Lavo_2 Lavo_2

[Feedback/Request] On Map Version 4 and the aspect of "Chance"

[Feedback/Request] On Map Version 4 and the aspect of "Chance"

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.

1,407,513 views 543 replies
Reply #476 Top

Quoting MajorVader111, reply 475

if i was to request something maybe a option of making weapon styled ability better by adding a option of being able to target a certain direction, example front back left or right, as it is a bit annoying to have a beam ability target and shot at something behind it when the beams are at the front of the ships. If this is possible it would be hopeful in my modding endeavours. 


You can force an ability beam to only fire forwards, though it's not perfect.. just use the "needsToFaceTarget TRUE".

It would be cool to be able to limit the arc of an ability... but it might take a lot of work to do that, since you'd probably need a new buff/ability type.

Reply #477 Top

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

Reply #478 Top

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.

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Reply #479 Top

Quoting Lavo_2, reply 478

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!

Reply #480 Top

Quoting Lavo_2, reply 478

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.

I believe Stardock or Ironclad looked into this before and there was some problem with that?

 

Quoting Aplos, reply 477

"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.

Yup, that's one that has affected the Data Archive artifact for a long time.

Reply #481 Top

Quoting GoaFan77, reply 480
I believe Stardock or Ironclad looked into this before and there was some problem with that?

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.

Quoting Blair, reply 467
Does this happen in an unmodded game? If it does, send a save game of it happening to [email protected]

It's not exactly a regular game, but I believe I have recreated an instance of where this occurs; will email.

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Reply #482 Top

ResearchCostAdjustment now shows up as red if the value is greater than 0

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Reply #483 Top

Quoting Blair, reply 482

ResearchCostAdjustment now shows up as red if the value is greater than 0

Great, thanks \o/

what about other requests? ^_^

Reply #484 Top

Quoting Aplos, reply 483


Quoting Blair Fraser,

ResearchCostAdjustment now shows up as red if the value is greater than 0



Great, thanks \o/

what about other requests? ^_^



Yeah, please consider fixing the starbase thing! :pout:  

Reply #485 Top

Quoting Wintercross, reply 484

Yeah, please consider fixing the starbase thing!  

How will this work for you if the AI doesn't know how to Jump starbases? Is your mod PvP only?

Reply #486 Top

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

Reply #487 Top

Goa and Zombie! You guys never visit any more! :(

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Reply #488 Top

Quoting Yarlen, reply 487

Goa and Zombie! You guys never visit any more! :(
perhaps they are focusing on areas where they can see results of the efforts

harpo, the ghost NON-subscriber

Reply #489 Top

Quoting ZombiesRus5, reply 485


Quoting Wintercross,

Yeah, please consider fixing the starbase thing!  



How will this work for you if the AI doesn't know how to Jump starbases? Is your mod PvP only?

He could always just give the AI capitalships versions of the ships that are Starbases for human players. A little funky, but not impossible.

Quoting Yarlen, reply 487

Goa and Zombie! You guys never visit any more! :(

I wish I could. :S Sadly our work hours are basically identical now. Unless things have changed for you.

 

Reply #490 Top

Figured out why the whole Ai stalls if its building a titan. Will fix for 1.84.

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Reply #491 Top

Quoting Blair, reply 490

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?

Reply #492 Top

Quoting Blair, reply 490

Figured out why the whole Ai stalls if its building a titan. Will fix for 1.84.

This is great news, thanks again for all these fixes and additions!

Reply #493 Top

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 :P

Reply #494 Top

Quoting Unikraken, reply 491


Quoting Blair Fraser,

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?

Well, you could always just reduce your titans' build times until 1.84.  ;)

I would thank Lavo as well for duplicating it in Vanilla. k1

Reply #495 Top

Quoting GoaFan77, reply 494


Quoting Unikraken,






Quoting Blair Fraser,



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?



Well, you could always just reduce your titans' build times until 1.84.  ;)

I would thank Lavo as well for duplicating it in Vanilla. k1

I've already done this in private. Lavo is a vital part of Sins of the Prophets. :)

Reply #496 Top

Quoting ZombiesRus5, reply 485


Quoting Wintercross,

Yeah, please consider fixing the starbase thing!  



How will this work for you if the AI doesn't know how to Jump starbases? Is your mod PvP only?



My original plan was to make AI versions of each faction (and use the faction selection menu for player and AI versions) that just use frigate variants with alternate versions with the upgrades or something along those lines.

Reply #497 Top

Quoting Wintercross, reply 496
My original plan was to make AI versions of each faction (and use the faction selection menu for player and AI versions) that just use frigate variants with alternate versions with the upgrades or something along those lines.

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.

Reply #498 Top

Quoting Lavo_2, reply 497


Quoting Wintercross,
My original plan was to make AI versions of each faction (and use the faction selection menu for player and AI versions) that just use frigate variants with alternate versions with the upgrades or something along those lines.



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.

Reply #499 Top

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

Reply #500 Top

Quoting DANMAN3712, reply 499

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.

We all survived with even less before Rebellion added lots of new weapon types and Forbidden Worlds added several new planet types. :p

Quoting DANMAN3712, reply 499

On the LAA thing, it is almost NEEDED, even if you run vanilla Rebellion.

I do not believe most people get RAM crashes on vanilla Rebellion.