[quote who="Darvroth" reply="3966" id="3325693"]Quick edit, the beam on the Minbari fighters is too wide. Also, duration of Minbari Kenet 6 beam is too long and could be reduced by half adjusting cooldown to keep current firing sequence interval.[/quote] Yep, I fully agree. On the development side I have to say I've worked on my Mod Database this weekend, so it is now easy to see the techtree links inside the db and adjust the tech layout more easily. I'
TobiWahn_Kenobi
And why are is my Avatar now so fat? Why change the working system which adhered image proportions and ruin it?
I can add the damage types i think, the Arcs probably to since it is all in the DB. The damage values are the same as in the game itself, which calculates it by using the sum of all banks divided by the preBuffCooldownTime. The damage per bank could also be included, but I want to keep it as simple as possible while still being useful.
[quote who="Darvroth" reply="3956" id="3323793"]I keep getting encryption errors between 11-24 % of download with the SOTYR manual.[/quote] Hmmm, please try again. I can download it without a problm. What do you mean with "encryption error" btw? Does the file download but the fonts do not display? Or does it stop downloading halfway? What browser are you using? [quote who="Darvroth" reply="3955" id="3323790"]Hope you feel better soon.[/quote] Thanks!
[quote who="Darvroth" reply="3938" id="3321488"]When there is consensus the proposal is complete TobiWahn can do his magic.[/quote] I will do my best! [quote who="NewHorizons" reply="3939" id="3321704"]BTW: any ideas what the tier-3 'Labour for Honour' tech on the Religious cast tree does?[/quote] Improves the "Labour for Honour" Ability, used by the Repair Platform ability of the Minbari [quote who="Lavo_2" reply="3940" id="3321725"]After some more thi
[quote who="Lavo_2" reply="3934" id="3320651"]Suggestion: Make the ApplyBuffToTarget's buff have second buff which has an instantAction that has an ApplyBuffToTargetsInRadius condition and also applies a recovery/restore buff; i.e. Ship A gets buff Repair A (restores 30 hull), Repair A also applies Repair B (restores 30 hull) to 10 ships in the radius of Ship A. [/quote] Thought about this too, but will see if the current modus operandi is sufficient. Thanks though.
[quote who="NewHorizons" reply="3932" id="3320015"]I'm sure I've seen it auto-cast when there have be no trade ships in the grav-well too.[/quote] Tested it now. The problem lies with ApplyBuffToTargetsInRadius, which seems to ignore any and all conditions. I've now switched to ApplyBuffToTarget, less potent but at least it works.
[quote who="SpardaSon21" reply="3923" id="3319544"]If you're not using the HasHullDamage constraint for repair abilities, you should.[/quote] I do, but thanks. [quote who="Lavo_2" reply="3924" id="3319549"]Actually, this is not entirely true. The AI in fact uses the same spawning method players do, it just so happens that unless the AI by a freak chance saves up enough resources, it will only end up spawning a single titan. I have seen the AI spawn multiple titans on rare
[quote who="NewHorizons" reply="3919" id="3319529"]Repair platforms don't restore hull points on titans, adding to them to the targetFilter section of Ability_*_Repair_Platform.entity fixes the problem:- targetFilter numOwnerships 1 ownership "Friendly" numObjects 4 object "Frigate" object "CapitalShip" object "StarBase" object "Titan" ... ... [/quote] Corrected. Corvette added also. [quote who="N
[quote who="Darvroth" reply="3916" id="3319284"]1) Increase the range of all weapons with fighter flag TRUE that are 400 to 600. 2) Decrease the PreBuffCooldownTime of weapons with range 400 to 4.5 from 9.0 3) Adjust weapon 3 of the Torotha (which is frigate type Antifighter) to the following: AttackType "ANTIVERYLIGHT" PreBuffCooldownTime 3.000000 Duration 1.800000 Steps 1 and 2 will increase the firing opportunities against f
[quote who="GoaFan77" reply="3915" id="3319279"]Aye, I devised just such a system for Sins of a Galactic Empire. The only thing it needs is to use the 5th ability slot on the titan and a limit on the titan factories somehow, probably just by starting with one at the homeworld, though I suggest a cool idea that you have capturable titan factories at special "Shipyard" planets, so the number of titans you have depends on controlling these planets. You'd have to rework the random maps to mak
[quote who="NewHorizons" reply="3913" id="3319197"]If it can be done that would be nice. I don't think I could see a need for more than two, plus in the case of the Victory destroyer, fits in with a 'Call to Arms'.[/quote] Exactly [e digicons]:grin:[/e]
[quote who="boshimi336" reply="3901" id="3318531"]I'm speaking out of absolute curiosity here when I ask this question: Why is it not an option? I ask because I believe GoaFan77 and others have shown that instead of a 'Build Ship' icon, you instead click a 'Spawn Ship' icon still under the 'Build Titan' menu on the shipyard (Capital Ship Factory / Titan Factory). The spawned ships still count towards fleet supply, still cost resources, and Sins treats them as a nor
Found the reason for the missing Icons: UserActionIconOpenPlanetTitanManagement "ACTIONICON_PLANET_OPENTITANMANAGEMENT_PSILOYALIST" UserActionIconClosePlanetTitanManagement "ACTIONICON_PLANET_CLOSECAPITALSHIPMANAGEMENT" Had them empty, now it works.
