NewHorizons, Hyperion was actually the first ship I tackled and if TobiWahn has accepted them all, that one at least is done. 0.43 actually has a lot of new content. I have not touched the Narn and only lightly the Minbari and Centauri. The issues tab at Bitbucket for each ship is reasonably close to what abilities have been created for each ship. We have not touched structural abilities other than what is in the tech tree. That said there are several techs that do not work as adverti
Darvroth
NewHorizons, It depends. Each entity file will identify the cruiser/frigate role that ship is assigned and yes there are some less than optimal assignments with 0.42. Some adjustments are included in 0.43 (the master at bitbucket will have any adjustments to date). Flag settings also can make a big impact on ship performance when under AI control. Best advice and it is a bit time consuming is to review the entity files of the ships that are performing poorly in combat, test their perf
[quote who="NewHorizons" reply="3192" id="3180260"]What is the legality of using sounds from the series?[/quote] Sadly, don't think we can claim fair use. While there is place holder and some original work. TobiWahn has stated the final product will only have original though themed music. Sounds from SoaSE are different as it is a mod and fair use applies there. Darvroth
NewHorizons, Woot! My out of town visitors arrived today so productivity is nearing a cliff... :( Darvroth
Having played a bit with Rebellion ther are some obvious adjustments once 0.43 is out and the Rebellion. I'm not sure every race will have a corvette or even should. Several of the existing frigate types would be improved as a corvette. Titan is easy for every race. I've not looked much past that but I'm sure there are lots of gems. Darvroth
TobiWahn, Down loaded and installed. Looks nice but I'll have to spend some time playing with it. I have a series of out of town visitors this summer that will consume much of my available bandwidth os my contribution will slow for a while but who knows Eureka moments are still possible. NewHorizons, I responded to your Centauri diplomacy post @bitbucket and it might be feasible if a bit convoluted. Darvroth
Looks nice, is it used to simply organize or to build? I'll have to spend some time playing with it. I have a long string of visitors this summer which will suck up most of my available bandwidth... Darvroth
How did I miss this page for over a year?????? Darvroth
NewHorizons, 'Cause that is how I got involved! I'll look into the faction specific diplomatic bonuses but we had that very idea two years ago and it is still not in game... There are many good SoaSE modding tutorials, though I fear unless your a 20 something or a programmer by trade alot of it is a foreign language. Darvroth
New computer. Gah! The hours required to reload all my stuff and update mods, patches, etc, etc, etc. I'll chime back in once my version of the mod is up and running. I detest licensing agreements..... It's like software publishers never heard of upgrading hardware.... Gah! I sure hope it is worth all this annoyance. Darvroth
SotYR, last, yet listed... Thanks ZombiesRus5. Darvroth
TobiWahn, EA Hermes with the autoattack flag set to FALSE will attack designated targets and will return fire it attacked and will accompany a designated flag ship. It no longer attempts the charge of the light brigade which is good! Also observed some interesting behavior. Two Hermes in the same fleet if kept within each others AoE will refill each others AM faster than it is used. So if the EA player is willing to invest sufficient resources for each fleet to have two Hermes
The options seem to be "gravitywell" or "none". SoaSE scouts and other select ships have the autoattack flag set to false, and the ability activation and fleet spacing should keep it either near, or at worst case hanging out at the jump in point. I'll have to test various options and see what actually works best. Darvroth
Beta testers, Has anyone else noticed the EA Hermes galantly charging enemy base stations? When I play EA I have to closely monitor them and honestly have not closely watched how the AI players operates them to see if it is different from the Player assistance AI. Darvroth
NewHorizons, I fear it is a straight rate. Antimatter is designed to be a fleet commodity recovered at developed planets and starbases. To have a passive AM regeneration rate is a significant advantage for the Minbari. We will likely need to tweak the value during balancing but honestly there is so much missing content balancing is only coarse at the moment, more bug fixing than balancing but still... The string suggestions are most welcome. If you have the time there are a nu
TobiWahn, I wouldn't buff the Kanet 11 to much, a tight cluster can already eat mid sized EA, Narn and Centauri fleets. The much longer beam range in many instances more than twice the range has a huge impact. Darvroth
TobiWahn, Sent you a note. I've hit a wall and need some feedback. Darvroth
TobiWahn, I think I can do either of two approaches to the Narn Thenta Makur. The first is to have a tech grant an influence projection to the Narn trade stations (think Psi influence cannon) that would decrease the influence in a station by a set amount. Ideally the relations to that faction would be a consideration in the targeting but it could either be random or a dedicated expensive structure with a long cool down. The second way would be a ship ability that would decreas
[quote who="TobiWahn_Kenobi" reply="3115" id="3159631"]Hehe, thats news to me! What big plans do we have for rebellion? I have non so far, except the graphical update. [/quote] Ha, ha, ha... made my sides hurt. The devil of execution is of course always in the details... Darvroth
NewHorizons, We've already included the Centauri mass driver. I'll have to play with Couro Prido and Thenta Makur but both sound reasonable. Some EA capital ships already have a ram ability...I'll need to discuss with TobiWahn to see if a similar approach can be generated for select Narn frigates. The Narn did on occassion ram so it is possible but will need to be discussed. As to Rebellion, we have big plans for most of the younger races but it is a lot of work an
All, I'm looking for possible ideas to use as ship or structure abilities for the 6 major races. The Narn and Centauri in particular are devoid of abilities at the moment though all the races have plenty of holes yet to fill. Please post to the forum and if they seem to fit a need and can be shoehorned into the game engine we'll give it a go though it may take awhile as I'm only averaging about one ability a week at the moment. Darvroth
MYSTfanatic, Sadly no. We haven't had the time to craft an intro movie and if we did we'd be quite a bit further along with the mod. As it stands we are still in an Alpha build adding content. Darvroth
boshimi336, Not just weapons, the tech could implement a number of changes (cost, metal, crystal, etc) to account for the new capability. Initial ships would be cheaper and nerfed, later ships would be more capable but cost more. Those already built would benefit from the upgrade for "free", really the cost of the research having paid for the upgrades. This would also go along with the younger races having more and more easily replaced ships while the older races have fewer but much m
NewHorizons, Every bit of help is appreciated. If you have other easily plugged in ideas for the string file, or abilities, post. I'm slowly adding ship and structure abilities but a new stream of ideas is always appreciated. Darvroth
Found it! Ability works like a charm. Sent via e-mail.