Lavo Posted April 15, 2013 Author Posted April 15, 2013 Update: April 15, 2013 | Revision: 1042 Fixed Moon artifact search costs, decreased Venator SD and Venator SD-C costs. Sins of a Galactic Empire staff.
fenix1991722 Posted April 19, 2013 Posted April 19, 2013 hey tried to update to the latest files so i could run a test with multiple republic and cis, but can connect to the svn?wondering if it was down?sorry havent been able to test the multiplayer on the public release yet, my mate and i clash on timesunless someone else is available to play
Lavo Posted April 19, 2013 Author Posted April 19, 2013 The server's HDD died; this forum only came back up today. Everything is likely not back up to speed yet. I do not know, Evaders would be the guy to ask. Sins of a Galactic Empire staff.
fenix1991722 Posted April 19, 2013 Posted April 19, 2013 oh that sucks well running a game now although last update 2nd of aprilyou guys tweaked the graphics lately because im sure the republic look better.also the republic research looks so much more in depth will let you know more. one thing i found so far is the enemy only sends out groups of about 7 cruisers against my 5 cap ships from the start playing hard btw
Lavo Posted April 19, 2013 Author Posted April 19, 2013 you guys tweaked the graphics lately because im sure the republic look better.Glad you like them, but we haven't done anything new for 'em. one thing i found so far is the enemy only sends out groups of about 7 cruisers against my 5 cap ships from the start playing hard btwThat's the AI for you, nothing we can do. I play on Unfair, AI is better. Sins of a Galactic Empire staff.
tlmiller Posted April 19, 2013 Posted April 19, 2013 Yes occassionally on "normal" I've seen AI fleets composed of 5-8 capitol ships before I've had enough time to capture a 3rd planet. And I played a game on unfair before and had conquered like 9 systems before I even ran into the AI.
Lavo Posted April 21, 2013 Author Posted April 21, 2013 The random generator has a lot of blame with regards to how well people in general, not just the AI, can expand. To this end, I do plan to make "competitive" random maps which do not contain any planets that have Very Strong or Extremely Strong militia (ex. Ecumen, High Terran Eco). This would ensure that people aren't "boxed in" which has occurred even on the Expanded random maps. Sins of a Galactic Empire staff.
Lavo Posted April 23, 2013 Author Posted April 23, 2013 Update: May 17, 2013 | Revision: 1043 Buffed trade port's income from 1 to 4, increased logistic slot usage from 4 to 8. This effectively doubles the income flow of trade ports. Added in two new maps, two Star Wars ones, made by husker98 of Moddb, created from Snowba11's large galaxy map. They are reduced in scale, and represent planets that were active during the Clone Wars and Yuuzhan Vong War, respectfully. Upscaled Procurator and slightly tweaked it's weapons, added a hanger point to the Venator/hangar defenses and starbase of CIS/Republic, and added more hangar points, for a grand total of 6, to the Executor and Viscount. Decreased likelihood of AI retreating from combat, reduced Endurance's cost as with the Venator. Added a new series of random maps, the "No Forts" maps, where are no planets with Very or Extremely Strong militias (ex. Industrial, Ecumen). Renamed "RandomColonizable" GSD entry to "WeightedColonizable" to bring it in line with vanilla Sins and increase map cross-compatibility for map makers. Slowed down "Slowest" ship speed setting even further, debuffed Volley Fire and All Out Attack, half the number of targets that the anti-fighter frigate's Flak Burst kills. This post will be edited with more additions over time, until this is added to the SVN. Sins of a Galactic Empire staff.
Lavo Posted May 17, 2013 Author Posted May 17, 2013 SVN is back up and running. Sins of a Galactic Empire staff.
Lavo Posted May 29, 2013 Author Posted May 29, 2013 Update: May 28, 2013 | Revision: 1050 Completely rebalanced Imp, NR, Rep, and Vong supercaps. The Executor/Viscount/World Ship have had their supply costs increased, squads increased to 30, and World Ship lost Blister Burst. The Ro'ik Va'lh has had it's Yorik-ets removed, cost/supply/build time tweaked. The Mandator, Praetor, and Allegiance have been redone period. This is the first batch of supercap rebalancing, CIS and Alliance are next on the list, and after this star bases' firepower will be addressed. Added additional squadron to Vindicator, 2 to Liberator. Strike Cruiser supply/build time increased. Dreadnaught, Imp. Dreadnaught, Defender, and Assault Frigate Mk.1's costs/supply/build time have been adjusted. Minor string tweaks, and other ability/buff tweaks related to supercaps done as well. Sins of a Galactic Empire staff.
