NewHorizons

NewHorizons

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

Latest release of SoA2 for both Diplomacy & Rebellion does look very good & is quite entertaining. Thanks to myfist0, psychoak, Major Stress and the rest of the team. [e digicons]:thumbsup:[/e] A couple of minor details in 0.6R spotted while deceiving my way around the Alpha quadrant as the Rommies;- 1) D-Deridex appears to have inherited the particle effect for the reactor from the D'Verix 2) 'String not found' when attempting to offer missions to

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[quote who="TobiWahn_Kenobi" reply="4108" id="3350926"]I've had lots of migraine the last 2 weeks and was barely able to do my day to day job.[/quote]I hope you're feeling better, sounded nasty. Sync feature sounds interesting. I've been trying the latest incarnation of SoA2, and I suspect there's much we can learn from this mod. For example comparative unit costs of inherently OP races, Ie Borg, - SotYR's Vorlon & Shadow races would be roughly equivalent. It&#

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[quote who="myfist0" reply="3835" id="3350595"]EDIT: WTF? Entity Ref not found: PlayerTechLoyalist[/quote]Sounds like an auto-save from a game that didn't have SoA2 enabled. I made a similar mistake a couple of weeks ago while working on SotYR - I overwrote the wrong save. [e digicons]X|[/e] I can't seem to get the Defiant's In System Warp ability to work, any clues on how to use it?

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@ Drian117 : I suspect the faction that owned the ship had researched hull & weapon upgrade techs which your empire won't have access to. Federation Warp field inhibitors appear to have no effect - hostile ships could easily retreat without any noticeable delay. Are they work-in-progress? One of their abilities does have a TBA icon.

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[quote who="myfist0" reply="3807" id="3348935"] for helping with debugging, weather the cause or not.[/quote] Cheers myfist0, shame that it wasn't the cause, fonts do look good though. [e digicons]:thumbsup:[/e] A few very minor isms in 0.6D :- 1) Empire tree icon for a Federation starbase is that of the Vasari phase gate. Would be nice if the icon was the same as used on the tactical display. 2) Your empire's own self-replicating mines ar

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Curiously, it appeared to be a file permissions problem in my case. Cygwin showed the .ttf files having read+write permissions but not execute. Adding execute permission to the .ttf files gets the UI fonts working and dramatically cuts down on the number of crashes - I don't think I've had one yet (famous last words). Sadly the debug log only indicated that a font failed to load, it didn't tell you which one:- [quote]Failed to add font resource:[/quote] &nb

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Good to see a new release, lots of new content, so much more Trek in there - Qapla' ! I'm pleasantly surprised as I thought the SoA2 team would have been busy converting to Rebellion. Minor spelling mistake for the furry nemesis of the mighty Klingon Empire, RODENT- should have a double-b. How about "Praetorian Guard" for another Romulan player name? There's only two Romulan names at the moment. I've never been able to get the UI fonts to work,

5,100 Replies 12,674,165 Views

I see the Whitestar as a Sheridan faction tech, perhaps the Clark faction could have the Advanced Omega-X? I've uploaded a couple of weapon effects to bitbucket, one for the Primus Mass Driver, the other for the Shadow scout. Let me know if they're OK. Edit: Weapons for the Morgrath frigate seem a bit mixed up. Info-card indicates plasma & auto-cannons, but visually it only fires beam weapons. Any ideas which is correct?

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[quote who="TobiWahn_Kenobi" reply="4093" id="3343814"]Found a few Bugs regarding Titan creation in the DB yesterday that I needed to fix.[/quote]That reminds me - titans have lost their abilities. Looks like the old abilities need to be converted into titan upgrades. Also Centauri repair bay constantly throws its ability, until it runs out of AM.[quote who="Darvroth" reply="4091" id="3343801"]and I was thinking of 0.40 for the Whitestars.[/quote]Whitestars would be nice, maybe give t

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[quote who="jtillung" reply="669" id="3342643"]Looks like Matriarch Celestia is bugged. Ship is not moving around properly.[/quote]I noticed that too. When in this state, this unit's info-card shows "Auto-using Inspire ... move to ...". The unit that Inspire has been targeted at is no longer in the grav-well, so either it phase jumped or was destroyed. You used to be able to find out what techs unlocked hero units by attempting to summon them, however that info is no longe

1,119 Replies 3,145,951 Views

[quote who="Rovert10" reply="3" id="3341970"]How much memory are you running anyways?[/quote]Referring to https://forums.sinsofasolarempire.com/442609, it will just be 2Gb and Yarlen's out-of-memory guess is probably spot on. [quote who="BloodDragoon" reply="2" id="3341962"]wish there was a way to modify my background running programs to free up memory without crashing my system[/quote]Not unless you really, really know w

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Like the new planet & star textures, skyboxes also look good. I always forget to move envoy cruisers after they've built an embassy. Could they be autonomous? Eg, give them another ability similar to the scout's explore ability except that it only targets allied planets, call it 'diplomatic tour' or something. Once at the planet the envoy uses the 'establish embassy' ability and then goes back to using 'diplomatic tour' to move onto the next planet.

