http://www.historycorner.de/CoCo4/Apple/macse30.html Edit: Still have it at home, still working and also found the diskettes lately [e digicons]:grin:[/e]
TobiWahn_Kenobi
[quote who="Darvroth" reply="3233" id="3193430"] What I really need to do is set up a multiplayer game and test that way so I can controll all the variables.[/quote] Use the dev exe. With that you can switch between the players and take them over, spawn ships, give XP and so forth. After starting a game in the dev exe just press ctrl+shift+"." (or was it ctrl+shift+",")? after that you can use a menu to access all the functions. (Hope I gave the right key-combo)
[quote who="kcirtap42593" reply="49" id="3193024"]Are all the pacts supposed to be there because I didn't create them?[/quote] Yes, they are automatically created. I've found some more bugs btw. Concerning abilities and buffs (well, mostly buffs). I will test them some more and release an update in the coming days (or 1-2 weeks, depending on the amount of bugs I find)
HullPoints/Armor bonus should only apply to cargo ships. Not frigates/cruisers (which are the same btw, cruisers are just frigates that show up on the second screen) love G'Kars phrase too. Maybe we can use it for the description of the trade pact? Will look into this once time permits
[quote who="Sinperium" reply="1544" id="3192198"]This will be my official "pirate" ship for my pirate minimod now that we can actually have some chance of controlling fleet sizes.. It's a cruiser sized capital ship and each will have a single weapon type doing different sorts pof damage. Concept is "Rogue I's pirating for needed support and material parts using captured ships for salvage".[/quote] Good texture work there!
Thanks. My Logo is a few years old but I like it. The newest Version should work just fine. If you've got questions don't be afraid to ask.
[quote who="NewHorizons" reply="3221" id="3188358"]Some more Centauri cap ship names, taken from Londo's list of gods, shortly before he passed out during the feast in Parliament of Dreams :- > StringInfo > ID "IDS_CAPITALSHIPNAME_CENTAURI05" > Value "Benzen" > StringInfo > ID "IDS_CAPITALSHIPNAME_CENTAURI06" >&
I've added the strings. We unfortunately cannot add Race specifiers for these Taunts, they are hardcoded.
[quote who="Ben_Maxwell" reply="1083" id="3183792"]Anyone know where I can find a download link for the auto dock/undock for hanger bays?[/quote] Mod is called SquadronAutomation Creator: Mystic Angel https://forums.stardock.com/392082 if no download available it is also included in the SOTYR mod. Just look at the planet entities and the ability/buff
Hi Guys, Sorry for my continued lack of presence. GF's birthday, mothers birthday, birthday of a good friend, private work and my day-to-day job are killing me. I need so set aside a few hours this weekend to work on as many BitBucket-issues as possible. Hopefully I will have Saturday mostly for myself. @Davroth I've uploaded a new version of the mod editor. I had a major screwup in the last version, forgot to include the value list data so no wonder you weren'
Perhaps he wants to have an in depth look at it himself before he recommends this to others. Thanks for trying though. Hope this version is now mostly bug-free. If anyone cares to test I would be very thankful Tobias
Found out that I forgot to save all the listvalues before making it ready. No wonder it has not worked for abilities [e digicons]X|[/e] Here's a corrected version, 0.97 R3 http://www.gamefront.com/files/21969779/SinsModEditor.rar
[quote who="NewHorizons" reply="3216" id="3186107"]Searching through the other entity files shows that CapitalShip_EA_MARATHON.entity, CapitalShip_EA_VICTORY.entity and many of the Minbari war cruisers have multiple beam based siege weapons. The Marathon does look odd, but not the others which may due to a shorter beam duration, bombTransitTime of 18 vs 2. I suspect that if bombTransitTime * bombEffectCount > bombingFreqTime then you'll get multiple breams. <
[quote who="Darvroth" reply="3214" id="3186013"]Woot! Progress.[/quote] [e digicons]:rofl:[/e]
[quote who="TobiWahn_Kenobi" reply="3212" id="3185903"]bombEffectCount of 1 should look better[/quote]1 Changed!
[quote who="NewHorizons" reply="3211" id="3185744"]BTW: correct me if I wrong, but the multiple beams may be caused by bombEffectCount 3 which is fine for missiles, eg number of shots per salvo. For beams, a bombEffectCount of 1 may look better.[/quote] You are right, and yes, a bombEffectCount of 1 should look better
[quote who="NewHorizons" reply="3209" id="3185397"]That's a shame, I thought that one would have been fairly straight forward - I'd assumed standard SoaSE missile effects (eg for TEC) could have been used to fire from a pair of hard points under the Omega's hangar. I must admit I wish I knew more about modding and be able to give you guys some more assistance. BTW: Agree about the Hyperion, thinking about it I doubt the AI would use those ability suggestions
[quote who="Darvroth" reply="3201" id="3184235"]TobiWahn, Some of the beam weapon effects of the Rebellion Vasari titans would be perfect for the EA_OMEGA and some other beam users. Not sure what they did but it looks sweet on screen.[/quote] Please file a suggestion on BitBucket. Sounds nice, though we need to take a look at how they are done. [quote who="NewHorizons" reply="3202" id="3184287"]What about re-using the Coronata's Unity Mass beam for the Vorlons?<
Sorry for my absence guys. I have had to watch the European Football (Soccer) Championship today (and the semifinals) and have to work on a database solution (another one, for a friend) as of now, so that explains my lack of updates. I have not forgotten you though. As for abilities, they are not set in stone, but for 0.43 we have some things nailed down (thanks davroth). Abilities should mostly (some can't, but that live) be usable by the AI, so they must not be t
Still some small bugs, will put another version up once I've used it for my own stuff for a while as this is the best testing I can do.
[quote who="Darvroth" reply="3193" id="3180350"]Quoting NewHorizons, reply 3192 What is the legality of using sounds from the series? Sadly, don't think we can claim fair use. While there is place holder and some original work. TobiWahn has stated the final product will only have original though themed music. Sounds from SoaSE are different as it is a mod and fair use applies there. Darvroth[/quote] I concur. On the website it reads All sou
http://www.gamefront.com/files/21893436/SinsModEditor_rar
Damn, Found another bug which prevented the generation of instant actions and overtime actions. upload will be ready shortly, Version 0.97 R2 this time. Sorry folks.
New Version http://www.gamefront.com/files/21892081/SinsModEditor_rar
Hi, Just noticed a glaring bug in the editor, it was impossible to enter/change a buffs name. Will post a new version today, but it will not be possible in that version to import from backup yet. Sorry for the inconvenience.