All, good conversation. TobiWahn has purposely not added some files to the releasable sync tool, but I won't plan on a researchable colony tech above level 4 per your collective guidance. That may also explain some of the lackluster starts for Minbari, Vorlon and Shadow. Team, I'll propose in ticket 160 initial planet access and the rough upgrade path. With luck the races can each be customized to that desire.
Darvroth
I agree the DLC planets should all require research to include ocean. An all ocean world would have awesome storms requiring submersible settlements. Each race will have a variety of techs and not all races will have access to all planets. That will change the colonization and competition dynamic a bit which seems to me a good thing.
TobiWahn, Steadily working on updating EA tech and hit a solid wall with ticket 160. I can accommodate the values posted easily enough but and this is where I need your assistance, I'll assume all the new DLC planets require additional tech to use. That means some planet types will NOT be available to all races. On a separate note I'd love to see volcanic changed to irradiated.
TobiWahn, How do I safely remove duplicate or no longer needed techs in the sync tool? I've dabbled, but have too much work invested at this point to take unnecessary risks.
Abilities, tech, ships, and orbitals are so interconnected, making the necessary adaptations is taking longer than I anticipated. Mapping is done, but the details.... oh, the details....
TobiWahn, I'm about 30% done with the EA tech rewrite for Rebellion and so far things are progressing smoothly. Question: How do I edit/create groupings within the tech tree? Example: under EA Defense there is a single grouping and I need two. I broke all the tech linkages which wasn't strictly necessary but found it easier to start with a clean slate than work through the jumble that was made when I was reworking things. Question: Do you have a solution yet for the br
[quote who="TobiWahn_Kenobi" reply="4207" id="3381579"]Could you tell me what action crashes the Research for you? I've found a bug and think that it might be the problem, but I have yet to find were it happens (upon opening the research tree a script runs on a record that should not exist in the first place, causing problems)[/quote] The entire research tree tab upon opening used to crash the sync tool with a never ending string of errors but I just opened it and it opened w
[quote who="TobiWahn_Kenobi" reply="4204" id="3380728"]@Darvroth & NewHorizonsDoes the DB still not work for you? Have you tried reinstalling (reextracting) from the archive?[/quote] Works fine though I'm still learning how to navigate it and change things. Parts of the research tabs crash the system and I haven't figured out yet how to reassign the x/y coordinates (they seem to be locked). I'll be uploading another export shortly. Little new content but I completed th
TobiWahn, Vorlon Heavy Drone and Shadow Assassin both don't show in the ship build options for the frigate factory of the respective races. Vorlon (all AI types) opens much more strongly than the Shadow. I'll work to partially address in my next export but New Horizon's work on the planet preference will also influence the race expansion rate. Attempted to open the research tree tab in the sync tool and ran into a slew of errors which crashed the tool. I
[quote who="Barn0" reply="4194" id="3378811"]I'll see if I can play a game as Narn tomorrow test the EA AI.[/quote] There are four AI types: aggressive, turtle, tech and economic focusing. The real balance problems come with AI ship building priorities based on ship role types. Those were just reworked for all races as part of a multiplayer balance effort just completed and are reflected in the 1.5 DLC build uploaded to Bitbucket a couple days ago. Testing will reveal if the
[quote who="cybertx" reply="4193" id="3378777"]Had anybody give it a thought to turn the vorlons and the shadows home planet to be able to make it a super planet with research(ex. increase logistics slots and income) and make the colonization difficult for both, since neither the shadows and the vorlons were big in colonization.[/quote] Colonization is required by the AI and is already hard for both the Vorlon and Shadow. The trick we are trying to balance is to make both races playab
[quote who="NewHorizons" reply="4190" id="3378215"]Colonization for the Shadows is tricky - I found that out while trying to find out their population caps. Some AI types might struggle with their colonization mechanism. Maybe increase the chance of success?[/quote] Concur. The percentage has been adjusted several times, add to that research for planet types and it comes down to luck. If the Shadow player establishes a colony or two they seem to do ok, if they fail at colonization 2-3
TobiWahn, Multiplayer balance and other adjustments submitted via e-mail. The new ships require some tweaking.
