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RazorUK84

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  1. The factories can't be built, they just exist at your home planet at game start. If there isn't one then the map your playing hasn't been adapted for supers.
  2. Sorry, I did read that post thoroughly as the new system really interests me and I think it's a great way to have gone. My issue during play was that I tend to keep an eye on my ships leveling up during a battle via the side list and kept flicking to the the ships that had the + against the icon...it got a bit annoying in my fleet of about 15 capital ships as I wasn't quite sure which ones I could actually upgrade without flicking through them. So my instinct was to assume that this was an unfinished feature and post. Not sure if there's anything can be done in this with regards to the gui, or if maybe it's possible to just have the abilities upgrade ever so slightly just so the + can be handled?!
  3. Kool, I won't quit my day job, but I won't stop posting questions and suggestion either!
  4. Capital_ImpISDII ability:0 "ABILITY_CRUISER_IONVOLLEY" => "ABILITY_CAPITAL_IONVOLLEY" ability:1 "ABILITY_AREATRACTOR" => ? ability:2 "" => ? ability:3 "" => ? "The Imperial II Star Destroyer is focused on providing heavy fire-support and starfighters" ...how about an anti-fighter ability and rapid fighter manufacturing?
  5. Capital_ImpISDI ability:0 "ABILITY_CRUISER_IONBLAST" => "ABILITY_CAPITAL_IONBLAST" ability:1 "ABILITY_PROBOTS" => ? ability:2 "ABILITY_AREATRACTOR" => ? ability:3 "" => ? ... "The Imperial I Star Destroyer is tasked to act as a heavy patrol and interception vessel..." ...Perhaps give it a capital ship version of intercept?
  6. Cruiser_ImpDreadnaught I see that you have created slave2's as copies of the original, and assume that these are planned to be modified for upgrading. ...
  7. I started adding this to Mantis, but the errors on the page were getting to me. Playing beta Revision 892 There is an issue with the capital ship abilities for the empire. The Tector and SD-C work fine, but for the others there seems to be a crossover between cruiser abilities and capital ship ones. The ships start with the abilities enabled, and when they level up you cannot upgrade them. I haven't checked this for Republic and CIS yet. ... Cruiser_ImpBroadsideCruiser ability:0 "ABILITY_TORPEDOSALVO" => "ABILITY_TORPEDOVOLLEY ability:1 "ABILITY_PENETRATINGWARHEADS" => "ABILITY_PENETRATINGWARHEADS2" ability:2 "ABILITY_CLUSTERWARHEADS" = correct ability:3 "ABILITY_SIEGETORPEDOES" => "ABILITY_SIEGETORPEDOES2" ...
  8. Well, I did some searching, and found that the only ways to do it are your way, and using a target area, which apparently isn't very good for lag in the late game...so I give up, I shall never question your methods again!
  9. Oh...whoops. I couldn't actually tell if it was working, guess I should have boosted the effect for testing so that I could see the damage coming off. I'll try again.
  10. Was easier than I thought in the end... In the ability entity I set the buffInstantActionType to "ApplyToSelf" and I removed the target filter. I added the ability to the jedi squad and removed it from the venator. I'll leave you to decide if it's of any worth. Cheers
  11. I think that having the Jedi fighters and the 630's would be the way to go, I agree that anybody with sense would build the fighters anyway...and if it helps the AI then that's a win obviously. With regards to the ability, your points make sense, it would mess things up to add finest hour. For the squad ability I was thinking more along the lines of creating a new ability that's not got a LinkedSquad constraint and removing the current one from the capital ship, I was going to have a play over the weekend to see what I could manufacture and then was going to present my findings? As for it being fair to the other squadrons...surely that's the idea of making Jedi fighters on the Jedi Venator?
  12. To replace the ability on the venator how about an ability that's a close copy of Finest Hour, but could be called "Jedi Master", "A Jedi master temporarily takes command of this ship giving it's crew extra focus and determination" ...or something like that?!
  13. Ah, I see it now (looking at the ability and buff files). Why did you put the ability on the venator and not on the SQUAD_REPJEDISQUAD? Purely for levelling? Seems it would make more sense as an ability on the jedi squad only maybe...if that's possible, I've not tinkered with squad abilities before.
  14. Hi Lavo, I was playing as Republic and built a jedi venator. I chose my fighters to be the jedi fighters and then went to look at the abilities. I would have thought that the jedi fighter were not available until you get the ability, but I don't think that's something that can be coded, so what does the ability do? I tried looking at the relevant entity files, but got confused as it's quite an extensive one.

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