TobiWahn_Kenobi

TobiWahn_Kenobi

Joined Member # 3293698
12 Posts 1,919 Replies 2,638 Reputation

[quote who="Darvroth" reply="4826" id="3510138"] TobiWahn, Sent you a commit that should address all the known issues with the StarBases among other balance efforts and additional tweaks to the tech trees to account for observed AI behavior. [/quote] Thanks, will import it in the next two days and post screenshots of the newest model once done. Sorry for my absence

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Hi, quote function seems broken to me > Nice, but that's up to TobiWahn to decide. whatever you see fit. You can do wonderful (semi)organic stuff. love the asteroid vorlon station btw, but Asteroid must be included in the model @Darvroth Hi, imported your last few commits (all three of them) and something went deeply wrong. I found a really problematic bug with the db (Capitalship Weapon 4 and 5 assignment was broken) so I will need to send you a

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[quote who="Hael-sose" reply="4787" id="3500918"] When looking back in old (ancient) posts in this thread, I do notice seeing models from other people that are not yet in the mod. Do you have all those models or are they lost to us? Basically I am asking, to prevent double work, is there a list for which models you do not yet have? [/quote] not quite. I do have a vast amount of models in various states of "finishnes"", but no list about them and I have no idea of the state o

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[quote who="Hael-sose" reply="4778" id="3500141"] Here's a pre-texture rendering of the Narn T'Loth. Because of it's very nature, it takes up some poly's but nothing too much [/quote] Woah, nice work there! [quote who="NewHorizons" reply="4782" id="3500753"] Fired up SotYR for the first time in a while and I like updates. Centauri Primus is really nicely detailed, colours are spot on, though it could do with being larger. ATM it's not much b

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[quote who="Barn0" reply="4761" id="3496154"] One thing I did notice because the fighters are in different a order on certain ships when you have a fleet selected and press the fighter management button you would see the wrong icon for fighters for example Aurora might be Nova. I thing this is caused by having fighters in the different 'build slots'. But it does only show up when you have a fleet of ships selected. [/quote] True, and I have known that from the start.

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[quote who="kidofamerica" reply="4755" id="3495695"] Actually I have a copy of the Babylon RPG .. is there anyway I could help with skins etc? I mean there must be something I can do.. [/quote] As Darvroth said, if you have got good 2D graphic skills, e.g. Photoshop, Gimp, illustrator, Corel Draw, web design using one of the above or some other graphics program, you are very welcome to help us out. Brushes, textures and window files are one thing that could be done easily wi

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[quote who="SpardaSon21" reply="4748" id="3494926"] 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? [/quote] https://mega.co.nz/#!1UgCWSpI!ncyhi8hTc-dcMXbJezJduW9dKX-hCQnk5krr5U-o-RI Is the latest public build, not that old. I will not publish these sneak peak links officially, as they may contain minidu

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[quote who="kidofamerica" reply="4741" id="3494710"] So I should delete and re-download now? [/quote] yes, or just update your local repository (if you are using git) [quote who="kidofamerica" reply="4741" id="3494710"] I don't know how to do this? [/quote] in your sins folder under "Steam\SteamApps\common\sins of a solar empire rebellion" is an exe called "Sins of a Solar Empire Rebellion Dev.exe" This exe will give you much more opti

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[quote who="kidofamerica" reply="4739" id="3494546"] Nope didn't work infact I had to total remove and reinstall the game. I tried repeating the steps and it does the same thing I goto enable the mod and then it restarts and crashes... [/quote] Sorry my fault, there were old entity files that were exported into the entity.manifest but not included in the gameinfo folder. New commit should work now. also, you should always test with the dev.exe, that way it would

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[quote who="kidofamerica" reply="4729" id="3494255"] If I ever get hit in the head then magically wake up and develop the kind of skills you have I will be sure to help anyway I can with meshes . [/quote] if I ever meet you I can arrange the hit to the head, though the magically waking up part has to be done by somebody else [e digicons]:grin:[/e]

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[quote who="kidofamerica" reply="4725" id="3494085"] So when will this be Rebellion ready and playable? I've looked forward to this mod forever... [/quote] It already is, though minidumps might occur. Not everything is finished though [quote who="kidofamerica" reply="4726" id="3494087"] Also would it be petulant to desire the Un-aligned worlds as a playable race? [/quote] You might desire it, but there are two things standing in the way of your

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[quote who="Darvroth" reply="4722" id="3493601"] The Narn use a mix of short range and long range weapons (this disadvantages the AI which tends to stop once any weapon comes in range) [/quote] play with the parameter "m_weaponIndexForRange" to adjust which weapon(range) is responsible for the distance a ship keeps when attacking. If you want the Narn to get closer, do not use weapon 0 (mostly the weapon with then longest range), but one of the shorter range weapons. <p

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[quote who="Martechi" reply="4708" id="3491012"] This mod here might have more oddly black blocks instead of finished ship models, but it has the more important mechanics that make it really worth playing for a long time, over and over again. [/quote] Many thanks for the words and to Darvroth for making it that fun to play (and to all the others helping him of course!) [quote who="SenniTreborius" reply="4710" id="3491461"] It's working now. My of

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[quote who="SenniTreborius" reply="4696" id="3490602"] SOTYR manual link is broken. I used to be a board games designer (Fusilier Games) and would be glad to offer help with the manual. The IT stuff is a bit beyond me, I've only just begun to teach myself C++. [/quote] new link should work now. The "manual" is exported from our database. If you want to make a really nic

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[quote who="Darvroth" reply="4681" id="3490175"] TobiWahn, I rewrote the Titan tech pathways and the AI was ignorant of the change. It continues to blaze the shortest tech path for "the" tech that unlocks the titan ship. Given my numerous other attempts to influence AI behavior I see no alternative but to tweak the existing tech paths. The EA and Centauri are in the best shape but could use a couple tweaks. When in possession of the next DB I'll make that a priority.

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[quote who="Martechi" reply="4671" id="3489467"] I am so glad to see this mod still alive. The babylon universe was always one of my favorites and simply to see an omega destroyer flying makes me happy again! I would be absolutly amazing to see the mod completly finished some day. It is already amazing, but to have station and ship models for all units, fitting the babylon 5 style would make the atmosphere even more perfect! I hope you will keep up that great work! Hopefully

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[quote who="boshimi336" reply="4632" id="3479110"] Might be worth keeping an eye on this. Buff Builder ... https://forums.sinsofasolarempire.com/455984/page/1/#3479109 [/quote] Thanks. We use my ModEditor for linking the Abilities/Buffs, but for visual analysis this might come in handy. [quote who="Darvroth" reply="4633" id="3479160"] TobiWahn, It may be worth tweaking the game constant files. The problem I foresee are Younger ra

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[quote who="Hael-sose" reply="4652" id="3479701"] Thanks! On the primus, gorgeous, beautiful texturing. How many poly's did it use? It looks very detailed. And, I like you chose the darker colour scheme. I'll download the latest build to see ingame. [/quote] Just shy of 12k. tried to use less, but this cinematic ship demanded the polys. [e digicons]:grin:[/e] [quote who="Darvroth" reply="4653" id="3479760"] Primus looks nice. Sadly, the sync

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