G-ADM_Prawn

G-ADM_Prawn

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Since, theoretically, the Romulans are based on the Romans and we know that the Romulans have both an emperor and praetor, it stands to reason that the praetor has a similar role to the Roman praetor. The "Praetor" of ancient Rome was the title given to the head of the Praetorian Guard. They were the palace guards (i.e., in Imperial Rome they guarded the emperor and his family). Beginning with Claudius, the Praetorian Guard effectively began selecting the Emperors, and nob

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Sounds awesome. A couple thoughts, based on what you've told us about the cloak: The big incentive for the cations with a cloak will be to warp a fleet into somebody's star system that has a station while cloaked, get into weapons range (of the cloaked ships), and and decloak for a bombing run on the station. That's all well and good, but it may be a good idea to make sure that the actual "cloaking" part of the cloak ability also takes a lump sum of antimatter vice just sl

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[quote who="Major Stress" reply="1717" id="2419143"]When i have all the weapons, and sounds re-imported ill re-sync the foundation. RL made me take a day off from this. I ran into one little snag... The antimodule slot wont let that ship attack another ship unless you remove the antimodule roletype from the entity. I do not know if that will mess the AI up, or not, The "frigateantimodule" stat counter is still there on the entity. I need to do more testing to see if the AI will bui

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[quote who="Major Stress" reply="1590" id="2408086"] Quoting darkshimmer, reply 1587I'm 99.999999999% positive all of the research tress have a cap at tier 1 that can be built without research. Maybe your running an older version of the mod, like the first release which um, was corrected with the patch that goes um, afterwards! Nope.. The 1st "elite" research is at tier 2. Suq-jagh, and Ambassadors require some weapon pre-reqs as well. The Sins AI is used to having the first c

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PS - I'll take a crack at the AI. No promises, though, since I've only futzed around with them at the edges in the past. Probably the key parameter (in case anyone else is working) is to make it decide that it wants to build the 2-research station cap ship (i.e., the Ambasador or SubQJagh) first vice a 5+research station cap ship. Based on the games I've seen where I've allied the AI, that's the problem.

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[quote who="Major Stress" reply="1574" id="2405651"]The Akira supply was increased because of its torpedo firepower. Which was one of the biggest bitches of the last update that the akira was too powerfull. We didnt want to reduce the way the akira fired its torps so we upped the supply. The intrepid may have similar beam firepower, but it has next to nothing as far as torpedos (just like the show). Go ahead and face some akiras off vs intrepids and tell us who wins. In the nest update the ak

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More Fun Facts on Starships: Q: So how much firepower does a Starship have, anyway? A: Based on what’s been published, a Sovereign Class Starship has 15 X 5.75 MW phaser banks. Q: But what does that mean? A: Notionally, phaser banks aren’t contin

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[quote who="Major Stress" reply="1457" id="2395799"] I also think any ship, or structure on the z axis (forward to aft axis in 3dsmax) Should be capped at 1500 meters. Dont you agree? [/quote] I think capping the z-axis is a great idea. One of the unfortunate side effects of the ship dynamic movement (fighter movement) is their little excursions outside the gravity wells and up/down. This is caused when two ships are both targeting each other,

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I think Stress is right about using smaller versions of the Fed Starbase/Borg Cube being preferable - most people prolly won't notice the size change anyway, and you have to work around these things to make the game feel real, yet fun to play. On a separate note... Glorious Sacrifice Officially Submitted (finally). I submitted two versions of the ability, one that's a straight-up ramming maneuver and one that involves pointing t

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The problem is that with ever significant patch they add some ridiculous little detail to most of the files that makes them all crash, and it's up to the would-be modders to figure out WTF it was. It's kind of like a nice game of hide-and-go-F&^$!-your-best-customers, except without the fun part.

