TobiWahn_Kenobi

TobiWahn_Kenobi

Joined Member # 3293698
2 Posts 58 Replies 2,638 Reputation

[quote who="boshimi336" reply="3613" id="3287960"]In Rebellion, it might just be worth having an in-game section of the tech tree where you can pick 'either-or' for the 4-8 or so unique techs for 'Loyalists' or 'Rebels'. This has been done in a few other mods and is entirely do-able. You wouldn't have 12 races to pick from up front, just the 6. But each could further be customized by allowing the player to pick a certain path at some point in the tech tree for a fe

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[quote who="BM-3141596" reply="3610" id="3287798"]Just a thought i had, dont know if it helps you guys or you've already decided; but ive figured the factions out for rebellion for each race. EA - Clarks regime/Sheridans view Minbari - Delenns help them all/The pre-war isolationism Centauri - Shadow allies/Rebelled against as Londo did Narn - Aggressive, [LONDO] Barbairians [/LONDO] not very nice, akin to season 1 Narns/ G'kars

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[quote who="Darvroth" reply="3607" id="3287434"]Tobias the more I consider increasing the resource costs of the Fleet logistic tech levels is an effective means of slowing both Vorlon and Shadow fleet size. While high ship costs will act to slow ship procurement having a high bar to increase the levels of fleet logistics will also serve to slow fleet size. Thoughts?[/quote] What is your proposal? Make researching fleet logistics more expensive? Make ships cheaper? Both? The risk

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Sorry guys, had no time this week, will need to work on the mod on weekend only as I've so much to do on weekdays. 0.43b01 should be finished this week, then we'll see how much still needs to be corrected, but looking good so far. [quote who="ZombiesRus5" reply="3553" id="3280783"]Try using the following, but set the hasWeaponEffects to FALSE. This should work with Entrenchment or Diplomacy based on my testing. ApplyBuffToLastSpawnerWithTravelNoFilte

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[quote who="Lavo_2" reply="3549" id="3280020"]It is. I use it in my mod in a few buff files like so:[/quote] But this is a Rebellion InstantActionType, so I can only use it once we've migrated the mod to Rebellion. [quote who="Darvroth" reply="3550" id="3280138"]TobiWahn, Ticket 124 Centauri still needs attention: issues 1, 4, 6, and 7, especially 7 need action. [/quote] Well, you classified it as Milestone 0.45a01, so I deemed it n

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[quote who="Darvroth" reply="3543" id="3279823"]Like the siege role for the Vorlon destroyer and rather than trying to explain within the ticket I'll do it here. Seige potential is good but it must be very tempered. In large numbers the destroyer is worse than the Minbari. Having two ship varients will help break up the pack. Recommend leave the original destroyer as-is (for now) and create a seperate variant outwardly the same that has weak bombing (10 or less) and slightly weaker anti-s

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[quote who="Darvroth" reply="3525" id="3278146"]Eleven Vorlon destroyers vs large EA fleet = death, the lingering EA fighters will take out 2-3 of the Vorlons but it is not a good trade.[/quote] That is why they need to be hampered considering expansion and money flow. To be honest, I didn't want to include vorlons/shadows at first, hence the title, and I still not recommend them being played in a 1-on-1 game.

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[quote who="Darvroth" reply="3520" id="3277287"]Master tickets are an excellent means of tracking bugs and balance issues by build.[/quote] My opinion does differ here. I'd rather have each issue in a separate ticket. I keep track using the Milestone/Version designations and it is far easier to see how much is still to do if everything is in its own ticket. Also, it is easier to change the Milestone/Version when separated and attachments don't overload the tickets. [qu

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[quote who="Darvroth" reply="3517" id="3276322"] No show stoppers yet.[/quote] If no showstoppers, than please open the ticket with Milestone 0.45a01 and Version 0.43 [quote who="GoaFan77" reply="3515" id="3276282"]Here's a potentially better way that works with all version. Change the ability to "ApplyTargetedBuffToSelf", and have the buff you apply to self disable weapons. Now I'm not sure how the "ColonizePlanet" instant action type works on buffs, but I'd try m

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[quote who="NewHorizons" reply="3510" id="3275947"]If any Vorlon ship (a destroyer in my case) is in the grav-well it appears to be disabled when the planet is colonized, not sure if your above constructor fix also cures this.[/quote] no, all frigates with weapons in the gravitywell are disabled upon colonisation. If somebody can tell me how I can modify the ability/buff to only affect the colony ship I'm grateful for it. [quote who="NewHorizons" reply="3510" id="3275947"]

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Changes made for 0.43a02: The detect-mines range has now been greatly increased (Module Constructors) Constructors should no longer be disabled after colonising. Life Givers will still be disabled for 900 sec, this represents the time it takes to seed the planet with new life. Also, as stated before, the planet will have much lower max population than normal. Vorlons are few in numbers.

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I will release 0.43 once you or NewHorizon or Rodney have tested it a little - Started a game wit every race and played for 10-15 minutes so I can be sure nothing breaks. Plus one game that lasts about 2-3 hours just to be sure we have no ability crashing hours into the game. I unfortunately have not time for this till the next weekend (and I'm not sure how much time I will have next weekend). So the latest for the new release should be the weekend after that, but I would like to release

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OK my fellow members, no more additional content for 0.43. Last build is commited to BitBucket. Please file all showstopping issues that need resolving before release of 0.43 under Milestone 0.43a02. You may notice that now many meshes are bigger, as they are uploaded in txt instead of binary. They will be converted to binary for the release version though. All unresolved issues have been pushed back to 0.44 or 0.45. After internal approval I will update the readme and the version sta

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