Volt_Cruelerz
For anyone who knows how to debug it, here's a [mostly] debugged version. It doesn't work mind you. Also, don't kill Orkies with the dev.exe's a->c->b. It will crash. Normal death appears to function fine however so I'm not as interested in fixing that issue. For whatever reason, SPS isn't removing the buffs properly. I know this block of code is reached, but I don't
That thing would be called a Novalith and they've been around since '08 in vanilla. The TEC build them. The Loyalists get them at T6 and the Rebels at T8. Each race has it's own superweapon. The TEC have the nova, the Advent have the Deliverance Engine, and the Vasari have the Kostura. They do 3500 damage and halve the income of the planet for half an hour. You can't counter them directly, but starbases have upgrades that prevent the loss
That fixed it, thanks. [e digicons]:thumbsup:[/e]
I can't remember what this error means: Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\GS/Entity/Interfaces/IAbility.cpp(364) m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform I also think it is within the following ability file: TXT entityType "Ability" buffInstantActionType "ApplyBuffToSelf" instantActionTriggerType "OnDelay" delayTime 0.000000 buffType "BuffPhaseStarbas
It'll do more than just prevent the last damage upgrade. Remember that no one currently used SPS except in very rare circumstances and certainly never on a jumping Orky. That's not just a difference of 1 upgrade, that's a difference of 2 which will make a difference. That said, while talking to Carbon on TS3, he suggested that their engines would also be disabled upon arrival at an enemy planet which would be a very simple addition. The Orky would still b
Well, the chance is only 5%, so really all it does is capture scouts...
This is a known bug and yarlen released a hotfix patch-mod thingy that you can download to fix it.
Well, if you want to incentivize going fully mobile, you could always make it so that the various VL mobile techs all increase the tax percentage, making setting down roots more and more futile.
Wouldn't manifest issues be displayed when running the dev?
First off, the save isn't from a previous version or a mod is it? Next, try a new game and see what happens. If that too crashes, try running the save games in the dev.exe and post the log file.
[quote who="DirtySanchezz" reply="81" id="3191969"]If Ironclad won't solve the problems with STTC, jumping starbases, and Wail of the Sacrificed, then we might need a "Competition Mod" to fix it[/quote] If this becomes the case, I don't there'd be a shortage of us willing to contribute.
Those are the Rebellion files. The number difference is probably due to the fact that I was in the beta and some files got removed/swapped. It won't cause any issues though.
What on earth are you talking about? The fact that the game's files are BIN instead of TXT? Just run them through ConvertData or download harpo's copy of the files. Heck, download mine .
I think you misunderstand what it would do. Jumping would be just as fast but would necessarily require that Orkies be weaker since the player would have to devote two levels to Stabilize Phase Space which will make the Orky weak in some regard. Right now, one of the main reasons why it is OP is that you can send in a maxed out Orky which is incredibly hard to counter. Something else I thought of was that you could probably give a jumping Orky a negative trade income since
[quote who="ZombiesRus5" reply="71" id="3192075"] Quoting Volt_Cruelerz, reply 67I think that at 10% you'd want a passive, but for an active, you may want 20% or so. It wouldn't be as good as Overcharge mind you which doubles the effectiveness of everything, but the ability to do so to an entire fleet would be incredible. Range and duration will likely be the biggest determination of whether this gets bumped higher than 10%. And being passive wou
People have suggested repeatedly that Orkies would be less OP if it was an upgrade. Some have suggested that this may not be enough and other additional steps may have to be taken, but this IMO is a great place to start. Download NOTE: I reworked the system that I was previously planning on using to be more efficient and simpler (not to mention I actually made it work).
I have no issues with a flat reduction in allegiance, it's just that that you can't do that via modding. You'd need a new entityModifier to be able to do it. While I'm definitely not against more modding potential, it would involve more effort by the devs because they'd have to recompile the game which I'm sure is no quick task.
[quote who="Seleuceia" reply="62" id="3191913"]Well that's what I thought he meant, but wouldn't that work? The culture centers on the target planet essentially produce zero culture, allowing you to overcome them...a bit more balanced that capturing the structures (even though it is temporary)...[/quote] Sort of.. It still won't work however if you just have culture centers in neighboring planets. I suppose you could kind of do a chain sort of thing like
[quote who="Darksxx" reply="22" id="3191898"]HULK SMASH!![/quote] [e digicons];P[/e]
[quote who="bilun" reply="58" id="3191891"]Couldn't you apply a negative value The Culture Spread modifier used in the Expulsion buff to the targeted gravity well? Then again I don't know squat about modding so I'm probably missing some key engine limitation.[/quote] That wouldn't make anti-culture, that would just make it send out reduced culture.
I'd do that except that there's no way to do that via modding.
Well, I also made the DE capture culture centers at the target, so.. [e digicons];)[/e]
I'm slowly writing a sci-fi novel.. I've done a lot of research...
I know you it was said incendiary includes a whole host of options. I am referring to what a lay-man would refer to as incendiary, not someone who knows what they're talking about.