boshimi336 please explain. I've mostly focused on ship and planet structure abilities and associated entity files and buffs. Is the intent for the Centauri to cause rebellions or to suffer them? Both I think are possible. I've not delved into the new SoaSE: Rebellion abilites or engine changes though there are several known changes that offer obvious improved mechanics for our mod. That conversion might be the next step after 0.43 releases but for now we need co
Darvroth
I actually went pretty weak with the raiders, 6 nerfed scouts on a 240 second clock, I tested on a 50% chance but selected a 3% for inclusion. The Centauri player has no control over when raids will happen but when they do "friendly" Shadow ships show up in the same gravity well as the envoy ship under that players control. Given the mechanic I didn't want it overpowered though I suspect TobiWahn will tweak the final form. It was nice to see some Shadow ships in action [e d
Oh I'm evil!!!!!!! Centauri summoning Shadow raids.....instantActionTriggerType "OnChance" is so under rated.
NewHorizons, Should work with 0.422 provided you update the master entity and master string file increment count. Otherwise just change the entity file names and internal links to a SoaSE file that SotYR doesn't call on place the updated files in your build. The way the engine calls files goes in date order, so: enabled mods, diplomacy, entrenchement, then vanilla. I frequently test using a SoaSE file name when I'm tweaking variables before committing to the compl
Team, See the Common Envoy Note ticket on BitBucket. EA Envoy files are uploaded, crux of the problem is buff statement "AlliedOrEnemy" substatution for "Allied". If anyone could confirm there is no internal conflict...suggested string file also supplied but master and string list counters would have to be incremented.
Take a look.
It is very easy to have negative relation actions, it was my thought that a diplomat should not by design contribute to that but should have the ability to increase diplomatic relations, however all the diplomats on B5 conducted nefarious acts sometimes sanctioned and sometimes not. The negative acts for the envoy ships are default off so they don't run around degrading your relations but can selectively be turned on so as to have a useful ability should there be no need for diplomacy at
I've mapped out the techs for the envoy ships and have altered the SoaSE standard of diplomatic immunity and 4 abilities (3 researched) that equally impact Allieorenemy with a system where by each SotYR Envoy have the following: Diplomatic Immunity in two standards, younger and elder Goodwill - as SoaSE without modification A researched, scaled ability that only negatively impacts enemy planets/systems with no diplomatic boost (will defalult to off) A resea
Enjoy, and note the divide at the tectonic plate boundary! Geology seen in few other places on Earth. When you get back we will need Envoy .entity files for Vorlon and Shadow.
TobiWahn, Organizing my Envoy work it is evident the SoaSE Diplomacy abilities equally impact enemy and allied planet/factions... My thinking some should impact both to raise relations against any faction but some should be one or the other providing additional boosts for the lack of versitality. While negative effects from a diplomatic presence may not work for SoaSE if B5 is any indication a diplomatic presence can come with plenty of baggage of out mod. I'll reuse as much
Thanks all, with luck TobiWahn will fix the link when next he is on line. His personal life is a bit busy at the moment...
TobiWahn, When you resolved ticket 3 did that include the Nuklear mine issue? The ticket didn't specify.
There is an issue with the constructor frigate. Ability spot 2 and 3 while blank on the .entity file display push buttons for building civilian and military planetary modules. I'll play with it some more but abilities in spot 2 or 3 don't seem to work. Uploaded the modified repair module and ability files but don't adopt till the constructor issue is also resolved or there will be no repair mechanism for planetary modules. If all else fails that can be automated with a passive res
TobiWahn, To date all abilities uploaded have been working but require modification to conform to the master string and entity files. Do you prefer to continue making these modifications or would you rather receive files with those modifications made?
NewHorizons, Don't fear mixed results. Feel free to give a bigger pop growth penalty, there are several techs that increase it, the penalty for the artifact would merely reset the controlling faction to closer to starting values. TobiWahn, Following tickets need review for closure: EA Hyperion, EA Poseidon, Shadow Ancient BattleCrab and Minbari Stealth Ability.
TobiWahn, Been thinking, PlanetModule_race_Orbital_Dockyard is an area ship repair as is the starbase ability. I propose that the PlanetModule ability be adjusted so it repairs only a few ships at a time at a higher repair rate and the starbase module remain a slower area repair. It would go better that planet docks have limited capacity but full facilities (quick repair) while the starbases have a lot of capcity but limited capability (slower repair) and would add more of a calculus
Yes, Master ticket 3 had 10 issues not 8 and I now need to figure out what those other issues were... It might be a size limitation per entry issue...
Nice, me like!
TobiWahn, Spent last week working with the latest build playing Centauri while testing new abilities. I have not made it very far due to the complexity of the issues discovered thus far. I'll post the findings shortly as ticket 3. I will be adding more to this ticket but it has taken time to develop and test solution sets. Adjust recomendations as you see fit but there is quite a bit of testing involved behind them.
I like it.
Nice. So the intent is to boost planet module strength only or is the bonus empire wide?
katadder, Hull and AM regen are set to really low values, effectively off on purpose. Few of the AM mechanics are fully implemented. The intent was to force fleets to return to base for resupply and repair. Ship costs are high on purpose and until most abilities are in place it is hard to do even course adjustments for balancing. Recommend play with resources at fastest to mitigate and play with an accelerated game speed you are comfortable with. Thank you.
There is something hard coded about laying mines that really, really makes it hard to use them as directional weapons. Frustrating is not the word.
Working on an ability map to make it easier populate all the ship (and some researched) abilities. Direct combat effects are straight forward, what I need help with from the community at large are ideas that could fit within cannon. Easiest would be a modifaction of an existing SoaSE ability but original effects are possible. Ability ideas do not have to directly assist the equipped ship in battle to be useful. The hard part is coming up with ideas that could fit within B5. A proposal need no
TobiWahn, Started playing with the new build late last night, to soon to form any real opinions and only with EA thus far but I'll post problems encountered in a new ticket. Old save games are not compatible with the new build, which isn't really a surprise.