[quote who="Seleuceia" reply="2149" id="3438862"] You could make the other 2 values (threshold and minAttuenuationDist) really big...that might work...[/quote] I tried that but while i could notice it go down further if those numbers were low i didn't notice a huge impact with a big number. How big can that number go? I went up to 100000, reloaded the dev exe and still had trouble hearing it but its not too bad. I was just wondering if there was a better wa
AceXMachine
[quote who="AceXMachine" reply="2142" id="3438761"] Need some help with an ability I'm creating. Is there any way for an ability to play a dialogue sound (vs an effect sound)?. I can get it to play the sound when set as effect/is3D TRUE but the volume is very low and the/a ship must be selected to hear it at all. If I change it to a dialogue sound in soundeffects and/or sounddialogue it doesn't play at all. [/quote] Any ideas?
Need some help with an ability I'm creating. Is there any way for an ability to play a dialogue sound (vs an effect sound)?. I can get it to play the sound when set as effect/is3D TRUE but the volume is very low and the/a ship must be selected to hear it at all. If I change it to a dialogue sound in soundeffects and/or sounddialogue it doesn't play at all.
[quote who="Zalman1337" reply="25" id="3204143"]Wow, thank you for the relevant post to Sins Rebellion. I sure learned a lot from your relevant topic. Thank you so very much for your relevant topic. I'm not sure what I would ever do without it. Truely, you are a credit to these forums. I don't know what we would do without people like you.[/quote] Upset much? The OP did post the name of the game as the title and while it does not directly relate to Rebellion, there are s
[quote who="Seleuceia" reply="96" id="3192273"] There is an OnChance condition...however, to make things "exclusive" (ie you couldn't have both engines and hull repair disabled) would require a buff chain (if it's even possible).... So yes, I do believe you can do that...however, I don't like that method for gameplay reseaons...for better or worse, predictability is essential to active abilities...disabling engines is normally useless, so if you got that debu
Holy what-the-f*ckery batman... Ontopic: I wish it was possible for the GRG to have a random chance to damage a random system( as opposed to always one particular system). If engines = speed debuff, shield generators = shield regen rate debuff (or shields colapse completely?), Fire control systems = Weapon cooldown debuff, Generators = AM regen debuff, Cafeteria = ship explodes......I am assuming that this is not currently possible though...
[quote who="CoronalFire" reply="100" id="3191398"] What Ace doesn't seem to understand is the difference isn't just one fleet upgrade. It grows the more the VR builds SBs, i.e. if is takes 75 fleet supply per SB, eventually the VR will get 10 SBs forcing a wider gap in fleet resources. Particularly when the VR is in the eco spot. Right now I am partial to adding a second upgrade to the phase stabilizer special that allows the SB to jump. It would hurt the eco sli
[quote who="CarighanMaconar" reply="98" id="3189423"]The problem with the jumping Orky is simple: As the player defending against it has to increase his fleet supply to be able to build a fleet of similar monetary value to the Orky, he will effectively spend more. This is even more problematic since it has a long-term impact - you cannot undo supply upgrades. So the problem really is that there exists no cost-effective way to destroy the orky
[quote who="Seleuceia" reply="94" id="3186092"]Maybe you should pay a Space Pony toll tax every time you phase jump your Orky...10,000 credits per jump...don't like the rules, don't play in the Space Pony universe...[/quote] Nah, just make the Orky have a "jump cooldown". If you have to wait 5 min or so between jumps then no more "Titan/Fleet + Orky" raids (unless, of course, you are one jump away) unless you are willing to jump, wait, jump, wait
[quote who="Mick6662" reply="99" id="3183741"] I was suggesting it because it has like 3 pre-reqs now, meaning it is very much late game.[/quote] [quote who="Volt_Cruelerz" reply="100" id="3183744"] That's the idea.[/quote] Fully agree with this implementation...
Thanks again Goa!
