-Norbert-

-Norbert-

Joined Member # 3872148
4 Posts 143 Replies 632 Reputation

I already did look into the cl and da files (for my unschooled eye it looks like the da files is for glowmaps and similar stuff, like the honeycomb pattern on Advent ships), but I couldn't find any trace of how the teamcolored areas are marked in either file. Those places that do have teamcolors, only show a normal grey texture in the cl file. Here's a little comparison-shot I made. On the right is a piece of the Titan_PsiRebel-cl.dds and on the left is, how the same s

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Come to think of it, why are black holes normal system nodes (like planets, asteroids ect.) and not like suns (with connections to other sunsystems)? Since black holes were suns once, wouldn't them being key nodes (or however you want to call what suns are at the moment - I have no idea how the games calles them) make more sense?

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I don't know the specifics behind it, but the Distand Stars mod adds Gunships and EWS bomber that have abilities. Though those are not aimed at specific targets, but get applied to all enemies surrounding the squad. Maybe looking at their files, or asking over in the DS thread might help you out.

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[quote who="Ryat" reply="7103" id="3124945"] Maybe not that high but yes they can get very powerful if you feed them long enough.[/quote] So does that mean there is something wrong with my installation, because those numbers are not exaggerated. I still have the savegame, so I could show you screenshots. And I was mistaken in one regard. The one with 76 damage wasn't the rogue, it was the cutthroat, which starts out with 9 damage. That's 8.4 times the base dama

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Is it normal, that the pirates get riduculously high damage in a long game? Something like 1400+ damage with the starbases missiles, 130+ from the Corsairs autocannons, or 70+ from the rogues lasers? And all that without the powerfull pirates!

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Not entirely true on the part of the Minbari. They can't be targeted by the computer, but you can still aim the weapons manually. Obviously with the distances those fights occur in and the speeds at which Minbari ships can travel, it makes it very hard to hit them manually, but not impossible. Also we only know for sure that the sensors the EA used before it was upgraded in GROPOS can't penetrate the Minbari stealth technology. It was never mentioned how well the other races,

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Oh I use abbrevations like that for myself, but I thought something that's a bit more obvious at first sight would be better when giving it to other people, so I compromised between ultra short and precise naming. ;) And due to what Stant just wrote, I'd advice against using my current combination of laserbeam and dynamic movement mods, till it's been overworked.

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It took less time than I thought. I finished adapting the Laserbeam mini-mod for Dynamic Movement and Powerfull Pirates. Both of them include all the files of both mini-mods, so you only need to select the combined mini-mod, instead of stacking them. While I havn't played through a whole game with them yet, I did start a game with every faction present with both of them, without getting any crashed or mini-dumps. I also included the files for the Flagship mod (in n

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[quote who="Stant123" reply="6640" id="3045576"] DS LASER BEAMS by -Norbert-: This minimod changes many of the Advent and TEC ship weapons to beam types. Vasari were left untouched. This minimod does NOT stack with Powerful Pirates or Dynamic Movement. Making it stack would require three more versions of this to be included and as the feedback I've heard is generally positive (prompting me to include it), its not widespread enough for me to try and make it work

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[quote]The superweapon projectile is exactly that. A projectile. I see nothing that could make ships behave like that.[/quote] I didn't mean turning the ships into projectiles, but giveing the ships the ability to fire such a projectile (preferably invisible) as an ability. And if you give the ability to ships that the AI already builds, it should avoid their wasting of slots. [quote]How would you stop a Borg fleet from knocking on your capitals door 30 seconds into a game

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For warp travel. Wouldn't it be possible to give ships an ability to establish phase stabilizers anywhere within the sunsystem for free? Or if not, let them fire a shot like the current Vasari superweapon, without damage, but with extremely high traveling speed and thus give them the ability to warp almost freely around. If the ability has 1 sec recharge time and no costs, you could put stabilizers down at your current and target systems and then jump directly, ignoring ph

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DS didn't completely replace the original diplo music, it just added new ones to it, so it isn't unusual that you can hear original Diplo music ingame from time to time. The Theme song though, is another matter. That one was taken out (or forgotten to be put in maybe?) for the 1.00 version. The others are all still in there, as far as I can tell. If you still have an old version of DS, you can just copy/paste the old "Opening Theme.ogg" into the new folder. Though I do

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Once upon a time I downloaded a mod called "TEC Laser Beam Mod" for Entrenchment and I quite liked it, but since it stayed at only the TEC and an older version of Entrenchment, I decided to put my own laserbeam mod together. For those not familiar with the concept of spotH3Ds original and now also my mini-mod: Since a laser is a ray of light, traveling at lightspeed, it has to be a beam, not a blob or projectile. Of course in a vacuum you couldn't even see such a beam of l

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It's also a matter of how neccesary it is. If you're savegame in Sins doesn't work? "Oh well, what's a three hours anyway, let's just start a new game". Now imagine you have an RPG character that you played for 80 hours already! Not something were you just say "Oh well, let's start a new one", is it?

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The granted experience for small ships (frigates and cruisers) is in each individual ship file. The capital ships work differently. In the file "Gameplay.constants" you have the experience values for the capships (experience needed for levelup, experience gained for killing it and cost of training). Those values are shared for all capships, no matter the race.

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If you mean they don't send hundreds of ships in the first wave, yes. Though they did send at least three capial ships in every attack wave I saw so far, including the first one. That really caught me off guard the first time it happened (and cost my ally a planet before I could do something about it).

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For the fighters on mining asteroids, you could even use "Old Fighter" and "Old Bomber" that already are in the game, for the ships on the ship graveyard (for TEC anyway). The "Old" would even fit, since the mining stations get the old fighters, no long used by the regular military, while the fleet get's the new toys. Or they could be renamed from "Old" to "Militia". On that note, there is something I consider a problem with the derelict light carrier. You can tell it to build old

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It was, untill they patched it in, quite recently. I can't tell the exact patch which brought it, but at the latest it was the 1.2 patch for diplo and the equivalent ones for entrenchment and plain sins. Now some AIs are very fond of superweapons, while others don't build them at all (since I usually go with random AI behaviour I can't tell you which ones). Even on normal difficulty the AI will build superweapons and on hard and insane it seems to take them just a bit over

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