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<rss version="2.0"><channel><title>Sins Staff Latest Topics</title><link>https://swrebellion.net/forum/158-sins-staff/</link><description>Sins Staff Latest Topics</description><language>en</language><item><title>The SVN</title><link>https://swrebellion.net/topic/9402-the-svn/</link><description>Any idea when it will be back up?</description><guid isPermaLink="false">9402</guid><pubDate>Wed, 15 May 2013 00:26:33 +0000</pubDate></item><item><title>My haitus/I'm back/why I dropped off the face of the earth</title><link>https://swrebellion.net/topic/9273-my-haitusim-backwhy-i-dropped-off-the-face-of-the-earth/</link><description><![CDATA[<p>So, in case y'all didn't notice, I kinda dropped off the face of the earth.  Let me explain.</p><p> </p><p>GO SENIORS 2012!!!!!!!</p><p> </p><p>'nuff said.</p><p> </p><p>Anyways, now I'm at the end of the school year, so I should be back on the face of the earth once again.</p><p> </p><p>-Sloose</p>]]></description><guid isPermaLink="false">9273</guid><pubDate>Mon, 14 May 2012 21:45:36 +0000</pubDate></item><item><title>Random buff result question</title><link>https://swrebellion.net/topic/9218-random-buff-result-question/</link><description><![CDATA[<p>Okay... so I was playing around with SOA2 (yeah, I know, ima traitor) and I realized that their Borg assimilation buff has some sort of randomization factor... IE it will sometimes work, but sometimes not... is there a way to implement that in SOGE?  I'm thinking have some like supercap or something have an "Invasion" ability, that either deals damage or completely assimilates the planet based on a random factor... probably more likely to be damage, not assimilation lol...</p><p> </p><p>I'm thinking have the DCS be able to do that... 1st off it would allow it to do some planet damage (flavorfully), and if you're lucky, you could take the whole thing over...</p><p>EDIT: Considering how powerful that could be, maybe  make it like a 2 minute ability or something?  That could really only be used if you have the enemy space fleet routed...</p><p> </p><p>Ideas? Flames? Jawas?</p>]]></description><guid isPermaLink="false">9218</guid><pubDate>Mon, 14 Nov 2011 03:11:41 +0000</pubDate></item><item><title>SVN</title><link>https://swrebellion.net/topic/9209-svn/</link><description>Just wondering, is it down?</description><guid isPermaLink="false">9209</guid><pubDate>Wed, 19 Oct 2011 22:09:26 +0000</pubDate></item><item><title>SoGE Thread/Account on Sins Forums</title><link>https://swrebellion.net/topic/9193-soge-threadaccount-on-sins-forums/</link><description><![CDATA[<p>Alright so I've gone and made a SoGE-Team username/account on the Sins forums and made a new SoGE thread there. This will allow all of us to update and maintain the SoGE thread. Login info for all related accounts below:</p><p><span style="text-decoration:underline;">Gmail:</span></p><p>User/Email: <a href="mailto:SinsOfAGalacticEmpire@gmail.com" rel="">SinsOfAGalacticEmpire@gmail.com</a></p><p>Password: nvf08R.lk./TYHIoo'[6weui</p><p>Security Question Answer: Ep.4 - ANH! filler</p><p> </p><p><span style="text-decoration:underline;">Stardock:</span></p><p>First Name: SoGE</p><p>Last Name: Team</p><p>User: SoGE-Team</p><p>Password: hfeU1ylWnmDJ</p><p>Thread: <a href="http://forums.sinsofasolarempire.com/411648" rel="external nofollow">http://forums.sinsofasolarempire.com/411648</a></p>]]></description><guid isPermaLink="false">9193</guid><pubDate>Wed, 31 Aug 2011 23:58:09 +0000</pubDate></item><item><title>ASSERTS!!!!!</title><link>https://swrebellion.net/topic/9175-asserts/</link><description><![CDATA[<p>Okay... so I'm getting like 100</p><p>"Assert @ c:\gs\entrenchment\CodeSource\GS/Entity/Interfaces/IBuff.cpp(3107)</p><p>false"</p><p>errors in my startup whenever I run in DEV mode...</p><p>I think it might have something to do with the crash on using the Mandator's turret's mines... what's particularly intriguing is the error thrown right before these...