[quote who="TobiWahn_Kenobi" reply="5113" id="3725667"] Quoting saltznpeppez11, reply 5112 Two models I can't wait to be done are the warlock and the centauri titan. Centauri Titan is done. Or am I missing something? Adira should be ingame. I did that model over a year ago. [/quote]
Darvroth
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.
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.
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
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.
We've had issues with the tech tree menus sometimes overlapping...which menus are having issues and what exactly is displaying?
Stellaris seems to have the lion share of 4X gamers at the moment. SOA2 still seems to be going strong so Sins isn't dead but it's definitely fading as the engine ages.
I agree the races are not balanced ship vs ship (on purpose); the Minbari will wipe the floor with the other younger races though late game EA will put up a fight. There is also a tech progression from early to mid to late game. Early EA is weak, late game EA is in my opinion stronger than both the Narn and Centauri though each race has ship combinations that work well. I know TobiWahn will accept models but he's very particular about how they are rendered and the hard p
The AI has the most problems with Shadow, Vorlon, Minbari and Centari in that order. The AI seems to be more or less ok with EA and Narn. There are lots of reasons for this but the most common is restrictions on colonization.
[quote who="TobiWahn_Kenobi" reply="5081" id="3715505"] Quoting afcrobert22, reply 5079 Have a question, when you first start the game and you click the button to choose which race you want to play, Rebellion changed it so that it was a split screen for each race between rebel and loyal. How do you get rid of that so that the button goes back to the way you have it (pre Rebellion)? Not sure, perhaps Darvroth can enlighten you. Might be in the player config and/or need
We live! TobiWahn those links were fixed in the last patch I sent you...however long ago that was. I've also done a speed and maneuvering re-balance that resolved several very annoying AI behaviors. Let me know when you are ready to receive the entity files.
[quote]Fixed bug where AI could stall on colonizing a planet. [/quote] Awesome! Thanks team.
[quote who="Frogboy" reply="5" id="3670241"] Also, looking for some forum feedback. We'b een updating the forums a lot lately. [/quote] Do the new forums clone the old forums? I've noticed several subjects appear to be on divergent tangents...
[quote who="Yarlen" reply="42" id="3671981"] Should be next week. [/quote] So much for free time...start updating mod...
The Warlock is in game and has a researched upgrade. The model is not yet complete or imported and has been in the mod for several years now.
[quote who="GoaFan77" reply="3" id="3667589"] I think you mean the research files [/quote] Yes, it was late...
Slightly off topic but I love the new UI interface for game start. Thanks team.
Not dead, just very busy with life.
[quote who="JoshuaTedder" reply="2630" id="3645925"] Ah so there can only be one type of constructor. [/quote] True but the constructor can have several abilities allowing it to construct or spawn a multitude of things.
[quote who="GoaFan77" reply="27" id="3667588"] If the latter, yes, I'm sure basically all total conversion mods would like that. [/quote] Yes, the latter. The last DLC unintentionally introduced several modding complications. Hard coding vanilla Sins ships being IMO the worst offender.
[quote]Right now, the maximum Capital Ship limit is 16. [/quote] Easily modified in the constants file.
[quote who="Blair Fraser" reply="25" id="3667436"] I've looked into negative trade values and its relatively easy. However, what isn't easy is how to deal with all the trade modifiers. As it currently stands, the modifiers will all make a negative trade income worse which precludes the idea that a value may start negative and work its way positive through modifiers. What behavior is desired? [/quote] Well if easily implemented I'm fine with negative trade va
Took much longer than planned due to real life, but I found several abilities that were broken with the conversion to 1.8.5. I'll pass a bunch of files to TobiWahn that address a great many things: bug fixes, balance, AI issues, etc.
Most curious thing the Narn DagKar Energy mines didn't do a thing to the enemy but blew the snot out of any Narn ships in the blast area... Need to look at that again. The capital ship ability(s) worked as desired last time I checked... Never done with this thing, always something to fix.
So far modifications are working wonderfully. Only EA and Minbari suffer from Rebellion effects during their respective civil wars and the correct ships attack. Pirates have five tiers: two fighter equipped "raiders", one Centauri and two progressively nastier Shadow groups. A word of caution "raiders" are dangerous to colonies though I purposely did not include planet bombing among the Shadow raiders. The Militia are annoying even amended and seriously retard most AI; I do not recomm