[quote who="GoaFan77" reply="1997" id="3401244"] Quoting greyseer, reply 1996Firstly, in terms of the game engine mechanics, are starbases limited to just one type/class of starbase per race? No, but you might need to have different construction ships for each starbase. [/quote] Actually as long as you set the abilities and player entities up right you can have one ship deploy different types. Our Empire Faction in 7DS can deploy
Wintercross
[quote who="GoaFan77" reply="1987" id="3400256"] Quoting Wintercross, reply 1986 A quick question, anyone know of a way to apply entitymodifiers to specific weapon types? I want to make a toggle ability that boosts one of the weapon types on a ship but not the others. Entity Modifiers are not modifiable in any way. There is only Energy Weapon Cooldown and Physical Weapon Damage if your ships weapons happen to be divided in a way so that only the weapons you want b
I think changing the green part would be better and leave the white.
the Action IV is one of my favorite freighter-type ships.
[quote who="Major Stress" reply="4" id="3400275"] It has been a while since i looked into it, but i think it is possible to have more than 2 types of strike craft on a capital ship. It should be just a matter of adding the entitys, and adjusting the ship entitys command squads[/quote] Yeah you can have 4 I belive
A quick question, anyone know of a way to apply entitymodifiers to specific weapon types? I want to make a toggle ability that boosts one of the weapon types on a ship but not the others.
Some good news, Got permission from some of the Discovery modelers to use their ships. Bounty Hunters now have capital ships and I also have several other models to flesh out the four houses
That's awesome! I was actually wondering myself how to do this. Would you mind if I use this in Sins of the Sirius Sector? Due credit will be given
If you're interested I could use some large freighter and gunboat-like ships that fit in with the Freelancer Houses (Liberty, Rheinland, Kusari and Bretonia) just to expand the ship lineup a bit for Sins of the Sirius Sector
[quote who="GoaFan77" reply="42" id="3393886"] Quoting ZombiesRus5, reply 41 Quoting GoaFan77, reply 40 Quoting Wintercross, reply 38 I know it's not a priority, but I'd really appreciate it if mobile Starbases were allowed to jump to a grav well with a starbase already present if the planet entity/starbase limit allows for more than one starbase. Minor issue for the main game I guess but very, very important for the mod I'm wor
I know it's not a priority, but I'd really appreciate it if mobile Starbases were allowed to jump to a grav well with a starbase already present if the planet entity/starbase limit allows for more than one starbase. Minor issue for the main game I guess but very, very important for the mod I'm working on
Yeah, had no intention of letting the mod die. I just had some issues. Laptop died (but i managed to rescue the data off the hdd) and then my wife and I moved to a new place so it's taken some time to sort things out and do some more work on it. I'm hoping to get a Liberty Fleet alpha out in about a month give or take, so most of the focus will be on Liberty assets for the moment =D
Just some test shots of the current Liberty Fleet: <img src="http://img.photobucket.com/albums/v343/Wintercross/Sins%20of%20
Which means more work can be done on updating Imperial models to be in line with Rebellion. Replacing all the Tec modules with unique imperial models is also on the cards
Just a quick update... Liberty Strike Rhino: The Strike Rhino is a modified Rhino Freighter primarily designed for taking out static defence and providing fire support against larger craft. It is highly vunerable to fighter craft and cannot target the faster moving vessels with it's rail-cannons. <img src="http://img.photobucket.com/albums/v343/Wintercross/Sins%20of%20the%20Sirius%20Sector/2013-08-26_00001.jpg" alt="Strike Rhino" width=
Looking good!
[quote who="ZombiesRus5" reply="41" id="3389682"] idk... maybe something here. Rebellion: Advanced Tactics and Espionage Advanced Tactics: Set units to Incircle or Englobe enemy units when focus firing. - Useful against AOE Set units to Battle Ball when focus firing. - BAU Others? [/quote] Formations that actually work would be good. Some formations like Line, Box, Sphere, Delta and X would be cool t
I would also like ability based planet destruction (similar effect to the STTC but triggered through a buff)
would be cool to have Heroes similar to Master of Orion 2. basically you can have 3 planet/governor heroes and 3 ship heroes. Assign them to chosen planet/capital ship and get bonuses applied =D Heroes are recruited through the an extra tab on the black market/pirate page
[quote who="Seleuceia" reply="67" id="3380453"] Winter, that problem has existed for a very long time, has been brought up before, and has been ignored....sad fact but true... You can still build multiple SBs but that may not be helpful for your mod...[/quote] Indeed. I know it may continue to go unnoticed but it's worth brining it up anyway in hope of fixing it. The devs are still supporting the game so I'll keep trying to get it noticed.<
[quote who="SithLordAJ" reply="65" id="3380360"] Quoting Wintercross, reply 62 One problem I have noticed for a while now is if there is one mobile starbase orbiting a grav well that allows more than one starbase you still cannot jump another starbase to the same well. You get the error "there is already a starbase at this planet". Pretty annoying for me as the mod I'm working on uses mobile starbases as capital ships.
ok, sounds good... I'll try it out.
I can always replace the phase jump effect with a blank particle I guess... is there any way to make engine exhaust at least show when jumping? or some way to fake it?
If any one knows much about particles, was wondering if it is possible to change the phase jump effects to be an exhaust like effect connected to exhaust points? (rather than the big flashy lines around the ship)
One problem I have noticed for a while now is if there is one mobile starbase orbiting a grav well that allows more than one starbase you still cannot jump another starbase to the same well. You get the error "there is already a starbase at this planet". Pretty annoying for me as the mod I'm working on uses mobile starbases as capital ships. The starbase limit should determine if a starbase can jump or not.