Are any modders familiar with Linux/Unix? If so, it would be well worth using Cygwin which provides all the Unix-style text processing utils like grep, sed, awk on Windows. It's far easier (once you're familiar with Cygwin) to write scripts using bash, the command shell interpreter, than DOS batch files. Example 1, Finding missing trailing quotes in English.str (assumes the closing quote is the last char of th
NewHorizons
I think the AI needs some help when playing as Minbari. There's at least two issues that the AI seems to have problems with :- the tech tree and the cost of ships at the start. These two factors means Minbari AIs tend to dig themselves in at their homeworld and rarely expand & colonize new worlds. I've just played a large map where all 8-players were Minbari, and only one AI colonized several worlds (6, then 8). Just two AIs built more than one cap
Some more capship names this time for Centauri & Narn. There's not many mentioned in the series so I've used names of liners/freighters. [quote] > ID "IDS_CAPITALSHIPNAME_CENTAURI02" > Value "Valerious" > StringInfo > ID "IDS_CAPITALSHIPNAME_CENTAURI03" > Value "Molios" > StringInf
Some thoughts on the E.A. tech tree. Internal Gravity sounds like it should be a pre-requisite for the Omega, perhaps swap its position with Ground Pounders or Large Missile Silo . Police State is tier 7 and requires Restored EarthGov (??) It seems more fitting to move it down to tier 6 and require Earth Civil War - it was the instrument of Clark's regime after all ;-) Enhanced Hypertravel info card ment
Could the Hermes' default engagement range be changed from Gravity well to Hold position ? It wouldn't go charging off trying to take down a starbase on its own, but it would defend itself if an enemy ship closed in on it. That might be better than turning off auto-attack.
Just lost 2 or 3 of them when assaulting a Narn homeworld fortified with several T'Gan turrets (no starbases). I didn't actually spot them charging off as I was micro-ing my hordes of bombers. That turned out to be quite an expensive loss at 1700-2000 crystal each. I think I'll turn off auto-attack and hope they still refuel & repair.
[quote who="Darvroth" reply="3136" id="3164873"] ...there are a number of mismatches between ship weapons and what the string file says is there...suggested corrections would be appreciated...[/quote] Nova Dreadnought has the Marza's Incendiary shells ability which affects autocannon & missile ordnance (see the ability's infocard), however a Nova has only plasma based weapons. BTW - should Plasma Warping & Cooling techs also improve the Nova - bonus wise, it always see
[quote who="TobiWahn_Kenobi" reply="3131" id="3163961"]Adrenato should change "CultureAntimatterRegenAmount", perhaps the value is too low. (0.0 base, 0.005 per level value)[/quote] Is that per culture point? Eg; a planet that produces 10 culture/sec restores 0.05 antimatter/sec. The info card description 'Antimatter restored in culture : 0.0' doesn't sound a great incentive, which is down to rounding I guess.