</p><p>"Failed to convert 'Replace with new buff' to an enum value"</p><p>which implies a line missing or something in one of the entities... the problem is though, it doesn't tell me which one...</p><p> </p><p>I'm trying to bugcheck this now... If anyone has any clue about this, feel free to post...</p>]]></description><guid isPermaLink="false">9175</guid><pubDate>Mon, 25 Jul 2011 02:18:43 +0000</pubDate></item><item><title>RAM fix</title><link>https://swrebellion.net/topic/9166-ram-fix/</link><description><![CDATA[<p>Okay...</p><p>So I've made a Large Address Aware version of Entrenchment that *should* help with the minidump issue...</p><p> </p><p>Now, since it is a modified version of the regular Sins EXE, I'm not sure we can distribute it...</p><p>but here is a link to it (hosted on my server) for anybody who needs it for testing purposes...  we may also want to explain how to do this with the increased stress that NU puts on computers... the RAM usage is through the roof with NU on...  Should just be able to copy/paste it into the Entrenchment folder and run it</p><p> </p><p>Link here: <a href="ftp://jennisonhome.dyndns-web.com/Sins%20of%20a%20Solar%20Empire%20Entrenchment.laa.exe" rel="external nofollow">ftp://jennisonhome.dyndns-web.com/Sins%20of%20a%20Solar%20Empire%20Entrenchment.laa.exe</a></p>]]></description><guid isPermaLink="false">9166</guid><pubDate>Sat, 16 Jul 2011 19:15:30 +0000</pubDate></item><item><title>NomeMD models</title><link>https://swrebellion.net/topic/9164-nomemd-models/</link><description><![CDATA[<p>As I stated previously, we have permission to use NomeMD's models. He's given us the Sentinel - <a href="http://www.swrebellion.com/Sentinel.7z" rel="external nofollow">http://www.swrebellion.com/Sentinel.7z</a></p><p>The Y-wing is forthcoming</p>]]></description><guid isPermaLink="false">9164</guid><pubDate>Sat, 16 Jul 2011 00:16:46 +0000</pubDate></item><item><title>Lucrehulk's odd range; ship idea</title><link>https://swrebellion.net/topic/9137-lucrehulks-odd-range-ship-idea/</link><description><![CDATA[<p>One thing I've noticed with the Lucrehulk, and some other frigates, is that while they are coded to have a 10 000 range, their actual range is significantly less than this. I have absolutely no idea why this is occurring, perhaps it is a model problem, yet it's bothering me so I feel like throwing it out here. </p><p> </p><p>Another thing is that I recently realized that the NR is the only faction ingame that lacks both a cruiser colonizer and a ship with Full Squadrons. To remedy this, I think that it might be a good idea to put in either the <a href="http://starwars.wikia.com/wiki/Endurance-class_fleet_carrier" rel="external nofollow">Endurance</a> or <a href="http://starwars.wikia.com/wiki/Defender-class_assault_carrier" rel="external nofollow">Defender-class</a> carriers to function in the same sort of role as the MC80 SFRS and Escort Carrier, respectfully. This can also replace the redundant Proficient cruiser. However, like with the Sentinel transport I brought up earlier (which is working great), it boils down to yet another model request, and while I'm fine with putting in filler models for now, I'm not sure if you all think that's the way to go.</p>]]></description><guid isPermaLink="false">9137</guid><pubDate>Fri, 29 Apr 2011 23:11:18 +0000</pubDate></item><item><title>Communications Center idea</title><link>https://swrebellion.net/topic/8960-communications-center-idea/</link><description><![CDATA[<p>Ok, so I've been trying to get this into the game, with little success (MD on start... woops)</p><p> </p><p>Use the com satellites as "phasegates", rename them to Hyperwave transcievers, on the grounds of ppl on one planet would send info to ppl on the other planets saying where they could jump to, where the asteroids are, etc...</p><p> </p><p>PS: Phasegate as in the Vasari building that lets you jump across the galaxy, I've always wanted to do that with SW ships...</p>]]></description><guid isPermaLink="false">8960</guid><pubDate>Fri, 16 Apr 2010 03:08:52 +0000</pubDate></item><item><title>Capture ship ability!?