Darvroth

Darvroth

Joined Last seen Member # 2458332
4 Posts 983 Replies 548 Reputation

We've long debated including Whitestars...the new minor faction system may change the original "later" approach but there is still a whole lot of core work to be done first before adding on nice to have projects. The question is to make them super fighters or stupid fast corvettes? A frigate entity is the easiest to code but it won't behave like a WhiteStar in game. I may need to do some testing to see about adjusting the movement parameters to achieve more WhiteStar like behavior fro

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My moddatabase is 2-3 years out of date and had some incompatible issue with yours. I also have many files full of various balance and tweaks I've been working on and play testing. I'm fine uploading to your database but I've never had luck the other way. What I really need is an English translation of the most recent vanilla Rebellion build entity files to know what is in game. It is so much easier to modify existing entity files than write new one

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Ship and structures are easy...just a recognizable outline for the 2D art. There are other symbols aplenty for some key timeline techs but more esoteric ones will require creative thought. The tech tree could be winnowed a bit to reduce the quantity but that would require a wholesale rebalance for research time and resources. We also need an upward pointing arrow for the tech screens, the base game has down and right pointing arrows only. I'll

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All the 2D art for the UI including, ship tiles and all the tech screens and in other spots as well. Models for the planet orbitals and a good scrub of the technology the tree and all the ability files and associated buff files. In particular the strike craft still have some bazaar behaviors despite half a dozen or more efforts to address. I'm sure TobiWahn has more, but that's my short list.

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[quote who="Hael-sose" reply="5147" id="3745821"] Darvroth, I found this line in older patchnotes: -Modders can now design ships with the ability to destroy planets. Added a new buffInstantActionType "RuinPlanet" to accomplish this. An example ability called "AbilityRuinPlanet.entity" demonstrates its usage. Looks like the Vorlon Planet killer can use an update [e digicons]O:)[/e] [e digicons]:D[/e] [/quote] Yep, been meanin

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[quote who="Hael-sose" reply="5140" id="3745047"] it has a relatively weak forward gun, and fighters. [/quote] I wouldn't exactly call: WeaponType "Beam" damageEnums AttackType "COMPOSITE" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "OVERTIME" DamageType "ENERGY" WeaponClassType "FLASHBEAM" DamagePerBank:FRONT 1500.000000 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 0.000000

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[quote who="boshimi336" reply="5124" id="3738229"] Edit: Also of note, there are a larger number of models popping up freely available for download/printing that may be of use to this project. Is there a list of outstanding models that you're still looking for? I can do some digging and see what I find. [/quote] boshimi336 long time no see! I know TobiWahn is eyeball deep in real life, he's who will need to respond in detail to your gracious offer.

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Interesting, It'd make sense to make the entire LONAW a faction vice each race as a faction as there just aren't enough ships to satisfy the AI if each race was a faction. Alternatively a tech common to the Younger Races could unlock "bonus" fleets made up of LONAW ships. There are several mechanics within the game that could make this work but of course that means more models....

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Thanks for the explanation! Since SOtYR is still short 70+ models (at last count) having a duplicate of an existing model for the sake of finesse will be dependent on volunteer labor. I'm know TobiWahn has a prioritized list of models he'd love to import. The ominous black cubes are so distracting...Though it was a big improvement when they took on faction hue.

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Ah, well there's only the one model which is independent of any particular ship having or not having that ability unlocked. I'm not even sure the engine will support if tech tree can unlock a different model...I'd have to ask the folks over at SOA2, their mod has been more or less complete for 3 years now though they keep improving it.

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The Primus mass driver is a capital ship ability so...chose a different ability set... I'll have to look how they are packaged, some capital ships have sort of pre-programmed ability upgrades based on ship level, others have more flexible arrangements. You'll find planetary bombing damage is pretty nerfed for most races, this gives time for fleets to arrive and prevents a glass and go campaign though the Shadow and Vorlon late game can do so. The Centauri Primus and Octurion mas

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I used to play MP with my son with great frequency, a lot of the balance efforts were to improve the MP experience. The races aren't and never will be balanced but the tech trees are banded into early, mid and late game and correspondingly shift the balance of power. I've noticed most of the 4X crowd are active with Stellaris though there are still fringe groups enjoying older games, esp with particular mods.

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