Darvroth

Darvroth

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

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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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

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[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

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[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...

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[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.

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[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

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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

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