Ahhh, I was wondering what that was for but I thought I had checked that out already on a map made with map designer a while back when I first starting making maps trying to figure out what everything did. I must have misread it or something heh. Thanks! So for clarification, if I set it to "1", it will always be colonized/spawn "RandomMilitia using my template...assuming everything "works"
Well, after some playing around it looks like "PlanetOwnerIsMilitiaWithChance" doesn't mix well with "RandomMilitia". If I set the planet owner as Militia0/1/2/etc I get a random assortment of ships (altho in one test they bombed their own planet lol). If I use "NoPlanetOwnerWithChance" I get the random assortment with RandomMilitia (making sure they have a colony ship to quickly colonize the planet). Weird...
[quote who="harpo99999" reply="1" id="3183614"]the map problem IS that rebellion seems to have created an issue with the withchance conditions on the maps, that WERE working in mapversions 0,1,2 & 3. regarding the posting of text, my usual method is to open the file in either notepad OR notepad++, highlight the entire text block that I want to post, copy the block, and paste into the browser window(I have been using this method for approx 4 years in this forum) <br /
[quote who="GoaFan77" reply="2" id="3183599"]Sounds like you added an extra folder when you copied the mod over. So instead of Mod -> GameInfo you might have Mod -> Mod -> GameInfo. Also could be a misspelling.[/quote] What he said lol
What changes does your mod include (which entity files are editted/added?) Also, you can try running the dev exe, exit game and you will have a new dev 1.03 mod folder. Put your mod in that and try to enable/apply it and you should get an error (maybe?). If you do this, recommend you copy your settings folder as the dev exe resets EVERYTHING.
Ok, Having an issue trying to make a "RandomMilitia" template for use on some of the planets on my map. I finally got the map to where it is colonized by the Militia and has its default force (the group in the template with type set to "Always"), but none of the groups set to ""PlanetOwnerIsMilitiaWithChance" groups every take effect even if I set the param to 0.9. Look below for an excerpt from my galaxy file: TXT versionNumber 4 isBrowsable TRUE browsePict
[quote who="nightraven1901" reply="20" id="3183338"] I also think there should be a slider/button to icrease (or decrease, but who wants that?) the maximum fleet capitol ship crews available for research, making the total highest number AT LEAST 32. you shouldn't be easily able to run out of slots. increasing the maximum players per map to 16 would also be nice. [/quote] I have a mod that increases the cap slots for the last 3 upgrades by 1, 1 and 2 respectively gi
I agree totally. One of the issues is apparently there were to be no game engines changes in this patch that would break saved games so certain changes were a no go this time around. I think fine balance will come, but I do hope they hurry with it so they can start on Sins 2 already (And if they have already started, which is likely, divert more resources from Rebellion to it). I guess I am gonna have to go thru my edited version of your mod and check for anything that may n
Here is my list, some(most?) of which I would obviously rather(have no other choice) see in Sins 2 rather than try to fit them into the current game/engine or whatnot - More flexible travel system available than phase lanes. Thinking maybe warp gates/engines available or an enhancement to current phase engines that allow phase jumps to any planet within a certain range. The Vasari would keep their phase stabilizer advantage allowing them to jump to any plane
Patch 1.03 is out. I'm liking alot of the changes. Wonder how hard it will be to convert your mod with the new patch...What are your thoughts Volt?
Here is a screen of 2 of the new beams hitting a bomber: And one striking a corvette:
Thanks for the info. Now back to my issue with the Kortul and its anti SC beams, I think I have a much easier solution and have tested it in0game. I changed the beamwidth from 30 to 18. At 18, the beams are approx the same size as the bombers when zoomed in and it looks better when considering the size of the ports they are being fired from..check below: At 18: <img src="https://lh5.googleusercontent.com/-VTA9FJxYAOE/T-werQr_IQI/AAAAAAAAAUo/n83bCXFb4f8/s800/2
Thanks for all the info guys. I should have all I need now to mess around with this.
[quote who="silencedhawk" reply="1" id="3182263"]the 4x side facing weapons [ 0.866025 0.000000 -0.500000 ] [ 0.000000 1.000000 0.000000 ] [ 0.500000 0.000000 0.866025 ] shoot left and right 2x diagonal front weapons are shared [ -0.246832 0.000000 0.969058 ] [ 0.000000 1.000000 0.000000 ] [ -0.969058 0.000000 -