[quote who="Retsof90" reply="231" id="2924166"]Think the Dynamic Movement system could be made compatible with this? The increased field size and ship speeds would make dynamic battles that much more epic.[/quote] As NU only touches planets, it's doable. The question is if you're willing to put some work into it. ;)
Lavo_2
Actually, skyboxes are NOT useless, not in the slightest. Perhaps for vanilla they are, though for SoGE, killing the skyboxes has effectively killed a ton of ship skins... Nova, if I port over the previous skybox file, will it harm your planets at all? Edit: Or maybe I just needed to reload the game? Something's fishy here... Edit 2: Seems changes were not as drastic as when I first booted the patch, likely occurred due to "shock" to the system, however lighting is definitely off for ship
Can a buff target structures anywhere in the galaxy? if not, can a buff target planets (similar to psi ability) to target structures owned by you? Can a buff wait for a sub-buff to complete? I know sub-buffs can wait for the parent buff to complete, but I haven't tried the opposite. Might be totally off here, but if you could make the building a unique one, say an un-buildable structure that takes up 0 log. slots, and get the ability to always t
So when are the fixes/patch/next version going to be uploaded?
An attempt to answer your question Sinperium. For all of the "caster" abilities attempt to change: numOwnerships 0 To: numOwnerships 1 ownership "Enemy" This should make the ability/black hole target all the enemies of the owner, while not harming the owner. If my understanding is correct, setting numOwnerships to 0 effectively makes the ability target everything that is in range. Hope this helps.
Don't do that, as the AI NEVER moves capitals, unless it loses it's starting planet.
Nah, I'm not going to do that, as that wouldn't make sense in terms of Star Wars, which is the current use. I did note the HyperspaceSlow ability/buff, which is what made me realize the Jump canceler was possible. I'll upload a vid at some point, as a short demo of what it does (as it works and whatnot). Though ApplyBuffToIncomingHyperSpacers might work as a canceler as well. I'll try that if/when I get the time.
The friendly bit's only in there for testing, and worked to that end, I realize that leaving it in would be utterly ridiculous. As for the early exit, it would only work once the ship hit's the ability's effect radius. The finish condition does it's intended job. Though it seems that this goal just can't happen, with the engine and other restrictions. The OnAbilityUsed bit is actually for another Ability, not the phase blocker one.
So I've been playing with abilities, was wondering if there's a way to get an instant action to be triggered when an ability is. Would OnAbilityUsed do the trick? Also, today I coded in an ability that prevents Phase Jumping, within the ability's radius, and I was wondering if it's at all possible to apply this buff to ships that are in Phase space (i.e. pull them out early)? I've set numSpaces to apply to Phase as well, but that doesn't appe
Once the next version of Nova's mod is done it will be slapped into the beta. Unless of course Nova changes his mind.
Heyyy, I'm not complaining about those Low planets. :v They do their job well however.
Each Center will be more vulnerable individually and the AI will, as a whole, have weaker culture. The AI will still make 1 tower even after this change due to how the AI perceives logistical structures.
The maximum number of log structures the game can show is 9, which is already maxed out by the game (mines/factories/research/trade/refinery/broadcast). Also, if you are going to limit a planet's logistics, do bear in mind that +4 logistics slot tech.
[quote who="CatInALawnMower" reply="1599" id="2921445"]But why would the Jedi fly ARC-170's? I don't know if I'm wrong, but they flew the Eta-2 and the Delta series, correct? Eh, kind of pointless to say anyway.[/quote] As I said in my post, the ARC-170 is a temporary filler for the Eta-2 Actis, much like how there isn't a real Y-Wing model ingame, the Y-Wing uses the B-Wing model.
Assault Gunboats are not "gunships", they are bombers, multirole fighters in SW canon. As for strike craft variety, this is truly unnecessary. Fighters are already balanced, and there are already special fighters, such as the Jedi Squadron on the Jedi Venator (they have ARC-170s as a filler for the Eta-2/Actis) and the Independence has Rogue Squadron. The LAAT was not built for space combat, likewise with the Droid Gunship, contrary to what SWBF2 would make you think.
Cat, try the Extra Planet random maps. They make the game a bit faster, as you start with more resources. Though I'm considering reworking those planets, swapping them for say, a Low Terran, so games are sped up more, as they were in the original versions. But regardless, those will make things a bit easier for you time wise. And also, in the settings bit, set everything but ship speeds to fast, and you will find the game will move much faster.
I thought the planets looked epic as is... Nova, you've really outdone yourself.
As one of the SoGE staff I say thanks. Modding can take awhile but the payoff's worth it (usually).
Do you live in a city? If so I blame light pollution. Also there are times when you see the moon during a cloudy night, depending on the thicknessand breaks, sir.
[quote who="Sinperium" reply="120" id="2918843"]But won't the clouds keep us from seeing the moons?[/quote] They shouldn't, depends on how they work.
[quote who="NovaCameron" reply="115" id="2918530"]Edit: EHHHH!?!?!? Well it looks like it's not going to work for entrenchment for some odd reason...[/quote] Wut? This makes me sad. :(
In terms of application it would be easier to code in a Galaxy Gun than a Death Star. Good luck with this though, even if the DS will not be in SoGE officially, there will be a good chunk of people who'd like to see and use it.
Wait, have you checked the AsteroidDef file? Odds are you have, but eh.
Epic. I'll try that out, thanks! Edit: It worked.
So I've been playing with abilities (Intercept/Sprint to be precise), and I was wondering, it is possible to get the main Buff/ability to fire off/trigger another Buff once the TimeElapsed is finished/hit?