-Norbert-

-Norbert-

Joined Member # 3872148
4 Posts 143 Replies 632 Reputation

Erm... why not simply give the superweapon a research requirement that can never be met, like a research subject of another faction, or just delete the superweapon research out of the player .entity? How could either effect the AI, except for them not wasting ressources on the research of something they can't build? Is there any news on the alternate download that's still pending approval? Because I can't download from the current link for so

3,050 Replies 8,582,395 Views

The Rebellion 0.10 Alpha with the patch. For the last Diplomacy version, the model works... in Diplomacy itself anyway. When I try to just copy the mesh and/or texture files over into the rebellion mod directory, they crash the game either on startup, or when loading a map.

8,423 Replies 15,667,972 Views

I discovered something that might be a bug. Whenever I zoom in close enough to an Advent gunship, that it's model would show up on screen, my game crashes. I also tried to replace the mesh-line in the entity with the one of the regular Advent fighter, but the crash still happens. Does anyone else have the same problem, or might it only be a download corruption?

8,423 Replies 15,667,972 Views

I thought the burst and fire delays are just used for the graphic effects of the shtos, with the value in the entity files already being DPS values. Or are you talking about the "PreBuffCooldownTime" here?

17 Replies 12,879 Views

If you activated the Flagship mod properly, you should start out with a single shuttle in your start system. Once you completed the associated research (if my memory serves me right, it's on level 5 military) and you got enough ressources and free slots, you can use the shuttle to call in the Flagship. Is it possible that you got the activation order wrong? The Read me (in the Extra folder) is quite detailed about which folder should be where in the list.

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Since I don't think, replaceing all those red light would with teamcolor would look good on the Vasari (unlike the Advent) and the Kultorask lacked any obvious armor plates like it's loyalist cousin, I had to come up with something else. And after weeks of thinking and looking I finally came up with something that might work. As before, pictures and a link to the updated file are in the first post.

31 Replies 119,442 Views

For files the game has an either/or approach. If it doesn't find a file in the mod directory, it takes the original game file. If a file is found in the mod directory, it looks as it and only it, just as if the original file didn't exist. That is even true for a completely empty dummy file, as long as teh filenames match up (and end up mini-dumping the game). So even if you want only a single digit changed, you still need to copy the whole file and change the digit in it.

7 Replies 33,430 Views

You mean cutting the ornaments out of the da and implementing them in the cl alpha layer? Unfortunately I didn't think of that. It would have saved me some time with the Eradica. But the hardest and most time intensive part of the Eradica was removing those orange stripes that bled out of the actual lighted area into the surrounding bluish grey textures. I included your mesh file in the download and also put the files into the fitting folders, so inexperienced peop

31 Replies 119,442 Views

[quote who="ZombiesRus5" reply="22" id="3246219"]I hope your using the light map from the da texture and not doing all that by hand... Also, I have a fixed mesh for the Eradica that still isn't fixed in game if you want it. [/quote] The only change to any da map I did, was for the Transcencia, since the frontal symbols were too dark to properly see the teamcolored areas most of the time. The rest was adding the areas to the alpha channel of the cl maps (mos

31 Replies 119,442 Views

Since the old file seems to have gotten corrupted during uploading and I didn't back up the original file on my computer (thinking it was savely tucked away on my webspace...) I had to redo much of the Eradica again, but now I am finished with it... again. Screenshots and Link in the first post.

31 Replies 119,442 Views

[quote who="Ryat" reply="7865" id="3240172"] [quote]Quoting Stant123, reply 7864The Akkan doesn't say anything at all that hints when it was created, just compares it to military ships.[/quote] I thought the Akkan was a cruise liner/colonizer ship with minor weapons to deal with the occasional pirate? At least that is what I read into it.[/quote] I just checked and while the manual doesn't specifically call it a converted civilian design, it does call it a "pes

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[quote who="Stant123" reply="7850" id="3238875"] To my recollection they only had Dunovs and Marzas pre invasion. Dunovs being part of the massive trading fleet and Marzas being part of the mining fleet. These being the only ship designs still in service from that massive fleet, not that they were the only capital designs. The Kol was the first Warship from the TEC and it stands to reason the Sova was developed at the same time but fielded second.[/quote] I thou

8,423 Replies 15,667,972 Views

Stant123 you are forgetting something very important, which in my opinion is THE very reason why the TEC was able to fight both the Vasari and the Advent into a standstill: Numberical and economical superiority. They have more people and more material, which means they can have more soldiers and ships. But if they outnumber the enemies and still "only" can hold their own agains them, that must mean they have some disadvantage against them which prevents them from just grinding

8,423 Replies 15,667,972 Views

I have an idea for an ability for centauri envoy ships. Decadence: Improves trade income in the system. The story to it is pretty much Londos opening speech, when he starts his story for Luk and Lizza (however they are spelled) in "In the beginning". Or for those who don't remember (or never seen the film), the Centauri's decadence made them very interrested in art, literature, music, cuisine and lots of other not stricktly necessary stuff, which greatly foster

5,473 Replies 14,196,295 Views

[quote who="jaredddbrown" reply="7607" id="3200067"] Which of harpo99999's programs do I need? The only things I really want to change are # of strikecraft per squadron, the damage output of some capital ships, and increasing the level of research for a couple of things for all races.[/quote] You don't "need" harpos tools, though they do make it easier (or so I heard, I am comfortable enough with the "bare necessities" that I havn't tried them yet). <

8,423 Replies 15,667,972 Views

[quote who="Darvroth" reply="3272" id="3200072"]Narn would have a militant revenge faction and a fatalistic faction. I don't see either the Shadow or Vorlon having factions as they are their own mutual enemies.[/quote] The Vorlons do have two factions. There is the one faction that Kosh Naranek belonged to, that want to protect and guide the younger races. Since this was the original goal of the Vorlons, they would naturally be the loyalist faction, or maybe "Gu

5,473 Replies 14,196,295 Views

Considering that the only Ikaran units utilizing organic technology (which where absolute cutting edge technology for them) where the "infantry" guardians, maybe the Ikaran Vault should work like the current Ion field generator. For space-ship armor and/or regeneration, maybe you could take the secret laboratories that the EA had working on adapting shadow technology. The majority of them was destroyed during the EA civil war, one was destroyed when the Hybrid they build went

5,473 Replies 14,196,295 Views

That the non-elite strikecraft are weaker than the Elite isn't a bug, but an intended design decision. Elite (which should only be buildable by Starbases, Hangars and the Capital Carriers) are supposed to be stronger than the others. If I'm not mistaken this was done as a countermeasure against spamming carrier-cruisers. To compensate for the lack in firepower of the non-elite strikecraft, the carrier-cruisers have an aura that buffs strikecraft damage by 66%.

8,423 Replies 15,667,972 Views

The Vasari already have the pulse beams, but if you want to change the pulse-gun and/or the wave guns into lasers, that is pretty easy too and shouldn't change balance at all (wether the projectile hits the fraction of a seconds sooner or later won't matter). With missiles though it might actually impact balance, since they travel for several seconds and in rare cases even slower than the craft they chase (enabling the craft to jump out before taking damage, or being repaired,

8,423 Replies 15,667,972 Views