NPC Starbases for 7DS. Work derived with help from Distant Stars team. This is still a work in progress as the 10 new "NPC Players" overrideRaceName "Pirate" instead of the names used by players -thus, NPC Starbases currently use Pirate starbase names. 5 NPC Starbases: for Advent Revival, Vasari Resurgence, NEB, Blackgaurd Alliance, Corsair Hegemony using PSI, Phase, TEC, Imperial, and Pirate starbase designs. The NPC Militias: Advent Revival, Va
HouseRalan
c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IWeaponOwner.cpp(395): assert! [Math::IsNear(point.m_Orientation.GetForward().GetLength(), 1.0f, MathConst::ZeroWithErrorTolerance())] [e digicons]:banhammer:[/e] [e digicons]#:([/e] [e digicons]8C[/e]
I'm in favor of waiting until Rebellion. We're still working to get 7DS Full Release for Entrenchment.
hack your kernel... is that tech-speak for something naughty? The basics is we're stuck with 2 GB memory limit until StarClad goes 64-bit exe, right?
File is there.
Go to Eve Online and ask in the Russian channel for voice actors.
As of yet, the NPC starbases are all assigned to the pirate player entity. I will try giving PlayerEmpire, PlayerOrion, PlayerTech, and PlayerDarkFleet the NPC starbase as below in the PlayerDarkFleet.entity : starBaseInfo count 2 entityDefName "StarBasePhase" entityDefName "StarBaseVasari" This should, hopefully, permit depl
[e digicons]k1[/e] for fueling up the get away battleship
rotateSoundName "" rotateFacingType "None" rotateConstantly TRUE
Ah, Okay, so far in test maps the militias have not owned the planet. When my tech npc starbase constructor has been on a planet with militia, but not owning world, I get the error below which will hopefully end once the militia owns the planet. c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(4405): assert! [allStarBases.Find(def.entityTypeToCreate) != allStarBases.ConstEnd()]
With some info from Stant123, 7DS will have deployable pirate starbase at some point. Biggest task is how to get militias to do it. To get the Pirates to build a starbase, I put the starbase in the starbase info area (after all the research). If I put FrigateTechSBC_NPC, the starbase builder, in our City template (in the GalaxyScenarioDef file) the ship is there, but it won't build a starbase like the pirates do. Attempted to give PlayerPirate.entity 5 starbase i
[quote who="Stant123" reply="5900" id="2987024"]Pirate version sent via PM.[/quote] Got it and pirates now deploy a pirate starbase at their base of operations. The next task is figuring out how to get militias to deploy a starbase of their own. See PM, 4 other NPC starbases I'd love to get in.
I'm interested in adding some NPC starbases to 7DS Empire, Vasari, Advent, TEC, and Rogue militias -as well as the Pirate Base. Problem, can't just add starbases via GSDEF, has to use a starbase constructor of some kind, but giving pirates one doesn't seem to do any good at all, even if the cost is 0. Tried a few variations, but nothing working. PS. I'm not great with abilities, GSDef and ship related entity files are more my thing. Could you PM
Starbases can be mobile, but putting a factory on them causes issues with dev.exe because move/stop and frig/cruiser are in the same position. Never tried jumping a starbase to another planet... I think only frigates and capitalship entity types can use phase lanes. Please contact us on our forums. www.danmangames.com The easy way to add a pirate capital is by way of editting the galaxyscenariodef file.
Another build page on the capitalship factory would do nicely for everyone involved. Helps 7DS out since all frigates are light armor, destroyers have medium, cruisers have heavy, battlecruisers veryheavy and the capitals have capital. If the only thing that can be built at a capital shipyard is capitals, then 4 build pages for frig factory. 1 per class; Frigate, Destroyer, Cruiser and Battlecruiser.
yeah, Battlecruiser build window. Capitals, frigate, and cruiser just isn't enough for 7DS, because as the sage sung," in the midnight hour she cried, "More, More, More... SHIP SLOTS!!"" UserActionIconOpenPlanetCapitalShipManagement0 "ACTIONICON_PLANET_OPENCAPITALSHIPMANAGEMENT0" UserActionIconClosePlanetCapitalShipManagement0 "ACTIONICON_PLANET_CLOSECAPITALSHIPMANAGEMENT0" and -just for Battlecruiser class units (in 7DS any
We are stuck with a frigate factory that builds frigates and cruisers, but a capitalship factory that only builds capitalships and you can't get it to build "Battlecruisers"... no support for page:1 in player entity file? capitalShipInfo Page:0 count 4 entityDefName "CAPITALSHIP_TCACentauro" &
I like that gun in the nose and posted entity file that requires 'research_weapondamage_autocannon2' for the nose chain-gun to work. That autocannon could always be 'lasertech' http://pastebin.com/uR0LEsNX
Missiles are fine to fire on fighters. Antiveryheavy typed weapons aren't that great vs verylight armor: DamagePercentBonus:ANTIVERYHEAVY:VeryLight 0.5; but half damage is better than none. CanFireAtFighter TRUE -yeah! Btw, freaking awesome ships!
People still play Vanilla? I thought SOASE was just a baseline for mods to go over... jk. Would be nice if, in Rebellion, certain ships are mobile in combat instead of sitting in place.
Thanks m8 Imperial Outpost mesh w/texture Preview. Mesh still needs some texture work, some blank spots, but the missiles from the lower pylons are great. I hardpoint using sheets of graph paper and it would take ages to get it right. http://img638.imageshack.us/img638/6144/tcheavyright.png http://img51.imageshack.us/img51/17
http://pastebin.com/j5D58nVD Just the basic entity file for the bomber, not really creative. 7DS did rename all the fighter/bombers for all races. This is the one for the TEC Bomber. StringInfo ID "IDS_FIGHTERTECHBOMBER_NAME" Value "Harrier V9-c Bomber"
WOOT!!! What's a good max particle count? MaxParticleCount 6000 MaxParticleSimulationsCount 2000 MaxAsteroidCount 10000 float
Been working past 5 days on manually reworking Taalo hardpoints. These are the asteroid ships that had other meshes hardpoints inserted in a pinch. Having the meshes in TXT format gave me the chance to look over the orientation of weapons and not really knowing jack figured out some aside from the basic Front, Left, Right, Rear facing weapon hardpoints. Found out how to orient a missile barrage to fire straight up and straight down, then oriented Taalo Long Range frigate to
Well, that made my brain explode. I've been tinkering with notepad to work orientations around. Some progress... http://youtu.be/BMDe4XZ37EY