[quote who="Barn0" reply="4767" id="3498031"] The Centurion was able to attack after the changes. [/quote] I Looked into this and the actual problem is not the weapon assigned to weapon 2 but frigateRoleType "Anitmodule", if this is removed the Centurion attacks normally. Note it is still assigned frigateRoleType "Siege" and will prioritize attacking an enemy planet to the exclusion of all other activities. TobiWahn, I won't send you a commit for this one
Darvroth
[quote who="Barn0" reply="4764" id="3496371"] The pirates seem a little weak especially during the late game when most of the research was completed. Sharlin Capital ability 'Stealth on' is faulty before its researched it vanishes when you select the ability it disappears instead of saying its not researched. Once it is researched it then appears but won't go past level 2, even on a high level capitals (level 4, 5) [/quote] Other than a single model the pir
[quote who="Barn0" reply="4761" id="3496154"] One thing I did notice because the fighters are in different a order on certain ships when you have a fleet selected and press the fighter management button you would see the wrong icon for fighters for example Aurora might be Nova. I thing this is caused by having fighters in the different 'build slots'. But it does only show up when you have a fleet of ships selected. [/quote] Good observation, I never noticed that befo
[quote who="Barn0" reply="4758" id="3496005"] Few things I've noticed with the EA: B5 station has very low weapon range Fighters Tiger and Nova still have stock models, could you use the Aurora model? Fighters are in a different order on ships [/quote] B5 is a diplomatic station, its tier 1 weapons are slightly better than early EA, Narn and Centauri capital ships. By design it is not as robust as a dedicated military station. EA fighte
[quote who="kidofamerica" reply="4755" id="3495695"] I mean there must be something I can do.. [/quote] How are your 2D skills? Every tech, ship and planet module needs its own 2D tile.
[quote who="Barn0" reply="4750" id="3495398"] got a mini dump about 1 and a half hours into the game. [/quote] The minidump is most likely tied to a specific ability or a broken tech path. Playing race pure games will help narrow down and isolate the problem. For example if EA vs EA plays with no problems then it is not EA. If Narn always crashes at research tier 5, that level of detail would help immensely.
TobiWahn, Just sent you a large commit: - Significant rebalancing and tech tweaks for most races. - Accounted for all planet types for each races. - Narn capital ships received various improvements. - Complete rewrite of the Minbari tech tree. - Minor adjustments to address fighter tail chases. - Adjusted for AI titan research priority. - Several other minor tweaks as I encountered them.
[quote who="Martechi" reply="4745" id="3494905"] Maybe this is not a bug and meant to be for developing purposes, but I have made 2 games now and although the describtion says, that only 1 of 4 colony attemps are sucessful, I rarely see the seeding being unsucessful. without any additional research I am able to colonize 8 or more planets without any single seeder failing. that seemed...odd. [/quote] We have tweaked and overhauled the Shadow seeding ability at least half a do
[quote who="kidofamerica" reply="4733" id="3494452"] I downloaded the most recent full version then I put the update in with it and replaced the duplicate files. [/quote] You need to place the mod files in the mod folder typically: C:\Users\UserName\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82 Dev\SpecificModFolder\ Once installed run the game, under options activate the mod, restart Sins, then feel free to play. The moddin
[quote who="cybertx" reply="4731" id="3494296"] Ok I'll start testing for bugs in the new build tomorrow. Anything specific to focus on? [/quote] The latest tweak adjusted the engagement ranges for many ships to favor a shorter ranged weapon. This should improve the effectiveness of many early ships and prove especially helpful for the Narn, Centauri and early EA. The test would be if it does.
[quote who="TobiWahn_Kenobi" reply="4727" id="3494096"] I've just adapted the frigates, capships and titans (no fighters) and committed the changes for testing [/quote] TY! I've got 3 races to go for titan repathing. I still want to redo the Minbari techtree more significantly but I'm thinking I'll send you the current balancing effort before embarking on that.
