johnnny51 Posted May 29, 2008 Posted May 29, 2008 Hi I found your mod through a Youtube video and installed it. It looks great. But how do you colonize planets? I made my free capital ship but apparently it doesnt colonize, and i dont see options for making colony ships. Is there a text file that says which (modded) ships do what? Also the capital ship doesnt seem to have any abilities to level up. How do you handle leveling caps? Congrats on a really nice job.
Lord_Frederick1 Posted May 30, 2008 Posted May 30, 2008 it is the alcamater class 1 ship (sorry my spelling sucks) and it has the abilty of con. the ship is in the friget class tab of the first ship yard and it is the bottom left ship
Lord_Frederick1 Posted May 31, 2008 Posted May 31, 2008 today is may 31 is the mod coming out today or is it not thoe it still might be still to early in the morning ( i live on the west cost and this post is about 9:30 AM).
Bin Hokens Posted June 1, 2008 Posted June 1, 2008 yay I finely got my accounte. anyway I love the SOAGE mod. I'm actually a bull to beat a map. but thats only because the isds are like the bloody "Fling Dutchmen" haha. oh and the gallon III is always on its side. and moving traits would be nice. besides that, this is the best bata mod I've ever played. ;D
Master_Vel422 Posted June 4, 2008 Posted June 4, 2008 hey Eville i was wondering do you plan on adding more logicistic slots to kind of compensate fore the huge gravity wells all that space and nothing to do http://i115.photobucket.com/albums/n292/Admiral_Antilles/Fan2.png[/img
SWR Staff - Executive Evaders99 Posted June 4, 2008 SWR Staff - Executive Posted June 4, 2008 Just wondering which ship can capture asteroids. Also since the gravity wells are so large, what is the current plan there? Increase the planet distances? Camera distances? Evaders99http://swrebellion.com/images/banners/rebellionbanner02or6.gif Webmasterhttp://swrebellion.com/images/banners/swcicuserbar.png Administrator Fighting is terrible, but not as terrible as losing the will to fight.- SW:Rebellion Network - Evaders Squadron Coding -The cake is a lie.
StormTaco Posted June 4, 2008 Posted June 4, 2008 crash reports especially with detailed descriptions of when it froze are very helpful (make sure you put it on mantis) and what units are involved I ran three 8 player games for a few hours at 8x speed occasionally watching battles as they happened and I didn't get any crashes on 1.05 but that's not to say they aren't out there or that my computer is more stable (I have 4gB/3.5gb of ram so I shouldn't be swapping anything which could be a huge impact on machines with less ram.) I did update the mod to 1.05 though so that might be part of it. Yep, that was it. I was running 1.04 at the time, since I updated I haven't had any problems.
SWR Staff - Executive EvilleJedi Posted June 5, 2008 SWR Staff - Executive Posted June 5, 2008 hmm I think no ship can capture asteroids, next thing o nthe list to fix I'll play with the zoom settings to fix a slew of problems with it.
