[quote who="Blair Fraser" reply="19" id="3665794"] What is the behavior now? [/quote] Doesn't do anything at all. A negative trade value results in absolutely nothing =P Tried using a negative trade value on starbases to make them cost 'upkeep', if the behaviour could be changed to make negative trade values actually drain credits that would be awesome. Also, if you're feeling generous be cool if starbases could have the option to use up
Wintercross
Is it at all possible to make negative trade values actually work? Would be pretty awesome.
[quote who="jenningsc003" reply="4" id="3662124"] hey I still have the Truce amongst rouges research but it only lets me be "friends" with the pirates not the planet protectors? is this a glitch or what's up? [/quote] It's a feature. The old effect still exists but isn't used in vanilla anymore
[quote quoting="post"] Starbases hyperspacing now correctly account for the max starbase count at the target planet. [/quote] This makes me so happy =D
Thanks Blair! This is good news and will make things a lot easier for everyone.
[quote who="ZombiesRus5" reply="24" id="3659232"] Quoting hellvor, reply 23 Thank you for the continued updates [e digicons]:)[/e] Although is there a way I can reverse it? I would gladly trade optimization for the old TAR. -edit- Looking through some searches, seems that it may be
I know I might be pushing my luck a bit... but is there any chance we could get the option to make Starbases use supply points? Just a hopeful wish =P
[quote who="upsurper" reply="14" id="3658256"] Can we make the advent Progenitor Mothership icon be upright as we rotate around the model, looks so derpy upside down. [/quote] Would be cool to have a setting in the entity file to make icons static or directional, like structures compared to ships atm. I'd personally like to have all the icons like the structure type
[quote who="Blair Fraser" reply="8" id="3658093"] Quoting Wintercross, reply 6 Also, I know I've banged on about this a lot, but I'd really love it if you could remove the hardcode limit of one starbase in the mobile starbase effect and instead make starbases only blocked from jumping if the destination grav well a
I second having the ability to give shields to fighters. Also, I know I've banged on about this a lot, but I'd really love it if you could remove the hardcode limit of one starbase in the mobile starbase effect and instead make starbases only blocked from jumping if the destination grav well already has the starbase limit reached (or enroute)
Splitting the friendly with Pirates and Neutrals is excellent! That will be perfect for my mod =D
I'd still really like for the hardcode limit on starbase jumping to be removed and instead restrict them jumping if the destination grav well has reach the starbase limit....
Woah... that was weird, I somehow ended up logged into an account I didn't even know existed... woops? Anyway, that post was me =P "Nice work! I had considered making a Wing Commander mod a while back (but settled on Freelancer) but it's good to see someone doing one! I actually ported a Vesuvius carrier model for the TCA to use as a super carrier in the 7DS mod several years back, was also pushing for Makon to use a few Wing Commander fighter models l
This is great news! Thanks very much guys! Though, I still really wish you'd fix the hardcode limit on mobile starbases where you can't jump one to a grav well if there is one already. Imo should be restricted by the grav wells starbase support. A bit weird that you can build four SB's at a star, but if you build one and try to jump in a second it won't let you.
[quote who="Yarlen" reply="19" id="3637847"] It's currently in testing and we're finding quite a few bugs. [e digicons]:([/e] [/quote] Glad to hear it's still be worked on at least! =D
there aren't really modding tools... just a program that converts the .bin to text and a command tool to convert .xsi to .mesh. Everything else is pretty much done by hand (or you can use the eclipse plugin that someone made or whatever) But generally the majority of Sins modding falls into three categories; texture editing, 3d moddeling and .ini (text) file editing. There is a lot of hardcoded stuff we just simply cannot alter.
The biggest thing imo, is the Oxide engine would allow all those glorious models to actually have moveable turrets and actual projectiles that can miss (rather than just less damage %) and so on
You guys got a rough idea when the patch will be made official? Maybe look at removing the hard limitation of mobile starbases entering a grav well and make it restricted by starbase support of that well instead of the arbitary 1 only?
How accurate is your sirius sector map?
Currently working on getting the mod updated for the opt-in beta (1.83) and working out the research for the three currently playable factions
another suggestion, to prevent the abusing of pirates for free XP... make pirate ships give no XP when destroyed.
Simple fix would be remove the pirates ability to bomb planets. Instead let all the bombing ships steal income.
[quote who="phillipward" reply="206" id="3616153"] Alright thanks for the quick reply do you have any time frame for the next update [/quote] I'm not sure exactly, since I'm mostly working solo it highly depends on my spare time and personal drive =P Hopefully I'll have something soon though.
[quote who="phillipward" reply="204" id="3616037"] Hey winter, i was just wondering are you still working on this. [/quote] Yeah, still working on it. Just progress has been slow due to other things taking up my time =P