The only other differences appear to be [quote] buffInstantActionType "ApplyBuffToTargetsInRadius" ... aiUseTime "NotInCombat" [/quote] I'm sure I've seen it auto-cast when there have be no trade ships in the grav-well too.
NewHorizons
[quote who="Major Stress" reply="259" id="3319815"]It sounds like you are having sync issues.[/quote] I suppose drivers as the cause could be eliminated by doing some single player matches against a similar number of AIs as your MP games. You can check if your game is nearing the 2Gb limit by Alt-Tab'ing to the desktop and looking at the memory usage of Sins of a Solar Empire Rebellion.exe in the Processes tab of taskmgr.exe, although you might have
[quote who="TobiWahn_Kenobi" reply="3918" id="3319525"]And I do love watching the Titan being built.[/quote] The Vasari titan foundry would look pretty good for the Shadows, even for their cap ship factory. For extra coolness during construction have the Shadow vessel built fore-to-aft (instead of upwards) and move it away from the foundry. It would look like it was slowly emerging from the gates of hell! Mwah-ha-haa! [e digicons]}:)[/e] Edit: [quote who="TobiWahn_Kenob
Repair platforms don't restore hull points on titans, adding to them to the targetFilter section of Ability_*_Repair_Platform.entity fixes the problem:- targetFilter numOwnerships 1 ownership "Friendly" numObjects 4 object "Frigate" object "CapitalShip" object "Sta
[quote who="TobiWahn_Kenobi" reply="3910" id="3319142"]Well, the Neshatan should not be the counter to fighters ...[/quote]Agreed, I wouldn't want to go too far & convert it into a flak frigate on steroids though. [quote who="TobiWahn_Kenobi" reply="3910" id="3319142"]...but should be able to remove the last remnants of fighters from a system.[/quote]Yup, that's what I didn't find - it practically has no effect on strike craft. [quote who="TobiWahn_Kenobi" repl
I just pitted a Neshatan against a Poseidon full of Thunderbolts, and the fighter squads almost ate it alive (it retreated with 1.9% hull left) with no detectable impact on the fighters, despite being ordered to attack the squads instead of their carrier. [quote who="Darvroth" reply="3907" id="3319015"]... and decrease beam duration to 1.8 or less[/quote] However, the duration on the anti-strike craft weapons is already down to 0.25. What appeared to be a problem is the weapon
[quote who="Darvroth" reply="3907" id="3319015"]NewHorizons, could you run the experiment under the following variables: All Minbari ship based weapons with the fighter flag set TRUE increase range to 600 from 400 and decrease beam duration to 1.8 or less and see if the Minbari fair any better?[/quote]A lot of Minbari ships have anti-fighter weapons with a range of 3600 and duration of 3sec, should I adjust the timing on those weapons or just the short range ones? I guess I should als
[quote who="Darvroth" reply="3905" id="3318803"]You forgot the Vorlon Drone[/quote]Yeah, I knocked out non-combat ships and *Fighter*.entity files to trim down the size of the table. Back on the titans (Neroon), you can't select any abilities despite having spare points.
There's techs & pacts that grant hull bonuses to frigates, but not capital ships. So you can end up with frigates with stronger hulls than the pride of your fleet. [e digicons]:S[/e] Below is a comparison of all races base hull strengths, as defined in the entity files. What would be useful is to redo this table with bonuses applied. [quote who="Darvroth" reply="3902" id="3318646"] It can even target fighters on the left and right facings though only at very, very sho
[quote who="TobiWahn_Kenobi" reply="3898" id="3317863"]Problem is, I do not get the Titan Factory icon to show on planet selection (ACTIONICON_PLANET_blahblahblah) and I do not get the icon for going back to the planet section when in the titan factory subsection. The buttons work though and the Titan Icon itself shows just fine. What need I do?[/quote] On the Neroon Factory the button positions appear to be mixed up. After selecting the shipyard all buttons are blank. Hover o
[quote who="Major Stress" reply="3685" id="3316760"]Not a single one of us knows how to program. I got as far as "hello world", and lost patience for it.[/quote] [quote who="RedDwarf999" reply="3687" id="3317395"]Major Stress you have got to be kidding me! I just always assumed that you guys were programmers or somehow connected to the IT/Game/Art industry.[/quote] That really surprised me too, and I am a programmer - though not graphics related. The patience & skills requ
[quote who="Darvroth" reply="3893" 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] You'd have to be careful here as large numbers of strike craft are a major source of late game lag in Sins. If you're going to increase the squadron counts on cap ships, maybe reduce it on the Morshin.
