[quote who="JackBauer36" reply="3851" id="3311190"]Hi, have a little problem there. Some spaceships / fighter flight within a planet very often endlessly away from a attacker. The enemy spaceships / fighter fly behind it. If you do not then there intervenes via dev console, which is very annoying. you can change this somehow?[/quote] Haven't experienced that. If you do error reporting (which is nice) please be so kind as to provide enough information for us to understand the probl
TobiWahn_Kenobi
[quote who="NewHorizons" reply="3846" id="3310421"]Is that only a limitation for EA? Seems a bit unfair that certain races can never traverse wormholes - I'm sure other races can use wormholes.[/quote] Not sure but if you file a ticket it will be rectified at some point. [quote who="NewHorizons" reply="3846" id="3310421"]When uploading fixes to bitbucket, should we be using Diplomacy or Rebellion format entity files?[/quote] Rebellion please. Diplomacy has failed.
[quote who="JackBauer36" reply="3837" id="3309897"]Hi, there is no possibility other than the dev console, so the EA can travel between worm holes?[/quote] Currently there is no tech to allow wormhole travel IIRC. Might need to change that in the future.
It is easily possible to have different starbases per race (tested with3 but think more are possible) When I had every race with a military and a jumpgate starbase, the AI built only jumpgate starbases and I had no way of telling it which starbase to prioritize. So we need to make sure that the AI at least tries to build military starbases. For human players it is possible to open up the the possibilities by eg. • Having a second ability on the sb module creator &
[quote who="jsolo15" reply="178" id="3305162"]In the game Endless Space the map the Icon represent a solar system. It has a sun, planet and astorides wjem you enter the system. While in Solar Empire the Icon in the map is usually one planet with it resourse rocks. Hopefully I'm explain it better...[/quote] You would need to make a mod to do exactly that. New models where the planet model is replaced with one mesh containing all the planets, moons and the sun
Real life has always to come first. Looking forward to seeing your draft. All the best.
Checked a small graphics update into the repository. Textures adapted for rebellion, rotating sections now use the proper shader. Due to a bug in the shader handling of particles I advise to turn of the bloom filter (it got worse with rebellion)
[quote who="Darvroth" reply="3823" id="3305816"]Just because we never saw Shadows practicing selection among themselves doesn't mean their weren't times it happened. Having a violent survival of the fittest philosophy could just as well have been applied to rival ideas or points of view...[/quote] Might be but it just doesn't feel right [e digicons]^_^'[/e]
[quote who="Darvroth" reply="3819" id="3305411"]I know what he meant and I was having fun...no harm. That would be a lot of extra ship and ability work for an ending not used in most games... Definitely a later thing when the mod is complete and we are just adding content for the fun of it. Still I'd think using a host of Shadow will work to make that victory condition work and keep with the B5 theme... The Shadow were known to have multiple gathering places.[/quote] That's ri
[quote who="Lavo_2" reply="3817" id="3305073"]This is incorrect. SoGE uses this modifier without issue. I have a picture if you need further proof, and here's the Rebellion compliant files used in SoGE. Further, this modifier can be used in a regular research file; it does not have to be in a pact.[/quote] AllowAlliesToUsePhaseGates works, many thanks. Why did they change the name?
[quote who="NewHorizons" reply="3811" id="3304833"]In the long run, it would be nice for the Occupation planet to be guarded by a fleet of 'First Ones'.[/quote] Wonderful idea. [quote who="Darvroth" reply="3812" id="3304882"]Translation please for the non-programmer... [e digicons]:'([/e] [/quote] Well, when you use git to download the sources it defaults to the master branch. To not overwrite the old Diplomacy mod I created a new branch called rebelli
Oh, and you must switch the Branch from Master to Rebellion in GIT to get the Rebellion repository! [e digicons]:beer:[/e]
[quote who="NewHorizons" reply="3788" id="3300992"]It's basically the Iconus Guardian's Repulse ability, but in reverse. Enemy ships within the AoE are pulled towards the war cruiser, should be quite effective at drawing in retreating ships within range of your fleet's weapons.[/quote] [quote who="NewHorizons" reply="3791" id="3301247"]It's my first stab at a new ability so I'll see what TobiWahn & Darvroth think. Gravity Net is designed as a frigate trap and c
Hi all, haven't had the time to read everything posted the last few days, but wanted to thank you for all you've done that year and wish you a merry Christmas and a happy new year. As I'm away the next couple of days (and without internet most of the time) we will see again next year.
