1) LOS/firing arc improvement for most towers. 2) AOE indicators for those towers that have an AOE or splash damage. 3) One or more weapons that dual purpose air/ground targets.
Darvroth
Concur with FoxURA on both counts: - Better placement indicators of LOS or Field of fire before placement as well as before upgrading. - Terrain features (including height) can block, shadow and enhance tower fields of fire and range depending on the particulars of the tower.
Sins of the Fallen Angels had some ships with swooping behavior...I'll have to see how they did it...
Strike craft use a different entity file system than frigates. Frigates will generally close to the specified weapons range and then slug it out, which is decidedly un-Whitestar behavior. It will take some work to blend the AI behavior.
We've long debated including Whitestars...the new minor faction system may change the original "later" approach but there is still a whole lot of core work to be done first before adding on nice to have projects. The question is to make them super fighters or stupid fast corvettes? A frigate entity is the easiest to code but it won't behave like a WhiteStar in game. I may need to do some testing to see about adjusting the movement parameters to achieve more WhiteStar like behavior fro
[quote who="Hael-sose" reply="5190" id="3749791"] Vorlons do not trade [/quote] Just reuse the extractors..as you said...Vorlon's don't trade until later...
Even with copious amounts of drones...haven't completed...yet, but I keep getting closer. Also the LOS engagement ring for the drone tower and the distance drones will chase are not the same thing. The engagement ring is much smaller yet not at all clear how much smaller.
I'm racking up hours and several things still annoy: - The LOS and the effective engagement zone for the drone towers are not the same yet a single ring attempts to display for both. As near as I can tell the engagement ring is the maximum distance the drones will chase creeps. What is needed is a LOS ring for the drone tower so I know just how far it can be placed to maximize path coverage. - The tower placement grids are a significant improvement yet I still spend a lot of t
Nice!
A time delay in one of the buffs should give us a close approximation but I'd need to review exactly how the revs strung together the ability.
My moddatabase is 2-3 years out of date and had some incompatible issue with yours. I also have many files full of various balance and tweaks I've been working on and play testing. I'm fine uploading to your database but I've never had luck the other way. What I really need is an English translation of the most recent vanilla Rebellion build entity files to know what is in game. It is so much easier to modify existing entity files than write new one
I'll proceed by race and screen procession so the effort is more concerted and progress measurable rather than a shotgun approach starting with the EA which has arguably one of the more cluttered tech trees.
Ship and structures are easy...just a recognizable outline for the 2D art. There are other symbols aplenty for some key timeline techs but more esoteric ones will require creative thought. The tech tree could be winnowed a bit to reduce the quantity but that would require a wholesale rebalance for research time and resources. We also need an upward pointing arrow for the tech screens, the base game has down and right pointing arrows only. I'll
All the 2D art for the UI including, ship tiles and all the tech screens and in other spots as well. Models for the planet orbitals and a good scrub of the technology the tree and all the ability files and associated buff files. In particular the strike craft still have some bazaar behaviors despite half a dozen or more efforts to address. I'm sure TobiWahn has more, but that's my short list.
Wow, you've upped your game!
[quote who="Hael-sose" reply="5147" id="3745821"] Darvroth, I found this line in older patchnotes: -Modders can now design ships with the ability to destroy planets. Added a new buffInstantActionType "RuinPlanet" to accomplish this. An example ability called "AbilityRuinPlanet.entity" demonstrates its usage. Looks like the Vorlon Planet killer can use an update [e digicons]O:)[/e] [e digicons]:D[/e] [/quote] Yep, been meanin
Nice! Was the shield render flag set to false?
[quote who="Hael-sose" reply="5140" id="3745047"] it has a relatively weak forward gun, and fighters. [/quote] I wouldn't exactly call: WeaponType "Beam" damageEnums AttackType "COMPOSITE" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "OVERTIME" DamageType "ENERGY" WeaponClassType "FLASHBEAM" DamagePerBank:FRONT 1500.000000 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 0.000000
Hael-Sose, Look at the ship file for weapons load out and abilities, it will help with the model build.
[quote who="Hael-sose" reply="5132" id="3744543"] Hi there, it's been a while since I last posted. [/quote] Welcome back!
Will early purchase be available through Steam?
Multi-player maps are a must! Assign the host as commander who then assigns areas to be defended (either fixed, pre-determined areas or more free flowing user defined). For variation commanders can have an independent resource supply or share from a common pool. Orbital support can similarly be individually assigned or part of a common pool of available support were each commander has either a preset number of fire support calls or cool down periods for each variety of orbital support. <
Well...I know at one point TobiWahn was maintaining a wiki of the progress of all models in the game for all races...We've shifted servers several times over the years as "free" ceased or the vendor closed up shop. He'll have to answer the question in detail but there is a yes to both.
[quote who="boshimi336" reply="5124" id="3738229"] Edit: Also of note, there are a larger number of models popping up freely available for download/printing that may be of use to this project. Is there a list of outstanding models that you're still looking for? I can do some digging and see what I find. [/quote] boshimi336 long time no see! I know TobiWahn is eyeball deep in real life, he's who will need to respond in detail to your gracious offer.
Interesting, It'd make sense to make the entire LONAW a faction vice each race as a faction as there just aren't enough ships to satisfy the AI if each race was a faction. Alternatively a tech common to the Younger Races could unlock "bonus" fleets made up of LONAW ships. There are several mechanics within the game that could make this work but of course that means more models....