1,119 Replies 3,145,951 Views

What you're experiencing is called paging or swapping. When the OS and all processes allocate more memory that you've got the kernel will attempt to swap dormant process to the page file. This takes time as the process's address space has to be written to disk. When a dormant process that as been swapped to disk become active, the operating system will need to find another process that has become dormant swap that to disk so that the first process can be swapped in to RAM. Again t

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Going back to Darvroth's cost proposals:- I believe that reducing costs would be beneficial for the AI, in addition to his original motive of speeding up the game. I'm middle of a match with all 8 AIs set on unfair (which IIRC get resource cheats). The Narn AIs, with relatively low unit costs, in particular seem to be making good use of their resources. Planets are fortified with turrets and a starbase, they build fairly varied fleets and even titans. So far it's been quite an ent

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[quote who="Darvroth" reply="4074" id="3340021"]We may need to add a repair ability to structures the AI uses and add it to the tech tree as a prerequisite as an AI only tech.[/quote]I think the reason AIs in Sins build repair bays is to repair structures - you generally only see them near starbases and groups of turrets, hangars etc. IIRC SotYR's repair bays don't affect structures so that reason for the AI to build them is no longer there, so they don't. I don&#3

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[quote who="Darvroth" reply="4072" id="3339985"]I have no idea how the AI will manage but later balancing may have to address[/quote]It doesn't. I've just seen the AI send a Sharlin into battle with 3 hull - that's ~0.05% and never seen AIs build repair bays.[quote who="Darvroth" reply="4072" id="3339985"]... the Minbari have minor hull regeneration[/quote]I've not seen the tier-8 Minbari tech actually have an effect in Rebellion, hull regen remains at zero (excluding their ov

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[quote who="Darvroth" reply="4067" id="3339833"]More than just hot and cold for colonization types particularly among the asteroid sub set such as heavy radiation, or low gravity. Not all races need have access to all the colonization types.[/quote]More planet types, with textures, are always nice. Additional B5 examples could be desolate (like Za'ha'dum), ravaged (what's left after the Shadow death cloud has done its worst). Latter would have 'dead asteroid' stats, but wo

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SoGE springs to mind there, although I haven't played it for a while - so many excellent mods, never enough time! ;-) IIRC it has a class of terran planet that could be upgraded to support large populations that generates shed loads of tax - although the higher level upgrades were expensive. I could see extra planet upgrades fitting in with SotYR and your empire's capital planet. In B5 you get the idea the loss of a colony (even a large one) wouldn't spell the end of an em

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[quote who="Darvroth" reply="4062" id="3339456"]What really makes a difference is the minimal hull and AM recovery rates.[/quote]Also the lack of repair/impede abilities - EA has the only support cruiser (Hermes). Are there plans for support abilities/cruisers for the other races, particularly the younger ones? Might give them an advantage over Shadows & Vorlons. Obvious anti-Shadow impede ability for EA, Minbari and maybe Centauri would be 'telepathic jamming', Not sure h

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[quote who="myfist0" reply="14" id="3335124"]planetArtifactDensity 0,200000 planetBonusDensity 0,500000 more like planetArtifactDensity 0.150000 planetBonusDensity 0.400000[/quote] [quote who="GoaFan77" reply="15" id="3335216"]I know that is the norm in some countries but I'm not sure Sins will accept that. [/quote] This does sound like a locale issue - many European countries use a comma for the decimal point delimiter. Some APIs will take

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Interesting comparison, especially between the B5 races - considering how different they are. How do build/research times compare? On a different topic, I've figured out why capital ships don't have any hyperspace effects - turns out we're using blank particle names for caps & titans, see Player*.entity . It's easy enough to fix that - I've hacked my copy to use the original generic effects for all ship classes. However SotYR has particle effects for a

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[quote who="Darvroth" reply="4049" id="3337866"]Sharlin starts with 3 flights and peaks at 5. Adjusting the ValueIncreasePerLevel from 0.200000 to 0.334000 would increase the max flights to 6 adding new flights at levels 4, 7 and 10.[/quote]Is that the CommandPoints value?[quote who="Darvroth" reply="4049" id="3337866"]Most ships for all the races are formationRank 0 so this period of adjustment experimentation is needed for every race.[/quote]Agreed, although deciding lower

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[quote who="Darvroth" reply="3892" id="3316495"]Reading through canon there are numerous references to swarms of Nail, shouldn't there be more squadrons on the various Minbari ships and not just from the Morshin?[/quote]Actually, I've had a change of mind about this. How about changing the role of the Sharlin from battleship to carrier role**, increase the number of squadrons, and set formationRank to 2. Extra squads would unlocked with XP level, say up to a

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