Maybe they will give modders a way to edit the horrendous AI. Nothing cooler than a map where they AI quits long before its defeated. Id sure love as a modder to control the AI a bit more. I could go on and on about the AI but im sure everyone gets the point.
doomser1
[quote who="myfist0" reply="85" id="2847525"]Start collecting assets from eve like voice and sound effects (clean with no music in background. Character pictures, icons, fonts and what ever else that would fit in the mod and I can get it in-game. I will be moving from Windows Live Sync to Live Mesh soon and we can start a Developer shared folder then. I can mod every single thing in SoaSE accept abilities and buffs are a bit of a problem but I need help getting all the info tog
heh heh i got into eve mode and i had alot to say i kept alot in lol research and all the other races. well good to hear your still at it. its endlessly frustrating im learning mods but i will help if you want. I am helping any mod i enjoy and can learn from i will be happy to consult and help where i can i am still like you learning but i dont mind working with .ent files and helping with ideas. This can be done having access to the eve models from the cleint is a huge huge factor. N
ok ok i know im writing a book but hey i cant help it here is my 9 capital class ships now this group spans a bunch of classes from Freightor, to battlship to carrier to dread to mom to titan. ok i wil begin with the Battleship class as this is the most popular and the ships i definatly see as more capital ships than cruisers in this game. 1.Raven: This ship is the flagship of the Caldari its a feared missle boat that is capable of launching long range strikes with cru
ok here i go again bet everyone is getting tired of my posts but shrugs cant help myself for the cruiser group of 9 ships 1.Caracal: the all purpose missle cruiser very popular has a t2 variant 2.Blackbird: An all purpose ecm boat not very strong all around but affordable has exceptional recon t2 variants 3.Moa: the ugly duckling and not a popluar ship but capable of missle and rail/blaster use has a t2 variant aswel an a heavey dicter version</p
ok ive got to stop going nuts but i cant help it ive been doing some thinking about ships for the first row of 9 caldari frigs you could work its like this for 1.heron: i dont know if you through research or a ability can upgrade this ship to a buzzard but an option 2.condor: upgradable to interceptor class raptor or crow class super fast low armor tackles ships in grav well 3.merlin: this has assualt frig upgrades i would use those as part of the 9 shi
Oh so far ive encountered the ships made the models look great :) What i have noticed is that the Erebus model looks nice but is far far far far to small. I recommend holding off on titans for a while and saving them for last tbh. working from small up. The reason i say this is Titans will be the hardest ships to implement. Also the drake looks fantastic it brought back alot of eve memories. But there is an issue with the way the shield shows as it only covers the back half of the
[quote who="myfist0" reply="75" id="2846694"]@doomser1 Nice thanks. It does help. Do you know how to modify entities? Maybe write the description like an add and it will get used in-game.[/quote] I am learning im real new at modding im still trying to piece it all together ive been spending alot of time chatting with Soase-Mealstrom who i call MR M hopefully i can keep learning till im more useful there. What i have done was play with ones alr
lol im being a post whore tonight but the more i play the more i wanna add. Why dont you place the Battlships as capital ships as you can add 9 ships per row. Say make the Battlships all available as you go leading to dread/carrier then MOM then after that final as a titan all through massive research of many different systems. put cruisers then lead it up to say t2 cruiser and battlecruisers and up to t2 battlecruisers. all same way unlocked through research so to sim
Oh for you myfisto just a quick rundown. There was no planetary assualting in eve but all ships could attack station which was pretty much all it did. Now with the new updated with planets i am not really playing anymore so i dunno if they have ships for planetary assualts. But here it goes Your first pic is the apocolypse battlship its primary role was a long range laser sniper for Amarr there are 2 types of weapons Beam lasers and pulse lasers some amarr ships use missles bu
OK i have to say this idea is great and has tons of potential, I am a long time eve addict i played eve to much for 5+ years and i know this game inside and out.I do have to say EVE Online is the greatest space game ever made,but also the most consuming and life destroying game. Ive just started toying around with your release and i like what you have done i wanted to add some feedback. I know things are just starting and from what i have seen looks very good. Just to thr
Me im a good guinea pig ill try any mod :)
i got my freinds playing the mealstrom mod atm with me the pre dread one for diplo.
