TobiWahn, Back in business, thanks. Expect my first commit shortly.
Darvroth
[quote who="NewHorizons" reply="4309" id="3418564"]Later on, after they had done research, the Shadows & Vorlons would still be able to build their first capital ships for free, so you would be up against two of them (sort of).[/quote] I could still live with that. I've taken both out, not easy but doable. Cat and mouse is authorized, and while they chase you, colonize what you can. Edit: This does bring up an issue I attempted to address in ticket 131, the starting sh
CalmLlima, Appreciate the interest but be aware the team has spent years of effort trying to create a good B5 mod and there is not balance by design, some factions are stronger than others at different points of the game generally grouped as early, mid and late reflecting progress on the tech tree and resource availability. Abilities are difficult to master and frequently lead to mini-dumps. ZombiRus5 published an excellent resource on creating and modifying abilities and the
[quote who="TobiWahn_Kenobi" reply="4305" id="3417967"]Quoting NewHorizons, reply 4300You'd have to be careful with the Shadows & Vorlons though as their cap ships aren't normally available until some research has been done. Granting them instant access to a powerful cap ship could give them an unfair advantage at the start of a game. Maybe their flagships could be weakened in some way to balance things out, although that does sound a bit counter intuitive - not much of a flagship
TobiWahn, The link you sent me has the following error msg: "The file you are trying to download is no longer available. This could be due to the following reasons: X The file has been removed because of a ToS/AUP violation. X Invalid URL - the link you are trying to access does not exist X The file has been deleted by the user."
[quote who="TobiWahn_Kenobi" reply="4298" id="3417493"]any suggestions for Flagships for each race[/quote] If I recall the designated flag ship is the starting flagship. For EA, Minbari, Shadow and Vorlon the initial capital ship is sufficiently tough to serve the role; Centauri and Narn do not have a sufficiently tough capital ship. The only work around I see would be to pick a representative capital ship from each race. If the Flagship Victory selection can bypass research prerequis
[quote who="TobiWahn_Kenobi" reply="4294" id="3416828"]How far into the game did it happen?[/quote] A bit more than 4 hours (I was doing other things (life not the computer) so it was more a background task). Research was about 2/3 complete overall and capital victory was set. Upon reload and exit one of the factions did not register on the post game statistics, not a smoking gun but...
Just had a minidump playing Centauri (V1.8), not sure if the random bug reported by NewHorizons is the culprit or not.
TobiWahn, Just sent you my commit data. Looking forward to receiving the latest build so I can finish the EA and start importing abilities we have in the tickets. Darvroth
Read through a lot of the tickets you changed to open, a lot of work has already been done, just a matter of importing into the (repaired?) DB. We could actually close a lot of tickets in the near future with some effort.
[quote who="TobiWahn_Kenobi" reply="4281" id="3414868"]I'm sorry to have bestowed so much pain upon you. I've now uncovered errors in the ModDB that prevented you from creating abilities (I now know what you were talking about). I've corrected what I found (duplicating abilities works now as well) and will distribute a new build to you and NewHorizons this weekend if you like.[/quote] Vindication. No problem, your DB is still easier to work with and more consistent than ha
[quote who="Darvroth" reply="4276" id="3413969"]Also, not sure how AbilityALevel and WeaponUpgradeLevel are defined when selected within the station upgrade tabs. It was straightforward when I was manually handjamming all the entity files.[/quote] After a nights sleep I dug into the existing starbase builds and figured it out. EA military base to go and then time to commit.
The station upgrades are killing me! Unintended errors are saved and prevent later adaption of the same name. My build lacks many of the in game abilities so cross walking orbitals and upgrades to abilities in many cases can't be concluded. I'm almost to the point of committing what I have and hope the next build you send me will allow me to finish cross connecting all the moving parts. This will be a 95% Rebellion tech rebuild for EA, but that last 5% will be many of the connections
[quote who="TobiWahn_Kenobi" reply="4270" id="3412725"]which result in an optical hole in the mesh.[/quote] Add some smoke and call it a feature! :)
[quote who="TobiWahn_Kenobi" reply="4268" id="3411290"]I've ported the ModDB to the current FileMaker Version (v12), so the next time I distribute the tool it will look a tiny bit different. And should run a wee bit faster.[/quote] Ok. I sort of have to reteach myself where I left off but I'll try and get you something soon.
Apartment is livable but unpacking is not quite finished (and may never be). It has been so long I don't know what modifications I've made but I do know I was tinkering with the Babylon Station stats and upgrades and once I'm done with that I'll send off the commit for review.
Very nice model! The scouts in particular are important as they are such frequent interlopers.
Success. For the record, I'm stupid, but trainable.
[quote who="NewHorizons" reply="4244" id="3400179"] Quoting Darvroth, reply 4242If asteroids were available earlier in the tech tree it would help with expansion especially for the Minbari and with the unimproved penalty would serve as an economic brake. Thoughts?Balancing SotYR's races is always a challenge. The younger (weaker but adaptable) races, like EA, Narn, should probably have early access to all planet types. At most they would require tier 1 or 2 techs. It woul
[quote who="myfist0" reply="4382" id="3400190"] I am guessing it's on your end[/quote] Very possible I recently moved to a new country and have noticed all sorts of IP related hijinks... I'll add it to the growing list of things to figure out how to overcome. Thanks, at least I now have strong circumstantial evidence it is my end.
[quote who="Rovert10" reply="4380" id="3400159"] Quoting Darvroth, reply 4379 Team, Is there a viable Rebellion version? the SOA20.6.5R.7z and the SOA20.6.5R(1).7z patch both show check sum zero and I've tried downloading multiple times. Did you extract them? Did you even enable them? Since that is the Rebellion version.[/quote] Yes and yes. Both show check sum zero in the mod folder after being unpacked. I've had success with previ
Team, Is there a viable Rebellion version? the SOA20.6.5R.7z and the SOA20.6.5R(1).7z patch both show check sum zero and I've tried downloading multiple times.
New Horizons, I'm still unpacking boxes but ran across this discussion point in the Sins of the Fallen Angels mod forum which you are moonlighting in. Could you adapt a similar approach to the asteroid colonization of the younger races? If asteroids were available earlier in the tech tree it would help with expansion especially for the Minbari and with the unimproved penalty would serve as an economic brake. Thoughts? [quote who="psychoak" reply="4359" id="3
[quote who="Canitbedude123" reply="4235" id="3394203"]a I'm having problems running this mod on Diplomacy 1.37 (got it with Trinity), some of the ship models for the Earth Alliance are showing up either as black cubes or as vanilla Sins models. The Delphi Scout is a black cube and the Asimov colony ship is a vanilla model. Help?[/quote] EternalRequiem is correct. The cubes (which in the next release will have faction colors) are place holders for missing models. SotR
I'm about to take the last leg of my move. No idea when I'll be posting again, but I'm still slogging away on the EA tech update.