While i was changing some values on the star trek armada 3 mod i've encountered something weird. The AI stopped doing anything after building its first for free capital ship. Wondering why it would do that but nothing else i started to observe the AI via dev mode. Thats when i noticed that every few seconds the AI players get stripped of all resources. They all jump to 0 without anything getting built/researched like every 10 seconds. When i give the AI player 1.000.000 of every resource it s
ParadePartizan
So I am playing Armada 3 at the moment and I have noticed that the AI even on the hardest setting does not care much about military research like increased weapon damage and more hull/shields/armor. I would like to change that on my own rather than hoping the devs will do it some day. Where can I change the research behavior?
[quote who="myfist0" reply="4615" id="3432221"] Quoting ParadePartizan, reply 4614Any ideas? Bugs the hell out of me as well, I have also experimented for a long time and found no good results. They probably did change it for the new corvettes. If you find a good solution, please let me know. EDIT: I forgot to mention that we added a few abilities that must face forward to use, so, like the Galor's main spiral weapon ability s face forwar
Does it work to use a rebellion model for trinity?
@Seleuceia The reason for my request is that it just looks better for the star trek mods i like to play (SOA2/Armada3). The ships use fighterattack style and it bugs me when they completely stop while turning around for a new attack run ( the fighters move while turning though ). @Wintercross Already tried out various combinations. I even gave ships same movement stats as fighters - nothing worked. There has to b
Does anyone know if it is possible to change rebellion ship movement behavior (ships turning around in place) to the way it used to be in vanilla (ships moving forward while turning around) ?
Something i have noticed and really troubles my personal trek feeling while playing is how the ships move while doing an attack run. I do remember that the ships moved forward when turning around for a new attack run back in the trinity version of this mod. In the rebellion version however they stop, then turn around and then move forward again. It looks so odd and doesnt feel "trekkish". The fighters though do it right. I have already tried to give ships same mass/acceleration/decele
Ah yes, i guess i should have been more precise :D At the moment the ability is doing damage per second for 5 seconds and then recasts (duration/cooldown both 5 secs) I would like to get rid of the cooldown and the duration thing. So its casted just 1 time and persists until the target is destroyed or the target is switched (if possible) and then recasts on a new target and so on. Ps: Is it possible to restrict an ability to be used only out of combat?<
Its me again :D Im looking for an ability that makes damage to a target per second and stops when the target is destroyed. Is that doable?
[quote who="GoaFan77" reply="1694" id="3322464"] Yes, if you want to upgrade the ability with research. Look at the TEC Repair bays for how to do that. It is impossible to have it start a level 1 then use the capitalship upgrade points to increase it further.[/quote] I tried to give a capitalship a "researchwithbase" ability. Problem is: When the ability is not already max lvl through research, it will eat up command points without any effect. <
Dayum. Im playing a mod that doesnt work for rebellion yet. Anyway - thanks! But i have another question: Is it somehow possible to let a capitalship start with an ability already at lvl 1? And: I have noticed that some techs with prerequisite techs dont have any "arrows" attached to them but some have. Is there a way to influence that? I would like to have some techs with prereq-techs but without an arrow pointing at it across the whole techtree ^^ &nbs
First: Is there a way to let abilitys have more than 3 lvls? Second: Is there a way to buff the damage of an ability via conventional weapontech like + 5% dmg to a weaponclass?
[quote who="GoaFan77" reply="1687" id="3321350"] Quoting ParadePartizan, reply 1686There is another ability in the mod that does pretty much that, what i want. But i have 2 problems with it. 1.: Every time the ship uses the ability it stops moving for a short period of time. When i set the ability to a short cooldown of 1 or 2 seconds it doesnt move at all. Looks really weird with fighterstyle combat. 2.: Its an active ability. Sometimes the ability is used straight after the cooldown ex
There is another ability in the mod that does pretty much that, what i want. But i have 2 problems with it. 1.: Every time the ship uses the ability it stops moving for a short period of time. When i set the ability to a short cooldown of 1 or 2 seconds it doesnt move at all. Looks really weird with fighterstyle combat. 2.: Its an active ability. Sometimes the ability is used straight after the cooldown expires, sometimes it waits for some reason. The passive ability i was using with radius s
Well, i dont like the style weapons work in sins(or to be more accurate the star trek mod). The ships are using fighterstyle combat/strafe runs. Since some ships have just forward weapons and others have weapons in multiple directions while strafing its really hard to balance them out. I planed to set the damage of the conventional weapons on every ship to just 1(just for eyecandy pew pew) and let them do the real damage through an ability without any visual effect. So the ability
I want the ability to focus on the actual/same target of the ship, that posseses this ability (Ship A has the ability. Ship A fires at ship B. The ability of ship A fires at ship B as well and ignores other targets in range). And i want it to be used 360 degree, without facingrestriction. I have already managed to fire it at 360 degree, but it fires randomly at targets if there are more than one target in range.
Another question: I have an ability for a ship that deals damage to targets(max 1 target) in radius, but it seems like the ability picks targets randomly. Is it possible to change it so it attacks always the actual target of the ship?
[quote who="ZombiesRus5" reply="1676" id="3320906"] Quoting ParadePartizan, reply 1676Sounds fair enough. Would you mind giving me an example, how the ability has to look like? I dont know how to make abilities from scratch. I just copied already existing abilities and modified them so far. Look at the Tech Envoy's Settler ability.[/quote] Works. Thank you :D
[quote who="GoaFan77" reply="1675" id="3320885"] Quoting ParadePartizan, reply 1674Is it possible to give population to a structure? I know there is an upgrade for starbases that does it, but i would like to give a structure pop from the beginning. Not directly, best you could do is give it an ability that increased the population of the planet it is orbiting. [/quote] Sounds fair enough. Would you mind giving me an example, how the ability has to look like? I dont kno
Is it possible to give population to a structure? I know there is an upgrade for starbases that does it, but i would like to give a structure pop from the beginning.
[quote who="GoaFan77" reply="1626" id="3310282"] Quoting ParadePartizan, reply 1625How/Where do i change the overall size of a ship/structure? You have to change the mesh of the ship/structure, either by trying one of the resize tools or importing the mesh using a 3DS max script and changing the scale in a modeling software of your choice.[/quote] Wah, i hoped it would just take some minor treaks. Never used a program like that before. Anyway, thank you sir
How/Where do i change the overall size of a ship/structure?
This is the initial situation: I want to use an ability manually, that buffs a friendly target with hullrep and shield restore. The buff stacks up to 5 times. So i planed to use 5 ships as a group to buff another ship with 5 stacks simultaniously. But every time i try to use the ability with a group of ships they just apply 1 stack, 2 stacks at maximum. Is it possible to change it so every ship in the group applies the buff?
Is there a way to tell a group of ships with the same ability to use that ability simultaneously on a target?
I used and modified the Lakota Refit myself for adding shields and hull to a specific ship, however its actually a buff given by an ability, and thats what i try to avoid. Furthermore the extra hull and shield hp dont appear in the statinfo in the shipyard because the buff is applied after the ship leaves the dock, so the ship has to recharge both of em :/. Ps: I got another Question for ya ;)...i tried to get rid of trade ships to increase the performance in lategame,