kris159, you actually can change the shieldmesh colors. It's in the races' player[race name].entity file. There is a default set, and you can change it. You'd just have to tinker with it a little to figure it out.
Whiskey144
if your impatient, pick up harpo's mod updater. Create a v1.02 Entrenchment mod folder (no that's not the name) and drop the unpacked 7DS Alpha A into it. Run the updater. It should be able to update the mod. It'll probably take a bit of time, seeing as 7DS is 1.16 GB (and that in 7ZIP forum!). It's what I am going to do.
that's what I gathered. Personally, IF I made a new race (*wink wink*) I would make it so that they had no Jump AM cost. Of course, the new races I come up with typically use something different from phase space.
well, I have a mod idea called 'Space Superiority', that makes SC a spawnable frigate (and it costs RESOURCES, ooh!, aah!), and the SC have abilties like 'Cluster Bombs' 'Afterburners' 'Laser Designation' 'Incendiary Shells' 'ECM Suite' etc. etc. And that's just the TEC's abilities. I think you would like some of the Vasari SC ideas for it. Here's two. Phase Manipulators- these little guys are despatched in a 2-fighter squadron (their specialists, whatdya expect?), and carry a
are you sure that the mod had that in it? I've never seen anything like it.
yeah, Marauders have a Phase Stabilizing ability. Orkulus SBs can also be upgraded to have the ability as well.
well, I wanted the Venator because it (in the form of the pictures in the 'Star Wars Episode III: Revenge of the Sith Incredible Cross Sections' book) inspired the design of the Venom-class Star Dreadnought/Carrier. Any changes I would make would mostly be (maybe at this part) adding weapon/ability/bombing hardpoints, anything else would be scripting/strings changes.
thanks EvilleJedi. Most of what I was going to do was Republic&CIS vs. stock races &/or others of my own creation; as well as incorporating them into specialized mods of my own.
not sure if anyone's already said this, but you CAN reassign the 'flagship' designation. With multiple caps on hand, it just goes to the one with the highest experience level/points.
1st, you can change the ship's turn rates. look at the entity files again. it's this line- [maxAccelerationAngular] for increasing turn rates, and [maxDecelerationAngular] for stopping the turn. 2nd, you can't make buffs to disable ships weapons/engines/abilities. That's an 'entityBoolModifier' line. Also, the Domina Subjugators already have an ability that does this. It's called Perseverance. 3rd, pt1- it's a PHASE JUMP inhibitor, not a WARP DRIVE inhibitor. pt2- look at the
hey, EvilleJedi, had a couple of questions about SOGE- is it alright if I convert the Republic/CIS into Entrenchment as an add-on style mod? At the very least I'd like to be able to do so for myself. and can I use any/all of the particle effects of the mod for my own mods?
hey JasonFJ, just had a few Q's about model&texture usages (with creds, of course). These are the models I'd like to have permission to use- All of the Imperial caps, because I like all of them, and I don't really want to have to come back to check if I can use them if I later decide I do. Mostly I just want the Venator (awesome!!!). The X-Wing model. These are boss. also, music themes&particle effects? And a Q- How did you give the Vena
no, I just thought that since the OP was looking for bigger badder caps, that maybe he should try making his own super-cap mod.
well, there's plenty of mods out there that make capitals big bad warships. That, and there is always the option of the TITAN. The BIGGEST, BADDEST, CAPITAL SHIP EVER CREATED.
actually, the Kortul does dish out quite a bit of damage (READ THE OP MAN!), and can dish out an OBSCENELY high amount with Power Surge. Volt actually noted that the Kol has the best defense because it can shoot all around itself, the Radiance has the best anti-single-target weapon (Cleansing Brilliance), while the Kortul is built for pure damage dealing.
That's actually true. The Kortul/Radiance do have a majority of their firepower facing forward. The Radiance also has no rear-facing weapons, while the Kortul might (Pulse Beams and all). All three battleships can fire forward/left/right, but the Kol has weapons that stick out ALL AROUND. The Radiance has about half its damage sticking out to each side (it's lasers are its most powerful weapon), while the Kortul has a good amount of damage to the front (Wave Cannons/Phase Missiles) and sides
the Advent LRF has TOO MUCH hull in comparison to other types of units (particularly Guardians), and in reference to the entire Advent race. The Advent's ship survivability comes from their SHIELDS. Not hulls, like the TEC, or a combo, like the Vasari. While what you say IS TRUE, you also need to take into account that certain things should be different, like the LRF changes. With the TEC's LRF, I don't think that there is a need to change it. With the Assailants though, they are JUST
no problem. I guess I get to see effects with my 4 GB total/3 GB employed (the failings of 32-bit) RAM.
Dormant Nanites?! HOW DO I DO THAT FOR A SPACE SUPERIORITY MOD (and Volt, you aren't a MIND READER ARE YOU?!)
sorry if it came off that I thought you were an idiot N3rull. I didn't mean it that way. It's just that I thought that most people just watched the particle effects and what those hit.
actually, give them 'CAPITALSHIP' attack types. The CAPITALSHIP attack type has a 100% bonus to everything (meaning the damage of its weapons is the damage it puts out). This allows it to be a little more cap-like, but still give off a good amount of damage. With Entrenchment however, a whole new box of goodies comes along. This is because you can have research-linked mesh upgrades that add new weapons. The Vasari Orkulus has three attack types, for its three weapons. You could easily
the 'shooting' you see is just the particle effects. It's quite possible that is was APPLYING damage and just not effects.
EvilleJedi- I also thought I should ask this. Have you played the Battlefleet Gothic Mod for Entrenchment 1.03? If you have/haven't, then you should note that the ships in the BFG mod have no shield mitigation (yes it says 15%. But it's gone check the entities). Instead, they had really high shield regen rates, and while frigates (which had NO armor (no ships have armor points), and had 200 hull/200 shield points) did drop pretty fast (and they are actually supposed to), the cruisers are actu
cookies? well, that's an inexpensive way to do business, to a point. weebl&bob style? what's that supposed to be? "Duh, pressing the big red shooty buttons sir-man-guy, duy" (lol)
well, from what I understand, the Star Wars warships typically this is what would kind of happen- "Shields are down. It has been an honor to serve with you all." *smiles wryly*. The thing is, you can have a ship WITH NO MITIGATION, that has an OBSCENELY HIGH shield regen rate. IMO, Shield Regeneration could EASILY take the place of Shield Mitigation.