[quote who="myfist0" reply="14" id="3335124"]planetArtifactDensity 0,200000 planetBonusDensity 0,500000 more like planetArtifactDensity 0.150000 planetBonusDensity 0.400000[/quote] [quote who="GoaFan77" reply="15" id="3335216"]I know that is the norm in some countries but I'm not sure Sins will accept that. [/quote] This does sound like a locale issue - many European countries use a comma for the decimal point delimiter. Some APIs will take
NewHorizons
Interesting comparison, especially between the B5 races - considering how different they are. How do build/research times compare? On a different topic, I've figured out why capital ships don't have any hyperspace effects - turns out we're using blank particle names for caps & titans, see Player*.entity . It's easy enough to fix that - I've hacked my copy to use the original generic effects for all ship classes. However SotYR has particle effects for a
[quote who="Darvroth" reply="4049" id="3337866"]Sharlin starts with 3 flights and peaks at 5. Adjusting the ValueIncreasePerLevel from 0.200000 to 0.334000 would increase the max flights to 6 adding new flights at levels 4, 7 and 10.[/quote]Is that the CommandPoints value?[quote who="Darvroth" reply="4049" id="3337866"]Most ships for all the races are formationRank 0 so this period of adjustment experimentation is needed for every race.[/quote]Agreed, although deciding lower
[quote who="Darvroth" reply="3892" id="3316495"]Reading through canon there are numerous references to swarms of Nail, shouldn't there be more squadrons on the various Minbari ships and not just from the Morshin?[/quote]Actually, I've had a change of mind about this. How about changing the role of the Sharlin from battleship to carrier role**, increase the number of squadrons, and set formationRank to 2. Extra squads would unlocked with XP level, say up to a
From what I can see, the slower pace of SotYR is to reflect the time-line based tech-tree and for a wide variety of build times between weak and strong units. Resource costs also reflect the latter, although reducing these across the board is probably not a bad idea as it might encourage AIs to build a wider variety of structures and ships - I've rarely seen AIs build turrets & repair bays for example. Speaking of which, I think there may be another problem with repair bays th
[quote who="TobiWahn_Kenobi" reply="4033" id="3335062"]Is this due to missing wormhole tech? Or other reasons?[/quote]Yup, the other reason was various planetType & orbitBodyType sections were missing from GalaxyScenarioDef.galaxyScenarioDef . These new sections appear to have been added between Diplomacy & Rebellion. I've uploaded a fixed (hopefully) galaxy def file to bitbucket, see ticket #148
TobiWahn, Could the SotYR manual be exported as XML instead of PDF? I might (when bored) be able to figure out an XSLT to generate HTML pages for the ships etc. Using the dev.exe, it looks like the Typhoon map's problem with SotYR is caused by [quote]GalaxyScenario type name is not valid. The EntityDefName is not available. TypeName:'Moon' -> EntityDefName:''.[/quote]Looks like our GalaxyScenarioDef.galaxyScenarioDef needs m
That chart wouldn't look amiss from the Sins manual - it would have been nice (back in Trinity days) to have a printed version of that chart instead of the huge tech-tree poster. Scout class frigates are conspicuous by their absence though. [e digicons];)[/e] Advent capital ship classifications aren't correct - Revelation & Rapture fulfil the assault (siege) & support roles respectively, while the Halcyon is their carrier. Might be nice to use each rac
[quote who="TobiWahn_Kenobi" reply="4033" id="3335062"]Is this due to missing wormhole tech? Or other reasons?[/quote]Not sure about that as * Typhoon has no wormholes. * I've played SotYR on maps with wormholes. That does remind me of an issue that's probably related to the missing tech - scouts that are set to auto-explore will get stuck at a wormhole, they just sit at the edge of the event horizon.