</title><link>https://swrebellion.net/topic/9130-capture-ship-ability/</link><description>So what's with the no 4 ability on the Bojatef (presumably on other facs too, but I just haven't seen it...)  What's it used for?  Cause I've seen no practical use for it</description><guid isPermaLink="false">9130</guid><pubDate>Fri, 15 Apr 2011 16:57:43 +0000</pubDate></item><item><title>Of Stations and Bases</title><link>https://swrebellion.net/topic/9092-of-stations-and-bases/</link><description>Alright so I've been working on putting in a Golan III as a space station (based off of the Tech's starbase), purely for personal use and to test/put in station upgrades for later, but I've run into a bit of a snag. In the AbilityDeployStarBaseTech file, there's a buff line (buffInstantActionType) calling for "CreateStarBase". In the main Sins files, I haven't been able to file a line called BuffCreateStarBase or anything of the sort, and I was wondering if anyone here has this buff file (source doesn't matter, as long as it works/you got permission/etc.) and could send it to me?</description><guid isPermaLink="false">9092</guid><pubDate>Sun, 13 Feb 2011 03:07:46 +0000</pubDate></item><item><title>Mantis</title><link>https://swrebellion.net/topic/9108-mantis/</link><description><![CDATA[<p>Guys - do you want to start taking bugs through our Mantis bug tracker for the beta?</p><p>That's what the bug tracker is there for.</p><p> </p><p>I need to get Eville to assign those permissions if so (and give me admin too)</p>]]></description><guid isPermaLink="false">9108</guid><pubDate>Wed, 23 Mar 2011 01:57:37 +0000</pubDate></item><item><title>The Empire's Colonisers</title><link>https://swrebellion.net/topic/9114-the-empires-colonisers/</link><description><![CDATA[So as seen in this thread I've been exploring as to why the Imps always do shoddy, in comparison to the other factions. While discussing this with a friend, he pointed out that the Empire is the only faction to lack a frigate/"cheap" colonizer, and I further noted that the Imps really do not use the Gladiator SD well. In order to test this theory, I was wondering if there's a model of the <a href="http://starwars.wikia.com/wiki/Sentinel-class_landing_craft" rel="external nofollow">Sentinel-class landing craft</a> lying around, to use it as a cheap colonizer.]]></description><guid isPermaLink="false">9114</guid><pubDate>Mon, 28 Mar 2011 01:36:31 +0000</pubDate></item><item><title>Supercaps</title><link>https://swrebellion.net/topic/9096-supercaps/</link><description><![CDATA[<p>Alright so, I've thinking about supercaps for a long time, and for some reason a few of them always seemed odd to me. Then last night I decided to see if my suspicions had <em>some</em> sort of mathematical evidence behind them. And so I bring you this table.</p><p> </p><p><span>http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/sogesupercapstats.png</span></p><p> </p><p>From here, the most glaring fact is that the SSD and Viscount are extremely <em>under-priced</em>. This is not merely due to the power they bring to the battlefield, but due to the fact that they are unreasonably cheap per captia in comparison to the other supercaps. Something has to be done, whether it is simply increasing the credit cost by 80-90%, or lowering the effective shielding of these vessels. </p><p> </p><p>Also the SVN hates me now, does anyone know if it is down or otherwise?</p>]]></description><guid isPermaLink="false">9096</guid><pubDate>Mon, 28 Feb 2011 12:52:42 +0000</pubDate></item><item><title>Requesting Pin</title><link>https://swrebellion.net/topic/9094-requesting-pin/</link><description><![CDATA[Of <a href="http://warlords.swrebellion.com/forums/viewtopic.php?f=620&amp;t=27924" rel="external nofollow">this thread</a>. I'm going to use to post whenever I update the SVN, and briefly mention what was done. Of course, any and all SVN update posts are welcome and encouraged.]]