Hahaha, this is one of the best threads I have read on this forum so far, as it has it all: people desperate for help, angry people, accusations of trolling, arguments, back-seat moderating, thread-hijacking. All that's missing is an account banning, but you can't have everything. Just to add value to the thread, here's my RTFM moment (means Read The F******* Manual): I was playing my first game as TEC verse Advent on easy, random 1vs1 map. My homeworld was in a branch attache
nomacroforyou
[quote]I haven't tried it, but yes, I believe the AI will attempt to jump and sit there helpless while waiting for it. So I would be careful about changing this much. Maybe make just phase jump inhibitors cover the whole gravity well.[/quote] What if I mod in phase jump inhibitors into all planets and asteroids, even neutral ones, that are automatically activated and effect all players and AI. Then any place on the map connected by phase lanes will take longer for any ship to jump throu
I'm playing my first game on a random 2vs2 map as TEC against the Advent on Easy. General observations after 5 hours of play: * Crystal mining takes a long time, but using the black market helps get through times of scarcity. * During hour four my home planet went neutral due to the Advent culture extending through the phase lanes and me not building any broadcast centers (whoops, didn't know that would happen). I freed up a logistic slot on a nearby planet, built the broadca
In this thread I am seeking help trying to determine what changes I can make to the game to make it more enjoyable for myself, and allow others to benefit from modding information gained from the shared discussion on the subject. There are some aspects of SOASE I don't like, but I think with some adjustments the game can be made more interesting to play. I plan to post about some of my game experiences that I have problems with or I'm not crazy about and see from feedback if I need
I'm a Moo1 fan myself, and I think having range-limited play is a good idea, but I'm not optimistic the feature can be modded into SOASE. I downloaded the mod tools and looked through the GameInfo/.Entity files but didn't see any attributes for ships that would lend themselves to a dynamic range. Phase lanes are probably entities of a map and the only way to travel a map without phase lanes is to use a Phase Stabilizer. Without coding changes I don't see how a range-limit betw
[quote]1) the important bit seems to be the entityBoolModifier in the BuffInstantBuildFighterSpawner.entity. The BuffInstantBuildFightersTarget seems to be superfluous for your purposes. [/quote] Ok, I'll keep that in mind when testing. This review was just a rough layout of how the changes could work, so I haven't looked at all variables or attributes that would have to be modified [quote] 2)It seems to be an all or nothing effect, so there would be no way to only partially
Carriage returns seem to be accepted from Firefox again. I was able to copy/paste my post in the mod forum properly just a few seconds ago.
Hopefully this time the post will format properly: After digging through the entity files, I had an idea for an alternate approach to enforcing fighter replenishment from player-controlled structures, leveraging the repair platform and the Tech's instant-build fighter ability. Essentially, if the idea will work, the repair platform will not only repair a ship but also replenish fighters in the target ship if it detects the ship can hold fighter craft. Note my comments
Ok, hopefully this time the post will work properly... After digging through the entity files, I had an idea for an alternate approach to enforcing fighter replenishment from player-controlled structures, leveraging the repair platform and the Tech's instant-build fighter ability. Essentially, if the idea will work, the repair platform will not only repair a ship but also replenish fighters in the target ship if it detects the ship can hold fighter craft. Note my comments for each chang
Sorry, add at end of line will allow carriage returns for Firefox users.
looks like adding at the end of my paragraph will create the linebreak, posting from latest Firefox 2.0.0.12. Note I added extra space between < and br to display the html break tag in the post.
test test test just trying to see if html tags will work (using latest Firefox).
I'm also using Mozilla's Firefox 2.0.0.12 and having problems posting carriage returns between paragraphs. Here's an example. My paragraph #1. My Paragraph #2. My Paragraph #3. There should be a line between each of the three sentences above. If not, then the carriage returns are not being accepted from a Firefox browser for some reason.
Well, crud. Sorry about the wall of text. After the forum upgrade I can't space out my sentences.
After digging through the entity files, I had an idea for an alternate approach to enforcing fighter replenishment from player-controlled structures, leveraging the repair platform and the Tech's instant-build fighter ability. Essentially, if the idea will work, the repair platform will not only repair a ship but also replenish fighters in the target ship if it detects the ship can hold fighter craft. 1) Add ability to the repair platform for instantly building fighters, by making a new ab
hmm, that reply didn't copy and paste properly. I'll repost something better formatted once I figure out the proper way.
After digging through the entity files, I had an idea for an alternate approach to enforcing fighter replenishment from player-controlled structures, leveraging the repair platform and the Tech's instant-build fighter ability. Essentially, if the idea will work, the repair platform will not only repair a ship but also replenish fighters in the target ship if it detects the ship can hold fighter craft. Note my comments for each change (not to be added to the file) use a C++/C# convention fo
Thanks, Terraziel. Your mod is the one you posted about the Legends of Galactic Heroes theme? Sounds like a good idea, I hope it progresses along well. On the antimatter-dependent technique for replenishing fighter squadrons, do you know if that adjustment breaks the single-player AI? Does the AI know that it's carrier-type ships need to go have their antimatter restored in order to build more fighters? I assume the capital ships not designated as carriers but have fighter ba
Hi. I was reading through the entity text files and had ideas for a gameplay mod that would make ships less self-sustainable. The idea is that even though fleets can operate remotely, behind enemy lines, after enough combat they need to come back to base to be fully repaired and resupplied. Attacks would have to be better planned and coordinated as if a fleet gets hit hard then it will have a tough time building back up strength without going back home to recharge. I'm primarily inter
This mod sounds great. I like the removal of normal self-repair, as I felt that made ships too durable. Having some defenses with longer range makes sense. Can't wait to check this out.