NewHorizons

NewHorizons

Joined Last seen Member # 4418941
13 Posts 460 Replies 651 Reputation

I'd try running Rebellion without mods enabled - that would tell you if it is a compatibility problem between the game and Vista (which I doubt). As Seleuceia said, don't bother with compat modes, they're intended for running old software on newer operating systems, in this case the software is newer than your OS. Check the mods are up-to-date - recent cha

2 Replies 4,234 Views

[quote who="boshimi336" reply="3789" id="3301209"]Have you considered rolling the TEC 'Magnetize' ability to that new ability of yours as well?[/quote]It's my first stab at a new ability [e digicons]:blush:[/e] so I'll see what TobiWahn & Darvroth think. Gravity Net is designed as a frigate trap and complements the powerful, but fairly short-ranged weapons of the Troligan. It's already fairly effective, especially against long range frigates.

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I'm currently working on a new ability for the Troligan - 'Gravity Net'. It's basically the Iconus Guardian's Repulse ability, but in reverse. Enemy ships within the AoE are pulled towards the war cruiser, should be quite effective at drawing in retreating ships within range of your fleet's weapons. @Pyriel2005 : (shameless plug alert) You could try Sins of the Younger Races if you get Trinity, which is on sale on Steam for £6.49 (~$10) Ed

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[quote who="Kevsteele" reply="13" id="3300106"]... so I never saw the error message.[/quote] FWIW, you don't see any error messages when Steam executes vcredist_x86.exe, I had to run the setup on its own to see those. Good catch BTW.

17 Replies 76,282 Views

I had the same problem here, however Kevsteele's fix didn't work as vcredist_x86.exe complained that I had a newer version already installed. If anyone gets this symptom, follow Kevsteele's solution, except using the VS2010 SP1 C++ package from http://www.microsoft.com/en-us/download/details.aspx?id=26999

17 Replies 76,282 Views

[quote who="GoaFan77" reply="6" id="3300005"]Actually I think 24 might be more than you can manually type as well.[/quote]Confirmed, max length you can enter 'in-game' appears to be 13 characters.

7 Replies 3,366 Views

[quote who="GoaFan77" reply="2" id="3299925"]... or edit the English.string file to change the list of names planets are randomly assigned.[/quote] I'm not so sure about the latter Goa, there appears to be a 24 character limit for planet names that are defined in the string file, so I think harpo may be correct. I recently spotted this when testing the B5 planet names for the Sins of the Younger Races mod - the 'y' of 'MacArthur Midrange Colony' gets clipped off (u

7 Replies 3,366 Views

TobiWahn, Darvroth, The mechanics of the Minbari Stealth ability always seemed a bit odd to me. It made the ship invulnerable for some unknown period of time and would drain AM at 15/sec until exhausted - period of invulnerability wasn't proportional to AM reserves. As it did not use a fixed AM cost it could be used even though a ship had no AM reserves. The ability wasn't set to auto-cast, so you'd have to micro-manage a fleet that was in a large battle, assaulting

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[quote quoting="post"] ... Many punctuation fixes to various diplomacy related strings. [/quote] Although not a diplomatic string, this typo appears to have been fixed in Rebellion, but not Diplomacy. [quote]StringInfo ID "IDSMultisampleNonmaskable" Value "Non-Naskable"[/quote] Good to see Diplomacy is still getting some attention.

8 Replies 20,494 Views

Minbari envoy can use its own abilities (eg Secret Aid) on your own planets. Could the abilities be made to only target planets owned by your allies? [quote who="Darvroth" reply="3728" id="3294448"]The Diplomacy update 1.37 appears to be compatible with SotYR 0.431[/quote] Only gotcha I noticed so far is the 'String not found' on the main menu, where the 'Play Entrenchment/Plan Sins' buttons have been replaced by one to upgrade to Rebellion. We'll n

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[quote who="HMS-ARKROYAL" reply="3721" id="3293819"]They are a real pain to build after you load a game. some capital ships refuse to build any at all and other ships refuse to build some certain types.[/quote] Also modern fighter variants require a lot more time to build (and probably more anti-matter) than their older counter parts. If a ship doesn't have enough AM, it won't build strike craft. Tip:- station a freshly built carrier/capital ship next to a sour

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[quote who="TobiWahn_Kenobi" reply="3668" id="3291520"]Jumppoint ability was broken for all but Narn.[/quote] Yup, that seems to have fixed it! [e digicons]:grin:[/e] [quote who="-Norbert-" reply="3658" id="3291091"]... I'd much rather see the Shadow Titan featuring the level 6 ability to call in a Death Cloud that instantly depopulated a planet, turing it into a dead asteriod, like the Vasari's "Strip Planet".[/quote] I quite like this idea too, although mayb

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[quote who="TobiWahn_Kenobi" reply="3637" id="3289499"]I submitted 0.43RC1. Issues were mostly resolved, some were postponed till 0.45. ... Dear testers please check and give notice. [/quote] Updated from the git repository last night - looks like Minbari's open jump-point ability is broken again, it's gone back to depending on EA's hyperspace jump-engine tech. I haven't yet checked the Narns to see if their jump ability works on not.

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I've sometimes thought it would be nice if any B5 titans were unlocked via a diplomacy pact, each titan specific to a faction:- EA xenophobes: Omega-X (Advanced Shadow variant) EA xenophiles: Victory destroyer Minbari warrior caste : Neroon heavy cruiser Minbari religious caste : not sure, maybe Whitestar? Narn xenophobes : Bin'Tak? etc, etc, although as you can see it would need to more thought as to what titans other factions get.

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[quote who="-Norbert-" reply="3626" id="3288453"]I'm not so sure culture spread gain is fitting for the Drazi conflicts ... but maybe it could increase the weapon damage and hit chance for friendlies.[/quote] Guess I was stretching 'political traditions' with culture a bit there, sadly I don't think planet bonuses can affect weapons, eg rate of fire, accuracy, range etc. The only way a planet can affect those is with an ability, eg asteroid belt. To add to bosh

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[quote who="boshimi336" reply="3614" id="3287984"]-Dock Worker Union: +10% Hull Restore Rate, +10% Trade, -0.5/sec Tax[/quote] Not so sure it's easy to do hull restore rate with a planet bonus, plus for younger races it's practically zero. However I do like this one, so it'll end up as * Docker's Guild: Trade +40%, module build rate +25%, tax -0.2/sec, module cost +10%, logistic slots +4. ie; skilled workers deserve a bigger slice of the pie, but they do a bett

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New artifact & planetary bonuses are undergoing testing, first two already found. Mutai Arena: Terran & Desert planets, +25%trade, +0.5/sec tax, +25% culture Quantium-40 Deposits: Asteroid & Volcanic planets, +35%trade, +1.0/sec tax, +35% metal, +10% crystal, -25% growth rate Dilgar War Memorial: Terran & Desert planets, +35% culture, +25% trade, -30% growth rate. Q-40 bonus has a generous tax/trade increase to compensate for the

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[quote who="TobiWahn_Kenobi" reply="3593" id="3286520"]I'm still ill and have fever[/quote]Take it easy and get well soon. [quote who="TobiWahn_Kenobi" reply="3593" id="3286520"]Can't work on the computer for long.[/quote] I would not expect someone suffering from a fever to work at all. [quote who="-Norbert-" reply="3591" id="3286419"]I also thought of another possible planet bonus: "Technomage's Place of Power".[/quote] A possibility, but I've

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