NewHorizons

NewHorizons

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It's been a while, but I'd thought I would sneak back over the Neutral Zone (from SoA2) to lend a hand at bug hunting. I've opted-in to Rebellion 1.83, pulled from the repo and switched to Rebellion_Testing. Started a 10 FFA against 9 normal AIs 1 Vorlon, 1 Shadow , 2 of the other races, flagship victory on, everything set to highest detail, no LAA. It didn't take long (~20mins) to get several errors of the form:- AudioSystem: LoadSample Failure

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[quote who="Scartch" reply="20" id="3629992"] Thinking that it takes too long to arrive at the technology to colonize the ice world, so I'll start with the asteroid. [/quote] Sort of ... you don't want to target those planet types right at the start. The best initial colonization plan is to secure & colonize the asteroids near your homeworld - they're cheap to upgrade with the limited funds you have at the start and will return metal & crystal whe

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[quote who="Mord_Sith84" reply="10" id="3592289"] ability:4 "AbilityBuildAlienShip" [/quote] I thought as much, but just wanted confirmation. You'll probably need to set propertyType to AbilityDLevel in the entity files for the ability and the upgrade. If you look at the other abilities & upgrades you'll probably find they have their own unique values of propertyType. upgrade entity: <span style="f

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[quote]Ability file: TXT entityType "Ability" buffInstantActionType "SpawnShipsAtPlanet" instantActionTriggerType "AlwaysPerform" spawnShipsLevelCount 1 ... clipped ... nameStringID "" descStringID "" ... clipped ... [/quote] A nameStringID & descStringID may be useful. Which of the following abilities does the above ability file represent? [quote] TXT entityType "StarBase" ability:0

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The links between Starbases and their upgrades & abilities can be a little tenuous to determine for the 1st time. The weak link I found when figuring out the chain is the propertyType - each upgradeable ability must have a unique value. The first ability unlocked by an upgrade has a value of AbilityALevel, the second is AbilityBLevel, third AbilityCLevel etc. As harpo indicated, starbases can certainly spawn frigate/cruisers (captured Ferengi/Son'a/Tamarian HQs

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[quote who="erfield1" reply="4996" id="3570419"] I have noticed what appears to be a bug. Anytime I colonize a planet with a Vo-Dleh a D-4 will appear on the edge of the gravity well. [/quote]All of the descriptions of secondary effects for the elite colony abilities were out-of-date, now fixed internally:- FED: Sends supplies and personnel down to the surface of the planet to create a new outpost. For a brief time tax and culture rates occur at a higher rate

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[quote who="GoaFan77" reply="101" id="3558950"] Saw this little post in the Bablyon 5 Mod thread... [/quote]Glad you've made use of this trick. I doubt this method can be used on asserts that fire when a game is running though, as Sins will have loaded entity files into memory and will no longer have a handles open on those files. [quote who="GoaFan77" reply="101" id="3558950"] Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\Engine/String/StringLibrary.h(83)

105 Replies 353,311 Views

[quote who="Darvroth" reply="4935" id="3557703"] Just tried to set up a MP game with build a022941394fa on Lan and Internet MP and could not get two accounts to connect repeatedly getting a different check sum error but both accounts had the same exact build copied from the same master .zip file. Any ideas? [/quote]I'm probably grasping at straws here, but I have noticed most (821 of 871) entity files that have a [b]dlcId[/b] are missing values. These values are checked to

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[quote who="TobiWahn_Kenobi" reply="4933" id="3555810"] This concerns duplicates in the english.str. [/quote]Ahhh. A sort | uniq -c | sort -n of string IDs (excluding IDS_TAUNTs) reveals these duplicates[quote]IDS_ABILITY_HEAVYFIGHTERS_DESCRIPTION IDS_ABILITY_HEAVYFIGHTERS_NAME IDS_FRIGATE_TECHSTARBASECONSTRUCTOR_DESC IDS_FRIGATE_TECHSTARBASECONSTRUCTOR_NAME IDS_GAMEMESSAGE_QUESTCOMPLETED IDS_INFOCARD_BU

