[quote who="Darvroth" reply="4336" id="3423252"]TobiWahn, EA Hermes uses the ability AntiMatterRechargeModule which does not effect Titan or corvette (yet). One of the impacts of this ability is if two or more Hermes are in proximity they will recharge each other significantly reducing EA need to visit bases for refit. I recommend changing Hermes to a corvette from a frigate so one Hermes cannot resupply a second in company Hermes which would force EA players so more frequently res
TobiWahn_Kenobi
[quote who="Darvroth" reply="4334" id="3423196"]might be worth a quick comment in a ticket or e-mail so we know your design compromises and assumptions.[/quote] Would be good, but there are so many of them [e digicons]:grin:[/e]
[quote who="Darvroth" reply="4332" id="3423076"]TobiWahn, Most peculiar thing, on occasion I can't get the various ship/ability/buff/buff to link. Each file shows in the respective place but on occasion doesn't show in pull down menu where I'd select to make the proper selection. Almost done with the Narn abilities we have built, then I'll commit. If there are still persistent breaks in the linkages I'll denote in the commit e-mail.[/quote] There are som
@Darvroth I've sent you a mail with the new DB link. Also, I've begun to incorporate the Planets into the Database, to be followed upon finishing by the planet bonuses.
[quote who="Darvroth" reply="4325" id="3420384"]Team, Tickets 160, 166, 131 all have an aspect of the planet issue resulting from the DLC V1.5. New ticket 167 proposes new planet types but requires additional input from the mod team.[/quote] Thanks, will look at them this week. I've now almost all abilities I've mentioned (the ones already used in the mod) in the Editor, excluding a few vanilla abilities (one I know of, may be more). I'll distribute the
[quote who="Lavo_2" reply="4322" id="3419303"]The neutron star hyperspace debuff was fubar'd by SD. Best bet is manually fixing it, or not including it until it's fixed in the next patch.[/quote] Ahh, thanks. How do I fix it? (I can just ignore it if it is too hard)
[quote who="Darvroth" reply="4320" id="3418913"]You mean all the stuff uploaded into the various tickets? If so I'll start working on addressing the gaps. Let me know if my last commit was good or if I missed some vital detail. It took a little while to get used to how it was organized. Let me know so there is no duplication of effort.[/quote] No, the stuff that was already in the repository and already assigned to ships, but not included in the mod editor. No duplication
[quote who="NewHorizons" reply="4317" id="3418819"]True, the Neroon does carry a lot of squads, but the Sharlin could host a few too so I was proposing moving the Sharlin's statCountType role to the Sharoos and its statCountType to the Sharkaan with the hope of giving the AI a hint or two at the start of the game.[/quote] Please make your proposal a ticket and I will look into it and try the changes.
[quote who="Darvroth" reply="4312" id="3418595"]Edit: A lot of abilities still don't seem to have made it onto this build.[/quote] I'm at this moment working on putting all our abilities that are in the repository right now into the ModEditor. I've got all buffs in now, working on the abilities and expect to have them finished by tomorrow or the day after. [quote who="Darvroth" reply="4310" id="3418586"]I could still live with that. I've taken both out, not eas
[quote who="NewHorizons" reply="4300" id="3417722"]You'd have to be careful with the Shadows & Vorlons though as their cap ships aren't normally available until some research has been done. Granting them instant access to a powerful cap ship could give them an unfair advantage at the start of a game. Maybe their flagships could be weakened in some way to balance things out, although that does sound a bit counter intuitive - not much of a flagship if it's weaker than the standa
[quote who="NewHorizons" reply="4297" id="3417072"]Also string IDs for the research trees probably ought to use IDS_Shadow_RESEARCHFIELD_xxx instead of IDS_EA_RESEARCHFIELD_xxx[/quote] Corrected and will be submitted soon. Thanks [quote who="NewHorizons" reply="4297" id="3417072"]PlayerShadow.entity was using raceNameStringID "IDS_PLAYERRACENAME_EA" It should have been using raceNameStringID "IDS_PLAYERRACENAME_SHADOW"[/quote] Corrected. Found that mysel
Hi guys 'n gals, I've not yet updated the last dev build for you to download, as I've encountered a show stopping bug (issue 164 I believe, if you want to look it up). Mainly, half of the victory conditions crash, some on load (flagship victory), others on returning to the main menu. After that is sorted, I will release another "nightly" build. [quote who="NewHorizons" reply="4292" id="3416603"]If Random Events are enabled, then you'll get a crash when the game
[quote who="SpardaSon21" reply="4288" id="3415670"]Any chance you could release a new 1.80-compatible pre-release after you start closing some of those tickets?[/quote] I plan to release a new nightly build for 1.80 this weekend. [e digicons]|-)[/e] [quote who="NewHorizons" reply="4289" id="3415704"]Agreed, those of mine that could be imported are #113, Planet names #157, Centauri Mass Driver effect #161, Tinashi clone ability I'
[quote who="Darvroth" reply="4286" id="3415646"]Read through a lot of the tickets you changed to open, a lot of work has already been done, just a matter of importing into the (repaired?) DB. We could actually close a lot of tickets in the near future with some effort.[/quote] That is the intent. I will first change the tickets with status new to open (if ticket is valid) and assign a Milestone or Assignee. Btw. I've committed a v1.80 compatible build to the repository, th
[quote who="Darvroth" reply="4283" id="3415197"]Vindication. No problem, your DB is still easier to work with and more consistent than hand jamming in Notebook++. My EA re-write isn't quite as complete as I thought. Give me a bit more time and I'll commit what I have with most issues known. You can bundle that with your DB improvements then I'll take that and clean it up and recommit which should resolve EA except for abilities. I'll stress, my EA rewrite in its current form i
Oh, and I updated the Mega download Link, it was no longer correct. Now downloading the preview is possible again.
