Dude, I LOVE those suicide spots! This one time, I got stuck in the killzone, and had to move my HW to the other side of the map into my allies combat area; WE WON. My allies kicked ass and killed those fools! Of course, that was before Rebellion came along.
anteachtaire
I've been reading some papers over the past several months, and have begun to reach a point where I need to selectively choose what to read. Are their any suggestions with things of this nature? I've repeated some of the links in the discussion I began in the sister thread. RECENT PROGRESS IN THE SPHINX SPEECH RECOGNITION SYSTEM Kai-Fu Lee, Hsiao-Wuen Hon, Mei-Yuh Hwang Computer Science Department Carnegie Mellon University
I'm so Ninja, you don't even realize that it's me killing you.
I'm surrounded! Great! Now I can attack in any direction! The suicide spot is the best spot possible. Just choose the weakest player next to you... something secret... and profit.
I've made mini-mods that tested it... the problem is with self-destructing TEC bases (and mobile production in enemy wells,) and... the advent... oh-god the advent... mobile meteor swarms and engine disabling special attacks? OH GOD NOES!
Um... you CAN counter that many strikecraft with caps... it just depends on the area of engagement and what you have your caps specced for...
... I'm still not on this list?!
Thanks, it... isn't working for me... guess I'll have to open up dev mode and fix it myself ):
Because my computer got stolen and sold, and then my account got hacked? That is why I wouldn't updated... And I'm only concerned with the star/sun mechanics of the game for the vasari rebels at this point in time.
Hey guys, is there anyway to get a version of the mod for 1.03 rebellion?
In order to allow the Vasari Rebel Starbases at a sun to work (at a 4 cap limit as it is with other races,) I've found that you need to change the buff file "BuffPhaseStarbaseSameOrbitbodyDebuffRecourse". by changing numEntityBoolModifiers 3 to numEntityBoolModifiers 0 and deleting the values entityBoolModifier "DisableAbilities" entityBoolModifier "DisableFighterLaunch" entityBoolModifier "DisableWeapons"
Yerp. It was the buff file. and no-one gave a shit (:
Hm... I tried that, it didn't work... you actually need to change the buff file : BuffPhaseStarbaseSameOrbitbodyDebuffRecourse change numEntityBoolModifiers 3 to numEntityBoolModifiers 0 (and delete all the junk...) and you should be set. But I'm testing it out now....
I agree, lateral micro changes seem less overkill than overall changes to the Advent economy. Also, their superweapon needs to be ramped up. A 20% damage bonus to either friendly or enemy/neutral planets is nice, and a culture bonus is great for quickly getting planets up to high allegiance, but overall it comes so late in the game as to be redundant.
It depends on what you want to do. But you'd have to mod the entity files to include the races ergo, would have to remove the "base" factions due to hard coding limits. So far as I understand. I'm surprised that no-one else is helping you. you'd also need to include all the new meshes, abilities, ability entries, etc. etc.
yeah... I know. There was some discourse. This post was made awhile ago tho. Like, 2009.... luls, ZOMBIEeE! And, making abilities more strategic was so simple I'm surprised that none of the mods have done that. /: Oh well, back to the crypt.
converting everything to .txt and manually doing it works too. Just read the change log to figure out whats up. course, that takes a while.
Where the hell am I? I demand to have anti-tier! Oh wait, only T1 people or noobs play nowadays. Nvm.
well if it DID it would be too over powered, units would be stuck in transit for an hour or more on many maps. Also, you're applying the buff to your own ships, which might be less than ideal seeing as your finish condition is out of range... idk. All in all I think this one needs to go back to the drawing board for some fundamental logic changes. You DO make flow charts for abilities, right? But theoretically, yea, on ability used could work, but, the balance issu-blahblahblah. Once its
it ought to take about an hour to do the programming to merge and another 3-4 to balance all of the stats between the two mods. splitting up the programming for balancing would speed things up, otherwise you're looking at a large investment of time in the .dev exe. But who cares about balance if its a personal mod... ask for help, you'll prolly find some good Samaritans. P.S. necrons would get pwned by jedi. They could go all out on em without worrying about the
also, Idk if you remember, but a long ass time ago I sent you guys the (updated) files for the executor from another SW mod... um, idk if that is the same model you're using, but the one you are using seems a bit too large. If you reduce its scale by about, say, 45-60%, it'd be much more aesthetically pleasing and such. 'cause right now it looks like lex steele.
hey, wassup! long time no... er, type. Any new abilities in the works? It seems as though your cap ships erm, lack polish. I keep having to edit them to make em functional. Its a downer. THIS MOD ROCKS WOOKIEE SOCKS! which are 120% bigger than normal socks. Unless you're andre the giant.
doesn't seem like you guys have been all that active since... two years ago... in terms of new features. I want more stuff!
so... carriers rather than a 2nd and/or 3rd halc eh? guess I'll try it.
why are you using HC? Aren't Illums pound for pound, way better? Or have things changed that much...