NewHorizons

NewHorizons

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[quote who="Darvroth" reply="3585" id="3286372"] Quoting NewHorizons, reply 3583Growth: +20% All that mining activity would tend to suppress population growth, how about -10% on the rate but not impact the maximum level for the planet...it can't be all good! [/quote] Fair point, that sounds reasonable. [quote who="Darvroth" reply="3586" id="3286374"]While on the subject of planetary mods... What is the maximum planet population the game engine can support?

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[quote who="GoaFan77" reply="507" id="3285373"]Thanks, I figured something more space feeling would be more appropriate. It's Jaja - Revelation. It's from a free album if you want it.[/quote] Cheers! I find mellow music during game setup more appealing - you're less likely to rush the game options if it's too up-beat. FWIW: I've just finished that game as Advent Loyalists and found no problems - in fact it was one of the more enjoyable Rebellion games I&#39

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There's already the standard 'Relativistic Factory' and a new ' Forge of the First Ones ' artifacts. The former gives the owner construction rate boost, the latter a discount on construction costs and an increase of metal extraction rate (very handy in SotYR). So in terms of artifacts most of that seems to be already covered. It would make a nice planet bonus, so you'd almost end up with an &#

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SpardaSon does raise a valid point:- there's only three additional B5 planet bonuses, one negative, one positive and one mixed. Positive/mixed bonuses should outnumber the negative ones (like regular Sins), otherwise you could deter the player from exploring. I'll be glad of any more positive planet bonus suggestions. To recap, the current B5 bonuses Brivari Distillery: +20% trade, -30% build rate G'Quan-Eth plantation:- +50% culture, +10% trade Na&

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[quote who="simonak" reply="502" id="3283905"]after a while my game screen freezes for a few seconds then continues, keeps on happening.[/quote] I had that happen a few versions ago (early Rebellion version) while playing (IIRC) as Advent Loyalists, mid-game. I'm just trying out the latest E4X to see what happens. Seemed to come out of nowhere - one minute the everything is fairly smooth, next there's a 10sec freeze, 1sec refresh, 10sec freeze etc, etc. What faction we

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I wasn't quite comfortable with a completely negative artifact myself as it could provide a big setback, a planet bonus does seem far more appropriate. However, we've already got a negative creature based bonus - Na'ka'leen Feeders (-20 pop, -5% culture). Can a planet bonus grant a percentage based population increase? The only ones I've seen are deltas (eg AdditivePopulation).

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I'm upto Ch 89. It's fair old read (104 chapters) and although there are quite a few typos it's still quite enjoyable. Scale of fleet engagements feel a bit over the top (number and firepower of ships, tonnage of EA armour etc) but the characters seem believable and fit in with B5 plus the descriptions of battles does get the old imagination going. There's a fair viewpoint from a Dilgar perspective (don't worry everyone - they're still the "bad guys") charting Jha'

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I remember the episode, Dwight Schultz played an EA veteran who had been snacked upon by the "Soldier of Darkness" during the Minbari war - "The walls, the walls ... they're coming through the walls!". I can't help but think though that such an artifact should provide a positive bonus for a Shadow player - it was one of their agents returning back to Za'ha'dum. Sadly though artifacts cannot provide race-dependant bonuses. Over the past few weeks I've been r

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Ability suggestion for EA Omega or Narn G'Quan - "Jump Engines off-line" * Increases rate of fire / damage output +20/30/40% * Disables open jump point ability for a period that reduces with level. * Increases time to begin a jump along a phase lane 3x/2.5x/2x (ie a bit of bit of phase jump inhibitor) * Maybe increase turn rate/acceleration (ie more power for sub-light engines) There's a few examples in the show where a ship turns off the jump e

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[quote who="TobiWahn_Kenobi" reply="3548" id="3280019"]Hi, Updated repository for 0.43a02. Please test and then give me feedback/headsup for release.[/quote] Looking better, many of the bug listed on the Minbari ticket seemed to have been resolved. I've even noticed the AI coping better as Minbari too, probably as a result of tech tree changes and more reasonable ship costs. Would be nice if Centauri Altarian destroyer had some more abilities.

