NewHorizons

NewHorizons

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[quote who="TobiWahn_Kenobi" reply="3210" id="3185436"] file it up on BitBucket[/quote] Done. I actually had a go at doing this myself after foolishly thinking "how hard can it be?" After converting the mesh to text I ended up sketching (on paper) the forward & side projections of an Omega so that I could determine the co-ord system and hence the positions of the two silos. The bombEffectsDef section of the entity file was then changed to use TEC missiles a

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That's a shame, I thought that one would have been fairly straight forward - I'd assumed standard SoaSE missile effects (eg for TEC) could have been used to fire from a pair of hard points under the Omega's hangar. I must admit I wish I knew more about modding and be able to give you guys some more assistance. BTW: Agree about the Hyperion, thinking about it I doubt the AI would use those ability suggestions as intended - I look forward to the new goodies in 0.43 ;

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TobiWahn, Darvroth, What are your thoughts on the siege weapons of EA ships? For the EA Omega (and probably the Nova d'naught too) the two large oval structures under the hangar bay are were intended to launch heavy mines/missiles, see B5Scrolls - I like the idea that the forward plasma/X-ray laser turrets were meant as a 'distraction' ;-) Maybe give the Omega

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Guess who watched In the Beginning last night? ;-) Thoroughly enjoyed it, I might dust off the series DVDs. I saw the bug report for the Hyperion, but it looked a bit blank. [quote who="Darvroth" reply="3198" id="3183977"]That said there are several techs that do not work as advertised as the ability the tech references hasn't been built yet[/quote] I'm guessing things like Ranger Espionage etc. [quote who="Darvroth" reply="3198" id="3183977"].

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Guess who watched In the Beginning last night? ;-) Thoroughly enjoyed it, I might dust off the series DVDs. I saw the bug report for the Hyperion, but it looked a bit blank. [quote who="Darvroth" reply="3198" id="3183977"]That said there are several techs that do not work as advertised as the ability the tech references hasn't been built yet[/quote] I'm guessing things like Ranger Espionage etc. [quote who="Darvroth" reply="3198" id="3183977"].

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[quote who="Darvroth" reply="3111" id="3158898"] I'm looking for possible ideas to use as ship or structure abilities for the 6 major races. Darvroth[/quote] Hyperion cruiser, currently only has the jump engine ability, how about these 1) Lay mines - drops 10 nuclear mines 2) Send distress signal - which acts like the the Radiance's taunt ability With those two you might be able to use Sheridan style tactics to kill a Sharlin, although you&#39

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[quote who="GoaFan77" reply="321" id="3181334"]Probably because adaptive force field is now a passive ability. On one hand I like there being some sort of visual clue that the Kol has this ability. On the other, I can understand some will think its an eye sore[/quote] Personally it's not that much of a big deal, thanks for the explanation. [quote who="TheNamelessSithLord" reply="322" id="3181375"]What is that, anyways? I don't recognize it.[/quote] It's the

1,119 Replies 3,145,942 Views

[quote who="GoaFan77" reply="319" id="3180843"]Your starbases are probably still getting the damage boost though.[/quote] They do, so that's OK, it just appears to be a glitch with the info card display. BTW: any ideas why the Kol's shield is always visible, even when it's not taking any fire?

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There seems to be an oddity with the display of the TEC military tree. The techs that upgrade missile damage don't appear to apply to starbases. The infocard states Star Bases Improved: and then nothing, instead of All , which is the case for normal Sins. If these techs don't apply to starbases, then it may be worth changing the info card not to list them.

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In addition [quote]... and 2 repair platforms ...[/quote] If the Kodiaks are in range of the repair platforms then take out them out first with bombers or Orgrovs/Adjudicators. I'd also engage any Hoshikos (or use LF to reduce their AM reserves) that are supporting the HCs. While the support stuff is there you could argue that your fleet's firepower is being wasted.

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Carrier cruisers in B5SotYR are respectable combat vessels - strong hull & a decent amount of weaponry with abilities that are suited to being at the heart of an attacking fleet, eg Embolden. Would it be worth setting them to auto-attack by default? They would be more likely to move with the fleet and be able to use their abilities, instead of sitting at the edge of a grav well out of harm's way.