ignore this post blonde moment
oh and have you asked ManShooter how he is getting around this AI problem for his Citadel ships? I believe they will be simliar to your dreads
MR M check out this thread, you might want to add your two cents about the issues with AI as its being discussed about implimenting capship building control starbase placement and many other ideas you have. Also about your sound file limitations maybe they will address all these issues with the memory module patch they are working on. :) Maybe ironclad will sort out the problem allowing the next phases to work out without headache. <a href="https://forums.sinsofasolarem
[quote who="soase-maelstrom" reply="613" id="2843372"]doomser1, Sorry for the delayed reply ... just finishing off 42 new planetary structures.[/quote] cool :) your work is appreciated and by no means do i want you to feel i dont appreciate your work in my dread discussion i just feel very very strongly about my experience in testing them that the current method has to be addressed as it imho ruins the gameplay thusfar. [quote who="soase-maelstrom" reply
[quote who="soase-maelstrom" reply="607" id="2842356"] It's not just thinking its what happens. The Asteroids attack all ships but the Militia the AI players are slowed down. The Militia are an integral part of Sins, I would take out the 'Dangerous Asteroids' if it is necessary. I could always make the Militia stronger i.e increase their ship count ... but isn't adding the Asteroids the same thing but with a slight twist?[/quote] </p
[quote who="soase-maelstrom" reply="606" id="2842355"] Quiet_Man, who has helped here, attempted just that with no success. I have seen the AI build typically 6 caps and then spend all its logistics on frigates and cruisers. The Dreads are 4x more powerful than a Cap ... who ever does the research first would have a huge advantage. Research is interesting but ultimately it's only is a time deterrent. Reducing their firepower and abilities is
[quote who="soase-maelstrom" reply="603" id="2842205"] They 'stiffen' the Militia and slow rapid colonization i.e they slow the spread of the AI players. High value planets require a larger fleet to acquire. By having the Asteroid hit the Militia and other players (i.e AI, pirates) it would be more realistic (randomize their flight paths) and slow targeting on your won fleet. [/quote] well the issue with that thinking is you can have 2 c
[quote who="soase-maelstrom" reply="602" id="2842173"] But i just want to point out that i am very hopeful that dreads are not this easy to get. In response I can only say there are inherent limitation to the AI. If people want Dreads this is one of the best ways. There are a number of fundamental issues here 1. The AI just doesn't build a lot of capitals (have you seen it build 16 ... ever?) 2. The AI can't differentiate between capitals i.e you can't get it t
Today i downloaded the entrenchment beta, and thus far i have started and i have a question Are Dreads going to be only activatable upon research? Because reading back i see why you made it an ability of the station thingy, I think it gives a far to powerful ship early on i understand you did the skill activation becasue the AI won't build a dread unless where as a skill it will activate. Dreads should IMHO be like ultimate ships strong and very powerful like interplanetary weapons. The
[quote who="soase-maelstrom" reply="596" id="2841244"] I can get them to collide with 'other ships' however, they would soon decimate the Militia. Proposal: while they might target the Militia they would not damage them. [/quote] Well if the roids did damage then why would you need militia ships? The roids being all out attack ships that attack any and all ships randomly would be a militia in themselves and act more like riods. IF you are going to make them do more tha
please dont make roids do damage that would be terrible and if you are going to make them do damage, you should consider that a ship could either avoid and astroid and or fend it off with shields, also roids dont have a mind of thier own like these do. These roids attack your ship while ignoring the other ships. if they are going to start doing damage its only fair if they hit all ships in the gwell randomly. Simply a fact if your ships have trouble in a grav well with roids so should anyone
Thanks for the update will the dreads be coming for diplo same as entrenchment? or i mean at same time? I find it hard to go back to the other versions after playing diplo as it expands on the gameplay so much having better diplomatic features. Quantum of Solace im torn about that movie it was very different than most james bond movies and i definatly dont like the new guy. For me peirce brosnan was the only real jb. will you add dreads to the 3 n