Darvroth

Darvroth

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TobiWahn, Not sure what the actual problem was but removing the mod folder and reinstalling SoaSE then replacing the mod folder did the trick. I have success with granting fighters (squad entity) abilities but am still trying variations to get the ability to function when I want it to. Testing is slow and painful and so far seems stable though changing the ability.entity between tests will cause minidumps if I don't miticioulsy self destruct all the new construct

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TobiWahn, I'm wondering if the latest Windows 7 patch broke the mod. After it installed Thursday I couldn't get the mod to work. I've even gone so far as to uninstall and reinstall SoaSE and redownload and reistall the 0.4202 and the 0.422 patches. When enabled there is no checksum for either. SoaSE seems to work normally but nada for the mod. Darvroth

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Gave the Minbari a good vetting yesterday in MP, posted the issues. The Minbari have by far the best tech tree layout. There are too many early ship and resources buffs, some need to migrate to more mid-game. From an in-game perspective there is little difference in the way the Minbari capital ships play, that may change once the abilities are in and working. I'll dig into the entity files to compare and contrast what is not apparent in game, adjusted string descriptions and or vi

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TobiWahn, Simply changing the name of an ability or buff entity file (even when the corresponding internal names are also changed in agreement) seems to break a previously working entity file creating a mini-dump. What am I missing? Ability, buff, ship, and research entity files and string names are all in agreement and yet it still dumps. Gah, there is some connection I'm missing, any idea? Darvroth

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TobiWahn, I'd hold off till the tech tree is stable and the necessary entity files are correctly sequenced, and the other balancing recommendations are in place. Then you can launch 0.44 with the (mostly) complete tech trees for all 6 playable races. With that in place additional work on abilities, ship models, other mechanics and balancing can continue. Origo is going through one of its unavailable periods, I'll update when able. Darvroth

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TobiWahn, Finally cracked the code on Abilities... Expect 3 tested multi level abilities with Buff files for the EA Hyperion. That leaves it with only 8 buffs for 10 levels. I have not cracked the code on string files though I do know where they are, instead I will include a .txt file with the appropriate verbage. The string files are rife with errors, the biggest are mismatches between weapons listed and what is in the entity files. A minor issue but it will take time to clean u

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TobiWahn, Where do you find the StingID? Many of the abilities point to such files. Examples: nameStringID "IDS_ABILITY_*************_NAME" descStringID "IDS_ABILITY_*************_DESCRIPTION" * denote a name placeholder. HUDIcon I know we don't have in most instances. Is is better to leave blank or use the name I want knowing no such file exists? So many questions...file structure is a nightmare, flexib

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TobiWahn, Another issue I've been looking at is experience for destroying a ship. Since the capital ships are set and based on the ship experience level I'd suggest we use that as the upper end. Some frigates being perhaps more than lower level capital ships on an as needed basis. What concerns me most however are fighter experience values. As found in 0.43 they are very inflated. Since fighters are far more common in SotYR than in SoaSE this is important so capital ships don&

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Lavo_2, Thanks. Yes I knew of all those variables and what they do, just not where they were located or if they were constant or a modable variable. minMitigation is the minimium first hit shield mitigation it increases to the maxMitigation value according to shieldAbsorbGrowthPerDamage is held at its highest attained value for 10 sec if no further damage is received returns to the minMitigation value according to the rate set by shieldAbsorbDecayRate. Capital ships have anoth

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All, After a bit of research the SotYR mod is seeking to ascertain the accuracy of our combat variable calculations for initial set up and later balancing. Please comment if our model is wrong or is missing a non-trivial variable. D = ((Dt * d) * (1-SM)) * (1/(1+A*.05)) Dt = damage type 0.25 - 2.0 range vs an armor type d = the listed interger weapon damage for that weapon on that facing SM - shield miti

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Lavo_2, Thanks. I suspected some such. Is the XP fixed or a variable dependent on several inputs, ship level being the most obvious? I spent most of yesterday trying to figure out the combat variables. There are many and the relationships are not always obvious. What I can say conclusively is shield mitigation has the biggest impact on damage dealt and received. Darvroth

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TobiWahn, I've been beating my head on the best way (without actually having access to the DB) to sort out the complicated arrangement of shield vs armor vs armor type vs weapon type vs damge rating vs cool down vs shield mitigation vs you get the idea. Here are several links that may or may not help fill in blanks in your already extensive knowledge: https://forums.sinsofasolarempire.com/177335/page/2/

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TobiWahn, Digging further through the ship entity files I've noticed there are inconsistencies between some of them. I haven't looked heavily enough yet to deterime if it is due to roll type or some other issue. Once I figure out if it is beneign or not I'll address specifics. I have noticed however that capital ships uniformly lack: formationRank ExperiencePointsForDestroying maxMitigation (guessing at this point this is shield mi

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TobiWahn, http://pc.gamespy.com/pc/sins-of-a-solar-empire-rebellion/1219036p1.html Highlights: The artifact world might make a good proxy for Zah'ha'dum, Titan as mobile homeworld... Rebel faction making good with the pirates... Opens up a whole new level of diplomatic mayhem, Summon Dark Fleet, sounds like a Shadow or Drahk raid to me... Multi

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