I'm in the middle of creating a new race for rebellion, and I have a few questions as far as abilities are concerned; some specifically deal with new rebellion coding parameters. For instance, there is a "place holder mine" object for targeting, used as part of the three nanite swarm abilities. Those three also use an IncreaseOwnerAbilityLevel which, naturally, increases the level of a single ability (by the index, e.g. the first ability, etc.). There's also the "amp
TrooperScooper7
Look at the Scattershot ability on the Ragnarov (? tec rebels) titan, it allows you to apply buffs to things along a cone on any of the four firing banks... so you'd be limited by the number of instant actions (or you'd have to layer buffs, using periodic actions/delay times, and multiple apply-to-selfs) so... also there's no "travel" effect, e.g. you'd need to create an effect (to attach to the model via an ability hardpoint which would then play the effect and do dam
[quote who="anteachtaire" reply="20" id="3329472"] 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... [/quote] One squad isn't exactly much of a problem, no. That's not really the point, though; more than that flak turrets would allow the cap to defend itself without having to hunt down a carrier on the edge of the grav well, or plunge into a defe
Okay. Here's the VERY ROUGH version; it works just fine, but the range/accuracy/damage levels and type (anti-heavy) are all whacked up (or at least very arbitrary) so.... gah, can't figure out how to attach a zip. I've really spent too much time on this... can't put off schoolwork, heh.
As far as faction diversification, I was considering increasing the potential of certain abilities; for example, the Rebel Cielo cruiser's designate target could be slightly more effective and/or additionally either reduce shield mitigation against Advent and/or phase missile effectiveness v.s. Vasari (as those two restrictions- IsPsi and phase missiles- are essentially the only "race" filters...), whereas the Loyalist's inspire could give even bigger bonuses in friendly culture (and/
Just finished the star bases today (still haven't really tested everything yet), not sure when I'll upload, though. I have made quite a mess of vanilla cap ship weapon ranges (phh), added additional weapons to capital ships (a "beam" to the Akkan, using Advent appearance and ion hit effect- an Ion beam in other words, in all but name/research bonuses, despite having a spare weapon type named "Ion"; disintegrators to the Devastator, Evacuator, and the new battleship; and the "psi
I've currently modded in point defense for the Vasari and TEC capital ships, still need to to the Advent and the Star Bases. It's also completely arbitrary in numerical terms; so I'll need to whack things down a bit in "testing"...
Never mind...
Where is the log for Rebellion? I can't find a folder for steam Appdata...
[quote who="GoaFan77" reply="15" id="3323642"] Everyone's welcome, but if someone wants to make a mod that totally screws up the balance, there's no point in pressing them not to do it. It's their mod! [/quote] Titans have point defense (yes they're huge, but then so are star-bases) and there's no reason that capitals and SBs couldn't have a weaker equivalent. You could always decrease the accuracy v.s. strikecraft; or
Make both of the Domina's abilities AoE, add point defense to all cap ships, give a bunch of anti-PM buffs to various abilities, e.g. the Guardian, the Progenitor, and the defense structure's stuff, make shield techs (the mitigation at least) offer a slight bonus to PM resistance, and buff the Deliverance Engine (perhaps have it kill population or disable civilian structures e.g. factories via rioting/strikes?), make the beam blast stronger than missile burst, strengthen TK Push, perh
The Vasari Carrier and Akkan cruiser links are broken...
