Lavo Posted December 31, 2012 Author Posted December 31, 2012 Update: December 30, 2012 | Revision: 1000 Fixed broken Supercap Factory for NR on Quick maps, BAC now has research prereqs as it should, and some other minor stuff. Sins of a Galactic Empire staff.
Lavo Posted January 1, 2013 Author Posted January 1, 2013 Update: January 1, 2013 | Revision: 1001 Reduced chances of Buzz Droids disabling engines by 1/2/3%, modified Rep's and Imp's relationship ratios. Oh and, happy new year! Sins of a Galactic Empire staff.
zoommooz Posted January 2, 2013 Posted January 2, 2013 Been away for a while, Lavo, you are a machine, many updates. Well done, trying them out now.
Lavo Posted January 2, 2013 Author Posted January 2, 2013 Update: January 1, 2013 | Revision: 1003 Did these last night; bunch of minor bug fixes. Sins of a Galactic Empire staff.
Lavo Posted January 4, 2013 Author Posted January 4, 2013 Update: January 3, 2013 | Revision: 1004 Modified hull repair rates for a handful of ships, removed fighters+increased resource/supply cost of Acclamator-II, added new Vong culture station model, and added the Rothana Destroyer, both new models by Warb, plus some other model fixes. Sins of a Galactic Empire staff.
Lavo Posted January 6, 2013 Author Posted January 6, 2013 Update: January 5, 2013 | Revision: 1005 Fixed some capital ships having incorrect armor types and removed Assault Frigate Mk.I from Alliance's capital ship menu. Thanks to helpful feedback from Chimaera, I've gone through every single color texture file in the mod, and added an all black alpha channel to any file that didn't have one. This, assuming I properly made all the alpha channels, should eliminate the "ships showing up entirely as a team color" glitch. That was nearly, or over, 200 files. A warning to skinners; always make sure you have an alpha channel, even if it's all black, as without one the game can consider the texture has having an all back or all white alpha. Sins of a Galactic Empire staff.
Lavo Posted January 6, 2013 Author Posted January 6, 2013 Update: January 6, 2013 | Revision: 1006 Adjusted pirate raids; they should not be as overwhelming as they are currently, esp. early game. Also added a map called "Planet Samples" which is meant for new players to get a small look at the various planets present in NU. Sins of a Galactic Empire staff.
Lavo Posted January 7, 2013 Author Posted January 7, 2013 Update: January 6, 2013 | Revision: 1007 Renamed frigate/cruiser build tabs and decreased slowest speed setting in Gameplay.constants. Sins of a Galactic Empire staff.
Lavo Posted January 9, 2013 Author Posted January 9, 2013 Update: January 8, 2013 | Revision: 1008 Added "Declaration of a New Order" tech to the Empire (thanks to Mick666 for the idea), added the VSD-II to the Empire's fleet roster for balance reasons, and fixed a few bugs. Sins of a Galactic Empire staff.
Lavo Posted January 11, 2013 Author Posted January 11, 2013 Update: January 11, 2013 | Revision: 1009 Nerfed Ion Cannon platforms hard, decreased their cost by 15%, decreased firepower of Hangar Defenses and slightly increased their health. Sins of a Galactic Empire staff.
Lavo Posted January 13, 2013 Author Posted January 13, 2013 Update: January 13, 2013 | Revision: 1010 Increased MC80's (cruiser) main Turbolaser strength, supply, and credit costs, added in new Vong plasma projectile. Sins of a Galactic Empire staff.
Lavo Posted January 16, 2013 Author Posted January 16, 2013 Update: January 16, 2013 | Revision: 1011 Reduced Light Cruiser, Frigate, Ion Blast weapon cooldown penalties, added team colors to CIS' Diamond Cruiser, added new Vong missile projectile, reduced Yammosks and Hatred of Mechanicals to a single level, Declaration of New Order should now show up, and some other fixes. Sins of a Galactic Empire staff.
Lavo Posted January 17, 2013 Author Posted January 17, 2013 Update: January 16, 2013 | Revision: 1014 All supercaps with 8 targets per bank have been reduced to 5 targets per bank and increased their weapon output by 37.5%. Did more tech tweaks, fixed a bunch of bugs, got rid of some techs from the NR and gave them 2 new techs. Reworked Majestic and BAC, removed Full Squadrons from Mon Cal AFC-H and reduced it's costs accordingly. Star bases will now all have 4 targets per bank all the time; they no longer require 2 targets per bank tech. Sins of a Galactic Empire staff.
