for the abilities on capitals does it prevent the usage of the 5th ability or does it simply cover up the UI (so an automatic passive ability would work in slot 5?)
EvilleJedi
I'm more worried about changes to entities and abilities because my mod is all new content and not going to modify any files if I can help it, but just having a list of files doesn't alert me to addition or removal of entity attributes. so when I talk about notification of changes just looking at some silly .1 change in a value is pointless, I need entitiy structure and key word changes.
the biggest question in my mind about entrenchment editing is how will a mod work between entrenchment and non-entrenchment clients. for example, is vanilla going to get patched to support 4 fighters per entity, but not have the content? is there going to have to be two seperate mod sets one with 2 and one with 4? or is it going to just pick the first two entries and ignroe the rest.
sereneOne80012 I think you misinterprited the OP, research in the mod is worthless because it is not done yet, don't waste your time on it etc, not that research in general is worthless. Until I was told that it was screwing up the AI I was just pushing it out to a later patch.
the important part of a file comparison wouldn't be the actual diff portion, but actually telling me what IC actually changed (in fact we just need IC to give us a read only CVS stub, all problems solved, we could pull the diff ourselves. all this text file comparison is so clunky) ability/buff editor would probably be the most useful, mainly because having a drop down selection for the different sections is vastly better than trying to ref the forums.
a quick and dirty tool that would be really helpful would be a utility that checks a mod directory for the files listed as changed in a new version (it would also need to check if entities types are modified in custom files) this would require the devs to give us a standard format for version changes, but that would be easy enough. an icon image cutter would be really useful too, though I have been thinking of ideas of how to do it a lot simpler in excel with some vba scripting.
honestly they should just implement the HW2 z control, move without Z is along the plane of the current Z position of the ship (not along the grid, but parellel to it) and then to change the Z you hold down the hot key and it draws a helper line from the current position, each waypoint is referenced off the Z of the previous waypoint until the movement order is confirmed. visually it is quite intuitive (unless the camera is in the same plane as the calculated like then it gets weird)
in general they all have a very large command tower placed on a pylon (like a star destroyer, but even larger) I liked how it worked on the strident design he made, but it is repeated over and over again on star destroyers, frigates and even mon cal ships.
should work with 1.12, if you have logging on it will throw a non-crash warning about enum values, but should be fine to play.
while drone's art is top notch, he has a consistant design element on all of his ships that I do not like (the bridge) for ships with no know images I am working on my own designs. until we can actually blow up planets there will be no death star (though the sovereign or eclipse is a possibility)
you still need to run the model through XSI mod tool to get it in game, but you can model in blender and export to a format like obj and import it in mod tool.
thanks for the heads up, I usually watch certian threads, but only occasionally trawl the rest of the boards (like once a week or so) questions sent off to Blair okay so now for the next news. At this point my plan is to release a patch for 1.12 sometime around new years and try to fix most of the bugs that have been identified, after that the mod will require entrenchment unless there is some managment tools are provided to manage
acolyte173, that is because the acclamator I is considred a colony ship, it's actually the correct behavior (but a bit annoying) however it is necessary for the AI to work right, as a quick update I am going through and adding descriptions, shields and fixing weapon points on all of the ships. This makes a big difference ( the weapon points and shields do) as the game expects things to be aligned properly so that targettign and collision works. I have completed the CIS
don't confuse efficiency with 'cheap' In the movies xwings go down in all of a single hit more than tie fighters, their shields are effective vs glancing blows but not solid hits (of course xwing and tie fighter drastically upscaled the number of hits a player ship could take but that was a game mechanic) The empire needed to deploy tie fighters to millions of worlds and millions of ships and stations, you are comparing mass produced fighters for an entire galaxies mili
okay, honestly I believe that icons represent more work than ANYTHING else in this mod, more than modelling the ships making the stats everything it is a nightmare. screw icons, screw anyone who whines about them, you have no concept of the hell that is icons....
a couple of ship list additions that should round out the fleets a bit the republic will get the class II frigate as a carrier (cruiser) and the nexu heavy transport as a planetary assualt vehicle and utility (cruiser) the CIS will get a variant of the CC-9979 lander as a seperate landing (frigate) as well as a trade federation patrol frigate.(heavy frigate) I will be releasing a small patch in about 2 weeks, so get your bug
Drunkdriver: [quote who="DrunkDriver" reply="1" id="1967848"]Been playing a couple SOGE games with my brother. A few issues: Please rebalance the ships. Alliance is way too OP. [/quote] please report this in the bug tracker in detail, saying the alliance is overpowered but not citing specific examples is worthless to me. If you mention that for example the MC30c is broken, that is a good example, but beyond that I have no idea what overpowered means in this context.
hmmm what's even stranger with the minidumps is that only the squadron files are custom , the fighters themselves are using the stock sins fighters, so they themselves shouldn't be the issue (unless there is a problem in the squad files) I really can't do anything useful with the minidumps, until IC decides to make a minidump tool or something to explain them, they are pretty useless.
tkins, minidump when the executor was shooting or ? it might be the weapon points, I'll have to go back and check them
the link rotates through the mirrors, there is a file front one in there.
if you can prove that the reductions in decimal points increases performance (I can't think of any code related reason why it would) or decreases minidumps ( I can think of some very few cases but would need proof) then I will. btw if you are wondering what my desktop looks like right now this is it (I have a widescreen 24" lcd with a 22" CRT 4:3 next to it for a full desktop area of 3520x1200) currently working on updating the MC-80a and MC-80 star friga
decimal points wouldn't change the number of calculations, they are all 32 bit floats so the code and processor won't see a difference, especially since the percentage modifiers will make them non integers anyway. I don't see how the accumulation buffer for the damage would run any faster or slower with less decimal points. So I can't think of any technical reason the decimal points would matter. It must be in the parser rather than in the calculations, but that would only be on load (make su
170 strike craft in one gravity well? damn okay well I can't fix that bug :-p
anyone else getting minidump issues, if you are PLEASE tell me what you were doing right before it happens, if you don't it will be very very hard to track down.
my intent was to replicate the format of the files exactly, it's all calculated in excel and macro exported out anyway, so are you saying trunctate to no decimal places? or just fill with 6 zeroes?