[quote who="Lavo_2" reply="3155" id="3169596"]If an AI is having issues, I'd suggest putting in an AI only tech to help them, and particularly one that costs negative resources, which in turn acts as a one time resource boost for the AI.[/quote] Once we have 0.43 ready and out the door you could have a look and suggest fixes (with detailed instructions if possible, and best already tested by you [e digicons]:grin:[/e] )
TobiWahn_Kenobi
[quote who="NewHorizons" reply="3149" id="3166196"]Some more capship names this time for Centauri & Narn. There's not many mentioned in the series so I've used names of liners/freighters.[/quote] Added the names, thanks. [quote who="Darvroth" reply="3150" id="3166471"]EA Hermes with the autoattack flag set to FALSE will attack designated targets and will return fire it attacked and will accompany a designated flag ship. It no longer attempts the charge of the light
Hi, Abilities almost completely implemented in the DataBase, just export missing. After that I will add the current abilities to the database and start concentrating on finishing 0.43
I started with Specular3D in the 80's on a black and white monitor. Was really a fine program for its time, but not the best modeler. Used Strata Studio, Macromedia Extreme 3D and a few others before settling with Cinema4D. But since a few versions it has become unbearably expensive. So I stick with my elder version and XSI for Sins converting. But Cin4D is still the best tool for me, intuitive and very capable (if only the obj support would be better)
Hi Guys, Sorry for being absent. I will add your names and answer you question in the coming days, Birthday keeps me from working on the mod a little. Abilities are in the process of being implemented in the database and should be finished come weekend (if everything works out fine)
[quote who="SpardaSon21" reply="3139" id="3165227"]There are a couple of unused weapon types called Ion and Dart that are still in the coding. You can re-name one of those in English.str and give that to the Artemis and all other EA vessels that use railguns.[/quote] Thanks. We will look into this at one point in time. [quote who="Lavo_2" reply="3140" id="3165406"]Rebellion adds a railgun weapon, aka. RAILGUN. SpardaSon's suggestion works as well.[/quote] This will
[quote who="NewHorizons" reply="3137" id="3165154"]Artemis Frigate : Description says '... brings railguns to battle', but all weapons are laser based, maybe add a railgun ability?[/quote] Well, there is no internal sins weapon called Railgun. We have to improvise (I used Laser, as of now we have no correct weapon FX on any ship, except beam perhaps) [quote who="NewHorizons" reply="3137" id="3165154"]Nova Dreadnought has the Marza's Incendiary shells ability which
[quote who="Darvroth" reply="3132" id="3164268"]TobiWahn, I wouldn't buff the Kanet 11 to much, a tight cluster can already eat mid sized EA, Narn and Centauri fleets. The much longer beam range in many instances more than twice the range has a huge impact. Darvroth[/quote] Have switched the Range of Kanet 6 and 11, but Kanet 11 takes 2 times the orbital space as Kanet 6, therefore it must be much stronger!
Adrenato should change "CultureAntimatterRegenAmount", perhaps the value is too low. (0.0 base, 0.005 per level value) I've adjusted Kanet 6 and 11, Kanet 11 is now way more powerful (as it should be considering it is an 8th level tech) as for introspection, you trade a cost increase for a build time decrease. Thanks for the capship names
[quote who="Darvroth" reply="3127" id="3163233"]TobiWahn, Sent you a note. I've hit a wall and need some feedback. Darvroth[/quote] write you back [e digicons]|-)[/e] [quote who="Rustiek" reply="3128" id="3163564"]when will finish a 0.43 version?[/quote] when it's done [e digicons]:grin:[/e] (always hated that line)
[quote who="ManSh00ter" reply="5" id="3163126"]And finally - Moros is a curvy ship. There's a reason it is high poly. Curves need a lot of polygons. So there's a limit as to what you can do, regardless of the technique and software you end up using. It's a game model for a MMO featuring sometimes thousands of ships on screen, and as such you can bet the CCP developers made sure it is as optimized as it can be. 15000 polys sounds about right for that model.[/quote] Agreed.