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I agree with the above sentiments about the Vor'Cha being an unstoppable powerhouse, but more than anything it's the shear imbalance in HP+SP. Note that both the Vor'Cha and Fek'Lhr have HUGE values for HP+SP (Vor'Cha can have ~9000 when maxed, Fek'Lhr about 6-7000). The Feds don't have anything remotely in that region - even the Akira is only about 4-5000 HP+SP. On top of all that the Klingon cruisers have faster shield regen rates!

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FYI - Glorious Sacrifice (Cap Ship Kamakaze attack) looks to be fully functional. Right now Mystic Angel is reviewing the code (there are two separate versions) to see if he can make any tweaks or improvements, but one of the versions works solidly right now (AI can even use it). Will be submitting it soon. I also just coded up a new ability, that was a spin-off of Glorious Sacrifice. While creating GS, I wanted to put a buff on the ship that would speed it up,

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I don't want to be a party pooper for those who want ship destruction to be "realistic," but I disagree with the idea of every ship dealing area damage when it explodes for the following reasons: Given the shear number of ships in the game, a disproportionate amount of all battle damage could come from losing your ships. Hardly a reason for rational battle-planning (unless you're Klingon). It would be unfair to the Feds (in the current version) due to thei

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[quote]Reply #1308 just_jim * * Member No.3,645,320 * Karma0 September 21, 2009 19:51:07 I love the idea of Glorious Sacrifice. It has a nice Klink feel to it... Also a good way to get rid of a "Doomsday machine" should one ever show up in the mod someday (I hope...hehehe)[/quote] After a good evening's study, I think I've got the principles down to code this up (wasn't sure before). Hopefully I can get it working by this week

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@ Design Team: I actually think the Defiant is great as is, and considering I was guilty of the worst Defiant-Spamming in the first Entrenchment release, that should count for something, dammit! Seriously, you're right it's not 100% cannonical, nor 100% game-play optimized, but it fits a solid niche right now. I would not, however, be opposed to adding more cap ships, because, hey, they're fun! @ Design Team (2): I'm going to start submitting abilities tonight (no, really

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Thanks for the recommendations, all, I didn't know about the manifest entity file. I wasn't updating it. I managed to create several abilities with older versions of the original Sins without adding them, maybe they added a new checksum or something. It would make sense, since you would get the minidump on startup vice getting it when you actually try to use the ability that the game didn't load. Anywho, will submit the combat mine laying ability soo

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[quote who="Paradoxnt" reply="1183" id="2374036"]Yeah, the boarding parties working only once the targets shields are down is key...might be harder to do.[/quote] Actually, that won't be too hard I don't think. There's an existing parameter in the game for HP below a given percent, I assume there must be one for shields too.

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Actually, I'm having a huge problem doing the basic programming stuff I used to do all the time pre-entrenchment. When I create an exact copy of a ship or ability, I get a mini-dump if I try to substitute the new ability or ship in the mod. It's like there's a new set of references in the Entrenchment version of Sins that I never saw in the previous version. Does anybody know what's going on here? Is there a new "master list" of files that I'm unaware of? (I

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Loki/Development Team/Paradoxnt: Per my promises, I'm working on the following abilities: tweaks to the Nebula's Gemeni ability to make 1/2/3 holograms (looks like this was already done in the mod patch - didn't realize it) ability that allows regular cruisers/frigates to pop out a mine during combat (harder than I first thought - have to make it combat only to prevent mine spamming when not in combat). Paradoxnt had some good ideas a few

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Can we change one of the resources (say, metal) to be called COWBELL? Thatway, when you don't have enough we can have Christopher Walken saying "I gotta have more COWBELL"?? http://thetravisty.com/Saturday_Night_Live/wmv/Blue_Oyster_Cult_%28More_Cowbell%29.htm

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Loki - Oh, I knew about it, but I wasn't sharing. [e digicons]:X[/e] I did notice your employment of it in that massive battle - that's what led me to think the turrets should be a little farther out (since my ships didn't actually have to pass through them to empty the side/aft weapons when I attacked). Actually, though it works in the regular SoASE, it isn't nearly as useful, b/c with normal (vice fighter) ship movement, your ships will automatically orient themselves to do

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