I would also add that what Tim Sweeny is doing with EGS exclusivity is anti-consumer. By offering developers and publishers these sweetheart deals, he is trying to force you, the consumer, to adopt an inferior product (the EGS) that cannot compete against Steam on its own merits.
SpardaSon21
You should look at culture station outputs as well. We sadly never got around to balancing those. Or well, the rest of the mod, really.
There's a line in ship entity files called "useFighterAttack" that will do what you want.
Can't you just give them fighter attack and high speed and maneuverability?
Hey. Just pointing out you still didn't add in the Empire fixes I did. Can you please get that done?
I've found a bug. The EA can't deploy the initial military starbase since it links to a "StarBase_EA_Military_Outpost" reference that was never added to PlayerEA.entity.
Its one of the optional minimods in that download package.
Cruisers are technically frigates in Sins coding. There is literally zero way for a modder to differentiate between them when it comes to targeting for abilities, sorry.
Just set the denominator to something extreme like 99 and the ratio to 0.
It does work with mods, and you should learn how this stuff works because you changing those things is *gasp* modding.
[quote who="Cylon_Luvr" reply="2614" id="3577071"] SpardaSon21 and Z.... Then how does the planet shield generator (planet module) work? Doesn't it create a shield? Can the same mechanics be applied to the artifact? [/quote] If I recall correctly that's actually a particle effect tied to a buff the shield generator gives the planet, and no, that can't be adapted to what you want.
There's no effect because according to the game code the BSG races already have working shields, just at a fraction of 1. I haven't looked at the .entity files, but I'd assume they have renderShields set to FALSE so you don't get shield impact FX on what is supposed to be gameplay-wise a shieldless vessel. And no, there's no way to tie the shield being rendered to a research subject, which is what all artifacts and pacts technically are.
Yes, you pretty much have to re-do your entire mod from scratch, and yes, that is how the huge mods have done it, and yes it is a massive pain.
You're the UNSC. Expect to need a 3:1 numbers advantage to win over the Covenant in a fair fight. So just build ships, and keep building ships.
Thank you, and I hope you can get your life in order.
Given that 0.44 was a long time ago, any chance of a new version with all these gameplay changes?
Unless you live in Southern California, you clearly haven't seen what happens when freeway systems aren't properly invested in to keep up with growth. That's my big worry of what will happen to the Internet if there's not enough RoI on a heavily-regulated cost structure to make investing in growing available bandwidth a good idea, and I really don't want to see mass-transit ideas applied to Internet traffic in response to clogged pathways.
There's only one thing I can say about your avatar, RiddleKing. Its the Grineer...
We, the SeleuRyat gestalt, believe so.
You guys have put forth a ton of work. Any chance of a new public test soon since the old one is now horribly obsolete?
Stop stalking these threads. :P
[quote who="RoaringWarren" reply="9" id="3494073"] It's sad the usual trolls have to derail my thread. Particularly Goa. It seems he just can't stand the fact that other people's better ideas are awarded with karma. [/quote] Says the karma whore.
I think he must have some sort of identity disorder.
Have you asked permission from the Distant Stars team to use their content and distribute it publicly?
Flak OP, nerf now Starclad. [e digicons]:thumbsdown:[/e]