NewHorizons

NewHorizons

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2 Posts 49 Replies 651 Reputation

[quote who="TobiWahn_Kenobi" reply="3820" id="3305434"]...Shadows battling shadows would seem odd.[/quote] A Shadow civil war, it would be chaotic, but you wouldn't want to be caught up in the middle - nasty! [e digicons]:O[/e] [quote who="TobiWahn_Kenobi" reply="3816" id="3305065"]I think he meant all the other ones that were scattered around the galaxy and sought for by Ivanova on Sheridans behalf.[/quote]Yup, I was referring to the Walkers of Sigma 957 & friends. [q

5,473 Replies 14,244,883 Views

[quote who="IskatuMesk" reply="14" id="3305742"] What sins does specifically for me is install ms visual C++ every time I start it. It's the only game that has ever done that kind of thing.[/quote]If the latest Steam update hasn't already fixed this (or you don't want to update yet) it may be worth checking out KevSteele's solution in this thread .

18 Replies 8,046 Views

[quote who="Darvroth" reply="3812" id="3304882"]Quoting TobiWahn_Kenobi, reply 3809 Oh, and you must switch the Branch from Master to Rebellion in GIT to get the Rebellion repository! Translation please for the non-programmer... [/quote] If you're using the basic command-line git utility, it just means use need to use the -b branch option:- [quote]git clone -b Rebellion https://[email protected]/TobiWahn_Kenobi/sotyr.git[/quote]

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[quote who="TobiWahn_Kenobi" reply="3808" id="3304704"]Quoting NewHorizons, reply 3788 Edit 2: The Ruling Body->Crystal tech appears to unlock a pact, but none is available in the diplomacy screen. Have you files a ticket?[/quote] Is it supposed to unlock a pact? I wasn't sure so didn't create a ticket. [e digicons]:sheep:[/e] [quote who="TobiWahn_Kenobi" reply="3809" id="3304706"]Oh, and you must switch the Branch from Master to Rebellion in G

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I'd try running Rebellion without mods enabled - that would tell you if it is a compatibility problem between the game and Vista (which I doubt). As Seleuceia said, don't bother with compat modes, they're intended for running old software on newer operating systems, in this case the software is newer than your OS. Check the mods are up-to-date - recent cha

2 Replies 4,296 Views

[quote who="boshimi336" reply="3789" id="3301209"]Have you considered rolling the TEC 'Magnetize' ability to that new ability of yours as well?[/quote]It's my first stab at a new ability [e digicons]:blush:[/e] so I'll see what TobiWahn & Darvroth think. Gravity Net is designed as a frigate trap and complements the powerful, but fairly short-ranged weapons of the Troligan. It's already fairly effective, especially against long range frigates.

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I'm currently working on a new ability for the Troligan - 'Gravity Net'. It's basically the Iconus Guardian's Repulse ability, but in reverse. Enemy ships within the AoE are pulled towards the war cruiser, should be quite effective at drawing in retreating ships within range of your fleet's weapons. @Pyriel2005 : (shameless plug alert) You could try Sins of the Younger Races if you get Trinity, which is on sale on Steam for £6.49 (~$10) Ed

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I had the same problem here, however Kevsteele's fix didn't work as vcredist_x86.exe complained that I had a newer version already installed. If anyone gets this symptom, follow Kevsteele's solution, except using the VS2010 SP1 C++ package from http://www.microsoft.com/en-us/download/details.aspx?id=26999

17 Replies 76,567 Views

[quote who="GoaFan77" reply="6" id="3300005"]Actually I think 24 might be more than you can manually type as well.[/quote]Confirmed, max length you can enter 'in-game' appears to be 13 characters.