[quote who="NewHorizons" reply="3901" id="3318580"]I like the new Neshatan model, the appearance is quite a bit different to most Minbari warships. It has scary amount of fire power, as a heavy cruiser should have, and a range that works well with Minbari capital ships. However the hull strength seems a bit too high - 12016 (after research upgrades & a Narn armour pact) is second only to a Neroon (14690) and exceeds that of all other war-cruisers - eg 9860 for the Sharkaan. Would it be wo
[quote who="Darvroth" reply="3899" id="3317974"]Use an ability we will need to use anyway to overcome the 1 titan limit and avoid the current issue entirely.[/quote] Not an option [e digicons]:borg:[/e]
CALL FOR HELP: I've created new Factions for the races (well, not really, but they start as Faction Neutral now). I've not modified any of the base brushes (created my own, but load them all through additional entries in the brushes.manifest) and have not overridden any of the textures. Problem is, I do not get the Titan Factory icon to show on planet selection (ACTIONICON_PLANET_blahblahblah) and I do not get the icon for going back to the planet section when in the t
[quote who="Lavo_2" reply="3896" id="3316542"]The tech's name might be a legacy name from an early draft of Titans, in reality it refers to the percentage of a Titan you can build (i.e. with 0.5 of the modifier researched you can build a Titan up to 50%).[/quote] Good to know, thanks.
[quote who="NewHorizons" reply="3894" id="3316497"]You'd have to be careful here as large numbers of strike craft are a major source of late game lag in Sins. If you're going to increase the squadron counts on cap ships, maybe reduce it on the Morshin.[/quote] Not ideal. The Morshin is the carrier of the Minbari. What good would it be if there were enough fighter without it?
[quote who="Darvroth" reply="3890" id="3316375"]Isn't that a new model? Nice.[/quote] Yep, new one. I needed some creative work, so I made a ship. Texture is not completely final, but mostly.
[quote who="Lavo_2" reply="3886" id="3316312"]But that's wrong; there is a one Titan hardcap excluding usage of abilities.[/quote] So if I set researchModifier modifierType "TitanConstructionCap" baseValue 0.000000 perLevelValue 0.250000 to 2 or more (cumulatively) I will still be able to only build one? Damn. Just to tease you all, Rebellion Vorchans and pics of the Minb
Hi, been absent for a while (but worked on things behind the scenes) [quote who="Darvroth" reply="3878" id="3314716"]Not strictly true. Titan's can be produced by an ability placed on the capital ship yard and that approach overcomes the 1 titan at a time limit imposed by use of the foundry. This also saves us (or some hapless volunteer) from having to make yet another model. So two birds with one proverbial stone if titans are generated by ability. You're the mod l
[quote who="Darvroth" reply="3875" id="3314276"]I'm advocating against the titan foundry, it is unnecessary and doesn't really fit with the B5 universe. Edit: While it could be claimed to be the Victory yards or some such it is yet another bit of art for each race and we already face a steep climb... [/quote] Titan foundry will be in the game. No Titan Foundry, no Titan. The Victory under capitalships is still the old Capship Victory. It will be removed o
[quote who="JackBauer36" reply="3858" id="3311635"]Gott sei dank, Tobi Endlich kann ich auf den ollen Google übersetzer verzichten. @Tobi... ...gibt es eine Möglichkeit die KI(Narn sind da wohl die schwächsten) zu zwingen, verstärkt auch Planeten im "Hinterland" militärisch auszubauen? Die Rebellen übernehmen nämlich über kurz oder lang die Vorherrschaft bei der KI. Und würde es etwas bringen, die Forschu
[quote who="JackBauer36" reply="3853" id="3311307"] In principle escape all ships, no matter what breed, even the rebel ships "open space" in the behind on the planet gravitationally out and tracker. that does not always happen. But very often. Research does not matter what happens beginning to end. JB Alle Raumschiffe/Fighter, egal welche Rasse, auch die Rebellenschiffe flüchten sehr oft in den "offenen Weltraum" über die Planeten Gravitation hinaus