></description><guid isPermaLink="false">9094</guid><pubDate>Fri, 25 Feb 2011 02:22:36 +0000</pubDate></item><item><title>Things Done</title><link>https://swrebellion.net/topic/9072-things-done/</link><description><![CDATA[<p>Alright so, as Evaders said in the New Blood thread, I've been working on some SoGE changes, mainly for fun (all of these have been tested in one or more MP matches, and multiple SP matches), however I'm not sure which of these you are interested/find appealing. Here's the, hopefully full, list:</p><p> </p><p>-Near full set of NR icons (the 2D, zoomed out, view ones), lacks an MC60 as there's no ingame model for me to base an icon off of.</p><p>-Added in NR cruiser/capital (Nebula SD, Mediator, Viscount) and Vong frigate/cruiser/capital (AVEKLIUNNA, Vua'spar, Heavy Scout Ship, Malatok, GUROIKVALH, the Battleship) research techs, cleaned up the Vong research page as well</p><p>-Added in new planets (note: from a Ent adaptation of Sins Plus, modified by myself a bit, will ask Uzii for permission before slapping in/up, etc): Forrest (trade bonus, linked to terrain), Savannah (basically a larger Terrain, linked to terrain), Old Military Base (decent pop, has a massive amount of tactical slots, and the controller of it gets some ship bonuses in that planet's grav well, linked to terrain), Gas Giants (low health, hurts taxes even with full upgrades, is a nice gem however, due to the innate Moon bonus and logistic slots, is also it's own planet type), Ocean (linked to ice, lots of crystal), Paradise (somewhat low health, 100% culture spread increase, linked to terrain), Swamp (crap planet, has a nice 7000 health with max upgrades, has a calm and stormy season, linked to nothing), Toxic (this thing kills the AI, but it has some nice crystal and 9000 health fully up'd, linked to asteriod), Radiated (think a post-armageddon world, due to radiation, planet updates are slow, and pop growth is at 20% of the norm, linked to asteroid), Industrial (same pop as Savannah, ship build rate is higher here, and a good deal of log slots, linked to terrain), Relic (good overall planet, has a shield generator or two that goes off and on periodically, linked to desert), Shattered (post-cataclysmic natural disaster planet, lots of mines, low log and tac slots, linked to volcanic), Barren (a giant floating rock, lots of metal, 9000 health w/upgrades, linked to asteroid), and last but not least, Urban (say hello to Coruscant, <em>massive</em> pop count, game ender, has a custom garrison, linked to asteroid)</p><p>-Added in a ton of planet bonuses, I don't even know them all.</p><p>-Added in another volcanic pop upgrade, for balance, and because in SW Volcanics aren't that sparsely populated, still less than Ice however. </p><p>-Added in volcanic and asteroid pop upgrade techs.</p><p>-Changed up the planet "tiers" for home bonus: </p><p>god tier: Urban</p><p>capital tier: Terran, Industrial, Savannah</p><p>mid tier: Desert, Forrest, (Relic should be here as well, fixed that recently)</p><p>short end of the stick tier: Everything else</p><p>-Balanced the militias. Namely, the Urban gets it's own custom garrison, as previously mentioned, which has a large fleet, including one VSD-II cruiser, two Hanger Defenses, and one Golan (all with TIEs). Oh and, the militia owns the planet, so it has to be bombed.</p><p>-Fortifying AI was rebalanced as to not be total crap, Research AI actually researches now and has the labs to do so.</p><p>-Warning for cultural revolutions on a planet changed from 10% allegiance to 15%.</p><p>-Vong now has a faction picture (isn't great, I won't lie) and can select an empire icon.</p><p>-Random maps now have a 60% chance of getting a planet bonus, up from 40% (still aren't that frequent), added in Random maps (all but Small) where each player starts with a partially upgraded Asteroid and partially upgraded random Ice/Volcanic, added in a multi-system Medium Large Random (both with and without extra planets).