Woot! You have been busy and I like the packaging plan for 0.43. I was going to send you another abilty but decided to test it one last time and it immediately mini-dumped. So now I'm trying to figure out why it did work and now doesn't work and how I can make it work again. Very frustrating at times. Darvroth
Darvroth
SpardaSon21, Thanks, played SoaSE for years but have been a serious modder for a little over a year now and have only been diving deep into abilities for about 6-7 months. Some things are maddenly difficult to set up. Darvroth
The verbage is consistent with that found in SoaSE entity files... I still clearly have more to learn. Also to clarify: 0.05 = 5% adjustment and 0.01 = 1% adjustment? A base value change is additive across the board, or is it also a percentage increase? I guess I could play with the values but that will be time consuming and perhaps hard to measure. Fellow modders, the answer is...? Darvroth
TobiWahn, Researching what might be needed to improve Stealth Mode I've hit a stumbling block and seek guidance if this is a typo or I'm missing something more fundamental. ResearchSubject_MINBARI_SENSOR_DEFLECTOR_GRID lists the following values: modifierType "ShieldMaxMitigationAdjustment" modifierType "ShieldPointsMaxAdjustment" However neither term as such can be found in the associated ability, buff, ship or starbase entity files. Th
TobiWahn, I've sent several e-mails and a bunch of files in the last two weeks ... are you in receipt? Darvroth
Much appreciated.
Lava_2, Your help would be most appreciated! If I had to prioritize it would have to be tech icons for the steady state effort and ability icons when the abilities are added. I'd love to do the abilities first, but they haven't all be thought of let alone implemented yet... TobiWahn may have a better prioritized list. TobiWahn, Vertical breaks in the tech tree are definitely needed and researching the first of a multi part tech should satisfy in every case. Som
TobiWahn, I'd be leary of over linking the techs to each other. I'm still interested to see the corrected links from the last build. Especially vexing is having to research all parts of a multi step tech before being able to move on. In the case of EA the complete vertical linkage is also a pain. I wholeheatedly support the horizontal linkage along the timeline techs but don't much care for the degree of linkage in the 0.422 build. That said it is an incremental process an
Xandras25, Alpha build 0.42 was a major content implementation but does not have much balance. Most capital ships and many frigate/cruisers have an order of magnitude more firepower than ships in SoaSE and as a result ships die more quickly. Also, on purpose there is no passive repair or AM replenishment between battles. Alpha build 0.422 was a hot patch with minor content and some balancing. Alpha build 0.43 discussed above is another major content push and has a lot
TobiWahn, Lets look at all the work that has been done since the last release or is near completion: 1) Major balancing/correcting based on testing and player feedback, 2) Inclusion of Vorlon tech tree and sufficient models, 3) Inclusion of Shadow tech tree and sufficient models, 4) By last count close to a half dozen new abilities, 5) Additional model work/corrections. I recommend we clean up the above, package it and make it available
TobiWahn, My son keeps asking...what date are you setting for 0.43? In particular he is looking forward to seeing some Shadow gensu beams. I realize there is much left to do but what is the current percentage completion of the next build? Darvroth
TobiWahn, As a point of reference I'm using the bitbucket master entity files and when a #/# apears in the item name I've looked at each ability to ensure the number of levels each may have and will also note it next the ability name. When all the planned or needed abilities for a given ship are in place and working we close the item and move on. Rather than ability by ability it seems to make more sense to track it by ship as a given ability may be used by
TobiWahn, I should specify. Each capital ship can have 10 levels of abilities, some will be duplicative (Flack guns 1-3), others will be a single ability. We have no obligation to use all 10 levels of abilities but it is a way to buff capital ships. Where we choose not to use all 10 levels the abilities available should be more useful as a balancing factor. Since we can create a minimum level to attain a given ability that will help immensely. Each capital ship can have 5 unique
TobiWahn, I'll start mapping the needed capital ship abilities in part to scope the effort, frigates abilities will be case by case. This will not include tech derived abilities though this also needs to be mapped. Populating the map will be painful unless there there are some good volunteers willing to assist. Darvroth
The shadow and the Narn look particularly pleasing to the eye. But why do I have a feeling all the tweaking with models will slow content generation? Darvroth
lordcronos, If you have had luck with abilities and want to give it a whorl I have many needed ones, cued up. Testing is a pain to ensure the ability doesn't crash the game. Let me know and I'll share what is needed and what has already been tried. Darvroth
I wasn't sure if what you sent is a full load or a patch so I loaded it both ways. In either case the check sum is zero. Stilll working bitbucket, even changed PW temporarily to an easy one should that be the issue... It tries and then there is a persistant hand shake issue. Glad to be of service...if only I was providing more content on a regular basis. Darvroth
TobiWahn, I'm partial to revisiting this one, which has fallen into some disuse: http://www.b5tech.com/ I'm still slogging away at abilities and it is proving a tough nut to crack. http://code.google.com/p/soaseplugin/wiki/Syntax is a very useful site but...trial and error is very time consuming. I've read there are modding tools to ease testing but I'm n
Hah, it took me the better part of Sunday to do the same thing! I honestly couldn't tell you how I stumbled on the site, but one B5 search leads to another, and another.... Darvroth
Several installs/repairs and numerous reboots later I have a persistant "MSysGit ( http://code.google.com/p/msygit/ ) not found" error. Basic help is "ask the cloud" which in my particular case has yet to produce a servicable solution. Bumber.
Some interesting impressions of the series we all love... http://mutantreviewers.wordpress.com/cult-tv/
While I strongly suspect I'm entering deeper water than I can handle I've downloaded tortoiseGIT though it did not properly load. I'll try it again later after I close the various apps I have running. Darvroth
Yes, very much, the two large fang looking frontal appendages are esp menacing! [e digicons]8C[/e] I'd list it as a cruiser even if in game there is no real difference. I've noticed several ships have multiple ship types in the entity files and wonder if the order makes any difference in AI behavior. Some ships are decidedly passive. Darvroth
Nice! What is the fighter count spread from level 1 to level 10? I presume it counts as a capital ship... Darvroth
Specifically I was looking at granting the EA Thunderbolt a bombing ability as it is an atmospheric capable fighter. I looked at tying it to the launch platform but since each race has at least 3 choices of strike craft and the EA has 6 and very few strike craft have the B5 cannon capability it was not a good fit. Once I get it working I'll propose a similar ability for the Minbari Flyer as it is also atmospheric capable. Not sure any other strike craft need an ability so I'm not that