[quote who="Windrose86" reply="4901" id="3537233"] Hello Everyone, where might I find the latest build? I'm playing the most recent posted to the wiki but cannot yet build the diplomatic station and I can't wait to try it out! Thanks, and amazing work! [/quote] The build posted at the header of this forum page dates from Dec 13. The most recent internal developer build appears to be quite stable though internal testing continues. It is up to the mod leader on when th
Darvroth
[quote who="GoaFan77" reply="2475" id="3536719"] It's also a pain to do with more than one "Choice". Which faction you are, which titan you get are fine, but its a lot of work to start making branching choices. [/quote] I know which is why I need to consult before embarking on potentially a long path. It comes down to is the juice worth the squeeze. We have already specified Psi for the Elder races and have engrained that in numerous abilities. The particulars
Lavo_2 thanks. I'll consult with TobiWahn and see how intrusive this might be to implement.
Thanks Psychoak, I see what was used in the .entity research files, but I'm still sorting out the exact details of the fork in the road tech and the necessary additions after that choice to ensure the linkages are valid. Specifically "Large Project Resourcing" is common to all factions but seems to be missing from the various GameInfo folders. I haven't exhausted every possibility yet and it may just come down to trail and error vice seeing a known good and replicating that pa
I've been a long time modder at SotYR but have been looking at other mods the last couple months for inspiration and just to see how others tackled common problems and lets be honest to see some cool work done by other mod teams. The Star Wars: Sins of a Galactic Empire mod uses multiple titan for some factions, cool in and of itself, and the spawning ability is inspired but to achieve that the mod team used a selecting tech path. By that I mean if one titan path is researched the
[quote who="Hael-sose" reply="4898" id="3535432"] How about this one? [/quote] I like it.
[quote who="Hael-sose" reply="4893" id="3533278"] Here's a rendering for the Minbari Warrior caste space station. Emphasis on heavy armor and many fighter bays, as well as mayor guns. [/quote] Looks really good, bay entrances on the inside is a cool idea. If possible could a couple fins be added, perhaps as upper and or lower extensions to the armored projections?
[quote who="ZombiesRus5" reply="2482" id="3532263"] Leonis [/quote] Looking good Z.
[quote who="cybertx" reply="4890" id="3532417"] Very Stable build [/quote] One note here, there is an issue with the Vorlon shield planet abilities. I haven't been quite able to place my finger on the culprit by I know somewhere in those related techs there is an issue.
[quote who="cybertx" reply="4890" id="3532417"] Very Stable build guys, would proceed to test the AI in massive games(8+ races and 2+ stars FFA ) [/quote] TY and I look forward to your results. The races are significantly more balanced against each other and early, mid and late tech matches. They are not however matched, by design some play better at different stages in the tech tree. EA for instance operates at significant penalties during the EA-Minbari war and again durin
[quote who="TobiWahn_Kenobi" reply="4887" id="3531677"] Short test with all Victory Conditions worked, but sins crashed on exit [/quote] Yes, it does crash upon exit, after the save which if it must crash is a great time to do so. I have had on occasion to force shut the program after the crash, some times not. I haven't observed if any particular race matters. Thanks for posting the commit, I l'll give it a once over and ensure there are no unintended c
[quote who="Hael-sose" reply="4885" id="3531535"] @Darvroth Is that something that you've patched in your update? [/quote] Yes, the last commit I passed to TobiWahn fixed (again) yet more vexing star base issues as well as balance issues. Weapon mounting on the model is the start point for range calculations and for some place holders that start point is inside the model exterior which for some shorter ranged weapons has proven an issue when ships bump into the model ed
[quote who="ZombiesRus5" reply="2476" id="3531377"] Also, I had to back out some of the strikecraft additions as it was causing some lag on my machine. [/quote] No problem I knew it would require additional tweaking and balance...heck I've rebalanced the strike craft on SotYR at least 5 separate times due to observed in-game behavior. I still have a fighter tail chase problem there but it is much better than it was a couple years ago.
[quote who="GoaFan77" reply="2477" id="3531396"] A checksum of zero is almost always caused by your extraction software creating an extra folder when you unzip the mod into the mod folder. [/quote] I've moved the relevant files up one level already in case that was the culprit but I'll play around with it again. Edit: Copying the files down and then back up one folder deep did the trick but for no discernible reason....
[quote who="Hael-sose" reply="4882" id="3531374"] Here's a screenshot. [/quote] Truly unique, functional and very Minbari. Kudos!
Z build SotF: Fall of Kobol: Reb.1.82.35 has a check sum of zero, unless I'm missing something?
[quote who="ZombiesRus5" reply="2470" id="3530310"] Hmm, found a bad bug with the AI that most likely explains why the AI sometimes "stalls" out. If the Titan gets put into the AI's build queue but it can't build the titan command/fleet supply, cost, etc... The AI literally suspends new activity beyond it's current fleet. The AI stalling out has been around for a while with Rebellion... I will think on this a bit and maybe give some allowances to the AI to keep it from
TobiWahn, I sent you a large commit via e-mail. Improved overall balance, esp in the tech trees. Races are still unbalanced but not as much as previously. Modified several races tech trees to improve AI behavior. Further balanced ships across all races. In general early, mid and late game ships esp for the younger races are better balanced against comparable time line ships. More advanced ships will generally defeat less advanced ships for the same logisti
[quote who="Hael-sose" reply="4874" id="3530137"] I'll find something different for the warrior caste model, and see if I can fIND synergy with the military tech station. [/quote] Try taking the current military tech station, increasing the scale, adding a second lower node cluster and making them obvious fighter bays. Connect the upper and lower at the center or not as it suits you.
[quote who="Hael-sose" reply="4875" id="3530143"] not a very mobile friendly site [/quote] Yes, my very thoughts!
Wow, that is a sharp looking station. How is the prototyping going for the Minbari Stations? For the link you provided, I think that might make a better Worker caste station. The two internal voids could be fronted with small fins to make it more obvious that they are ship bays. You'd have to play with the sizing to ensure the largest "frigate" will fit. Thoughts?
Ran into a new bug that locked up the game without actually inducing a mini dump: Slot ACTION_PLANET_OPENPLANETMODULEMANAGEMENT_ORBIT1 can't be setup over ACTION_CAPITALSHIP_ABILITY_2. Unfortunately all 6 races were in play. My best guess is it relates to the Vorlon planet shield generator which is a capital ship ability. Any help cracking this bug would be awesome. I'll document it more fully when I have more consistent Internet access.
Hael-sose invert the military research among any other changes. This should help make for a distinctive difference between the two. Civilian points up military points down.
Hael-sose I reread your comments to me and off the following: Worker station masses 35k units and has large ship building facilities. Warrior station masses 28k units and has 4 tiers of weapons and facilities for up to 50 flights of fighters. Religious station masses 9800 units or about 2/3 of a Sharlin. With 2 weapon tiers and limited flights. Hope this helps.
I models look good. The Minbari stations are complete and look om paper largely as suggested. Im just about done with the latest round of edits and balance. Tobi should be ready when you come up for air. I return to civilization in a week and will provide longer posts then. Typing by phone is a pain, forum doesn't really make it easy.