7 Replies 3,455 Views

[quote who="GoaFan77" reply="2" id="3299925"]... or edit the English.string file to change the list of names planets are randomly assigned.[/quote] I'm not so sure about the latter Goa, there appears to be a 24 character limit for planet names that are defined in the string file, so I think harpo may be correct. I recently spotted this when testing the B5 planet names for the Sins of the Younger Races mod - the 'y' of 'MacArthur Midrange Colony' gets clipped off (u

7 Replies 3,455 Views

TobiWahn, Darvroth, The mechanics of the Minbari Stealth ability always seemed a bit odd to me. It made the ship invulnerable for some unknown period of time and would drain AM at 15/sec until exhausted - period of invulnerability wasn't proportional to AM reserves. As it did not use a fixed AM cost it could be used even though a ship had no AM reserves. The ability wasn't set to auto-cast, so you'd have to micro-manage a fleet that was in a large battle, assaulting

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[quote quoting="post"] ... Many punctuation fixes to various diplomacy related strings. [/quote] Although not a diplomatic string, this typo appears to have been fixed in Rebellion, but not Diplomacy. [quote]StringInfo ID "IDSMultisampleNonmaskable" Value "Non-Naskable"[/quote] Good to see Diplomacy is still getting some attention.

8 Replies 20,751 Views

Minbari envoy can use its own abilities (eg Secret Aid) on your own planets. Could the abilities be made to only target planets owned by your allies? [quote who="Darvroth" reply="3728" id="3294448"]The Diplomacy update 1.37 appears to be compatible with SotYR 0.431[/quote] Only gotcha I noticed so far is the 'String not found' on the main menu, where the 'Play Entrenchment/Plan Sins' buttons have been replaced by one to upgrade to Rebellion. We'll n

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[quote who="HMS-ARKROYAL" reply="3721" id="3293819"]They are a real pain to build after you load a game. some capital ships refuse to build any at all and other ships refuse to build some certain types.[/quote] Also modern fighter variants require a lot more time to build (and probably more anti-matter) than their older counter parts. If a ship doesn't have enough AM, it won't build strike craft. Tip:- station a freshly built carrier/capital ship next to a sour

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[quote who="TobiWahn_Kenobi" reply="3668" id="3291520"]Jumppoint ability was broken for all but Narn.[/quote] Yup, that seems to have fixed it! [e digicons]:grin:[/e] [quote who="-Norbert-" reply="3658" id="3291091"]... I'd much rather see the Shadow Titan featuring the level 6 ability to call in a Death Cloud that instantly depopulated a planet, turing it into a dead asteriod, like the Vasari's "Strip Planet".[/quote] I quite like this idea too, although mayb

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[quote who="TobiWahn_Kenobi" reply="3637" id="3289499"]I submitted 0.43RC1. Issues were mostly resolved, some were postponed till 0.45. ... Dear testers please check and give notice. [/quote] Updated from the git repository last night - looks like Minbari's open jump-point ability is broken again, it's gone back to depending on EA's hyperspace jump-engine tech. I haven't yet checked the Narns to see if their jump ability works on not.

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I've sometimes thought it would be nice if any B5 titans were unlocked via a diplomacy pact, each titan specific to a faction:- EA xenophobes: Omega-X (Advanced Shadow variant) EA xenophiles: Victory destroyer Minbari warrior caste : Neroon heavy cruiser Minbari religious caste : not sure, maybe Whitestar? Narn xenophobes : Bin'Tak? etc, etc, although as you can see it would need to more thought as to what titans other factions get.

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[quote who="-Norbert-" reply="3626" id="3288453"]I'm not so sure culture spread gain is fitting for the Drazi conflicts ... but maybe it could increase the weapon damage and hit chance for friendlies.[/quote] Guess I was stretching 'political traditions' with culture a bit there, sadly I don't think planet bonuses can affect weapons, eg rate of fire, accuracy, range etc. The only way a planet can affect those is with an ability, eg asteroid belt. To add to bosh

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[quote who="boshimi336" reply="3614" id="3287984"]-Dock Worker Union: +10% Hull Restore Rate, +10% Trade, -0.5/sec Tax[/quote] Not so sure it's easy to do hull restore rate with a planet bonus, plus for younger races it's practically zero. However I do like this one, so it'll end up as * Docker's Guild: Trade +40%, module build rate +25%, tax -0.2/sec, module cost +10%, logistic slots +4. ie; skilled workers deserve a bigger slice of the pie, but they do a bett

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