[quote who="Darvroth" reply="3763" id="3298424"]Titans can have up to 4 levels of a given ability[/quote] Really? Is that consistent across all entities or can only Titans have 4 ability levels? [quote who="-Norbert-" reply="3764" id="3298440"]Juding from the threads in this forum, it seems like you can only build one Titan at the shipyard, but you can spawn others via abilities.[/quote] Won't be necessary at first as there should only be one Titan ship per race (t
[quote who="Lavo_2" reply="3761" id="3296718"]I will note that with this however there's a chance the first time you load a real map, that Sins will take longer than usual, and only for that first time. This is due to the game loading up a bunch of GSD stuff and such.[/quote] Thanks alot. [quote who="Darvroth" reply="3759" id="3296690"]Propose any necessary adjustments to keep in line with your vision.[/quote] Will probably do, but looks mostly reasonable. Vorlons
[quote who="Lavo_2" reply="3756" id="3296231"]Rebellion's start up thing has some weird ass functions built into it; namely that, if my understand is correct, requires Titans to have a Cosmetic counterpart (the one that shows up in the start up "map"). Additionally, as it's a randomly generated map, this means that each time you go to the main menu, the game generates a new map. This results in a longer start up phase for the game, and can be avoided by giving the galaxy map called Fr
[quote who="-Norbert-" reply="3731" id="3294681"]You could lock up the G.O.D.s beam cannon and only unlock it once Minbari War Victory is finished researching, or implement a new technology that adds the beam to the G.O.D. You could call it "G.O.D. upgrade" or "G.O.D MK2" or somesuch. fireConstraintType "Research" researchPrerequisites NumResearchPrerequisites 1 ResearchPrerequisite Subject "RESEARCHSUBJECT_OF_CHOICE" Level 1[/quote] Done, tha
[quote who="SpardaSon21" reply="3725" id="3294198"]Sadly, that isn't possible.[/quote] Yes, when I first looked into the player entity files I was searching hard for that, only to find it in the constants file to my disappointment.
[quote who="HMS-ARKROYAL" reply="3721" id="3293819"]It's really annoying and impossible to win against EA without them even on easy AI as they like to spam hanger ships (+50 squads at a time)[/quote] We'll probably use the additional Weapons in rebellion for some Anti-Fighter capabilities. But thats up for discussion [quote who="HMS-ARKROYAL" reply="3721" id="3293819"]They are a real pain to build after you load a game. some capital ships refuse to build any at all and
[quote who="GoaFan77" reply="3716" id="3292929"]Depending on the balance in this mod and how you implement them, the effect might be just to bog down the game even more effectively than mines did in Vanilla.[/quote] Well, I never intended this mod to be a fast casual feelgood experience for ADD partients. [e digicons]:grin:[/e] Balancing needs to make the mod fun, but I want to retain the epic feeling of Babylon 5, not some rush and conquer all in under 1 hour game. I do like
[quote who="Darvroth" reply="3710" id="3292774"]I was mainly referring to the work required to redo the tech trees and the titans and corvettes. Additional abilities will await 0.45, still divided between 6 races and 4 additional (EA, Narn, Minbari, Centauri) rebel factions it will be a lot of new content.[/quote] Well, for 0.44 there wont be "rebel" factions, at max a duplication of the existing. 0.45 will contain all that. I don't want to wait too long to switch to rebellion. Ra
[quote who="boshimi336" reply="3705" id="3292485"]Darvroth, you should play around with some of the vanilla factions in rebellion for an afternoon just to see what everything does, if you haven't already. They've made quite a few optimizations in this regard. [/quote] Rebellion feels faster I have to say. More optimised. Lets see what our mod can make of this (i.e. how much we can slow it down again [e digicons]:grin:[/e] )
[quote who="alexperesvet" reply="3702" id="3292373"]Shadows and Varlons still not active in 0.43 [/quote] What are you talking about?
[quote who="Darvroth" reply="3699" id="3292181"]0.44 the upgrade to Rebellion will be another big content release and will help to diferentiate the play style of the races.[/quote] No, 0.44 will not contain much additional content. it is to be the basis for all future development of the mod and solely for compatibility. [quote who="Darvroth" reply="3700" id="3292303"]TobiWahn, Might want to check the entity files for those planet modules you recently added minimal s