[quote who="Mord_Sith84" reply="2817" id="3636597"] It's very, very cool! Fantastic that you were able to get it to move/jump. When constructing the Hub, there doesn't seem to be a mesh? i.e. while its being built, it's invisible until its actually fully built? Also, the icon looks a bit odd... [/quote] Apparently that icon has been off for a while. Just more noticeable with the jumping I guess. <p
ZombiesRus5
Either try the new resurrection hub?
[quote who="Mord_Sith84" reply="2812" id="3636505"] Why don't we remove the steal production credits component, and reduce the Ship Build Time and Structure Build Time to -10%. Would that work? The player can activate it only if they are trying to slightly weaken a player if they soon intent to turn on them. Could change the description to: [/quote] I'm good with this approach. [quote who="Mord_Sith84" reply="2812" id="3636505"] I
[quote who="Mord_Sith84" reply="2809" id="3636435"] - Need to review the artifacts and the Cylon asteroid base (need moons addon). Could you send this through to me? [/quote] I can make a separate download that will work with the baked version. [quote who="Mord_Sith84" reply="2809" id="3636435"] * "Number Six" ability for the envoy shouldn't be on automatic autocast. Otherwise the AI will use this all the time on the human p
ignore
PM sent for build 38.1. Managed to get a lot of stuff into it.
Check here: http://steamcommunity.com/sharedfiles/filedetails/?id=227131778
Thanks, I got them. Here's an update Ragnar texture I'm putting together:
I also have a prototype for a Resurrection Hub that can FTL jump but is still tied to using the Superweapon limits. The hub will use the Frigate Colonizer AI. I'll want your feedback on that approach and ways to maybe improve it when you get the new build [e digicons]:cylon:[/e]
Wanted to let you guys know I'll have a new test version to download this week. Will PM it when ready.
[quote who="Mord_Sith84" reply="2792" id="3635599"] Quoting ZombiesRus5, reply 2788 Quoting Mord_Sith84, reply 2787 Yep
Fixed Sleeper Agents. It will attach to enemy frigates and will add a probe on whatever planet they are on until it ends or they hyperspace out [e digicons]:cylon:[/e] Fixed missing mainview icons for TOS and AB TOS raider. Added Hard points to Hybrid and Guardian basestars. Added in new functionality from Mord_Sith.
[quote who="Mord_Sith84" reply="2787" id="3635388"] Yep that's what I meant. Doesn't really bother me if the AI can use the cloak or not. [/quote] So... here's what I'll do. I don't want to release the cloak ability to the masses due to the limitations of the interface, but I will include it in the artifacts GameInfo directory. This will automatically include it into the global entity.manifest which should make it a little easier for you to have a persona
[quote who="ZombiesRus5" reply="2781" id="3635259"] Quoting Mord_Sith84, reply 2777 No probs with the shields, makes sense to balance everything out. I making another attempt at the shields on the BSG capital ships by checking to see if there is some combo on the shield/shield restore th
[quote who="Mord_Sith84" reply="2777" id="3635206"] No probs with the shields, makes sense to balance everything out. [/quote] I making another attempt at the shields on the BSG capital ships by checking to see if there is some combo on the shield/shield restore that render the shield mesh inert until we apply the artifact. If I can get that working we'll buff the shield artifact to make it more worthwhile and integrate with the BSG ships better.
[quote who="Mord_Sith84" reply="2779" id="3635242"] Ok, but I can still vary the hull points, slot count, armour, hull restore rate, antimatter. [/quote] Yes. [quote who="Mord_Sith84" reply="2779" id="3635242"] We will have to agree to disagree on this. I have set all of my artifacts to not autocast, so that it can be strategically used at my choosing. In my own personal version I will have this artifact. [/quote] We may be talking diffe
The cost does not vary with Tech, Advent or Vasari on capital ships. I'll make a shield mesh for the aliens. There is no way to strategically cast an artifact abilility. Your ship would out of your control be placed into a cloaked mode removing it from the battle seemingly randomly. Artifact abilities should be limited to always on type of buffs. I like the idea but artifacts just dont fit with it.
[quote who="Mord_Sith84" reply="2750" id="3633946"] - Z could you please remove the “Activate Sleeper Agents” research (in the “Hand of God” research tree). It doesn’t work. It’s not possible to track a ship. [/quote] I'll look at the ability it's supposed to attach a buff to a frigate that will then tag a planet to be probed. [quote who="Mord_Sith84" reply="2750" id="3633946"] - I’ve made quite a few chang
A couple other items I need to finish up before moving on to the next changes. Finish hard pointing Guardian and Hybrid basestars. Re-hard point commandstar to fit frigate role. I already hard pointed the super basestar and re-hard pointed the colony frigate. Once these are done and the changes checked in, I'll start on the next batch.
[quote who="Mord_Sith84" reply="2772" id="3635108"] The models, icons etc look really good so far Z, awesome. Just checking... the test version that you sent through to me... is it just to test the new models? Looks as though a majority of the new abilities, strings, research etc that I have sent through in past months haven't been implemented. Unfortunately I can't really test much (other than playing around with the new models) until this stuff