I don't even know if that is possible.. Is player index of firstSpawner saved at the time of usage or does calling playerIndex simply check the current playerIndex.
Volt_Cruelerz
[quote who="Toddwp" reply="10" id="3198426"]Ok so the titan uses itself as a phase gate and can transport your fleet and itself back Returning Armada sounds pretty nice.. How exactly do I use it?[/quote] No. The Vorastra literally spawns a phase gate from which you can use RA or jump. And these were the "above methods:" "Phase Gates, Orkies with Phase Stabilizer Arrays, and Stabilize Phase Space on the Antorak"
How knows what he's talking about. Phase Gates, Orkies with Phase Stabilizer Arrays, and Stabilize Phase Space on the Antorak create Phase Nodes on the orbited planet. Kosturas also make nodes at the target planet, allowing ships to jump from one planet with a Phase Node directly to the target planet. Then, simply use one of the above methods (keeping in mind the Vorastra can spawn Phase Gates wherever it goes) to get back home after stripping the planet.
That's the other thing.. While everyone else is worrying about that petty 75% upkeep tax on income, you can just strip planets for raw, untaxed income, making 2000 fleet supply very viable. Oh, and your advanced version of RA lets you pick what you get from phase gates which you can build with your titan, all at significantly reduced prices from the defaults.
VL are very powerful. Accelerated Wave Cannons puts WC's on almost as good a ground as PM's! Energized Pulse Charging is also very good. Stripped To The Core is incredibly powerful when Kostura-jumping. The Vorastra isn't a combat titan, though Desperation is actually fairly good because it significantly increases the titan's DPS. The Maw nullifies enemy frigates.
The only things I really think Sins II couldn't do without would be.. Multithreaded 64 bit Adjustment to current units as needed Deeper research tree A new ship per faction Diversification between units of loyalist and rebel factions More modding ability Further planet upgrades, perhaps even expanding Emergency Facilities into an entire menu of upgrades Chasers as a playable race Campa
ah. I thought you were switching them back
So much necro... Let this thread die, please... [e digicons]:\[/e]
Could you perhaps explain your problem? Perhaps there is a way to actually address the issue rather than just ranting? And are you talking about updating Vanilla/Entrenchment/Trinity or Rebellion?
Yes, I manually type my manifests. Yes, I could make a tool for it. Yes, I know there are tools for it. I've just never taken the time.
Well, they'd take their money and then wipe them out..
Blue text is painful... EDIT: for some reason it is less painful on my external monitor.. Weird..
This is odd... Unlike "Projectile" or "Beam" weapon effect types, "Missile" weapon effect types can shoot at anything in range because the missiles simply curve around. Missile weapons are basically omnidirectional; better than three directional beams. I'd thought that Missiles seemed to have wider firing arcs previously but I definitely confirmed it when I replaced the lasers on the Progenitor today with Psionic Surge guns which are of type "Missile." Side weapons are
Thanks [e digicons]:thumbsup:[/e] And hey, if you ever get too bored, you can always debug the original version of Massive Cargo Bays/AbilityIsDunov.entity from Capital Identities [e digicons]:-"[/e]
Most of the buff chains are fairly straightforward. Trinity Alliance on the Kultorask is a simple echoed AND gate. The Holy Trinity and Dark Triad are what I'm calling a "Whirlpool AND" because each one ANDs the next ones in the chain. When all three of either one are present, the consituent ships become more powerful and if the correct titan is nearby, it becomes more powerful. Aside from that, the only other complex one was the Jarrasul's Orbital Rule. &nbs
Zombie, yes I did indeed check the other starbase files I've modified. Anyways, Psychoak, link . While you're at it if you happen to stumble across the reason for the Novalith+Nova Dereg error, that'd be much appreciated as well.
Rebalanced Races is actually incorporated into this.
From AbilityDeployStarBasePsiRebel.entity: buffInstantActionType "CreateStarBase" instantActionTriggerType "AlwaysPerform" starBaseType "StarBasePsiRebel" From StarBasePsiRebel.entity: statCountType "StarBase" creationSourceAbility "AbilityDeployStarBasePsiRebel"
Notabug. You lost. Choosing to continue if you lose is really just allowing you to look around.
And I've checked through all those things multiple times and I'm not seeing what my problem is..
I literally copied and pasted the name from one to the slot of the other.
I wasn't aware of that field but upon changing it, the error still displays.
I couldn't get it to work in my testing though so I figured it was bugged.. Also, working on adding a faction-specific SB for the AR with beam weapons instead of lasers. When I add in the constructor for the new SB, I get this error: Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\GS/Entity/EntitySystemHelpers.cpp(715) starBaseName == sourceAbility->GetIAbilityPtr()->GetDef()->m_buffApplyAction.entityTypeToCreate For t
Capital Identities Capital Identities is a mod that I've been working on for a while that adds a fifth passive ability to each capitalship and titan that does something unique. Each ability is based upon the lore of the ship. For instance, Antoraks operate best alone, Kols inspire allies, the Evacuator can rule a planet from orbit, etc. The precise changes can be found here . <a href="http://www