TobiWahn, As I continue to look at rebalance it is evident the following ships are needed: Vorlon Heavy Drone - in the light frigate role which will reduce the existing drone to a corvette status which will retain all existing functions. Shadow Assassin - a new ship in the corvette role, simply take a Shadow fighter and increase its size till it is about 1/3 the size of a Shadow Scout. I'll submit all changes and new entity files to accomplish the above. Ha
For a no shield ship I'm using 0.001000. What I'll forward in the near term is my multiplayer balancing effort for ship resource costs, shield and mitigation and armor adjustments and several other odds an ends. I'm recommending a -1k nerf of the Minbari longest main beam weapon, for most ships that is 6k to 5k which still outranges most other ships 2:1. The 6k beam was on par with the Vorlon and in several instances was longer range as well as outranging the Shadow main b
TobiWahn, I've hit a snag. In attempting to rework the Vorlon as no shield high armor...is totally at odds with their research tree and several instances in the show where Vorlon ships presented shields (with visual effects). The Shadow on the other hand will work with a high armor, no shield approach. Baring further direction I'll swap the current effort and develop the Shadow as high armor, no shield (0.001) and morph the Shadow shield values to the Vorlon. Both rese
[quote who="NewHorizons" reply="4177" id="3370923"]Narn :- lower development costs (ship carries ex-Centauri construction machinery)[/quote] Was already thinking along those lines... but for the Narn I was thinking as in the BSG mod that they produce planetary defenses from the capital ship colonization ability. Tickets 29 and 53 apply though I haven't written either ability yet. If you want to take a crack at it, it's all yours... [quote who="TobiWahn" reply="417
TobiWahn, Should the envoy ships have a passive AM restoration rate? They by design will be operating away from areas of culture and support bases. I'll propose a modest rate for each race based on the AM cost of the abilities and the likey consumption/cool down rates.
[quote who="NewHorizons" reply="4172" id="3370354"]The only AntiFighter frigate is the EA Myrmidon, should the Narn, Centauri & Minbari have examples of these? These races are able to field quite large numbers of strike craft, so you'd expect them to also have a specialized counter in addition to their own fighter squads.[/quote] I can not emphasize enough my hatred of the touch pad just below my key board. Now back to task (again)... Most ships in SotYR have some anti-f
NewHorizon's, I looked at the statCountType and it is a mixed bag...some races (EA) are in good shape, some Vorlon and Shadow don't have enough ship classes to cover all types. I can see where the AI is using statCountType for resourcing decisions and some of the interesting behavior as a result. I'll make recommended adjustments and fire those back to TobiWahn in the sync as part of the ship balancing effort. Hopefully this will correct some of the odd fleet building AI b
oFant0mo, if you have access to Bitbucket try this link: https://bitbucket.org/TobiWahn_Kenobi/sotyr/src/7457c706977642be6842c6a01741afc7ce218ca4/GameInfo?at=Rebellion Includes all the current research files though there are many in revision it shouldn't change the graphic.
TobiWahn, Sync tool really needs an undo button. I'm like a bull in a china shop, usually because I'm tired and find I'm adjusting the wrong file set and have no idea what it used to look like to put it back. At this point I may just uninstall and reinstall due to the number of things I've screwed up.
boshimi336 thanks. NewHorizons, can you propose planetary distribution for the old and new planets spread across the 6 races with the appropriate tech and planet level adjustments? It might just be easier to keep the existing Rebellion 1.5 planetary population levels and costs but research priority for colonization is a big balancing issue we need to test and balance.
[quote who="NewHorizons" reply="4156" id="3368565"]On a different topic, Major Stress has made a very good post (reply #3992 on page 160) which might explain some of the AI behaviour we see in SotYR - could be worth rolling this into your ship re-balancing project. I've noticed that with cap ships there isn't that much variation in statCountType (they're mainly battleships).[/quote] I'll go back and look for every ship of each faction... Before that much data mining ar
[quote who="Major Stress" reply="3992" id="3366838"]StatCountType is far more important, because like i said above if your faction is missing any vanilla StatCountType. Then your AI will become lethargic, or not do anything at all, and Ikasumesk is correct. Sometimes you will crash if you are missing a StatCountType. StatCountType is where you must duplicate Vanilla Sins almost exactly.[/quote] I'll have to go back and look as part of the balancing effort but I'm pretty sure w