[quote who="TobiWahn_Kenobi" reply="3885" id="3316304"]Sounds realistic. What exactly do you propose?[/quote] In addition to what the techs currently do ... Minbari Civil War:- * Negative population bonus - Warrior Caste were harsh, eg evicting the Religious Caste from a city and forcing them to walk across a vast frozen wasteland, pretty much a death march. Say -20% or back to base values. * Increased module construction time & cost to reflect a breakdown
[quote who="Emperorjarin" reply="609" id="3316086"]Maybe rename it to something like "nanomolecular resource generator," make something up about solar flares, and there you go.[/quote] Hhhm, you would need an awful lot of E to get a useful amount of m . However how about granting generated resources from the Okulus' regen vortex? It would only give you resources when hostile ships were destroyed, but you may be lucky in having an enemy's trade route run throu
Minbari civil war started (series 4) after Proxima III & B5 split from the EA (series 3), but finished before Clark did himself in (near end of series 4). I suppose if you're reflecting this in the tech trees, you could have the Minbari civil war tech have larger negative effects than the EA's but the time taken to research 'Reform Grey council' is less than 'Restored EarthGov', ie Minbari Civil War: short & severe - society shattered by divisio
The particle effect for the Victory's Cleansing Brilliance (like on the old babylon5ins blog) doesn't appear - the ability appears to work, just invisibly. [e digicons]:ninja:[/e] Suggest a "pursuit" ability for Omega destroyer which increases acceleration & sublight speed by, say, 20/30/40%. It would allow it to keep up with Hyperions and frigates. Tempted to call it 'Right down their
Looks like tech prerequisites for the EA Victory destroyer aren't quite right. The 'Project Victory' tech only requires 'ISA Membership', however the ship itself also requires 'Universal Understanding'. When the Victory is made into a titan (ATM it's still built at a normal cap ship factory), it may be nice for the titan foundry to be unlocked by the 'ISA Membership' tech. I had a look for "FriendlyInsurgentShipsSpawnedAtHomePlanetWhenEn
[quote who="TobiWahn_Kenobi" reply="3857" id="3311602"]Quoting NewHorizons, reply 3855 Tobiwahn/Darvroth, have you noticed AIs building TEC ships in Rebellion? Early on in one game an EA faction invaded with a mix of Kodiak, Cobalt and Krosov frigates. Later on a Centauri faction had a TEC frigate or two as well. No, and I would not understand that happening. But if someone in the know could control the player files that would be handy.[/quote] I've just been
Not sure how much of an effect manifest duplicates have (probably not much) but BuffInspireAndImpairPlanet.entity is listed twice in Rebellion's entity.manifest .
[quote who="Major Stress" reply="3656" id="3312476"]I cant download it, because my internet is absolute crap, and it cuts off at 30 megs.[/quote] If you're having connection drop outs during the download of a large file try Cygwin 's wget utility, which is a command-line HTTP client. It supports range-requests (-c option) where it uses the size of a partial file as the start offset for subsequent downloads. [quote] $ wget -c
I've think I've seen something similar to JackBauer too - a string of ships will pursue something well outside of the grav-well. I got the impression it was related to strike craft whose carrier had been destroyed, but have found no definitive pattern yet. Tobiwahn/Darvroth, have you noticed AIs building TEC ships in Rebellion? Early on in one game an EA faction invaded with a mix of Kodiak, Cobalt and Krosov frigates. Later on a Centauri faction had a TEC frigate or t
There appear to be several duplicates in entity.manifest . Pushing it through the sort and uniq commands indicates around twenty or so. [quote]$ wc -l entity.manifest 2963 entity.manifest $ cat entity.manifest | sort | uniq | wc -l 2941[/quote]I assume an entity only has to be listed once in the manifest. [e digicons]:sheep:[/e] After some more scripting with sort & uniq , the duplicated manifest entries appear
I don't think anyone claimed Sins always uses 2Gb of memory. However, like most 32-bit Windows applications, Sins can only use upto a maximum of 2Gb - if it attempts to allocate more memory than that it will crash. Hence the TSOP mod which has taken great care to minimize the amount of memory used by Sins. You have to be careful interpreting kernel metrics, especially memory usage - the numbers can often be a case of 'lies, damned lies & statistics'. [e digicon
[quote who="myfist0" reply="6" id="3310364"]I would not make this a standard windows tool, it would confuse the hell out of most comp users.[/quote] Note that command shells will tell you what the sym-link points to, in this example I used mklink /J to make the Rebellion's dev.exe mod directory the same as the normal game, from the DOS command prompt:- [quote]C:> dir Directory of C:\Users\NewHorizons\My Documents\My Games\Ironclad Games\Sins of a Sol
Darvroth's upgrade packages does fit will with B5's refit from the Gropos episode, nice ideas. [e digicons]:thumbsup:[/e] [quote who="TobiWahn_Kenobi" reply="3842" id="3310060"]Currently there is no tech to allow wormhole travel IIRC. Might need to change that in the future.[/quote] Is that only a limitation for EA? Seems a bit unfair that certain races can never traverse wormholes - I'm sure other races can use wormholes. I've just been looking at my proposed