I´m currently in a slugfest in beta 3 with 6 cheating AIs (2 have been eliminated) and the game is well over 4 hours in. 4 players have upgraded to max fleet supply and i´ve run into kinda roadblock. The game is now skipping even in 1x speed setting. Normally i would only experience this when setting the game to 4x or higher. Also i´ve noticed that apparently the AI cycles have gotten extremely long, ships now take approx 5 secs if given
Pithlit
Depending of the balance of the game once its out: Is there any interest that i remake this mod for the original game? I know that it is not so much rebalance anymore but provides a more slow and tactical gameplay experience as i have included some suggestions from the community. So i´d probably have to change the name ^^; Anyone playing and enjoying so it´d be worth to update the mod to the full game including the advent?
@Prezo: mhh, difficult, i will think about it, no problems would be: damages ships around the target, damages ships around the caster. Friend foe is no problem, but i don´t really know yet how to make this cone thing work, as sadly abilities seem to be all around, but let me try something. @Jack: Fighters can´t have abilities (yet). i sent a request to the devs a while ago as it would be great if they´d have antimatter and abilities for example: Missiles with ammunition, Flak tu
I hope the mission is not too hard ^^; But i wanted quite a challange as i am not able to play online at the moment. As you all know: If at first you don´t succeed, you fail! well, but anyways keep trying, its doable, at least sometimes :P
[quote] [already executed] Brilliant! Now I have to explain to my co-workers why I'm snickering. [/quote] Glad you liked that ^^ Thought it would be something the vasari might do :P
This map is for those of you who want a good fight, but don´t have time for online battles. It emulates a possible SP scenario using the current beta4 sp skirmish. So here goes: [b]You[/b] are Pithlit Alkasar, rear admiral of the 21st Arakesh exodus fleet and heir to the military genius tac-overseer Nandin 'adamant' Alkasar. Due to a slight miscalculation of your second nav-tech [already executed] during the last megagate jump your ship has strayed from the fleet and strande
[quote] Will there be a distinctive AI for each faction? Or will the AI be relatively the same with only few tweaks based on faction. Will the AI have personalities? [/quote] My guess is that all factions use the same AI, as they are (at least from what we have seen unil now) very similar in their selection of their ships and the like, so their general buildorder and ship manouvering is the same. The abilities have their own set of points when
its cool that the game now supports arrows that go from top to bottom, so we can branch of in that direction, too. In the advent research screen we have seen that is possible to have requirements set in a different 'box' and that the arrow extends over the border. The 90° turn for the current research screen with fancy background (that looks very good btw :) is a cool move Although it still seems that the requirement arrows only span two tiers. (or there are simply no techs with a lager
Wow comments :) i like! Ok: The Excalibur is basically the superweapon of the titans, at the very top of the techtree, needing many technologies from all sides to build it is going to be the strongest single ship in the game, also the largest with around 15km length (thats about 10x the size of Alan) Able to manufacture a battlefleet on the fly and also armed to the teeth it will be very hard to stop this behemoth. The pic above is the top view, the idea for the design
[img]http://img223.imageshack.us/img223/1221/exctitanau5.jpg[/img] hope you like this ship
Oh **** yeah! *drools*
There is a new version availiable, is it an update to 035 or do we have to completly reinstall again? And what are the changes for this version? I am asking because i am not sure i i really want to download another gigabyte right now ^^;
the code is flawless :p, just a typo on my side ^^ you wont believe how many hours went into that project and believe me bugfixing for haege was horrible, as the game doesn´t give you nice error messages a sins, it simply crashes during load and you have to guess, depending on where on the loading screen it crashed where the bug might be :) "Prophecy"
Sure if you like, why not :) Just give me a message over IM or so and i can fill you in, if you don´t know yet how the abilities work. New Ability: An ability that works like the TF2 Medics Medigun: Healing the Target and if fully healed it increases its hull points. While doing so it slowly loads its antimatter. When that is full it can activate an "ubercharge" depleting the antimatter and making the target invulnerable at the time. (this ability only works
Yeah, heagemonia was awesome :3 that game was also very nice for modding although very limited in some terms (no chance to balance small vs larger ships :( due to the stupid squad cap) Reaaly liked the effect engine, though. Has anyone played my mod project for haegemonia? "Prohpecy" was the name and it was very cool i think, sadly heage died so quickly :( Great things could´ve been done with that one aswell. [link="http://files.filefront.com/prophecyexe/;9071955;/fi
so many supply crates :3
@Steelfin: Glad that you like it :) Was quite a bit of work to get it to this point but i think it was worth it :) So for all of you who are playing the mod (3 people confirmed :P) here is the promised update :) [link="http://sins.bz/infusions/pro_download_panel/file.php?did=61&file_id=137"]WWW Link[/link] @sins.bz This update fixes some abilities mostly regarding the new fightercraft mechanics (such as magnetize and flak burst) Some minor flagship balancing an
its a good area denial weapon and nasty for traps near jumppoints :) As usual gravity messes with the phasedrives, so if you manage to catch the enemy fleet in one of these just after a jump they are in a world of hurt ^^ Edit: @P5yy Made your ability, was not much of a problem. Worked it analog to the akkans target computer. only that it targets enemy bombers and reduces their damage, aslong as they are in range of the projecting ship. Nice idea for a
I have a very nice new ability: The black hole generator This device that can be dropped at a given location by a support cruiser. It can then be activated remotely to create an immense gravity field, drawing all vessels friendly or enemy to it and crush them by its strong gravitational forces. The larger the ship, the slower the pull. Once near the source the ships hull gets crushed and eventually destroyed. The larger the ship the higher the damage done. O
Deadline will be thursday next week, get your maps ready and tested and notify me beforehand if you need artwork or description text done for them!
yeah, it happens, once a cvertain ammounts of effects are on screen (particles) they vanish. Happens often with space jump as there are a lot of them flying around aswell. Easily some of the ships don´t have them.
true that
could be fun ^^ @Code: Well, the whole game would play above the coulds, so the skybox would be changed to ground below and sky above. Planets would be refueling bases or whatever is there of strategic importance. I would defenitly help with this mod once i am done with my own things, as it definitly something different :)
Hey devs, for us mappers it would be a great if we could fix artifacs to certain planets like it is currently possible with planet boni in the the planets entity file (currently only used by the pirate base) That way we could create new mission specific planets that would always have certain special abilities which could be used to create "locations of interest" in otherwise maybe worthless spots or to simply point out and enhance the battle of a hotspot. This would also be a gr
the two spots in the middle are random, you never know you´ll find there, but its probably a big bonus for the one that gabs it :) It can be terran, desert, volcanic or ice. I have changed it so, that itz will be always a planet, no asteorids so its always a good thing to get :)