With one of the recent release builds of Rebellion, support for map version 3, which did not have the forced moveAreaRadius and hyperspaceExitRadius inserts, was cut. I feel that this lack of support takes much away from making maps.
As version 4 does not allow for the various Random objects to have an moveAreaRadius and hyperspaceExitRadius based off the entity of whatever spawns, taking away an additional form of chance or "randomness". For example, if one puts a WeightedRandom in a map, regardless of spawns, such as an Ice planet or a Dead Asteroid, they will have the same movement area. Plus, nor does it allow, for modders, the ability to put in suns of various sizes with different areas of movement.
Due to these, however futile it may be, I request that either map version 4 has some sort of option to let the moveAreaRadius and hyperspaceExitRadius be left blank or allow for a wildcard symbol (aka. the game loads these values from the planet/star's entity file as in the past), or that map version 3 support be re-added.
Hello!
I would like to ask for some tweaks as well
Could we have increased quantity of "NumResearchPrerequisites" allowed (just 2 for now) ?
Could we have techs that able to block other techs ?
Could we have more tiers than 8 ?
Could we have a modifier to adjust player ship speed via research?
It would also be very convenient to have a list of Planet Module roles in "PlanetModule*" entityType, as we have for frigates. It would allow player to have one building for Extractors & grants possibility to construct all ship types in one factory.
Could all strike craft be docked while no enemy items within a gravity well (i think, it would greatly improve performance)? But if it is too complicated, could we have a finish condition, that removes a buff when enemy presents in a gravity well?
finishCondition finishConditionType "EnemyWithinGravityWell"
finishCondition finishConditionType "TimeElapsed" time Level:0 300.000000 Level:1 0.000000 Level:2 0.000000 Level:3 0.000000
also, an old bug:
"ResearchCostAdjustment" is displayed contrariwise.
modifierType "ResearchCostAdjustment" baseValue 0.000000 perLevelValue 0.300000
It is displayed as if it reduces the cost (green color), but actually it increases the cost.
Thanks
Not a coding request, however, would it be possible to have Sins' exe be flagged for Large Address Aware, to allow for the game to use up to 3GB of memory? Virtually all large mods, and even regular Sins multiplayer to an extent, end up hitting the 2GB RAM limit resulting in instability or crashes. Further, from what I have gleaned, enabling the LAA flag has no negative impacts on any post-Windows XP computer in terms of performance or stability.
that's a great idea!
I believe Stardock or Ironclad looked into this before and there was some problem with that?
Yup, that's one that has affected the Data Archive artifact for a long time.
If memory serves there were issues on older computers, though I could very well be wrong here or have my own delusions. All I do know is I personally have never seen drawbacks with LAA and that everyone I know that has applied it has had much better game stability since doing so.
It's not exactly a regular game, but I believe I have recreated an instance of where this occurs; will email.
ResearchCostAdjustment now shows up as red if the value is greater than 0
Great, thanks
what about other requests?
Great, thanks what about other requests?
How will this work for you if the AI doesn't know how to Jump starbases? Is your mod PvP only?
I would like to ask for a dominating culture indicator on planet
it could be a string line in a planet stats window: "main culture: 67% FactionLabel"
And could you make wormhole phase lines visible as every other phase line, please. So you don't need to select it to see the connection
Regards
Goa and Zombie! You guys never visit any more!
harpo, the ghost NON-subscriber
He could always just give the AI capitalships versions of the ships that are Starbases for human players. A little funky, but not impossible.
I wish I could. Sadly our work hours are basically identical now. Unless things have changed for you.
Figured out why the whole Ai stalls if its building a titan. Will fix for 1.84.
OMG thank you Based Blair!!!
Would you mind explaining the issue? Is it something we can compensate for in the current build of the game?
This is great news, thanks again for all these fixes and additions!
No, it can't be compensated for. There is explicit logic that says if I don't have a Titan, build a Titan and put everything else on hold. The correct logic is if I don't have a Titan and I'm not already building one put everything else on hold. That way, once the Titan begins construction everything else can resume.
I guess you could compensate by making the build time for Titans zero
OMG thank you Based Blair!!! Would you mind explaining the issue? Is it something we can compensate for in the current build of the game?
Well, you could always just reduce your titans' build times until 1.84.
I would thank Lavo as well for duplicating it in Vanilla.
Well, you could always just reduce your titans' build times until 1.84. I would thank Lavo as well for duplicating it in Vanilla.
I've already done this in private. Lavo is a vital part of Sins of the Prophets.
Might I recommend going that route for humans as well from the onset? I'm really unsure as to what features you need for a general ship that capital ships cannot do.
Lots of purchaseable upgrades.
Greetings All!
Wow, all the ol' greats are here! Good to see everyone!
Blair, is the any way to increase the different kinds of weapons, instead of the hardcoded limit? It's easy to rename them to what you want via strings, but when you have over 10 races like we do in 7DS, you start to run out of weapon types. Being able to create other planet types would also be VERY useful, making Sins be able to be much more diverse. And may I say that finally being able to destroy a planet with a weapon ability is going to be awesome, as well as some of the other bugs and fixes you have done here from the other modders requests.
On the LAA thing, it is almost NEEDED, even if you run vanilla Rebellion. If you use the optimized mod that helps greatly, and this is something I have taken years to do within 7DS given it is so big. If there is ANY way to make Sins be able to use more than 2GB, that would be awesome.
Blair, it is SO good to see you in the active community with us modders. We try to keep your beloved game alive! Hope you are working on Sins 2 in secret
DANMAN
We all survived with even less before Rebellion added lots of new weapon types and Forbidden Worlds added several new planet types.
I do not believe most people get RAM crashes on vanilla Rebellion.
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