Darvroth

Darvroth

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Jartigerx, The existing version V.41 is not compatible with the latest set of SoSE patches. V.42 which will release in the not too distant future will correct this. Latest update on progress for the .42 patch was 87%. If you wish to help follow the link at the top of the this page to see where your talents can be applied and contact TobiWahn. Darvroth

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RJ, I've spent the last 2 days mucking around your Vorlon and Shadow suggestions and think you have hit upon the core ideas. BT TobiWahn, Added a lots of comments and suggestions to RJ's basic premise and believe it is a viable path to making both the Vorlon and Shadow playable races. There are several ideas that either need to be coded or refined from an existing SOASE mechanic. Give it a read with a mind to the necessary tech and ability additions and

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Peter1x9, There is a desire by the modders to have the Vorlon and Shadow both be playable races and you are right to point out their ships are much more powerful than any of the young ones. So the question is one of balance. It has already been discussed that the Vorlon and Shadow will have a different tech sequence and possibly victory conditions, their ships will be much more expensive in time, cost, and resources and additional constraints will be needed to keep them from runn

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TobiWahn, Many thanks. Rodney and I have been mulling over the Old Ones and may have hit on a partial solution. The Vorlon should play as a normal player with the following caviets: 1) As an AI it should turtle, until a late game diplomacy tech changes that tendency. 2) For either an AI or human the Vorlon should have a range tether to a planet and/or a starbase (perhaps with a module) to slow growth and keep the fleet near home. 3) Addition

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All, In an attempt to get us back on track....I will preface by saying only TobiWahn may speak authoritatively on completion rates or what will make it into an update but the EA, Centari and to a lesser extent Minbari and Narn tech trees are largely fleshed out though a lot of coding and balancing remain. These younger races will progress in a fairly typical fashion what is more conjecture at this point are the two possibly playable First Ones, the Vorlon and

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TobiWahn, Would like to make a proposal. I've never liked the abstract "crystal", how 'bout a name change to "organics". There are lots of volitile chemicals and organic elements in space to harvest that are not metal. To me at least it makes much more sense and hopefully wouldn't be that hard a change to implement. Darvroth

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TobiWahn, Looking at required ship techs... what is the magic cut off year(s) for the previously supplied list of ships so we know which ones are "future tech" and which ones are available at turn zero? Will really help with determining the mapping order and place holder values and for number of labs required. Also, could you PM Rodney and I your base line damage and range ideas so we have a point from which to deviate? Darvroth

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TobiWahn, Question: SOSE uses orbital bombardmet only as the mechanism to remove an empire from a planetary body, (I'm discounting cultural influence for the moment). In the B5 universe that was still an easy though outlawed practice. If I recall only the Dilgar and the Centauri used it in recent memory (last 100 years). To that end is there a substitute mechanic that will allow for subduing a planet without bombing it back to the stone age? It will lead to some interesting stuff on t

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All, Not familiar with how Sins organizes the files, but are cap ship abilities treated like a tech or differently? Would it be possible to launch a capital ship with only a few of the "abilities" unlocked or must they be treated as pre-reqs and the ship class is not accessible until all the abilities are available? On a similar line of thought can later techs modify a capital ship ability, or must it be developed as a different file with the new modified stats? Darvro

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TobiWahn, Since last we last exchanged pleasantries my employer had me pack up the family and moved to Hawaii. My efforts on the tech tree are not nil but the timeframe to complete a usable product will be considerably longer than I had at first envisioned. I'll let you know when I have something worth reviewing. Darvroth

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TobiWahn, I haven't discerned a conversation on the artifact portion of the tech tree. In my mind that would a be the ideal place to have Shadow, Vorlon, First Ones and other dead civilizations techs. These would not be the same as specific techs included in a given factions tech tree. Not game changers but nice to haves. I can compile a short list of ideas, and standy by for any the forum produces. By way of example the alien healing device could produce either an increase in pl

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Tobi, Having repair platforms and Starbases serve as antimatter transfer stations is a good auxilary military function. It will also add significant military value to deep starbases. What would need to be played with would be antimatter transfer rates and the size of the sphere of influence for the starbase/repair facility for that purpose. Ideally, it would be an upgradable tech to increase the transfer speed and or size of the area of influence which would have a measurable effect o

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If I recall, whitestars were capital intensive, making individual ships expensive in terms of resources and production time would be a good offset for excellent performace characteristics. Also a Heavy cruiser role would seem to fit the Whitestar class well. Numbers can be produced and gathered into a fleet but at a cost in absolute numbers of ships, and perhaps lost opportunity costs until those ships are ready. Darvroth

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