Hi Darvroth, I'm sorry to have bestowed so much pain upon you. I've now uncovered errors in the ModDB that prevented you from creating abilities (I now know what you were talking about). I've corrected what I found (duplicating abilities works now as well) and will distribute a new build to you and NewHorizons this weekend if you like. Again, sorry for the pain and grief [e digicons]X|[/e] On a side-note, I've created myself a Database t
Added the Minbari Announce from NewHorizons to the repository.
[quote who="Darvroth" reply="4276" id="3413969"]Nice Leshath model. Where will the team colors on this model be exhibited?[/quote] I am not using team colours (except for the Jumpgate) as that would be visually divergent from Babylon 5 [e digicons]:grin:[/e] But perhaps some talented texturer figures out a way to use team colours gracefully. [quote who="Sinperium" reply="4277" id="3413981"]Man that is a purty ship, TobiWahn.[/quote] Thanks, as said it is part Tho
Hi, I've fixed the Leshath now. All I needed to do was to recreate the polygon I've optimised away. I shall never again doubt a face Thoumsin created. It will have meaning. [e digicons]:grin:[/e] The Leshath uses a heavily modified Tinashi body and wings, the top wing and the cockpit tube are from Thoumsins Sharlin, slightly modified to remove a few polys, the ribs are new. The tail is from the Sharlin, the other elements from the Tinashi or newly made. Polycount is a
Thanks for respecting my wish. If you need help getting into modding (models an such) give me a call. Maybe if you create some cool models yourself we can trade between our mods. (I only accept models which were made specifically for the mod or if I have written consent of the creator) But again, thank you. Our mod means a lot to me, and I think to all of my colleagues as well. Tobias
[quote who="ZombiesRus5" reply="4273" id="3413297"] Do you use Softimage XSI? I believe you can select the polygon that's inverted and then perform Poly. Mesh->Invert Polygon. [/quote] Thanks, that was the first thing I tried. It does not work, as the faces still end up facing inwards after being converted using XSI. Is there a way to explode a vertex into a polygon? In all honesty is is my mistake. I've used Thoumsins Sharlin Command Tube
Texture for Leshath is finished, but I have a peculiar problem when the model is converted to mesh. 2 faces are inverted by ConvertXSI, which result in an optical hole in the mesh. I hate ConvertXSI. Even with --nooptimize it does not work. Has anybody experience with turning faces by hand in a mesh?
[quote who="noseforget" reply="16" id="3411961"]1 /span> I have nothing to do with the mod, at most help playing it and commenting on the errors seen, not to do those things (I was using google translator and I thank ... hehe) 2 /span> obviously I do not say to do the mod with those ships if the authors do not want to, I found it was too fast the refusal of the authors (for example that I wanted to do the mod to explain what his idea and / or show its prototype mod or if it could h
[quote who="noseforget" reply="9" id="3411590"]@ TobiWahn_Kenobi and @ Gepard67: you are a disgrace mods = community (google translated)[/quote] Why am I a disgrace? I work hard for this community, and have been for the last 4 years. I've helped many a good lad trying to get into modding. Thats what a community is for. Not taking someone else's work and republishing it as his. That is not what this community is for. If you so desire to have a Babylon 5 mo