[quote who="Hael-sose" reply="4467" id="3453626"]Vorlon siege cruiser/capital[/quote] Nice model for the siege frigate. Could you do a screen shot with some other known ship in the field for a size frame of reference? Never mind, on to the next model with you (breaking out proverbial whip). ;) Only a few capital ship abilities to go. Major mile stone once reached. That assumes of course we work out all the kinks...
Darvroth
[quote who="TobiWahn_Kenobi" reply="4464" id="3452888"]No, i'm afraid that is not possible. Sorry.[/quote] Could there be two skins? One with fighters in dock and one with out? The battle damage has overlays...
[quote who="TobiWahn_Kenobi" reply="4458" id="3451818"]If any of you do not want to share his/her model/texture with the x3tc B5 mod, please just send me a notice and I will tell Amras to exclude that particular model.[/quote] I have no models to contribute but my hat is off to the coordination coup that you pulled off. Any little work of mine I freely share with the X3TC B5 mod team. Edit: Almost forgot to add, sick models, nearly as exciting as when you figured out the
[quote who="Hael-sose" reply="4455" id="3451492"]You mentioned capital ship abilities; I still have some work to do on a vorlon siege and carrier. If there's any abilities I can incorporate visually, please let me know.[/quote] Graphics and effects for abilities is a distant project, unless that is your passion and talent. ;) The Vorlon weren't using any strike craft until very recently.... Now they do but in relatively small numbers. We don't have a Vorlon carrier
Hael-sose, Looking great! Thanks, the addition of Vorlon models will really help.
Hael-sose, Awesome looking models. TobiWahn, Sent you another commit. Will stand by till latest DB version is posted then will resume finishing the capital ship abilities. Believe it or not I'm down to less than a dozen. Vorlon, Shadow, Minbari, Centauri are complete, EA has two remaining, the remainder are missing Narn abilities. Woot!
PhysicalDamageAsDamageTarget needs to be added as a Buff option in the DB.
JB, It is possible to disable weapons on a target ship or group of ships. There are also several functions within the buffs that impact weapons that can be tweaked in such a way a type of weapon can be rendered useless. I've not seen where a single bank or facing can be disabled unless there is only one weapon type on that facing. Does that help?
Raiders beware and Vorlon, it's what's for breakfast!
Look forward to what has been proposed once it is past the UV optimization stage.
Hael-sose, TobiWahn will have to get with you on the polygon counts for the various model sizes and some other helpful tricks for successful imports into the SoaSE engine.
All, If the next internal build is stable (lots and lots of changes) we will, (after 5 years) declare beta once the following are met: - All victory conditions are supported (as of Rebellion 1.5) - All titan and capital ship abilities are functional - All major entity scripting are functional (ships, planet orbitals, planet modifiers, etc) - No minidumps There are still over 80 models to add, the star bases and planets require overhaul
[quote who="TobiWahn_Kenobi" reply="4427" id="3447728"] Hi guys 'n gals, UV of the raider carrier is completed. Next up is texturing, then uv and texture for Thoumsins Zephyr fighter.[/quote] Good. When can the next internal build be posted? As eager as I am to see a revamped raider force I'm more eager to ensure there are no unintended bugs or AI behavior issues with all the new abilities, resolved research linkages and such. I've tested but...the bi
[quote who="Delnar_Ersike" reply="4424" id="3445640"]I've been messing around in vanilla Sins to try to get the AI to use their Flagships aggressively, but to no avail. This includes changing their frigateRoleType to "Heavy", even adding a second frigateRoleType of "Lrm". statCountType shouldn't make a difference: the AI ignores it and the game only uses it for the post-game score screens. As far as I know, the way the AI handles any units marked as flagships (set by entityBoolModifie
TobiWahn, Found another problem with the DB. The Frigate flag ship has statCountType "CapitalShipBattleship" and frigateRoleType "Invalid" which is not in the DB. I can do up the rest of the entity files but I suspect that is a key AI feature. If I encounter any other unique additions I'll let you know.
TobiWahn, As I dig through the Shadow research tree fixing things (but not a wholesale adjustment) I notice there is no trade center, nor resource factory yet there are lots of trade impacting techs. I plan unless otherwise directed, to strip out the trade adjustments and make other balancing adjustments. Specifically, I'll increase the value of the capital ships to the Shadow though not in a direct combat fashion beyond what is already in place. The one huge exception are al
The more I dig through the Vorlon and Shadow the more I find broken links between research, abilities, ships and planetary modules. Not even close to a re-envisioning but both factions should play a lot better with the next release.
[quote who="DerExzentriker" reply="4419" id="3440109"]I did notice that some techs (Like the vorlons "Creative Minds") read "research cost decrease" but will actually increase the costs of research.[/quote] Thank you on behalf of the team. Two things, not all techs are positive, by design some will for a while decrease some attributes as part of the overarching story arc that is B5. Second, the research trees were cobbled together relatively early in the mod process and are undergoing
Reloaded to test and it worked like a champ with no additional alteration. So I have no idea which if any of the tweaks made the difference. Frustrating.
[quote who="NewHorizons" reply="4413" id="3439558"]It **might** be the frigateRoleType. The EA Avenger only has a frigateRoleType of Carrier, which in Sins are all unarmed, so just sit around spawning strike craft. Shadow, Centauri, Narn carriers have secondary frigateRoleTypes of Heavy or AntiFighter, which might explain why they're eager to engage in combat. However the Minbari's Morshin carrier only has a roleType of Carrier like the Avenger - does that just sit there too?[/qu
[quote who="IskatuMesk" reply="4412" id="3439555"] I know I ran into this with Retribution at one point... it was with a capital ship that had nothing related to carriers. I forget why, though. What are the weapon specs?[/quote] apologize up front for the wall, but you asked... NumWeapons 3 Weapon WeaponType "Projectile" damageEnums AttackType "CAPITALSHIP" DamageAffectType "AFFECTS_SHIELDS_AND_HULL"  
Modders, I've hit a snag the EA Avenger sits there stupidly and dies under every scenario, it does not fire any weapon except when expressly directed to attack a target then will resume its passive posture once that target is destroyed. It will also sit passively while it is attacked even if the attackers are in its weapon range: entityType "Frigate" defaultAutoAttackRange "GravityWell" defaultAutoAttackOn TRUE prefersToFocusFire TRUE usesFighterAttack
Comments on fighters: - Fighter speed is as important as weapon damage. Frigates of all races have a maxSpeedLinear that range between 300 - 650. Most have maxSpeedLinear 500. This means that a fighter that is slower than 500 has no reasonable chance to catch the majority of frigates. The strafing attack sequence of fighters requires covering more distance per attack than the typical frigate combat maneuvering. The faster frigates tend to be corvette
It is apparent numbers matter, a lot. Moreover the AI prioritizes capital ships so the Elder races with their uber tough death beam wielding capital ships are vulnerable to fleets with many more ships. Showing up with a few caps and support ships against the Elder races is a swift path to join your ancestors. Show up with a hoard of frigates and you have an excellent chance of winning though not without casualties. The Vorlon destroyer and the Shadow Stalker deal out damage as well
I'm noticing a lot of tail chasing as many ships lack stern guns. This is particularly pronounced when speeds are well matched and is leading to some irritating AI behaviors. Many fighters are also so speed bound. My recommendation is to increase the maxSpeedLinear of all fighters by 10% which preserves the balancing work of earlier efforts by maintaining the existing speed ratios. This also has the benefit of nipping many tail chases in the bud so to speak.