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Na'ka'leen feeder bonus appears to be 'Brivari distillery' in disguise (+20% trade -30% build rate). This might be down to an initial mistake I made when I uploaded the entity file to bitbucket, however IIRC I did upload a corrected version, see reply 3187 . Problem is now the issue is closed, and the issue tracker has been changed from public to private, I can no longer see closed tickets.</

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[quote who="TobiWahn_Kenobi" reply="3505" id="3275222"]Constructors should no longer be disabled after colonising... Also, as stated before, the planet will have much lower max population than normal. Vorlons are few in numbers.[/quote] If any Vorlon ship (a destroyer in my case) is in the grav-well it appears to be disabled when the planet is colonized, not sure if your above constructor fix also cures this. The 'every colonized planet is a phase stabilizer node' conc

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From what I read elsewhere in the modding forum, putting abilities on strike craft can have a horrendous impact on late game performance - ie the CPU handling thousands of units all deciding on using an ability or not (is it in range, does this ability apply to potential target, etc, etc), so it's probably best to keep this ability on a small frigate - something fast & agile that can serve as a (cheap) pathfinder for the rest of the fleet. FWIW: Shadow scout already has the se

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That's a bit confusing as the constructor frigate does auto-use the ability (and it works for EA at least), but it's not visible on the unit's info-card - the player is left a bit clueless here. As there's no ability icon to hover the pointer over, you also can't see the effective range of the ability - it's a bit "hit & miss" as to where to place the constructor so that it reveals the most mines. Would be nice for the Delphi (and other races scouts

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After updating from the git repository the Shadows & Vorlons now look playable - they now start with constructor ships so they can now build things. [e digicons]:thumbsup:[/e] Although that is just an initial check, I haven't begun a proper test yet. Shadow scout looks pretty good. Ignore my comment about the Poseidon not building Firebolts - it already does, I probably should have double checked that [e digicons]:blush:[/e] AI's now seem to build minefie

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[quote who="TobiWahn_Kenobi" reply="3471" id="3272213"]I've submitted the Poseidon and other small changes to the repository. Happy testing.[/quote] Can't wait to see it flanked by some Hyperions with a wall of Omegas upfront - time get a game going... What abilities are planned for the Poseidon? IIRC it's a fleet command ship, which also happened to carry a shed load of Starfuries. I was thinking of similar abilities that I proposed for the Centauri Octuri

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[quote who="boshimi336" reply="3445" id="3254991"]Is it possible to 'add' these new B5 names to the currently existing Sins names, rather than replace them? If possible, I feel that might make it cooler to suddenly run across one of the cannon names and go 'whoa!'. Just a suggestion though.[/quote] I've uploaded both 'replace' and 'append to' string-file fragments to bitbucket so that TobiWahn can easily choose what route to take with planet names,

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[quote who="TobiWahn_Kenobi" reply="3447" id="3255528"]Haven't got much time, just got promoted[/quote]Well done! [quote who="TobiWahn_Kenobi" reply="3447" id="3255528"]Working on one final addition for 0.43, when it is finished I will see how many tickets I can include and then will release the next version.[/quote] Is it worth updating the git repository on bitbucket so that recent stuff can be tested (by myself, maybe Darvroth etc) prior to releasing 0.43?

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It's very easy to append the B5 names to the existing list of SoaSE planet names - that's how I'm currently testing the new names and it does work quite nicely. I compiled up a text file of names and then used a shell script to convert that to a Sins "StringInfo" list which can then be inserted into English.str. The only change to the script is the value of the starting index: 0 to replace, 297 to append (to the standard 296 Sins names) - see <a href="https://forum

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