Lavo Posted January 17, 2013 Author Posted January 17, 2013 Update: January 17, 2013 | Revision: 1015 Gave Kamikaze Codes ability to Core Ship, increased damage to 2500, gave Patrol Frigate a weaker version of the ability that does 1000 damage. Sins of a Galactic Empire staff.
Mick666 Posted January 17, 2013 Posted January 17, 2013 Update: January 17, 2013 | Revision: 1015 Gave Kamikaze Codes ability to Core Ship, increased damage to 2500, gave Patrol Frigate a weaker version of the ability that does 1000 damage.Twas a little OP... Though the autocasting of said kamikaze could do with some tweaking, it's basically a manual tech.
01lude Posted January 17, 2013 Posted January 17, 2013 Update: January 17, 2013 | Revision: 1015 Gave Kamikaze Codes ability to Core Ship, increased damage to 2500, gave Patrol Frigate a weaker version of the ability that does 1000 damage.Twas a little OP... Though the autocasting of said kamikaze could do with some tweaking, it's basically a manual tech. I just tried sending a boat load of core ships hoping to see some mass auto-destruction but it just didn't happen. most of the time they don't reach their target before dying. I kind of want to try maxing out logistics with self-destructing core ships now.
Mick666 Posted January 17, 2013 Posted January 17, 2013 Update: January 17, 2013 | Revision: 1015 Gave Kamikaze Codes ability to Core Ship, increased damage to 2500, gave Patrol Frigate a weaker version of the ability that does 1000 damage.Twas a little OP... Though the autocasting of said kamikaze could do with some tweaking, it's basically a manual tech. I just tried sending a boat load of core ships hoping to see some mass auto-destruction but it just didn't happen. most of the time they don't reach their target before dying. I kind of want to try maxing out logistics with self-destructing core ships now.I usually just send them in against militia or caps, enough to kill the shields. do it manually for now. Against larger fleets, send in your main fleet first to draw their fire then pull out the core ships. Early game, just use the patrol frigates with a few cores to kill off large dreadnaught infestations.
Lavo Posted January 18, 2013 Author Posted January 18, 2013 I tried to fix the autocasting in this last patch as well. Sins of a Galactic Empire staff.
Lavo Posted January 25, 2013 Author Posted January 25, 2013 Update: January 25, 2013 | Revision: 1017 Upscaled all combat ships and combat structures, sans the Executor/Viscount/World Ship, by 25%. Added tech requirements for Defender, Core Ship, Malatok, and Jedi Venator, and did some other tweaks. Sins of a Galactic Empire staff.
Lavo Posted January 27, 2013 Author Posted January 27, 2013 Update: January 27, 2013 | Revision: 1020 Added new skybox, did some mesh resizing, added in new CIS refinery mesh. For reference, this is a public release that was put out late Jan. 2013. Sins of a Galactic Empire staff.
Lavo Posted January 27, 2013 Author Posted January 27, 2013 Update: January 27, 2013 | Revision: 1021 Endurance now ingame. For reference, this is a public release that was put out late Jan. 2013. Sins of a Galactic Empire staff.
Lavo Posted January 29, 2013 Author Posted January 29, 2013 Update: January 28, 2013 | Revision: 1023 Nerfed CIS' Capital Trade Ships tech down to 0.5 credits per capital ship. This still makes it powerful, 4 capitals puts out 2.0 credits which is more than many planets, but is not overpowering like before. Also gave Centax back it's Flak Burst, made Venator's Intercept autocast off by default, tripled Venator SD's Fast Tracking Turrets target count, gave Intercept to Venator SD-C and Jedi Venator. Sins of a Galactic Empire staff.
Lavo Posted February 8, 2013 Author Posted February 8, 2013 Update: February 8, 2013 | Revision: 1024 Added new skins to Ro'ik Va'lh and Suuv Band D'Krid made by myself using parts from the Vong GWG's skin, removed 30% mitigation from all Vong ships as a balance measure, consolidated Extremely Strong Militia (used on Ecumens, High Shipyards, etc) to only have one possible militia group for balance, removed Mandalorian Training from Republic, fixed up Procurator's Weapon Jam and changed it's Communications Jamming ability to be a passive ability, fixed up a bunch of abilities such as Backup Shields, fixed Malatok crash bug. Sins of a Galactic Empire staff.
01lude Posted February 11, 2013 Posted February 11, 2013 Update: February 8, 2013 | Revision: 1024 fixed up a bunch of abilities such as Backup Shields, backup shields not auto casting.
Lavo Posted February 11, 2013 Author Posted February 11, 2013 Seriously? It seemed to work fine in my quick test. Back to the drawing board then... Sins of a Galactic Empire staff.
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