okay so what controls how fast a shield darkens/lightens graphically? I would like to at worst make the effect non-existant (but not eliminate the shield mesh) and at best tweak it way down so it doesn't go as opaque and lags a lot less.
EvilleJedi
okay can anyone explain what the following section in the playerRACE files do shieldAbsorbGrowthPerDamage 0.001 shieldAbsorbDecayRate 0.0125 shieldAbsorbBaseMin 0.15 shieldColor ffFFC705 the only thing I've been able to accomplish is to remove shield effects completely and make ships not capable of being attacked, any value in between does not seem to really
once I get it working in 1.15 and released I will look into entrenchment
there are a lot of issues to get it to work in 1.15 and I am still working on them, it will be a while.
Looks great, this will help a lot and solve one of the big complaints with the mod. I'm a few ships closer to having everything imported so once I get a non-entrenchment release ready I will probably release it. THen I work on what is necessary to work with entrenchment (should just be entity file changes)
senator palpatine for the republic, jan dodonna for the alliance, any grand admiral, pestage, isard or moff for the empire, CIS could be some of the newer characters in the cartoon.
just an FYI if you have max and you install the XSI mod tool you can very cleanly export from max to XSI using the crosswalk plugin for max, that way you can avoid the limitations of the max tool.
for the icon file it can be a new file because the brushes files let you select which file the icon is in, post on the warlords boards at the official website the mod will work with version 1.14+ if you remove the maps folder, the only changes to the maps I made were to remove the starting capital ships. if anyone wants to update these for me to 1.14 compatible that would be great and save me some time. okay a few updates 1.
I'll take any help I can get on the icons and portriats it's a royal pain i nthe ass and takes away from my time spent working on other parts of the mod
I updated the OP with the note that the mod works with 1.1+ but not entrenchment.
yeah it should be good for whatever version is out when it come out that isn't entrenchment
I'm planning on doubling the size of the gravity wells, and shrinking the ships by a factor of 5, so effectively making the gravity wells effectively 10x larger, however the ships will stay the same speed, just slow down the acceleration a bit (which helps a lot with turning and not running into things.
it will work with 1.12, though it will pop up some warnings that you may have to alt tab to click through bump and normal mapping, but I haven't figured out how to make it look decent. (still having problems with lighting even)
they are in a format that would require just as much work. (and thier textures are all cut up meaning more work)
After some testing I discovered two things 1) smaller ships plays a lot better, the current scale reduction is about 5x, so an SSD is about the size of a capital ship in the stock game (this bings a lot of benefits trust me, it just looks odd vs stock races) the actual conversion process is very quick so I may implement this in the next patch. one of the huge advantages of this is that I don't have to mess with gravity well settings much and I don
it should work with 1.12 (the current version does with two warnings)
the bombardment range of missile has been fixed it will be released for entrenchment once entrenchment is officially avaialble and whne I've had enough time to test it.
I will do the experiment but not implement it this version, I still have some work to do with alliance and republic ships as well as some more abilities work. My goal now is to have something when Febuary rolls in (but not after entrenchment)
THat could work, though it would require redoing hardpointing once again (all the hard points etc) I think it would definately help the movement issues of ships clustering together, it is worth testing I think. There might be unforseen consequences (in HW2 it caused the ships to bounce around)
the vong will be in eventually, but definately not in the next patch (well not in any working form anyway) If I could do it easily I would double the size of the planets and grav wells (about to the size of a gas giant, but smaller than a star), there are multiple reasons why but for right now you'll have to deal with the odd scale issue with the SSD. I probably won't be going back to the scale of the grav wells seen in the first release because the game doesn't play we
few updates on progress for the next version The empire and CIS all have shields and proper hardpoints (very critical for ships to actually work right I found out), currently working on getting the alliance and Republic to the same point. most fighters have been implemented and working, still a few bugs with them, but no crash issues. cost and weapon damage are completely recalculated. most frigates have higher shield regen rates, the full shield recharge abili
because if I made it a zip people would complain, if I made it a 7zip other people would be confused, if I made it a self extracting EXE people would say it doesn't work.
there will be a slight delay as forces at work and the holidays prevented me from doing any work in the last two weeks. However progress will resume this weekend, so given that I will probably push it out another week or two for a update of this version (for non-entrenchment, I have not tested it at all with the beta and won't begin until the expansion is actually released.) I think I have fixed the fighter bug along with a lot of other issues and I am now working on abilitie. One of
okay well this is good then, I have a lot of abilities that the ships start with and don't upgrade so they don't need UI components (IE passive abilities)
the download should be over 100 mb so if downloaded instantly you probably need to re download it. you have to extract the rar file to the mods directory