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I've had a quick look at trying to reduce some of the dev.exe errors. There's still quite a few[quote]Failed to convert '' to an enum value.[/quote] ones. These seem to caused by blank strings used in ...Type values. Eg weaponType (CapitalShip_Shadow_BATTLECRAB_YOUNG, CapitalShip_Vorlon_HEAVY_CRUISER and CapitalShip_Vorlon_LIGHT_CRUISER) or buffExclusivityForAIType (BuffRongoth_MissilePrototype) or orderAcknowledgementType (Ability_Minbari_FocusedReligion, Ability

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There is something odd with the Centauri. The Extend Empire tech is supposed to grant access to asteroids, moons & ice planets. The first two are fine, but ice planets remain uncolonizable, info card still indicating that Extend Empire still needs to be researched. [e digicons]o_O[/e] I have figured this error out in the G'Quan:- [quote]File: C:\Users\...\Mods-Rebellion v1.82 Dev\sotyr\GameInfo\CapitalShip_Narn_GQUAN.entity Label: firingTiltAngle Line Numbe

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[quote who="Darvroth" reply="4920" id="3550843"] NewHorizons and Cybertx, If you could take a look at ticket 164 on BitBucket. I'm trying to narrow the culprit but assistance would be appreciated. [/quote]I've had a very quick look, but so far I've not replicated the crash. Whilst investigating I noticed the dev.exe found some minor unrelated tech tree errors No ResearchWindow ArrowType found... ResearchSubject_Minbari_Quantum_Singularities ->

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Having a quick scan of SoGE, RESEARCH_DESIGNS_5_LARGEPROJECTRESOURCING (Large Project Resourcing) is a prereq for RESEARCH_DESIGNS_6_LARGEPROJECTRESOURCING & RESEARCH_DESIGNS_6_LARGEPROJECTRESOURCING2 both of which do researchModifier -> modifierType "SetFaction" to IDS_PLAYERFACTIONNAME_NEUTRAL & IDS_PLAYERFACTIONNAME_LOYALIST respectively. However both these techs also have a prereq of RequiredFactionNameID "IDS_PLAYERFACTIONNAME_NONE", so (as I understand it) if you resear

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IIRC, an early plan for Rebellion was that you would start off as one of the 3 races, like in all previous versions of Sins. The choice to become a loyalist or rebel faction was to have been determined, later on in a game, by research which ultimately would have lead to unlocking your faction's titan. SoGE's titan techs appear to be using this "loyalist/rebel" faction switch, hence why you can research one titan or the other, but not both. The faction switch via research could

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A few (probably obvious) suggestions for upgrades of caste-variants of Minbari space stations. All start off with same hull & weapon stats and have the one common upgrade: 'Endurance' - Additional hull points Religious : 'Sanctum' - equiv of Advent's "Evangelization Nodes", generates culture, 'Loyalty' - +ve allegiance increase Worker : 'Restore'

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[quote who="2of3" reply="3" id="3526471"] He lived long. And prospered. [/quote]Enriching the lives of many along the way. He will be sadly missed, RIP Leonard.

14 Replies 110,420 Views

When multiple capital ships are involved in combat they share the experience points for destroying ships. However, if a significant number of those capital ships have reached level 10 then I suspect they will not take their share of XP points leaving larger shares for remaining, lower-level, capital ships. Given that your fleet had a large number of max-level elites (and probably had a large escort of frigates & cruisers) it would be very effective at gene

2 Replies 12,823 Views

[quote who="Lord Daros" reply="2" id="3510907"] I have the basic game and can't locate it. [/quote]Looks like the buttons to speed up/slow down were added in the Entrenchment expansion. However, even if you have original Sins you can still use the + and - keys to alter the speed.

10 Replies 34,097 Views

[quote who="wbino49" reply="4936" id="3510295"] ... capitals,cruisers and frigate icons are still Vasari based. I play Fed. [/quote]Only race ATM that has their own ship build icons appears to be the Romulans. IIRC the icons were on the TODO list. [quote who="wbino49" reply="4936" id="3510295"] Communal Labor? [/quote]Yeah that'll need to be changed, along with Rich Ore Scrying...

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[quote who="wbino49" reply="4933" id="3510165"] ... please tell me you got rid of the Feds scouts....working.wav ...please. [/quote]I'm afraid not. I can't say for the others, but that sound certainly brings back nostalgic childhood memories for me - I quite like it. However I don't tend to build a lot of scouts, so I don't hear it that often. [quote who="erfield1" reply="4932" id="3510150"]Very nice[/quote] Cheers. Most work in that area was done in

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