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I like the new hero units, I've only played Advent so far but their abilities seem fairly well thought out. [e digicons]:thumbsup:[/e] [quote who="GoaFan77" reply="296" id="3176270"]Quoting BadTune, reply 295 ... any idea why the hero ships don't like to group phase jump with the rest of the fleets... I did notice that once, but I thought it was just one of those crazy game moments that'll be weird but never happen again. If its happening quite often

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Just gave the new planet bonuses a test and they seem to be OK, so far I've found the G'Quan Eth plantation, still haven't found the Brivari distillery yet. BTW: The 5th ability of the Neroon Carrier War Cruiser has a "String not found". Looking at the entity files this is for "Weapon Cooling", the end of [i]AbilityWeaponCooling.entity[/i] has no string IDs:[quote]... ... ignoreNonCombatShipsForAut

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PetFire, Sins Trinity, which includes the Original, Entrenchment & Diplomacy versions, is still available for around 16 Euros. If you want to play any mods, at this point in time, it would be a worthwhile investment. I've had Trinity for a couple of years now, and consider it one of the best small purchases ever made. I must admit though, I do look forward to seeing SoGE in Rebellion, even if it's just for the graphic improvements. Ke

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OK, I've had a bit of play around and I think I'm getting a grasp of the entity files. What stumped me at first is that B5SotYR appears to be using the PlanetBonus*.entity files from Sins itself - I'd assumed all entities were self contained in the b5-sotyr directory. After grabbing the decompiled reference files I can now see how things are implemented. So an initial stab at the Brivari Distillery planet bonus would be to add the

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[quote who="Darvroth" reply="3172" id="3174634"]...unless your a 20 something or a programmer by trade alot of it is a foreign language.[/quote] ... well as it happens I am a programmer (C/C++ on Unix & Windows) but it's been a while since I was 20-something, so it may be a case of teaching old dogs & new tricks. [e digicons]:dog:[/e]

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[quote who="TobiWahn_Kenobi" reply="3168" id="3173671"]Good idea, get it in the issue tracker and we'll see to it. You can even give me a sins entity file which includes those bonuses and I'll put them in the repository [/quote] Will do. I've no idea how Sins entity files fit together though - why do I get the sneaky feeling that TobiWahn is trying to make a modder out of me? [e digicons]o_O[/e]

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Done & done. Not sure if you've considered planet bonuses yet, but how about G'Quan Eth plantation : culture boost +50%. If possible apply culture boost to Narn only, other races get +10% trade. Na'Ka'Leen Feeder : Planet population -30% to -50% Brivari distillery : Trade +20%, construction time +35% **hiccup, stagger** Trader Station : Trade +30%, maybe unlocks a 3-5% discount of purchases from the black market - no questions asked&

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Just made a start testing the Centauri. Military tech tree is well developed, although it is probably too easy to make a bee-line for the Vorchan and then spam them like crazy. Vorchan is good, even a small squadron of them is probably one of the best counters to neutral Dretes battleships which are easily out manoeuvred. The other trees seem a bit sparse though. It did seem that diplomacy was harder for the Centauri, which is a shame, as early on in the B5 sto

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D'oh - curse of the font, they do look similar![e digicons];P[/e] FWIW, ending a command with a pipe | would result in a hang as the shell is waiting for another command to read what was piped from the output of the command string. Not many commands have a '-' option, the only one that springs to mind is the tar (tape archive) utility.

12 Replies 17,702 Views

[quote who="Volt_Cruelerz" reply="8" id="3169469"]How would this detect the number of strings?[/quote] wc -l : count lines (new line chars to be accurate) wc -w : count words (default) wc -c : count chars (bytes) Cygwin is very useful, but it does have a couple idiosyncrasies i) Drive prefix C:/ is replaced by /cygdrive/c/ ie C:/Windows/System32 becomes /cygdrive/c/Windows/System32 &nbs

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