Mercykiller Posted June 6, 2008 Posted June 6, 2008 This is shaping up to be a great Mod. I haven't experienced any CTDs or game stopping bugs, but there are a few minor suggestions I'd like to make. Minor bugs1. The Venator is mislabelled as an Impstar 1. Sadly this had me convinced it was a Victory 2 and I spent ages looking for the venator 2. The Shield bubbles are the shape of the old Sins ships rather than of the new models. At least for the Venator - I haven't seen any of the other ships under heavy enough fire that I notices the shields.3. The Golan III is on it's side. Suggestions.1. The larger gravity wells are nice for epic battles etc, but right now they seem a bit too large. On several maps, they overlap badly, and it's almost impossible to fit the whole gravity well on the screen at once. I'd suggest reducing them to maybe 66%-75% of their current size. Keeps them big, but makes them a bit more manageable.2. Some of the ships seems to move awful fast. I know a star destroyer is a fairly quick ship, but I shouldn't be seeing them powersliding through a grav well at those speeds.3. The Victory, frankly, sucks the big one. After watching a Victory get spanked by a couple of Acclamator 2's, I'm convinced that the Victory doesn't deserve one of the precious capital ship slots. Make it a frigate instead and keep the capital ship slots for ISD's and up - maybe the Praetor or something.4. The free capital ship at the start needs work. Right now you'd be silly to take anything other than an ISD II as your freebie. And if you include any of the SSD's, everyone is going to take one of those as their free ship.5. Resource production needs increased to match the costs of the new ships. As it stands, the Golan III represents such a huge investment you're better off with a fleet.6. I may be wrong on this one, but the Dreadnought seems awful weak. I always thought the selling point of the dreadnought was it's incredible toughness and heavy weapons, with the downside of requiring masses of crew. At the moment, it can barely scratch an Acclamator, and has much less hitpoints. I'm not sure that it's weapons need upgraded, but it should be a much tougher ship than it is now.7. Victorys and ISDs all carry a full invasion force. Why don't they have the colonize ability?8. The strike craft complements seem a little small. The ISD should carry 6 squadrons (1 Int, 3 Ftr, 2 Bmbr) rather than 3.9. Shields seem to regenerate incredibly fast. Probably at bit too fast. I think the regen rates, especially on the cruisers and cap ships, need toned down a bit. I'm really looking forward to the full release of this mod. Keep up the great work.
SWR Staff - Executive EvilleJedi Posted June 6, 2008 SWR Staff - Executive Posted June 6, 2008 This is shaping up to be a great Mod. I haven't experienced any CTDs or game stopping bugs, but there are a few minor suggestions I'd like to make. Minor bugs1. The Venator is mislabelled as an Impstar 1. Sadly this had me convinced it was a Victory 2 and I spent ages looking for the venator Tongue2. The Shield bubbles are the shape of the old Sins ships rather than of the new models. At least for the Venator - I haven't seen any of the other ships under heavy enough fire that I notices the shields.3. The Golan III is on it's side. Suggestions.1. The larger gravity wells are nice for epic battles etc, but right now they seem a bit too large. On several maps, they overlap badly, and it's almost impossible to fit the whole gravity well on the screen at once. I'd suggest reducing them to maybe 66%-75% of their current size. Keeps them big, but makes them a bit more manageable.2. Some of the ships seems to move awful fast. I know a star destroyer is a fairly quick ship, but I shouldn't be seeing them powersliding through a grav well at those speeds.3. The Victory, frankly, sucks the big one. After watching a Victory get spanked by a couple of Acclamator 2's, I'm convinced that the Victory doesn't deserve one of the precious capital ship slots. Make it a frigate instead and keep the capital ship slots for ISD's and up - maybe the Praetor or something.4. The free capital ship at the start needs work. Right now you'd be silly to take anything other than an ISD II as your freebie. And if you include any of the SSD's, everyone is going to take one of those as their free ship.5. Resource production needs increased to match the costs of the new ships. As it stands, the Golan III represents such a huge investment you're better off with a fleet.6. I may be wrong on this one, but the Dreadnought seems awful weak. I always thought the selling point