[quote who="TobiWahn_Kenobi" reply="4021" id="3334360"]Well, as soon as I have the ModDB - Sync Routine finished you can both modify the values directly and submit them to me[/quote]Sounds interesting. [e digicons]:thumbsup:[/e] [quote who="TobiWahn_Kenobi" reply="4027" id="3334860"]If only that was allowed for Ship textures...[/quote] Thinking of the creepy animated skin of Shadow vessels **shudders** , now that would have been impressive, ahh well. I
[quote who="Darvroth" reply="4017" id="3332490"]Looks good, however be sure to adjust the cooldown period as well so that the duration of the entire firing sequence remains about the same as in the current build, otherwise the damage/sec changes and that may adjust balance where it wasn't intended.[/quote]Ahhh, I see, so (burstDelay + Duration) * burstCount + cooldown should be the same before & after any changes. My intention was to try and match (as close as
[quote who="IskatuMesk" reply="4014" id="3331906"]If I am able to make some decent sheets with the aforementioned tools, it's possible I will share them with this community.[/quote]That would be most welcome, cheers! [e digicons]:grin:[/e] When submitting weapon effect changes, would a diff suffice? That would avoid the conflicts of existing entity files on bitbucket that address other issues. Eg to pulse Minbari medium weapons all that is required is to change the Duration</
[quote who="TobiWahn_Kenobi" reply="4008" id="3331657"]Please not flashier effects!!![/quote]Agreed - sorry SpardaSon [e digicons];P[/e] - I suppose its personal preference. I like the SotYR effects that mimic the series as, IMHO, it visually reminds the player of their favourite B5 episodes. Mods that are based on other sci-fi franchises have also taken care to match their effects to the originals, eg SoA2. I think the original weapon effects in B5 still look pretty good
[quote who="TobiWahn_Kenobi" reply="3982" id="3329122"]Damn, I really had hoped sync errors were a thing of the past. I'm having the CT today, so hopefully this is all behind me soon.[/quote] While running SotYR under the dev.exe I spotted the [quote]starBaseName == sourceAbility->GetIAbilityPtr()->GetDef()->m_buffApplyAction.entityTypeToCreate[/quote] error that may be a source of desyncs, see JasanFJ's post <a href="https://forums.sinsofasolarempire.
Linked-lists and arrays/vectors are groups of data structures that are coded into the executable. Each element of a linked list has its own dynamic memory allocation, with a pointer to the next element. Double linked lists also have a pointer to the previous element. A vector/array on the other hand has a single, contiguous, memory allocation for all N members of the group. Linked list: obj1->obj2->obj3-> ... ->objN Vector/Array: obj[1, 2, 3, 4, 5,
I've not looked those yet - weapon effects, weapon effects, hhmmm. If I were a weapon effect which entity would I be? [e digicons]:S[/e] [quote who="Darvroth" reply="3993" id="3330903"]... are a bit splashy for my taste[/quote]There's one that is used for a Narn flak weapon that looks a bit OTT (green Vasari plasma/pulse gun). Currently I'm finishing off the 'Flank Speed' ability for the Omega which I managed to salvage from my old machine. R
Indeed, I'm glad the scan was clear. I hope the meds help out.
A couple of WinXP VMs at work had at least 4 patches available. Looks like XP still has support until April 2014 :- http://windows.microsoft.com/en-gb/windows/end-support-help
Once you've registered the game, checkout https://store.stardock.com/myaccount/products After you've logged in it should list what you've bought and provide download links for the most up-to-date versions. I installed Trinity 1.37 on a new machine (my old one is dying) with no trouble, as Goa pointed out though I'm not sure if that applies to the original Sins, I'm surprised it's still availabl
[quote who="TobiWahn_Kenobi" reply="3976" id="3327482"] And glad to have you back.[/quote] Thanks TobiWahn, good to see you recovered from your illness. While watching the series again it was interesting to see the 1993 copyright date on B5 - yes it'll be 20 years old this year, crikey! Unfortunately, CygWin's curl & git don't yet work on Windows 8 (looks like the OpenSSL libs fail to load).
[quote who="Darvroth" reply="3973" id="3327399"]Glad to have you back![/quote]Cheers! [e digicons]:grin:[/e] [quote who="Darvroth" reply="3974" id="3327417"]...if you mean multiple short duration beam pulses per firing cycle per target or if you mean multiple targets per cycle.[/quote] The former - each individual firing cycle should still only affect one target, basically just break up the continuous beam into a series of pulses. I agree that we don't want to increase th
Sorry for my absence - my laptop died [e digicons]x_x[/e] . Good news I've just got a new machine - just downloading Rebellion onto it now ... so I should be back in action shortly. While without anything to run Sins on I've been watching Babylon 5 again and Darvroth's[quote who="Darvroth" reply="3966" id="3325693"]... duration of Minbari Kenet 6 beam is too long ...[/quote] comment also applies to the Minbari ships - there's several scenes in the s
[quote who="GoaFan77" reply="5" id="3324121"]... Speaking of 15 year old forum software, where did our quote buttons go.[/quote] Looks like a browser caching issue - I couldn't see them in FireFox 19 until I hit F5.
Like the idea of moving the Tishat down a level so that it's now dependent on the Morshin, it's now actually worth researching the carrier at that level. I never used to bother until I'd researched the Tishat. Proposal for Moon shield clan also sounds reasonable, although it maybe worth reducing hull points of Minbari defensive structures so that they're not too powerful - they're already pretty scary! [e digicons]:(O[/e] Re: some queries raised in your d
Good to hear the repair platform no longer to auto-cast their antimatter away. On a different topic, is there a reason why a Nova D'naught costs more (3620/1520/570) to build than an Omega Destroyer (3430/1480/450) ?