</p><p>-Added in different tech trees. Differences only take place in the second half (aka. levels 5-<img alt="8)" src="https://swrebellion.net/uploads/emoticons/icon_cool.gif.83fd2f81de5097a5d7928f9d498f552b.gif" loading="lazy"> List:</p><p>Standard (the current tech scale): CIS, Empire</p><p>Firepower (more laser dmg and RoF, less shielding/refresh): Vong [note, does not mess up the Superlaser path], Republic</p><p>Shielding (less laser dmg, no range upgrade, more shielding/refresh, all shield techs are linked to one and other, the firepower ones are not): Alliance, NR</p><p>These tech paths </p><p>-Republic has a special, cheap, level 1 4% RoF (for Laser, Missile, and Phase Missile) boost tech, for balance, set as a top priority for the AI (so it always gets researched early on as it should).</p><p>-Another Republic capital ship, the Victory II. It has more firepower than the Venator, a bit more hull, has half the fighter capacity, slightly costs more, has the Capital Ion Blast, Heavy Tractor Beams, Coordinated Targeting, and Fast-Tracking Turrets abilities (latter two are the same as the Venator's). Whichever is "better" is really a person's taste, a fully leveled up Venator is likely better than a fully leveled up Victory, due the SPHA-T ability. </p><p>-Bunch of other ship tweaks, for balance, done by Chimaera. Also gave the Praetor Heavy Tractor Beams (I figure a ship of that type would have them, plus it has only two abilities normally). </p><p> </p><p>Bug Fixes/other:</p><p>-Fixed the missile techs, now they work correctly for both Missile and Phase Missile linked weapons.</p><p>-Figured out how to put in weapons that only affect shields, put in "AFFECTS_ONLY_SHIELDS" for the DamageEffectType tag.</p><p>-Fixed some missing strings.</p><p>-The MC80a's research HUD picture now shows up.</p><p>-Put in a bomber string/HUD picture/icon for the Coralskipper Gunship, so people don't confuse the fighters and bombers.</p><p> </p><p>...And I think that's it.</p>]]></description><guid isPermaLink="false">9072</guid><pubDate>Wed, 05 Jan 2011 05:17:28 +0000</pubDate></item><item><title>New Blood</title><link>https://swrebellion.net/topic/8714-new-blood/</link><description><![CDATA[<p>Asking for those invited to help with SOGE to checkin here. I know Eville is working really hard to get something in the SVN repository so people can start testing.</p><p> </p><p>You'll need to talk to me about setting up permissions for SVN. Eville should be setting up Mantis for those to report and close bugs.</p>]]></description><guid isPermaLink="false">8714</guid><pubDate>Mon, 13 Apr 2009 03:38:13 +0000</pubDate></item><item><title>UI look and feel</title><link>https://swrebellion.net/topic/8894-ui-look-and-feel/</link><description><![CDATA[<p>Hey guys,</p><p> </p><p>More graphics questions (while I'm on a roll <img alt=":P" src="https://swrebellion.net/uploads/emoticons/icon_razz.gif.de14df23ef87c928992d34b311e47262.gif" loading="lazy">).</p><p> </p><p>Are we happy with using the Tech UI or is there designs/plans to have faction-specific UI's?  If so, I might try and come up with some concepts if no-one else has tried so far.</p>]]></description><guid isPermaLink="false">8894</guid><pubDate>Sat, 28 Nov 2009 08:24:39 +0000</pubDate></item><item><title>HUD Graphics</title><link>https://swrebellion.net/topic/8793-hud-graphics/</link><description><![CDATA[<p><span>http://users.on.net/~ozwolf/images/sample.png</span></p><p> </p><p>This is a sample of what I'm working on.  I've played with a number of designs, including colouring the ships vs having a background logo in the color of the faction.  I like this one, but any thoughts appreciated.</p><p> </p><p>Cheers,</p><p> </p><p>OzWolf</p>]]></description><guid isPermaLink="false">8793</guid><pubDate>Tue, 28 Jul 2009 09:10:02 +0000</pubDate></item><item><title>More Graphics Goodness</title><link>https://swrebellion.net/topic/8893-more-graphics-goodness/</link><description><![CDATA[<p>So, I was playing the game and thought "I want my star destroyers toting the seal of the Galactic Empire" so I set about creating an SOGE logos set.  </p><p> </p><p>There are 14 logos I've included in the pack so far.  