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.
More crazy ideas: allow us to name AI players and choose their player portrait! This would help immersion in some mods.
There are lines for this in map files and for neutral players. Not entirely sure if all of them work though.
Wow. I had missed checking back on this thread (lol--since 2013) and no sooner did I leave and Blair turns it into a modder's dream wonderthon.
Just wanted to say kudos for coming in and giving your fans way more attention than most companies do for a product that is mature.
Totally awesome company you guys have.
Though I'm still wondering why everyone hasn't released my new and improved mod for me yet.
Dittos
I've been having a hard time getting them to work. Has anyone gotten them to work?
I believe Yarlen said this was one of the features he had started working on when Rebellion was starting development but they had to leave it behind. He was going to make separately repped militia factions be named and created but had to leave it behind as they moved into development.
I do recall him saying part of the issue was that ironclad had to approve and provide some of the things needed and therre just wasn't time for it all.
I know this isn't directly what you're asking about but it was a development of features they had started but never finished in earlier iterations of Sins and I think that's where the non-working pieces are from.
About a month back Blair was announcing that they were cleaning out some unfinished beta code from Rebellion and I suspect that's a big part of it.
It's probably too late for this, however, would be possible to have an instantActionTriggerType that checks if shields are down, or if they are at 5% or lower? This could allow for some neat abilities.
I feel like we've talked about this before, but I have a decent method for this that I use in several abilities that do extra things if the targets shields are down. You know how to bug me for the details.
Isn't that a hilariously complex chain that takes advantage of the finishCondition of ShieldFailure? Something like this would likely be far less resource intensive, in addition to being simpler overall. I'll bug you at some point when I both am more awake and have time; we have discussed this at one point I think.
1.83 is finally here! So many things can be done now, this is so wonderful. Thank you Stardock!
We have a new version now?
this was supposed to be fixed in 1.84? I seem to still be running into this issue with the ai :/
1.84 isn't out yet silly. Only 1.83 is avaliable.
??? Lol, talk about my confusion
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