[quote who="TobiWahn_Kenobi" reply="4723" id="3493617"] e.g. the VarNic could use m_weaponIndexForRange 1, because Weapon 1 has a shorter range than Weapon 0 but is still highly effective against most ships. Weapon 2 on the other hand while having an even shorter range is just an anti fighter weapon, so there is no advantage using m_weaponIndexForRange 2. [/quote] I'll look at this but it is a significant effort if applied to every ship. I'll work it after the t
[quote who="Martechi" reply="4720" id="3493252"] But their ships seem to need to work in fleets to be truly effective. I like that! [/quote] Appreciate the comment. We tried hard to make each race feel different and use different tactics to win. Minbari for example have long range lethal beams but comparatively fewer ships among other weakness' (if you can find them). The Narn use a mix of short range and long range weapons (this disadvantages the AI which tends to sto
[quote who="dkt0404" reply="4718" id="3493046"] So how would I go about downloading the 1.82 version of this to play/test? [/quote] Last publicly available build: https://mega.co.nz/#!1UgCWSpI!ncyhi8hTc-dcMXbJezJduW9dKX-hCQnk5krr5U-o-RI There are lots of internal updates between public releases to increase stability, balance and add new content
[quote who="Martechi" reply="4716" id="3492296"] The only thing possibly notable was my own experience when playing the narn. I can imagine, this stuff is one of the less finished work, but at the moment the narn capital classes seem mostly a bit "useless" compared to different classes in for example the earth alliance. I just get the feeling that the research for these ships is just an "addition" to other useful stuff, but not really nescessary itself. Most of the times I play, it is en
[quote who="SenniTreborius" reply="4711" id="3491462"] My offer still applies. [/quote] If you accept the task, it will be a challenge to outline how uneven the tech path is. Some techs offer almost trivial adjustments, others are huge. The civil war techs in particular are have very negative impacts.
[quote who="TobiWahn_Kenobi" reply="4712" id="3492009"] Thanks. Agree, though ShipMaxSlots is only part of the formula, since it entirely depends on the buildSlots of the ships of each race. [/quote] NP. Build slots are only a capital ship function and there are good reasons which we have already discussed for the current limitations. I was thinking more to frigates. This esp helpful on the larger maps. As to the other variables on ship toughness I've built a paper sprea
[quote who="Martechi" reply="4708" id="3491012"] This mod here might have more oddly black blocks instead of finished ship models, but it has the more important mechanics that make it really worth playing for a long time, over and over again. [/quote] Thank you for the kind words. Improvements come is spurts but progress never stops.
[quote who="Martechi" reply="4706" id="3490822"] This time, we has no minidump, but a runtime error (R2025 if anyone knows what that means) [/quote] As long as you are having fun. The runtime error is the one we haven't been able to islolate. I normally see it when exiting a game, which I can in the short term live with. Runtime errors mid-game are a different issue and will require some effort to track down.
TobiWahn, Digging through the research trees there are some significant differences. Some I've already adjusted and others I will but have yet to in the name of overall balance. The biggest and most egregious is ShipMaxslots as illustrated below: Narn Centauri EA Minbari Shadow Vorlon <
I've been digging into overall balancing between the races and there are some huge disparities. Some should be there but others strike me as unintentional. When done the races will not be balance for many reasons but they will be more balanced than they are now. Also, if a planet is unlocked and I assign a populationcap bonus or penalty from that point then I have effectively customized the planet types for that race which has been a discussion point for a while AND I can do
Gah, the Narn tech tree has so many problems induced by earlier reform efforts.
[quote who="Martechi" reply="4698" id="3490619"] By the exact moment when the game crashed, the bombardment of an enemy colony was finished. [/quote] So late game, the proverbial needle in a haystack. If you could run an EA vs EA and a Narn vs Narn... if only one race causes the crash that would help quite a bit.
[quote who="Martechi" reply="4695" id="3490590"] I did another single-player game as well. Here some things I noticed: 1. Some units still have vanilla phase-line effects (hermes transport for example) but I guess you already know that. - Yes very little attention has been paid to visual effects. It has been more important to get the mechanics as close as we can and the ship models built. 2. The
[quote who="Martechi" reply="4693" id="3490477"] We both build a jumpgate and were able to travel with them, so I could use the other ones gates without problem before we had a jumpgate pact. Is this meant to be? Because if it is, I maybe don't quite understand what the pact really is for. [/quote] The pact allows a faction to use a different races jumpgate network. There are different combinations of Jumpgate network access, if you were allied there is tech in the EA te