These include (in order from left-to-right on the second sample below):</p><p> </p><p>- Rebel Alliance</p><p>- Galactic Empire</p><p>- New Jedi Order</p><p>- Black Sun</p><p>- New Republic</p><p>- CIS</p><p>- Old Republic</p><p>- Galactic Federation of Free Planets</p><p>- Jedi Order</p><p>- Chiss</p><p>- Sith Empire</p><p>- Naboo</p><p>- Mandalorians</p><p>- Zaan Consortium</p><p> </p><p>Here are screenshots of the end result:</p><p> </p><p><span>http://users.on.net/~ozwolf/soge/logos_sample1.png</span></p><p><strong>Player setup screen</strong></p><p> </p><p><span>http://users.on.net/~ozwolf/soge/logos_sample2.png</span></p><p><strong>Choosing your theme</strong></p><p> </p><p><span>http://users.on.net/~ozwolf/soge/logos_sample3.png</span></p><p><strong>The bottom bar when no unit is selected</strong></p><p> </p><p><span>http://users.on.net/~ozwolf/soge/logos_sample4.png</span></p><p><strong>A ship carrying the logo of the Empire</strong></p><p> </p><p><span>http://users.on.net/~ozwolf/soge/logos_sample5.png</span></p><p><strong>Unit info bar on the top left for my planet</strong></p><p> </p><p><span>http://users.on.net/~ozwolf/soge/logos_sample6.png</span></p><p><strong>The bounty bar showing the Rebel Alliance and Republic logos</strong></p>]]></description><guid isPermaLink="false">8893</guid><pubDate>Sat, 28 Nov 2009 03:32:03 +0000</pubDate></item><item><title>Staff meet and greet</title><link>https://swrebellion.net/topic/8501-staff-meet-and-greet/</link><description><![CDATA[<p>say hello, let us know more about your experience and skills.</p><p> </p><p>Also exchange contact information here (mostly just IM)</p><p> </p><p>I'm on MSN at <a href="mailto:evillejedi@gmail.com" rel="">evillejedi@gmail.com</a> (though I work EST work times so I won't be around during the week much)</p><p> </p><p>I will attempt to get a chat together of staff in a day or two to get things organized and hand out work assignments.</p>]]></description><guid isPermaLink="false">8501</guid><pubDate>Sun, 03 Feb 2008 09:11:04 +0000</pubDate></item><item><title>Artifact / planet bonus brainstorming</title><link>https://swrebellion.net/topic/8727-artifact-planet-bonus-brainstorming/</link><description><![CDATA[<p>Brainstorms on unique artifacts or planetary bonuses.</p><p> </p><p>*Spaarti Cylinders: auto-experience for low level capital ships? credit cost reduction?</p><p>*Ancient Holocron: Research cost reduction</p><p>*Hidden Master (generic, could be jedi or sith): ???</p><p>*Grey Order (non-Jedi/Sith force users): Special ships?</p><p>*Restless Natives: Penalty to planet health</p><p>*Ysalamiri: Special ships?</p><p>*Hutt Cartel: Bounty improvements</p><p>*Hyperspace cannon: Faster phase jumps to/from planet?</p>]]></description><guid isPermaLink="false">8727</guid><pubDate>Fri, 24 Apr 2009 22:16:52 +0000</pubDate></item><item><title>New Planet types</title><link>https://swrebellion.net/topic/8728-new-planet-types/</link><description><![CDATA[<p>*Graveyard - convert space junk to use starwars wreckage?</p><p>*Water world - ~terran world in potential, but expensive to upgrade</p><p>*City world - Extremely strong militia, strong base stats, extremely expensive upgrades.</p><p>*</p>]]></description><guid isPermaLink="false">8728</guid><pubDate>Fri, 24 Apr 2009 22:22:32 +0000</pubDate></item><item><title>Interface / Icons / 2d art</title><link>https://swrebellion.net/topic/8534-interface-icons-2d-art/</link><description><![CDATA[<p>Guess I may as well make a thread about the 2d art. </p><p> </p><p>Working on the interface now, trying to make it sort of 'put-together' like a lot of the tech in the galactic civil war era looked like. Here's a screen of the lower-main interface. Still work in progress, there's some polishing to do around the edge of the whole thing, let me know if there's anything that can be improved, if it looks 'star warsy' enough etc. I'll try to make everything along the same theme;</p><p> </p><p><span>http://img360.imageshack.us/img360/5821/screenshot2cn2.jpg</span></p>]]></description><guid isPermaLink="false">8534</guid><pubDate>Thu, 01 May 2008 20:48:41 +0000</pubDate></item></channel></rss>
