zoommooz

zoommooz

Joined Member # 3845887
2 Posts 37 Replies 219 Reputation

@ Lavo Ok, have started trying to add diplomacy techs. Thought I'd start simple, so looked at tec diplomacy tab and tried to add only cultural relations. 1. Now, looking at the entity manifest for SOGE core I see that this tag is already present. 2. With the latest SVN is seems you have added a diplacy tab (field) already. 3. So, now is should be a matte

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No, I'm old and do not use MSN/AIM/Skype or are familiar with IRC' (Had to goggle them to find out what they were [e digicons]:grin:[/e] ) What I might do is look into what components go into making up a tech tree, and then just use the base sins diplomacy as a frame work and see if I can get this working in my own game. Once I get to this, will talk about how I get the files to you. As stated, I don't hav

747 Replies 2,201,626 Views

Cool. I actually like the new capital structure (Only checked empire so far). On technology, in general: I have been playing lots of the mods around the traps while waiting for my local store to get a copy of Rebellion, and I have noticed that with mods that don't really change to much in the way of vanilla sins ships (and hence have a lot more time to allocate on it) their research trees are just fantastic (stars mod, for example is excellent

747 Replies 2,201,626 Views

Hey Lavo: Just got rebellion and am starting to play you new updated version, with just a few start up questions. 1. Fleet command research 999. Basically you have removed this from the game? Something to do with titan class usage no doubt. While it is still available to research, by doing more research it actually goes down. 2. The civic research seems to have taken a hit, with a lot of it being removed.

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Again thanks for the answers. Another question (Sorry) I am looking at the player entity files, so as to gives a better racial inclination bonus for colonial to colonial, and cylon to cylon, while making this bonus worse for cylon to colonial. From what I can gather there is no specific race id for this, and hence, they instead rely of their 'raceNameParsePrefixFallback "TECH" for this? Which is why I've noticed in game that the racial modifier&nb

3,050 Replies 8,586,869 Views

Ah ok, not a bad idea. Though, do you think that this will mean that the uniqueness of artefacts will totally go? And, have you taken into account that having so many of them could easily become OP. In effect if you own at least one of every planet type, then you will have all of the artefacts, correct? Regardless, time to do some planet entity file searching [e digicons]:grin:[/e] Edit BTW, where have you put this info, ie what entity

3,050 Replies 8,586,869 Views

Thanks for the replies. 1. I thought the raptor was the bomber for the colonials? 2. I just bought Rebellion, so am giving Blood and chrome's version for this a go, as it comes with the planets already. In game all seems to be working, however, when searching planets, every one has the kinetic intensifier on it, which I am assuming is either a bug, or because rebellion is 1.04 not quite compatible yet? If so is their anything I can do in the mean time

3,050 Replies 8,586,869 Views

Just a quick question (Sure it has been asked before). I am new to this mod and am trying to get it up and running. In the mod selection, I followed the instructions and can get it to work (Dip 1.34) but cannot get the planet addon part to work. I noticed in some of the example pictures that the planet addons have a Sotf at their start, but the ones I downloaded start with 'planets'. Did I download the wrong ones, or can the planets addon only be played by itself? (Note I placed

3,050 Replies 8,586,869 Views

@ Aplos Thanks for the response. I'm pretty sure the PERMANENT bonus comes from the pieces of equipment scatter around (which is a great idea BTW)

263 Replies 836,727 Views

I've only just found this mod, and I have to say I'm very impressed with the professional and polished look to everthing. Some of the philosphies for the map designs are really well thought out. Also, the tech tree is a wonder, and definatley moves the game away form (and I love this) just a combat simulator. Very well done here. Now a couple of question. My tech Kol capital inexplicitly get a 10% weapons range

263 Replies 836,727 Views

Thanks for the quick response. 1. Ok, no your right not implemented. 2. Bummer. About number three, there is normal phase speed (which you rightly said is adjusted under player files) and then there is transwarp speed (Only for the borg phase gate modules). As some of the borg research increases transwarp (not phase) speed I wonder if this increase is still based of the borgs initial phase speed. (In

5,100 Replies 12,680,777 Views

Just a couple of question about the borg. 1. What does the fleet becon ability actually do? Its labels far reaching network as a research tab (highest tier) , and has a description, but I cannot find any way to activate it. 2. What do I need to change to allow the borg transwarp to be able to jump from any planet, even if is is at a different star system? 3. I noticed that the transwarp sp

5,100 Replies 12,680,777 Views

Noticed that in entrenchment version (may be differnet in Reb) AI will try to bomb planet (and continue to do so even though planets at zero), when protected by Aux star base. Also, what Republic ships/fighters have the penertrate shield ability? After switching between fights I went back to a particular fight and my ships strangely had all been destroyed, much too quickly to make sense. Sent some more in and watched what happe

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I'd sat that the last point ' or that the AIs have a scripted relationship bonus/predisposition amongst each other' is most likely, as I manually went in and set all relationships, and agreements to zero, but still, super friendly very soon there after (far to quickly to to have been from completing missions) Another question. Does damage affecting ships differ when hi

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Another balance thought. Do you think that the sacrifice ability of the Vong is a bit OP? I mean at level 3, its sets the shield mitigation at over 100%, and with the antimatter reserves make this ship (Their smaller super capital) basically invulnerable Thoughts? Also, can the ai have trade agreement, cease fires etc when their happiness towards each other is zero. Why I ask, is that I did one of my in game switch races, and shortly there

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[quote who="Lavo_2" reply="362" id="3202504"]Oh riiight, Entrenchment. The AI is much better in Rebellion, even at Unfair. Though anything beyond that is impossible, as the AI gets a stupidly large amount of resources. At times I've thought of giving them a financial penalty in the AI only tech, if not solely to allow for the higher difficulty's better tactics.[/quote] Good to hear. As soon as I notice that you MOD's fully ported over to Rebellion, I'll

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You must have missed it [e digicons];)[/e] , I said hardest level (for entrenchment that is). Remember I alter the length of my games (considerably) as well so perhaps my save games would be useless for the general community. However, if they would be useful I will still upload them. And indeed, altered save game so as my old races ai control, and ai ship control is set to TRUE in the save game. Thanks for the reminder

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Thanks, worked well. Just a general comment on functionality. I sometimes play a game, and later once in a winning position, switch sides for a challenge. Did this in a reccent game, and even with AI on hardest difficulty, and having nearly completed all research for my starting race, upon changing, so much of the research tree of the new race was not done. They had plenty of ship supply research done, and cherry pick

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Because I have changed the jump angles in my gravity wells, so as ships can pretty much jump from anywhere I have come to a bit of a problem. Say, I have a group of five ships spread throughout a gravity well in a group and command them all to jump to anather planet, they all want to jump from the same exist point, not their own closest exit points. Becasue I play a mod with very large gravity wells, this can mean a huge time differce between when ships jump,as somtimes a ship which

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