Darvroth

Darvroth

Joined Last seen Member # 2458332
2 Posts 35 Replies 548 Reputation

TobiWahn, Nice! Can't wait to see it in-game. I'm wandering through the tickets. I redid the ability and buff entity files you indicated had problems so they should upload properly in the next commit. Once you tell me they have all cleared and we haven't introduced any minidump issues there are a lot of tickets I'll start closing. That should clear out a lot of underbrush and make it easier to see the real issues and work still to be done. I still hav

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[quote who="TobiWahn_Kenobi" reply="4347" id="3426865"] but even more important would be implementing the necessary Titan Upgrades for our Titans me thinks.[/quote] Already on my list. I'll work titan abilities as their own commit. I wanted to get some experience building abilities and buffs which I now have and we discovered several additional DB issues which I also expected. Now that we have several ability commits under our belts I have confidence the titan builds can be done.<

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Update to all. Just ran through the capital ship abilities and the developer build of the mod is looking in pretty good shape. About 20% of the Caps have all planned abilities, a few still have only one with the bulk having two or more. I still have EA, Shadow and Vorlon to work through for already designed abilities, then it will be matter of closing the remaining ability gaps. Not sure how close we are to a new public release as we are reworking planets in response t

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[quote who="NewHorizons" reply="4341" id="3424584"]Should be just a case of adding the new object types to the targetFilter. I'm sure I logged a ticket for that (maybe as the AM recharger structure), as my version of that entity is still modified:-[/quote] Agreed, but that particular ability while referenced still isn't in the DB. I'll go ahead and build one for the Hermes as the original ability also services the starbases and AM orbitals and need to service corvettes whi

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[quote who="TobiWahn_Kenobi" reply="4339" id="3424388"]Which one do you mean? The Corvettes are still entityType "Frigate", the only difference is the statCountType and the frigateRoleType. It is that way in the vanilla files. I have no idea which flag the targetFilter needs to be set. Can anyone be of help here? Thanks[/quote] I relooked at it and changed statCountType to FrigateCorvette and changed frigateRoleType to Support. With luck the role and AI have been corrected. I can

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TobiWahn, EA Hermes uses the ability AntiMatterRechargeModule which does not effect Titan or corvette (yet). One of the impacts of this ability is if two or more Hermes are in proximity they will recharge each other significantly reducing EA need to visit bases for refit. I recommend changing Hermes to a corvette from a frigate so one Hermes cannot resupply a second in company Hermes which would force EA players so more frequently resupply at a planet or starbase.

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[quote who="TobiWahn_Kenobi" reply="4333" id="3423128"]As of now, you need to enter the name of a buff in the ability screen in most of the fields by hand. Sorry.[/quote] NP, the difference between a bug and design decision or "feature" is expectation. Knowing it is a design decision and not an unexpected glitch is easy enough to work around. Good luck on the planets. They seem simple enough...might be worth a quick comment in a ticket or e-mail so we know your design compromises and

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TobiWahn, Most peculiar thing, on occasion I can't get the various ship/ability/buff/buff to link. Each file shows in the respective place but on occasion doesn't show in pull down menu where I'd select to make the proper selection. Almost done with the Narn abilities we have built, then I'll commit. If there are still persistent breaks in the linkages I'll denote in the commit e-mail.

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TobiWahn, It is clear there are multiple planet types under the same researchable tag: planetTypeForResearch "Asteroid". Regardless of what we call our files I suspect the hard coded stuff will still remain but the various planet files will allow us a lot of flexibility. What I don't know are the constant files and some of the various player entity files. Ideally, we can create a unique player start planet using the "Home" label. I'm uploading new planet types into ticket

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Team, I've been mucking around the planet files and it seems the easiest course of action is to upload the new files so TobiWahn can enter the data rather than going to the effort of modifying the DB. TobiWahn, Pick an option, upload files or modify DB... I'll work accordingly. The easiest method is to upload the new files for inclusion in our build. In either case the tech path for all the races will need correction. I'll volunteer to do the base planets,

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[quote who="TobiWahn_Kenobi" reply="4315" id="3418773"]I'm at this moment working on putting all our abilities that are in the repository right now into the ModEditor. I've got all buffs in now, working on the abilities and expect to have them finished by tomorrow or the day after.[/quote] You mean all the stuff uploaded into the various tickets? If so I'll start working on addressing the gaps. Let me know if my last commit was good or if I missed some vital detail. I

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[quote who="TobiWahn_Kenobi" reply="4318" id="3418833"]Please make your proposal a ticket and I will look into it and try the changes.[/quote] Already commented. The current statCountType is a result of earlier balancing work accounting for AI behavior. I'm leary of the Minbari having a capital colonizer. Using a colony frigate with high fleet logistic use is a good balancing technique to slow early expansion. Much like the Shadow and Vorlon which have significant impediments to e

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TobiWahn, Ran into this error when attempting to repair the upgrades for the EA diplomatic station: "This operation cannot be performed because one or more required related records are not available and cannot be created." Hitting this roadblock I'll see if abilities work and commit a small data set for test. Edit: A lot of abilities still don't seem to have made it onto this build.

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