Ah, but if you hope to play a game for several weeks worth of evenings... it'd be nice to leave it until it was fresh and newly patched, no?
ReiverTA
Any particular reason why you've limited it to 12? (I apologise, I'm still not hugely familiar with how Entrenchment does things, so...)
And when they do it, could they please release the developer.exe file to go with it?
He's a busy guy though, what with trying to develop an Entrenchment-compatable version sans developer.exe, so expect to be patient - I'm still waiting from a few weeks back. :)
[quote who="harpo99999" reply="19" id="2210942"]what I would like to see from ironclad is the developer.exe's included with the patches harpo [/quote] Hear hear!
Oooh, as a research topic, I'd support that idea. It'd fit in with the diplomacy angle to boot. Mmm... "Distributed governance"...
Still no problems with releasing a seperate Entrenchment version of Sins Plus, Bailknight's Graphic Upgrade, and the like?
Oh, this could be shiny indeed. If you have any bugs in the code, I'm somewhat familiar with Visual Basic (I worked in it for six months as part of a job; I'm a little rusty now but hopefully not too bad!) and could hopefully offer a hand. Either way, good luck! I look forward to seeing this. :)
Aaah, I see. Yes, er, quite . Well, if one is going to start from scratch, one may as well start with Entrenchment and move forward, I suspect - as you note, the worst bit is if you had stuff made prior, wheras what I've mostly got right now is documentation - I've been investigating test cases before I go full steam ahead into changing files. :)
... why would Entrenchment be any harder than normal? From what I see of the files, it's not particuarly different.
Hey, DANMAN I entirely understand you're busy, but looking forward to the answers to the previous question when they're avalable :) Here's another one I've run into, though: Is it possible to make (or fake) a special ability weapon that gets research buffs? Things like making Phase Missile Swarm get the bonuses to shield bypassing, etc.
Shield Mitigation applies too, so if they've been in a heavy firefight, a lot of the damage can be shrugged off.
Viable, but also extremely powerful. Remember that the biggest advantage the Advent superweapon does, as its sole ability, is a culture swap - removing their +damage or +AM regen, and getting their +shield mitigation in its place - it helps to tip the balance of odds in their favor. You don't want anything as powerful as a capship ability, because this affects everything in the grav well for several minutes. Just a wee thought to bear in mind - the TEC one would still be killing plane
Ah, jolly good. I kept hearing it as being "Probably bypasses mitigation", but no actual confirmation either way. :)
Well that would explain a lot :P How are people making 1.16 compatable mods, then? I'm genuinely curious.
Yeah, I suspected as much. It's good to know at least that Entrenchment Only won't be a disaster - it'd certainly let me do a lot more clever fun things. :) Of course, any other feedback would still be handy...
Nope, no multiplayer. You, uh, should really be buying the game though. edit: Whoops, nevermind. I should really pay more attention, or post when I'm less tired. :P
A quick question - can you still use the straight ASCII instead of binary? Every time I try to stick even a single, untouched ASCII .entity file in (Forgetools 3 into v1.16), it minidumps the game.
So it's confirmed that phase missiles bypass mitigation, then?
Hey folks, I've seen one or two comments around that if you don't have Entrenchment, you're all but out of multiplayer. But does this qualify for the modding side of things too? Just how many folks have Entrenchment - and if a mod is being made, should it work in both Entrenchment and Vanillia? I've rapidly realised the two are hard enough work to maintain seperately that it may be unwise to limit a mod one way or the other unless it was worth/not worth it to have two. Thought
The TEC one would have a negative effect because it's a bit strange to have an IFF sensor on a nuclear weapon - and knocking out only hostile shields would be way, way too good. I can maybe see a call for the radiation that renders the planet uncolonisable dealing a steady... Oh, I dunno, 20-40 shield damage per second for the duration, or some such effect? I'd personally rather it quite a bit higher, so that ships that arrive after the initial bombing lose their shields
That is exactly my point, yes. ;) It has the drawback in that it's still not exactly friendly to the TEC - shields are importaint to them as well, afterall (Bolster and Shield Restore just got kicked in the pants for a start) - but compared to stunning everything and getting a shortcut to the system, or setting up your own culture in hostile territory (which has rather nontrivial 'tipping the balance' effects)... not bad at all. Perhaps it wouldn't be instant shield d
lich1989: I did say it would wipe out shields for the radiations duration ... so effects like shield restore and the Dunovs instashield would have the shields stripped away as fast as they could make it. Still a bit of a pain, but hey - that's why you invested in armor and hull. ;) Minor amusing bonus - the Kol's Finest Hour boosts hull regen, not shield regen. Muahaha. :P
Armor reduction is merely a +damage effect. What made shield mitigation reduction interesting is it keeps the ability relevant against targets taking a lot of fire - and there's just something that seems so themeatically right about being able to use the thing as a 'finishing shot', yaknow? Personally, I'd just trade it for an AoE weapon, but that's because it feels right for the dedicated battleship to be one of the few plugs the TEC have in their arsenal to deal wit