of the dreadnought was it's incredible toughness and heavy weapons, with the downside of requiring masses of crew. At the moment, it can barely scratch an Acclamator, and has much less hitpoints. I'm not sure that it's weapons need upgraded, but it should be a much tougher ship than it is now.7. Victorys and ISDs all carry a full invasion force. Why don't they have the colonize ability?8. The strike craft complements seem a little small. The ISD should carry 6 squadrons (1 Int, 3 Ftr, 2 Bmbr) rather than 3.9. Shields seem to regenerate incredibly fast. Probably at bit too fast. I think the regen rates, especially on the cruisers and cap ships, need toned down a bit. I'm really looking forward to the full release of this mod. Keep up the great work. 1. noted, will be fixed soon (actually venator will be on a republic faction)2. was explained with the release, haven't had time to fix it and no one is helping me on it.3. WHY DOES EVERYONE THINK THAT THIS IS A PROBLEM, IT IS ALIGNED TO THE PLANET SO IT CAN SHOOT AT ITS TARGETS LIKE IT SHOULD BE JUST BECAUE DUMB SHIT GAMES HAVE TO an UP! 1. maps will be adjusted and the zoom distance will be fixed, making the grav wells smaller defeats the purpose of the mod really which is to make tactical battles something more than just 'all ships in a grav well clusterfuck together'2. yes it should be(and faster), I will be toning down the acceleration, but the speed is fine (and useful too)3. Victroy will get adjusted it has the wrong damage rate4. free capital ships are being eliminated5. resource rates will get bumped a bit, but use trade ports and refineries.6. dreadnaught is bugged and will be fixed7. as noted on release abilities have not been added.8. I turned them down because the ame got laggy in big games really quick, the AI fills those slots continously.9. the regen rates will get tweaked, but high regen is the benefit of a large ship (rather than just having a bajillion HP)
Chaelos Posted June 6, 2008 Posted June 6, 2008 3. WHY DOES EVERYONE THINK THAT THIS IS A PROBLEM, IT IS ALIGNED TO THE PLANET SO IT CAN SHOOT AT ITS TARGETS LIKE IT SHOULD BE JUST BECAUE DUMB SHIT GAMES HAVE TO an UP! When every other station in the game is oriented 'up', the golan's positioning stands out rather prominently. In 'reality', it should be able to maneuver any way it needs to in order to engage hostiles, but the decision to have it looking effectively sideways does seem rather odd. That said, will the future versions feature cheaper, weaker defense platforms as well as the heaviest guns? It'd be rather nice, seeing as how you're just as well served buying an ISD II now as you are a Golan.
Mercykiller Posted June 7, 2008 Posted June 7, 2008 3. WHY DOES EVERYONE THINK THAT THIS IS A PROBLEM, IT IS ALIGNED TO THE PLANET SO IT CAN SHOOT AT ITS TARGETS LIKE IT SHOULD BE JUST BECAUE DUMB SHIT GAMES HAVE TO an UP! Dude, sorry. I didn't realise it was intentional. It just looked really odd compared to the standard bases using towards the screen as "up". Obviously, in any true 3d zero G environment, up is whatever way you want, and I assume any space defence station is designed with that in mind. I was just tying to make a few suggestions. All of your other points I'm going to agree with, but I'm still not convinced the Victory should be a capital ship. A heavy cruiser definitely but perhaps not a capital ship, give that the ISD is probably the smallest of cap ships, along with the Tector and Dominator star destroyers and the Praetor battlecruisers etc. I would offer to help, but I'm a Systems and Networking Admin, and the world of programming is a deep dark mystery to me. Except when a programmer breaks one of my networks. I'm sorry if I offended you, I really do appreciate the work you put into mods like this.
McMonkey Posted June 7, 2008 Posted June 7, 2008 Just dropping in to say awesome job! Everything I was going to say has been said, so two thumbs up. ;D
droid_orat Posted June 8, 2008 Posted June 8, 2008 I am sorry if this is not the right place to ask but...I got the beta for the star wars mod but i have ran into some diffaculty (sorry my spelling sucks) trying to run it ingameI can see it in the mod option but when i activate it and play a single player game i do not see any of the ships ....have tryed all 3 races and no differance....... please help specsWindows vista 32 bitGame version 1.05 Hi It is seems that I am also expire the same problem - I extracted the mod folder in the Mod directory of the game. I have enabled it, but nothing happeds. No empire race nor special game options - what do I do wrongly? Anyone?
