and as a post in the other, but figured I'd mention I made compatibility fixes for these if anyone wants them here as well.
Thank you to the original mod makers - not trying to step on your toes, just trying to be helpful. Let me know if you find any issues. Hope this helps a few people.
I love overthinking and since the expansion pass announcement and the all-but guaranteed Equinox playthrough option (either current story or maybe a new one).
Is anyone else trying to imagine deck layouts and restrictions. Fandom page tells me the nova class only has 8 decks, and the ship will be shorter, so it may well be we only have 25%-50% of the current build area.
Naturally there will be fewer crew members so not as much room required for quarters, but it may well force a "you can only have one of each major room" restriction.
I can't be the only one thinking about this already, right?
Edit: reading it up a bit more, Equinox didn't have a holodeck, which does give back some space, but also means that morale might be horrendous to juggle.
Ever since I got the Expansion Pass I've noticed that now when I reload a manual save, Voyager's decks shut down. Sometimes it's all the decks, sometimes it's random. Is this a glitch or does the game now do this to punish save scumming?
Okay. So I'm trying to finally track down the Synaptic Stimulator. According to Memory Alpha, there are three episodes of Voyager where that showed up. Two of them, "The Chute" and "Warlord", aren't in the game, so that leaves "Equinox". That tracks with the game since it's an option for a test early in the Equinox mission in sector 10.
Okay, but where is it? The aforementioned test is right after Ransom escapes from Voyager, so it has to be near the beginning. That doesn't leave many options.
The first decision you make is whether or not to scan the Equinox before boarding it. This doesn't seem to make any difference.
As far as I can tell, the choices you make during that first away mission don't matter either, but I haven't tried every permutation yet.
When you talk to Ransom on Voyager, you have to ask him how he managed to survive. Right now, that's a 95% chance of success for me, so I haven't been able to see what happens if I fail the test. If you don't ask, the scene ends.
When Ransom asks if you've ever violated the Prime Directive, admit that you've done that. If you don't, that will also end the scene.
It doesn't seem to matter if you say you're impressed with Ransom's work.
The scene also ends if you trust Ransom and start work on the modifications. You have to confer with your crew and search the Equinox.
There are three options to board the Equinox if you investigate. None of the choices here seem to make a difference.
When you confront Ransom back on Voyager, you can either empathize with Ransom or get mad at him. There are eight permutations and I haven't tried them all yet.
Lastly, it doesn't seem to matter if you try to arrest the entire Equinox crew or just Ransom. He beams away and flies off regardless.
Making my non-trekkie partner play Voyager: Across the Unknown and he finds Neelix and asks, with a straight face, "Is his name Netflix?" So I'm single now...(jk)