TobiWahn_Kenobi

TobiWahn_Kenobi

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

[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)

5,473 Replies 14,260,658 Views

[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)

54 Replies 77,924 Views

[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!

1,643 Replies 3,614,591 Views

[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

1,134 Replies 2,252,631 Views

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&#39

5,473 Replies 14,260,658 Views

[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. <

5,473 Replies 14,260,658 Views

[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

5,473 Replies 14,260,658 Views

[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?<

5,473 Replies 14,260,658 Views

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

5,473 Replies 14,260,658 Views

[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

5,473 Replies 14,260,658 Views