DarkForces Posted June 9, 2008 Posted June 9, 2008 (edited) Hi all! I'm new to here, but have been modding SWRebellion and SOASE for a bit now. Thank you so much for putting together the SOGE beta mod! I was able to successfully merge the mod into the 7SINS mod, no glitches, to get a sense of what its like to fight on a more even tier and utilize alternate planets (I figure at some point we might have a few custom planets like Coruscant, Kuat [and by extension Kuat Drive Yards], or even the Katana Fleet drifting in a system waiting to be reactivated. Also revamped modded ships stats so it is actually more balanced (I lost my first star destroyer yesterday), ship powers (put the Ion Cannon on the ISDs), and reworked the scope of the powers so that they A) deal with the extra gravity issues, particularly for bombardment, colonization, attack targets, and capital abilities, and B) to better reflect what powers the ships might have based on lore. Currently working out a way to capture enemy ships (Tractor Beams!!!) so I'm deciphering the codes for 7SINS. Props to the 7SINS guys and to you for SOGE. I hope the melding I have been working on is kosher by you guys as far as testing out balance of ships goes. Thanks again for providing the SOGE mod, I look forward to the next installment. Cheers!Brad Edited June 9, 2008 by Brad3661
SWR Staff - Executive Evaders99 Posted June 10, 2008 SWR Staff - Executive Posted June 10, 2008 I'm sure Eville Jedi intends to release all of this open-source.. it's not like he gets paid. Even better, if you want to contribute code, you just need ask him. He's always looking for good help. Sounds like some really good stuff and would bring the mod up to another level. Evaders99http://swrebellion.com/images/banners/rebellionbanner02or6.gif Webmasterhttp://swrebellion.com/images/banners/swcicuserbar.png Administrator Fighting is terrible, but not as terrible as losing the will to fight.- SW:Rebellion Network - Evaders Squadron Coding -The cake is a lie.
DarkForces Posted June 10, 2008 Posted June 10, 2008 Thanks for the info! successfully got tractor beams up and running! would it be ok for me to make the modded files available for download? I've only ever modded for my own use on my computer so not really sure what to do there, and also want to not steal the thunder from SOGE. I'm not really sure what the proper way to do all this is, so if anyone has some insight, that would be great! Once again, thank you all and I hope I can help our group in any way possible. Cheers!Brad
2shay2 Posted June 10, 2008 Posted June 10, 2008 excellent job so far, but i do agree with mercykillers 2nd suggestion the ships do move pretty fast even with ship speeds on low, but you have already said you would remedy this. cant wait for more.
SWR Staff - Executive Evaders99 Posted June 11, 2008 SWR Staff - Executive Posted June 11, 2008 Brad3661, may want to wait for Eville Jedi. I think he's preparing another release and you'd probably want to avoid duplicating conflicting changes.I can't speak for Eville though, you'll need to talk to him directly. Evaders99http://swrebellion.com/images/banners/rebellionbanner02or6.gif Webmasterhttp://swrebellion.com/images/banners/swcicuserbar.png Administrator Fighting is terrible, but not as terrible as losing the will to fight.- SW:Rebellion Network - Evaders Squadron Coding -The cake is a lie.
DarkForces Posted June 14, 2008 Posted June 14, 2008 good call. waiting to hear back from EvilleJedi.
GabyBee Posted June 16, 2008 Posted June 16, 2008 Two things I'm wondering about: The Impstar 2 uses the Impstar 1 model it seems like. And are all the ships without turrets in this version? Otherwise I love it. I especially love how the Acclamator is useful and necessary! My only other suggestion would be to up the ISD squadrons to 6. Also some new trade and refinery ships would be neat. Maybe some bulk freighters?
Darth Oksen Posted June 16, 2008 Posted June 16, 2008 I think I see moving turrets on the venator if that's what you meant. Love the mod eville!
SWR Staff - Executive EvilleJedi Posted June 17, 2008 SWR Staff - Executive Posted June 17, 2008 turrets are omitted primarily because the game doesn't support rotating turrets, it was a lot of savings in mesh and time to import so Ijust left them off, if anyone wants to I'll nake the xsi available.
tirran Posted June 19, 2008 Posted June 19, 2008 Hi! I maybe have a stupid question, but how to activate mod in game. I extract in mods directory, but I dont know what to do to play it.
2shay2 Posted June 19, 2008 Posted June 19, 2008 tirran go into options, mods, then click on SOGE and enable.
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