[quote who="NewHorizons" reply="4186" id="3377870"]* Oceanic: "Abbai sub-aquatic cities". Similar to 'pacifist society'. Population & culture bonus, increase in logistic slots. Decrease in tactical slots. * Greenhouse: "Gaim colony hives", increase in population & planet health. Cost reduction for structures & planet upgrades (plenty of Gaim worker drones to do stuff on the cheap). * Barren: "Balosian survivors". What's left of, the once fertile,
TobiWahn_Kenobi
Committed the first 1.5+DLC build. For reasons of compatitility I would suggest e require the DLC for the mod, otherwise it becomes tedious to adjust for all eventualities. And the DLC price is not high. The work on the Database is almost completed (just a few minor kinks with the import of the committed data to be sorted out), I#ve encountered a roblem with the export of the Strings and Manifest files and fixed it. So from the next build on that should work without a problem. <p
Done almost all the necessary work on the ModDB to make it compatible with the new DLC. Now I need to adjust the gameplay.constant and other files that are not included in the db. I've also updated all the stuff so now the db should include all rebellion extensions (research modifiers and such). Once I have updated the rest of the files I will send the new db to Darvroth and new Horizons and check in the changes to BitBucket. Hope you all had a nice weekend
[quote who="Darvroth" reply="4179" id="3371616"]TobiWahn, I've hit a snag. In attempting to rework the Vorlon as no shield high armor...is totally at odds with their research tree and several instances in the show where Vorlon ships presented shields (with visual effects). The Shadow on the other hand will work with a high armor, no shield approach. Baring further direction I'll swap the current effort and develop the Shadow as high armor, no shield (0.001) and morph the Sh
[quote who="Darvroth" reply="4175" id="3370505"]TobiWahn, Should the envoy ships have a passive AM restoration rate? They by design will be operating away from areas of culture and support bases. I'll propose a modest rate for each race based on the AM cost of the abilities and the likey consumption/cool down rates.[/quote] Good idea. Best do it with AM regen. I'm working on adapting the DB to the new format right now, might take a week or so. After I'm done we
Try this as a starting point: https://mega.co.nz/#!UcQjyRrK!U3dTMRCyIA6OFlJ6408kUUyeCgJFxGv2tp5LGI86MGE edit: Had to party hard this weekend, so could not work on the mod. But I had a go at a game of Rebellion with the DLC and I think it's a nice addition.
Ahhh. OK, then we may as well switch. I will try to test it this weekend and see if anything out of the ordinary pops up.
I'd stay with the current release for now, and in the meantime I will try to adapt the database for 1.50, then we can switch so to say. When I buy the dlc, can I still use the previous version or does it replace vanilla rebellion? Is there a comprehensive list of changes somewhere? Has Zombie updated his modders wiki?
You can send me whenever you like. Smaller ones at first helps with testing.
Export is for testing ingame and for submitting to BitBucket. Committing is for submitting changes to me. The changes worked flawlessly, your modifications (except culture rate) will be ignored though, as the planetmodule type "normal" ignores all fighters and weapons. That's why they are greyed out.
That would be great. First you have to adjust the settings. click on the cog icon in the lower left corner. Here you must setup all folders. Use the ones supplied with the mod editor. The base folder contained all files necessary to export entity files. Entity files are automatically converted to bin (into yet another folder) if the convert data tools can be located. They are supplied with the mod editor. After you have set up all folders trie to do en export, by clicking on t
That's the best way. I just finished the editor so I could go to sleep at 3am. Doing a readme file was never planned tbh. I just hate doing such. But it should be fairly easy to figure out, and if questions arise you can always contact me via multiple channels.
@ Davroth and NewHorizons I've sent you both a message on Origo concerning the ModEditor.
Sync is almost complete. Testing should be able to begin the coming days. As for the new DLC that is coming on June 5th, I think we might not support it for the next release but for the one after that. Depending on how fast I can get the Database to work with it.
[quote who="Darvroth" reply="4134" id="3363261"] Quoting TobiWahn_Kenobi, reply 4133Transferring the committed changes could happen over email or dropbox for example. Sounds good, please expend a little effort on a sample "how to" so it is clear the order for the steps for the various actions. I imagine once a certain familiarity is achieved ease of use picks up... One unclear point, once a certain number of syncs are in place and
[quote who="Darvroth" reply="4132" id="3363236"]Edit: Pirate tech, eventually... after the core races are complete.[/quote] Agreed. Small update: I've almost completed the sync process. What's missing: the export of the commit data and the means of transmitting the hiding of deleted entries (partly done) the user account creation (different users with different privileges - 2 types: admin and user) the import
[quote who="Darvroth" reply="4129" id="3363192"]Raider carrier, Artemis, Oracle, Olympus, maybe Hermes. Should be an easy substitution and would help the flavor of the game from the on set, esp the raider carrier... Thoughts?[/quote] Sounds good. Maybe add a Nova Dreadnought and/or a Hyperion at the very upper threat levels.
[quote who="Darvroth" reply="4127" id="3362747"]Not sure about other pirate ship roles.[/quote] Well, they would need to have scavenged old EA ships mostly. Which ones we can decide later on.
[quote who="oFant0mo" reply="4122" id="3361494"]Ill work on research icons.... what format? PNG? JPEG? PSD?[/quote] I always prefer PSD with layers intact. So that we can adapt the current icons to the new (your) icon style if necessary or vice versa. Thanks! If you need a list of researches I can export you the list from the database. [quote who="oFant0mo" reply="4125" id="3361656"]No tobi I did the Orion Raider Carrier.[/quote] Ahh, that one. It is still waiting UV s
[quote who="oFant0mo" reply="4119" id="3361262"]o its been forever and a day since I posted here. I noticed no Orion model ... *cries*.[/quote] You mean this one? http://spaceship.brainiac.com/Mongoose/Orion.jpg [quote who="oFant0mo" reply="4119" id="3361262"]I probably could do more with graphics I presume.. what can I do to help Tobias?[/quote] Icons, Icons, Icons. For Research, Shi
Hi, The week took its toll. I have begun implementing a new version of the sync data creation, which will be faster, easier to implement and easier to maintain. Sync is completed for half of all database tables, the rest should follow next weekend. Then comes testing with Darvroth and NewHorizons and after that we need to move forward to the next release. I plan to let my colleagues do the heavy lifting (code adaptation and correction) and will concentrate on doing more models and tex
[quote who="Darvroth" reply="4114" id="3355028"]NewHorizons, Good ideas. If there are already tickets for those ships request add, if not open new tickets and upload the files when tested.[/quote] Second that.
Hi guys, short update: Sync data generation of the research tree layout is almost finished, next will be the research subjects. I did this before the abilities and buffs because they will require even more work. Tobias
[quote who="Darvroth" reply="4105" id="3349937"]Thesis submitted and accepted! I now may have something resembling free time. Now where did I put those ship and tech spreadsheets..... hmmm... [/quote] Congratulations!! [e digicons]:beer:[/e] Hi Guys, sorry for the lack of updates. I've had lots of migraine the last 2 weeks and was barely able to do my day to day job. Nevertheless, sync data creation of players is now done, next will be abilities and buffs. I found a few b
[quote who="NewHorizons" reply="4098" id="3346061"]That reminds me - titans have lost their abilities. Looks like the old abilities need to be converted into titan upgrades. Also Centauri repair bay constantly throws its ability, until it runs out of AM.[/quote] Yes, the Abilities are there, but without Titan Upgrades they are not available. I will look into the AM problem once the sync is finished. [quote who="NewHorizons" reply="4098" id="3346061"]Whitesta