Darvroth

Darvroth

Joined Last seen Member # 2458332
4 Posts 51 Replies 548 Reputation

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

5,473 Replies 14,249,790 Views

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

5,473 Replies 14,249,790 Views

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

5,473 Replies 14,249,790 Views

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

5,473 Replies 14,249,790 Views

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

5,473 Replies 14,249,790 Views

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

5,473 Replies 14,249,790 Views

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

5,473 Replies 14,249,790 Views

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

5,473 Replies 14,249,790 Views

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

5,473 Replies 14,249,790 Views

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

5,473 Replies 14,249,790 Views

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

5,473 Replies 14,249,790 Views

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

5,473 Replies 14,249,790 Views