EvilleJedi

EvilleJedi

Joined Member # 2408531
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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

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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)

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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.

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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.

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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

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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)

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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

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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

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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

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