boshimi336

boshimi336

Joined Member # 3097079
3 Posts 552 Replies 18,018 Reputation

[quote who="TobiWahn_Kenobi" reply="3648" id="3290495"]though Titans... are still missing) I will publish 0.43 in the coming days.[/quote] It is my personal recommendation that the dev team consider these two paths when dealing with 'titans' for the B5 mod. Path 1: Titans are scaled to be 'heavy capital ships' as far as the stats are concerned through all 10 levels, and are treated more like a 'capital class flag shi

5,473 Replies 14,251,054 Views

[quote who="Darvroth" reply="3644" id="3290321"] Quoting TobiWahn_Kenobi, reply 3643No problem, thanks for watching and testing. TobiWahn, go ahead and publish. We'll never be satisfied with where we are... We can plan on a hot patch in a few weeks if the larger community finds a serious flaw we few testers missed. But if not we have our new baseline. Fellow modders, since we are about to launch into the Rebellion phase of out mod&

5,473 Replies 14,251,054 Views

[quote who="TobiWahn_Kenobi" reply="3616" id="3288017"] Quoting boshimi336, reply 3613In Rebellion, it might just be worth having an in-game section of the tech tree where you can pick 'either-or' for the 4-8 or so unique techs for 'Loyalists' or 'Rebels'. This has been done in a few other mods and is entirely do-able. You wouldn't have 12 races to pick from up front, just the 6. But each could further be customized by allowing the player to pick a certain pat

5,473 Replies 14,251,054 Views

Here are some planetary bonuses I thought of off the top of my head. Hopefully they could be usefull. I tried to find sources for their inspiration where I could. I'll have some more over the next few days. List of Planetary Bonuses: -Resonance Fractures (Ice Planets & Asteroids): +20% crystal, +10% Trade , -10 Population (Crystal is easier to mine and sell, unstable crystals in the planet's crust reduce the places people can live). -Deep Gra

5,473 Replies 14,251,054 Views

[quote who="TobiWahn_Kenobi" reply="3611" id="3287822"] I've had another idea though and might consider that as the better option (or we could do a vote on that): Faction 1 as Human played races vs Faction 2 as AI optimised races[/quote] I'd be up just for having the 6 races again but utilizing some of extra tools that Rebellion offers. Ship-wise and Tech Tree wise I think it would be 'harder' to differentiate the 6 races into 12 races ..

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[quote who="SpardaSon21" reply="3603" id="3287218"]a research subject for the Elder Races (Vorlons, Shadows, Minbari) that has a negative baseValue entry for maximum planet population (this means at game start they'll be suffering from reduced max populations) which is then reduced through actually researching the subject is the best way to cripple the Elder Races at game start.[/quote] ^ This.

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[quote who="Darvroth" reply="3601" id="3286933"] Quoting boshimi336, reply 3598This way you wouldn't have to make custom planets or custom abilities for each of the younger races (who's tech tries can get mighty gnarly as it is). Way too late for that...6 races each with their own unique tech trees. Also, to the extent that ship and planet module abilities are done they are mostly unique though there has been a certain amount of recycling from SoaSE and there are some

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[quote who="NewHorizons" reply="3589" id="3286401"]You would have to be careful here. The more powerful races (Shadows, Vorlons and even Minbari) are deliberately restricted in their colonization capabilities so that their early economies develop slowly, thus giving the other races (with weaker ships) a chance to expand and thus support a large fleet. [/quote] Can you them a tech tree ability that they ahve right off the bat (no research require or choice int he matter,

5,473 Replies 14,251,054 Views

[quote who="Darvroth" reply="3586" id="3286374"]While on the subject of planetary mods... What is the maximum planet population the game engine can support? I'd really like to see the home planet have a significantly higher population than any other planetary system in game. That will truly make it an economic engine and a location well worth fighting for. Thoughts?[/quote] While I'm not sure on the number I agree with the sentiment to a point. It's the whol

5,473 Replies 14,251,054 Views

I relaly like that New Horizons! I think that's a good starting point for that planetary ability. [quote who="NewHorizons" reply="3583" id="3286033"] It's a shame that ship build rates can't be affected,[/quote] Have you been able to take a look at the DS (Trinity) mod and how they give random abilities to each planet? They're suttle things, like 'Debris Field', or 'Magnetic Fluctuations' etc that give slight bonuses, negatives,

5,473 Replies 14,251,054 Views

[quote who="TorinReborn" reply="11" id="3285713"]I have no clue why you people think this engine is better then Star Citizen one, actually by the Star Citizen trailers that one looks way better. [/quote] [e digicons]:troll:[/e] [e digicons]:waaaa:[/e]

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1993 Chevrolet K1500 Stepside Extended Cab. Stock suspension on 31" tires. It's got the 350 v8 under the hood and is very reliable. Heat, Radio, and 4x4 works which is a necessity where I live. Rear bumper is rusting through the chrome a bit and the rocker panels under the door are pretty shot. Everything else is in good condition. Solid frame and only 140k on the motor (so I have at least another 100k before I have to rebuild it). [e digicons]:D[/e] Hey Frogboy, I

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[quote who="TorinReborn" reply="113" id="3284733"] Quoting Stant123, reply 109 This is where your argument falls apart because you basically kill yourself with this comment. Pay attention to what is being said. Yes I can buy the ship and use it right away, but you can also spend no money and earn it in game. Your belief that I gained a benefit over you is false. All I gained was usage of a ship before you, which can happen if I put in more earning hours then

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