Okay, so I am not entirely clear on how to import the vanilla meshes and textures to XSI. MyFisto's mod wiki lists the 30-day trial of 3DMax (it's a broken link) and a page containing the vanilla models has two broken links; it also does not have the new rebellion capital ships. Although I did find a thread on adding new hardpoints via coding... I might just do that, there isn't too much of a n
[quote who="PlayerJuan" reply="7" id="3322961"]Starbases can get strikecraft upgrades, get fighters against bombers.[/quote] Getting four or six fighters for a star-base upgrade isn't necessarily the best bargain; or in other words you need to keep defense craft, hangers/carriers etc. there as a permanent garrison. Whereas if the base has some good AA batteries then a few extra fighters (and/or bombers) start weighing in more IMO. It provides greater flexibility/usef
I just updated to 1.5, I'm really loving it. The ship upgrades are really interesting. I feel culture centers could use a bit of love (did you add the "Wail of the sacrificed" population-bomb Advent ability? If so, kudos, it's a really interesting and well-thought out ability), say psudo-espionage or propaganda. [quote who="GoaFan77" reply="616" id="3319120"] Aw, I like his missile equipped Celio. Besides if I give h
It is possible to mod in 2 extra weapons (either one could be "point defense") for cap ships and star bases... the former would be far easier though, considering that you'd need to modify like 10 meshes for each SB upgrade combo... and that's even if you don't have the extra weapon(s) as unlocked via upgrade... I still want to give it a try, though. Eventually, what with school and a bit of Fallout NV modeling. Anyway it would be a great way to individualize
I just remembered, the TEC's boarding ability converts frigates that are about to die... in other words, moons could be captured by "destroying" them, just like planets. [e digicons]:D[/e] In fact, I'm going to give a go at making this.
[quote who="Turchany" reply="485" id="3282903"]r. [/quote][quote who="Turchany" reply="485" id="3282903"] I saw your intentions about the searching, but 4 levels are too much, on a medium random map I had so many artifacts I got bored of them (on my 20 planets I had 8 artifacts, maybe it is a positive anomaly I don't know, I haven't played that many games in your mod so far) It worked for me to have about the same costs for the two levels but increased chanc
[quote who="Turchany" reply="488" id="3283134"] You are absolutely right, most planets far from their stars are technically cryo (if everything below 0°C is referred as cryo) because the lack of solar energy. Except terran worlds in their snowball period, because it is just temporary and they are not that far from the star but cold (a theory says the Earth was something like this 400-500 millions years ago or even before it, maybe it's not true but sounds likely to me).<br
[quote who="GoaFan77" reply="483" id="3282831"] Another option could be to have it slightly boost the max. allegiance of the planet in the grav. well; quite easy to mod in (I did it for mine, back when I was a wee noob) and given the ability descriptions, makes some sense. While that would be kind of cool, I don't really want starbases to help defend against culture. I just wanted to make fully protecting oneself against Novaliths not quite as hard to do on a limited budge
As far as planets go, most non-habitable worlds are technically Cryo, as surface temperatures reach a frosty -200 degrees on average [e digicons]:cylon:[/e] though of course this does vary. In general though, without an atmosphere to acct like a heat sink, things are either insanely hot or impossibly cold. That said, a Venus type world could be "colonized" in its atmosphere- in fact, ~60 miles above its surface Venus is about the same temperature and pressure as Earth, and CO2
Yeah, especially with rebellion- FIVE weapons types per ship- you can really go all-out with new ship weapons. Give these suckers a crapload of new weapons and such. Cap. Ships in particular- they all should have some form of anti-fighter point defense (all big ships & structures, really) though of course some would be better than others, it would be one of many ways to diversify the fleets. One of the issues I ran into in the few games I played was that nearly all of
[quote who="GoaFan77" reply="477" id="3282307"] Quoting TrooperScooper7, reply 475 (since then, I've been REALLY paranoid, as in max. upgrading planet health before anything else and even researching the starbase ability to stop planet loss) If you are fighting the TEC, especially the TEC Loyalists, you should probably just plan on doing this ASAP on important worlds (at least better than Volcanics, if not all non-Asteroids). It's just cheaper to get tha
[quote who="Lavo_2" reply="474" id="3280901"] Quoting GoaFan77, reply 473Yes, now that I think about it do any of SoGE's ships use all the ability slots? Anyways, yeah that's a great way to do it, you get the better unit AI of an active with the ease of use of a passive. Sadly Vanilla Sins already had scouts filled to the brink with abilities. Nearly all of the supercaps use all of the ability slots, as do some capital ships. There's a lot of 4 ability slot capital
I definitely like the thought of a hard sci fi game, love the speculative fiction. I'm no physicist (not yet, anyway) but IIRC NASA's already researching a plasma shield type thing to protect against radiation; the earth's magnetosphere certainly protects us against EMP waves (and other radiation?) so an energy shield blocking energy weapons seems plausible. Lasers could be stopped with dust particles/smoke screens or reflective/absorptive armor, and p