Some observation after playing as Minbari in v0.422 1) There doesn't seem much point in researching Adrenato, it isn't a prerequisite of other techs, doesn't unlock anything nor improve anything - or have I missed something? 2) Kanet 6 turret appears to have a greater range than the Kanet 11 3) Introspection tech actually increases the cost of research instead of making it cheaper Some more (hopefully canon) capital ship names, this time for Earth A
I would recommend registering your copy and then updating Trinity to the latest versions, current version of Diplomacy is 1.34. This is very stable, it is very, very unusual for the game to crash. The diplomacy aspect comes into its own with larger maps, where there are more factions with more opportunities to form alliances against other faction(s). It's easier to form alliances with a faction that is the same race as your own (racial inclination), however it is m
[quote who="TobiWahn_Kenobi" reply="3125" id="3160353"]If it is possible to limit this ability to ships that are about to phasejump that would be cool. Outright destroying is out of the question though, but lots of damage would do the job (destroy small to medium ships, cripple large ones).[/quote] Sounds similar to the standard ability on all starbases - ships that phase jump from the system take damage, so hopefully that may fairly easy to implement. [quote who="TobiWahn_Ken
I'm not sure Sins capability for tripartite diplomacy, but it would be nice if the Narns had a tech+envoy ability to negotiate between two other factions, eg In the Beginning : G'kar's attempt to broker peace between Earth Alliance and the Minbari Federation. Possibly could be implemented if your Narn faction has two allies that don't have a cease-fire with each other, you send envoys to both which then use an ability which increases the relationship between your two a
[quote who="TobiWahn_Kenobi" reply="3116" id="3159633"]I like that, I've always wanted to include the Thenta Makur.[/quote] ... price of Death Blossoms & pain-givers soars on the interstellar black market. [e digicons]:ninja:[/e]
[quote who="Darvroth" reply="3110" id="3158898"]I'm looking for possible ideas to use as ship or structure abilities for the 6 major races. The Narn and Centauri in particular are devoid of abilities[/quote] Probably not very imaginative, and haven't played as Narn or Centauri for a while but here goes... Could the "Mass Drivers" tech unlock a cap ship ability of the same name? It would be impressive if the "meteoroid control" effect for the Advent starbase could be re
Darvroth, Thanks, I added the extra names when I had the intent of max'ing out my capital ship supply of 30+ Sharlins/Sharkaans/ Sharoos. ;-) I think I'll stick to stings and steer clear of suggesting abilities - they sound tricky to implement. Some time ago (p119) there was a discussion of increasing the weaponry on higher capital ship levels, however most the B5SotYRs models don't appear to have weapons on the rear. The Sharlin model certainly has
It's probably fairly low priority for the B5Sotyr team, but here's some more Minbari capital ship names. Diff is from 0.422's English.str: [quote] 2c2 --- > NumStrings 8850 23180c23180 --- > Value "Trigati" 23183a23184,23201 > StringInfo > ID "IDS_C
Thanks for the explanations, there's a lot more to this modding lark than meets the eye! BTW: Should "Cyro" be "Cryo" ? as in cryogenics.
[quote who="GoaFan77" reply="262" id="3155405"]Instead its prerequisite is an artifact. Find it on one of your planets and you can use it to build a fully upgraded starbase that is more powerful than you current ones.[/quote] Ahhhh I see - tasty! I think I was misled by the "Not researched" string, tooltip also implies that you've discovered the artifact even when you haven't.
I've just tried this mod and like it a lot, especially the improved economy and the double fleet supply :- you really now can build massive fleets and get engaged in epic battles. I was pleasantly surprised that lag wasn't that bad - I was expecting the increased number of units to have an adverse effect. The Domination ability of the Rapture is now actually useful as with normal Sins you've normally maxed out your fleet supply by the time this (level 6) ability ha
You're too late :- our ships have left phaaaase space, annihilation awaits! [e digicons]}:)[/e] I really do like the Vasari style UI, has more than a hint of Giger. [e digicons]:thumbsup:[/e]
I can see a reason for increasing of gravity wells, but I'm not sure about the disproportionate difference in sizes. The maximum distance that structures can be placed does not appear to have changed, this has two consequences 1) area near to a planet can still be crowded, making it awkward for capital & titan class ships to navigate around 2) allows a lot room for carrier & anti-structure cruisers to sit well beyond the range of defence turrets & starb
Has anyone noticed that the size of some (not all) gravity wells are huge. Normally there's a ~20% difference between the inner & outer circles (visible while holding the Alt key), but for some planets it more like a factor of 5. There's nothing special about the planets, eg "Porous core" / "Dense molten core", that would explain this difference. Is this "by design" or a bug?
There is no 'Titan Foundary' option in the Structures category. OK this is probably only going to vary between 0 an 1, but it would be nice to see if a faction has the capability of building a titan.
4) Probably Advent possessed enemy constructors, either * Rebels - Reanimation tech * Loyalists - Coronata's Subjugation ability
Brilliant! If I didn't know better I would have thought those were the original (complete) pictures. But I can't help thinking that the first one is dancing away at 1970's disco :- "We are fam-i-ly, I got all my sisters with me", which would be quite apt lyrics for the Advent.