Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
Yep, some of the refactoring I did to the Plague colony, scout and light frigate broke the militia enough to core dump it. It's pretty easy to fix though. Thanks!
I'm slowly tweaking them to the double volley which also has the benefit of less hard points. I'll look at the size of the projectile. Unfortunately the balance is getting it to look right both zoomed in and zoomed out.It's pretty easy to tweak the size though if needed.
I'm the only Dev ;) Good feedback. I'll look at the ability. I toned down the Cylon Basestar Capital already for similar reasons.
I decided to rework my ability set for this. The AI won't get it's titan nearly as early :(, but I want to rule out the double titan scenario ;) It should still help the AI be competitive.
No, it's not normal. My thinking was if it was only the AI that would lead me to my AI only ability set. Given you showed Dukat with one. That doesn't necessarily lead me down that path.
I'll try Dukat, but no guarantee he has the autosaves as he does many playthroughs. It's more an open invitation to anyone that encounters this.
I tried really hard to recreate this and couldn't!
If anyone has a save game set(i.e. multiple save games through the progression of the game), please send them to me.
There were some original bugs in Rebellion with multiple titans but it seems those were fixed. It's possible my AI only ability/research has some sort of flaw, but I can't see what that would be nor have been able to recreate it. Hidden research subjects are used in several mods and only the AI is capable of researching them to our knowledge. I've never seen a way for the human to hotkey or somehow activate the research.
Thanks, interesting video. The AI ability that helps it get it's titan versus floundering is supposed to be a hidden AI only ability. The only way that ability can be executed is supposedly by the AI which is the only entity that can research the hidden subject. If it's this ability then there is a bug in the game allowing the ability to fire without the proper research which would suck. I'll try and investigate it more.
Checked the code. It's not set to autocast and the icon for the ability went missing... Not sure how the latter happened, but the former is because Nephilim was made pre-rebellion when superweapons weren't set to auto-fire. I'm fixing this in the next release.
You can right click on the black box (missing icon) to set it to autocast. Sorry for the confusion.
I reviewed the AI only code I put in for titans. It would be impossible for the human player to benefit unless the debugger is being used and all research is granted.
In regards to the AI there might be some very rare timing that would allow a 2nd titan. I'll investigate this, but I'd need more details from you or a save file showing this.
How do you get two titans?
Make sure you use the Core from Fall of Kobol. The one in Sins of the Fallen is outdated with the latest release 22.214.171.124.
Sorry, that part is a bit confusing in terms of how the backwards compatibility works with Sins of the Fallen. I do plan to release new versions of both Sins of the Fallen and Fall of Kobol soon'ish.
Bitten by guest account
Right now cylon's rely more on resurrection and inherent abilities to restore hull enhanced by research. I don't have any current plans to add a dedicated healer frigate.
Well, you said you would like it to reflect capital ship limits and then said there is no real way to do it. I'm only pointing out you can actually do it, observing both fleet supply and a available capital crew.
I'm suggesting there maybe a way to chain events in such a way that you need 250 fleet supply and at-least 1 free capital slot to build these titans. It would atleast prevent you from going -10 on capital ship slots.
I use hidden beacons with callbacks to continue chains when a certain event is reached. For example, this might work: shipyard -> ResourcesAndMustHaveCapitalCrew -> beacon (call in as a capitalship to reserve slot) -> ResourcesAndMustHaveShipSlots -> call in Titan, destroy beacon. The downside here is you only need 50 supply to initiate the ability. It could be further extended to do shipyard -> ResourcesAndMustHaveShipSlots -> beacon (hidden frigate) -> ResourcesAndMustHaveCapitalCrew -> beacon (hidden capital), destroy hidden frigate beacon -> ResourcesAndMustHaveShipSlots (confirm slots) -> call in titan, destroy beacon. This while more complicated would act as a build queue until the ship slots and capital slot are met.
There are various creative ways to use ResourcesAndMustHaveCapitalCrew to accomplish this. For example, I have an anti-matter based ability that spawns capital ships. However the capital ship can only spawn once capital crew limits are available. Additionally the ability that spawns the capital ship is blocked until the capital ship is actually created using creative callback triggers. Your welcome to look at any of my resurrection code to see if it can firm up this for you.
Hmm, I went with some of the designations from Wolf's Shipyard which has Warstar, Gunstar and Strikestar classes as frigate/cruiser sized.
There are no lasers on BSG ships. Assuming you mean the flak which is meant to be super fast. I received complaints the effects where too small by the core group of players that I support the mod for, however I did reduce the size of the flak to make it less obtrusive.
Due to a restriction with super weapons the hub starts out with enough anti-matter to spawn one set of ships. Assuming the ships that are resurrection capable die while withing range of the hub or resurrection ship that is linked you should see the anti-matter slowly rebuild allowing new ships to be resurrected. It's not a one for one though, and you will need to extend resurrection with resurrection ships if you get more than one jump away from the hub.
The tooltips on research trees look at all dependant research regardless of faction. This is why you see the Colonial Loyalist and Rebel titan listed on the Titan Factory research. However, if you are the Colonial Defense Force, then you will only be able to see and build the Colonial Defense Force titan in the actual build menu. This is in keeping with the rest of the mod and vanilla game which only allows one titan option for each faction.
Actually Battlestars and Basestars are generally static in the show when engaging targets which I agree is counter intuitive when it comes to space battles which is 3 dimensional. Why not move and make yourself a harder target to hit. But it plays out nice in the show. There are a few instances where ships move like you stated or when the Pegasus rammed the Basestar, however these are exceptions to their general engagements.
The other problem is the only attack movement supported in Sins is individual fighter movement. Adding fighter styled movement to Battlestars/Basestars would just be odd in my opinion and reduce the immersion. Battlestars are meant to engage full weapons, typically broadside. Their massive armor able to take on even nuclear weapons while remaining combat ready.
The other thing to note is this mod is meant to be played with the Vanilla game and Sins of the Fallen. Assuming it did make sense to have a faction with fighter movement, I wouldn't add them to the mod as the other factions aren't setup to deal with fighter styled movement. As a result the mod would become super un-balanced and buggy as the other factions are not setup to engage fighter styled ships. A common bug is ships leaving the gravity well on decade long journeys as the enemy chases them indefinately. Delicate balance of speeds, weapons, weapon ranges need to be considered for it to work well.
Are you running 126.96.36.199 or 1.82.36?
And you can only build the titan for the faction you are currently. The other titan is locked out due to the faction restriction.
Who doesn't love an X-Wing...
Nice, it's an impressive model. I'm looking forward to seeing the low poly version with the baked in texture.
That's basically the point
You could mod it pretty easy to set the auto attack range to hold position or local only.
What's the triangle count on that?