[quote who="boshimi336" reply="3123" id="3160156"]Currently my initial ambitions are to master Wings3D and complete a model to start. I have modeling experience but only in SolidWorks & Catia. One step at a time. [/quote] Ahh, yes. That was me going over the top again [e digicons]:blush:[/e] Take your time. We got plenty to do so no hurry for the corvan [quote who="-Norbert-" reply="3124" id="3160324"]If the league ever becomes it's own race, giving the Brakiri ships
[quote who="Darvroth" reply="3120" id="3159966"]The second way would be a ship ability that would decrease a capital ship level or xp (which would be a stand in for the assassination of a senior officer).[/quote] Would really love that!! Doing this to a titan-class ship in rebellion would be hell [e digicons]:grin:[/e] [quote who="Darvroth" reply="3120" id="3159966"]I think I can do either of two approaches to the Narn Thenta Makur. The first is to have a tech grant an influe
[quote who="NewHorizons" reply="3117" id="3159875"]... price of Death Blossoms & pain-givers soars on the interstellar black market. [/quote] Where can I buy one? I'd have a few applications for a paingiver. Politicians come to mind [e digicons]:borg:[/e]
[quote who="NewHorizons" reply="3112" id="3159278"]I may have found uses for "Couro Prido" and "Thenta Makur".[/quote] I like that, I've always wanted to include the Thenta Makur.
[quote who="Darvroth" reply="3113" id="3159293"]As to Rebellion, we have big plans for most of the younger races but it is a lot of work and we are still struggling to add basic content. As planned 0.43 will be a major content push and 0.44 will be a post Rebellion expansion and compatibility upgrade.[/quote] Hehe, thats news to me! What big plans do we have for rebellion? I have non so far, except the graphical update. [e digicons]:grin:[/e] If you refer to the option of hav
[quote who="Darvroth" reply="3109" id="3158896"]Does this mod come with its own intro movies?[/quote] Not really. I did a cheap logo movie but no real intro as of yet. It just shows a picture of a render (using the ingame models), and we have a credits movie (which is a static screen), thats it. First and foremost we need this mod to advance a bit further. If you want to make an intro or know someone who does I'd gladly help to make it come into life, supplying the models and such
I know that this is possible as well, it was just a question of "is the engine going bust if I specify "Research" as fireConstraintType or not? I know it does not make much sense. As for fighters - is it possible or not to have their weapons enabled through research? It should be but fighters are somewhat special.
@Davroth Making weapons dependent on research does not require changes in hardpoints (and should not in our case). Changing this will have a great impact on the balance and capability of ships but will enable us to fine tune many a thing. As for 0.43, I won't do any of those. I've now adapted my Database to enable the user to specify research for weapons (for now only capships, frigates and Planetmodules) Iis it even possible with Fighters? And how do Starbases behave
[quote who="-Norbert-" reply="3097" id="3157679"]What is supported though is, unlocking weapons with research: fireConstraintType "Research" researchPrerequisites NumResearchPrerequisites 1 ResearchPrerequisite Subject "" Level 1[/quote] Thanks, didn't know that was possible!
[quote who="NewHorizons" reply="3093" id="3157054"]It's probably fairly low priority for the B5Sotyr team, but here's some more Minbari capital ship names.[/quote] Many thanks, added (corrected) the names. [quote who="NewHorizons" reply="3095" id="3157591"]Some time ago (p119) there was a discussion of increasing the weaponry on higher capital ship levels, however most the B5SotYRs models don't appear to have weapons on the rear.[/quote] This was a design d
Yes, abilities do frustrate me as well. We had a lot of abilities in a 0.3x build I think but always had minidumps. So now we need to go slowly, bit by bit.
@Davroth Added you to the coders section in the header [e digicons]:digichet:[/e]
Hi, Sorry for my absence. Migraine as well as private life and work have kept me much too busy. I've cleaned up my database and exchanged the commandline calls with java calls, added the ability to add base Strings and entities to the exported entity.manifest and english.str and also started to add structures for buffs and abilities. Buffs are about 55 percent finished, abilities about 7 percent. When they are in I will add all existing abilities in the DB. After that I will link
[quote who="Vampothika" reply="12" id="3149022"]5. beer can be bought at a supermarket [/quote] Welcome to Europe!! [e digicons]:beer:[/e] [quote who="Vampothika" reply="12" id="3149022"]14. you have to buy bags at the supermarket to carry your groceries in.[/quote] Yes, thats northern Europe too [e digicons]:([/e]