[quote who="SpardaSon21" reply="3692" id="3292087"]Yes, up to five weapons for all types.[/quote] Thanks! [quote who="SpardaSon21" reply="3692" id="3292087"]As to build speed, I gave structure and ship builds rates a 4.0 modifier for the Faster game speed. Structures really need a lesser adjustment than that since they generally build faster anyways but ship build rates end up close to vanilla relative to ship cost.[/quote] I will do a 4.0x multiplier for Fast and a 6x
TobiWahn_Kenobi
[quote who="SpardaSon21" reply="3687" id="3291837"]It should be noted that I'm using a modified Gameplay.constants for greatly accelerated build speeds simply because otherwise construction takes too long, especially considering things blow up very fast. I know you want "realistic" build times for warships but in my opinion that just makes building a fleet as much fun as watching paint dry. One thing you should consider is that in the movie where Londo talks about the Earth-Minbari War he
Another thing, I intend to open a MODDB account after porting to rebellion.
[quote who="SpardaSon21" reply="3681" id="3291785"]Yeah, I know. I just figured you could tell Ironclad or Stardock about it to see if they would fix it.[/quote] hehe, and I wanted you to do that [e digicons]:grin:[/e] , after all I never play with locked teams.
[quote who="Darvroth" reply="3683" id="3291796"]Now that 0.43 is out and you've already released a hot patch, what is next? I'd love to finish the ship ability files but that is a 0.45 effort with some exceptions. I'll dig into ZombieRus5's mod tool to get smart on Rebellion deltas in a week or so but where should the effort be? I suspect your DB will make short work of updating the entity files to cover any changes. I'd still love to have a lot of the completed content ad
[quote who="SpardaSon21" reply="3677" id="3291739"]There weren't any racial relations penalties because I was in a locked teams game. The only relationship penalties I got were from a few of those Centauri researches that have a decrease for foreign relations, and the main issue wasn't that I couldn't use envoys to get the relationship back up, because I could, it was because Sins likes to lock up the treaty buttons in locked team games so I couldn't get back the Planet Vision
[quote who="SpardaSon21" reply="3675" id="3291623"]Centauri Corvan Scouts have auto-join fleet enabled by default. This means whenever they run into a fleet while exploring they automatically join it and stop exploring unless the player disables it on every single scout he makes, which is annoying and tedious.[/quote] Vorlon Fighter had this too, corrected [quote who="SpardaSon21" reply="3675" id="3291623"]Found a bug with the game itself: researches that give negative relatio
[quote who="NewHorizons" reply="3670" id="3291541"]I quite like this idea too, although maybe the Vorlon's planet killer capability should probably be restricted in a similar manner.[/quote] Hmmm. We'll see.
[quote who="Barn0" reply="3671" id="3291549"]I would be honoured to be an official tester![/quote] Well then Sign in with bitbucket and send me your username.
[quote who="Barn0" reply="3667" id="3291517"]Thanks so much for the new release! Any bugs I find i'll be sure to notify you. Do you want me to report on this forum?[/quote] Well, yes. Except if you want to become an "official" tester for the mod you can join BitBucket and we can add you to the team there so you can create issues yourself.
Jumppoint ability was broken for all but Narn. Update 0.431 Hotfix released http://www.mediafire.com/?bvvbotkoao86uic
0.43 is online guys and girls. Mirrors uploading atm.
[quote who="-Norbert-" reply="3658" id="3291091"]If you can come up with some other ship, I'd much rather see the Shadow Titan featuring the level 6 ability to call in a Death Cloud that instantly depopulated a planet, turing it into a dead asteriod, like the Vasari's "Strip Planet".[/quote] Hmm, the idea is not bad. I'll make a ticket for 0.45 to look into that.
For the first implementation Titans will be: EA: Victory Minbari: Neroon Centauri: Adira Narn: Ka'Bin'Tak Vorlon: Planetkiller Shadow: DeathCloud
I've already done some work in the DB for the Rebellion migration (though Titans and Corvettes as well as the new InstantActions, PeriodicActions and OverTimeActions are still missing) I will publish 0.43 in the coming days.
[quote who="Darvroth" reply="3642" id="3289738"]Quote from ticket 133. Concur ShoKar has roletype AntiMine, however the entity does not include the ability AbilityDetectMinesTech so despite the roletype the Narn faction do not have a functioning mine detection capability. I'll try and be more precise in identifying the problem in future.[/quote] No problem, thanks for watching and testing.
[quote who="Lavo_2" reply="3639" id="3289532"]Unlimited. However, be careful with how you lock things out... If you're planning to allow races to switch factions multiple times, you can run into odd problems.[/quote] Well, thats going to be some heavy brainwork [e digicons]:grin:[/e]
Found the reason why the dockyard kept autocasting ignoreNonCombatShipsForAutoCastTarget FALSE kept it casting on module constructors. I#ve updated the repository with the fix.
[quote who="Lavo_2" reply="3636" id="3289471"]Yes, and yes, SD knows about the latter, but as this function is depreciated, they won't waste time on it. Cruel and Vicious AI are a bit too OP imo, better to put in AI-exclusive research, or your suggestion to make a human and AI version of a faction, is better. [/quote] Well. ic it is feasible I will use it. Except the AI is so bloody stupid that the research trees don't work at all, then we could consider a AI Faction.
I submitted 0.43RC1. Issues were mostly resolved, some were postponed till 0.45. I also added Antimatter regeneration to the Hermes and the Explorer as well as adjusted the crystal cost of the Hermes (2000 were a bit excessive) Dear testers please check and give notice. [e digicons]:thumbsup:[/e] Thanks Tobias
[quote who="ZombiesRus5" reply="3634" id="3289153"]I backed it out though to simplify what I needed to deploy. Also, the cruel and vicious cheats made it pointless for what I had.[/quote] So it it viable at all? Can cruel and vicious research everything no matter what faction? (That would be a bug)
[quote who="Lavo_2" reply="3627" id="3288588"]Quoting TobiWahn_Kenobi, reply 3626 How is it done? I'd love to choose the faction by research instead of choosing it upfront! Declaring faction example: researchBoolModifiers 1 researchModifier modifierType "SetFaction" factionNameID "IDS_PLAYERFACTIONNAME_LOYALIST" How to lock techs out example: Prerequisites NumResearchPrerequisites 0 RequiredFactionNameID "I
[quote who="boshimi336" reply="3624" id="3288421"]and custom Militia templates (which I am more than willing to do once we get the rebellion release out in the future)[/quote] You are more than welcome to do this! [quote who="Lavo_2" reply="3625" id="3288428"]I've used it to lock players out of one of their race's two Titans. I have also found that Vicious and Cruel AIs (the two hardest) basically bypass this dynamic. ZombieRus has gone much farther than I have, in reg
[quote who="BM-3141596" reply="3621" id="3288247"]am waiting in great anticipation for the LONAW races and a Dilgar faction at some point [/quote] Well, 3,5 years and we still don't have the basic 6 races so expect them around 2030 earliest [e digicons]:grin:[/e] @Davroth Commited 0.43RC1 to BitBucket. After your tests I will ready it for download.
Hi, just noticed that the dockyard's repairability is too strong. Is there any way to make the ability only apply to ships not in combat?