IskatuMesk

IskatuMesk

Joined Member # 3511603
0 Posts 1 Replies 17,446 Reputation

If it's nothing but the small ships it's not as bad (unless of course they have dynamic AI on, then everything goes straight to hell as soon as they find a target). But anything bigger starts having problems with 3+ ships. The AI likes to set the corvettes as their flagship in the fleet as well, adding to the problems when 2+ of the larger ships try to converge on this tiny little corvette and get in the way of each other, meanwhile the corvette is moving around as enemies slowly die. <p

38 Replies 26,303 Views

If you ever wanted to find a ship that could obliterate pretty much everything ever, you need not look much further than this. The model is still not finished, it needs moar detailing, moar guns, and the structure for the bottom weapon systems needs to be improved and reinforced. This is the Glecterror, a model I created a while back that I am returning to finish. The long, thin extrusions are Proteus-based Stormfront cannons. [img]http://img25.imageshack.us/img25/2398

1,643 Replies 3,610,381 Views

Test report - Last night I added the Vykalis Corvette. This is a corvette with the ability to colonize. It is classified as both a Colony and a LightFrigate. I removed the Phase colony ship from the PlayerXi.entity file in turn. I set the Gorekhan to use the "Carrier" roletype and stattype. Since the Vallus was already classified as a LRM frigate, I removed both of the Phase variants of these ships from the Xy file. Bad idea. Without that colony ship in the file

38 Replies 26,303 Views

I use design 2009. I'll have a look at the auto unwrap tool but I'm about as competent at making textures as I am at having a social life. Aka, I'm better off driving my face into my desk at half the speed of light while screaming something clever, like "MY WIFE FOR THE HORSE!" But hey, if it can fix the annoying texture stretching that happens on some parts of my models from the tiling, it'll be an improvement!

1,643 Replies 3,610,381 Views

I HEAR THE CALL OF THE WILD ON THE PROWL READY TO TRACK [img]http://fc00.deviantart.net/fs70/f/2010/037/2/5/Xy_Ghattakhan_A_by_IskatuMesk.jpg[/img] [img]http://fc05.deviantart.net/fs71/f/2010/037/e/b/XyKranasha_Ghattakhan_B_by_IskatuMesk.jpg[/img] [img]http://fc02.deviantart.net/fs70/f/2010/037/1/b/Xy_Ghattakhan_C_by_IskatuMesk.jpg[/img] 16.3k poly

1,643 Replies 3,610,381 Views

Updated another one of my older models. 6.8k poly, may add yet more guns if I feel daring to break my desired polycount for this class. [img]http://fc03.deviantart.net/fs71/f/2010/037/7/5/Anahn_Thunderhead_2_0_B_by_IskatuMesk.jpg[/img] [img]http://fc02.deviantart.net/fs71/f/2010/037/0/5/Anahn_Thunderhead_2_0_A_by_IskatuMesk.jpg[/img]

1,643 Replies 3,610,381 Views

Aha. I guess I'll need to get some money on my credit card and get my hands on diplomacy, then. Not sure when that'll happen, but hopefully soon. I did notice the Ai *never* built the big siege guns, so hopefully I can encourage them to do that in Diplomacy somehow since they do get max tech now. I'll check the advent carrier, too. If the AI reads two roletypes then we'll be in business. And yeah I noticed that they [i]love[/i] carrier spam. I guess I'll have to give that role

38 Replies 26,303 Views

Excellent information. This gives me some more info to work with. I didn't look at statCountType, I'm definitely going to check that out and see how the AI behaves with that. It's also good to hear your mod is working that way as well. I suspected that there has to be certain capital ships available immediately, particularly the two you mentioned, and possibly a carrier as well. So I'm aiming to set all 3 initial capitals to those, and the second tier to those that aren't met, and the

38 Replies 26,303 Views

[quote who="LCCX" reply="4" id="2521004"]Hmm, yeah... The impetus behind my idea would be to provide a more thorough document to the community detailing what kinds of abilities are possible, especially for some of the more creative and esoteric solutions to desired effects.[/quote] As someone who has yet to really try messing with abilities yet and is very unfamiliar with the system sins uses, I would find this very helpful. I'm hoping you are able to make this happen. [quote]

7 Replies 35,416 Views

In all of my mods, making the AI the most functional it can possibly be is amongst my highest priorities. Without going too deep into my game design concepts, AI is a part of a four-section ring, including Gameplay, Graphics, and Sounds, that a mod should strive to deliver. But the AI in sins is vastly hardcoded. All we have to work with are some values in Gameplay Constants and the roletypes of ships. After hounding the forums with the search function, I have been unable to f

38 Replies 26,303 Views