Lavo Posted May 30, 2013 Author Posted May 30, 2013 Update: May 29, 2013 | Revision: 1051 Adjusted Mandator's hull strength, supercap's Ion Volley, and reduced star bases' firepower. Sins of a Galactic Empire staff.
Lavo Posted May 30, 2013 Author Posted May 30, 2013 Update: May 30, 2013 | Revision: 1052 Upscaled all ship/structure meshes in CORE, Republic, New Republic, and Vong folders by 33%, save the Allegiance and Mediator (to be re-scaled tomorrow). Sins of a Galactic Empire staff.
Lavo Posted June 3, 2013 Author Posted June 3, 2013 Update: June 1, 2013 | Revision: 1053 Upscaled Alliance, CIS meshes. Seeing feedback on the moddb page, I will release these upscaled meshes as an optional addon, rather than as part of the mod proper, so they will all be reverted back to their 1051 sizes soon. Sins of a Galactic Empire staff.
Lavo Posted June 4, 2013 Author Posted June 4, 2013 Update: June 4, 2013 | Revision: 1054 Fixed some things that were spewing dev exe errors. Sins of a Galactic Empire staff.
Lavo Posted June 5, 2013 Author Posted June 5, 2013 Update: June 5, 2013 | Revision: 1056 Redid most of the Vong's ship costs, reduced combat frigate cost by 10% and supply cost by 0.5, increased credit cost of all supercaps by 50%, fixed Vong crash issue, removed accidental inclusion of Acadamy planets in a NoFort GSD entry, and made SoGE fully compliant with Sins 1.5/DLC. Sins of a Galactic Empire staff.
Lavo Posted June 6, 2013 Author Posted June 6, 2013 Update: June 6, 2013 | Revision: 1058 Another set of compatibility tweaks for Sins 1.5/DLC. Sins of a Galactic Empire staff.
Lavo Posted June 7, 2013 Author Posted June 7, 2013 Update: June 7, 2013 | Revision: 1059 Made tactical slot star bases have the same stats as "regular" ones, buffed star base trade port income, shipyard planets (save Industrial Shipyard) no longer give planet module bonuses, but instead give a ship build cost reduction, to make them different from industrial planets. ORD and Industrial Shipyards now give a ship build cost reduction. Sins of a Galactic Empire staff.
Lavo Posted June 7, 2013 Author Posted June 7, 2013 (edited) Update: June 7, 2013 | Revision: 1060 Adjusted some ion abilities, balanced CIS' supercaps. I'm afraid I might have made the Malevolence a little undergunned relative to it's cost/supply, lemme know how you find it. Edited June 10, 2013 by Lavo Sins of a Galactic Empire staff.
Lavo Posted June 9, 2013 Author Posted June 9, 2013 Damnit, I rushed that rev out too fast. Yeah, it's causing a crash, due to the ability changes I did, will fix. Edit: Somehow using regular notepad resulted in a blank space being made when that shouldn't have happened. Fixed, rev 1061. Sins of a Galactic Empire staff.
Lavo Posted June 10, 2013 Author Posted June 10, 2013 Update: June 10, 2013 | Revision: 1062 Reduced Geo SDN's firepower. Sins of a Galactic Empire staff.
Lavo Posted June 12, 2013 Author Posted June 12, 2013 Update: June 11, 2013 | Revision: 1063 Adjusted Defender a good deal, AI will hopefully spam them less now. Tweaked all diplomatic missions, halved supply cost of all envoys. Sins of a Galactic Empire staff.
Lavo Posted June 13, 2013 Author Posted June 13, 2013 Update: June 13, 2013 | Revision: 1064 Lowered speed of all supercaps but Geo SDN (which was the slowest previously), reworked MC80B's stats, turned it into a cap of four supercap. The Alliance is now unique in that it is the only race that can field both of it's faction's supercaps, but still has a limit of having 4 total at a given point in time. Sins of a Galactic Empire staff.
01lude Posted June 14, 2013 Posted June 14, 2013 Update: June 13, 2013 | Revision: 1064 reworked MC80B's stats, turned it into a cap of four supercap. The Alliance is now unique in that it is the only race that can field both of it's faction's supercaps, but still has a limit of having 4 total at a given point in time. pretty cool being able to mix and match. I built 2 of each last night, Independence and MC80B. just turn off the autocast at the supercap foundry and you can choose which you want to build.
Lavo Posted June 15, 2013 Author Posted June 15, 2013 Yup. Independence is still broken and OP right now, but it's the next, and last, on the list for a total rehaul. Update: June 14, 2013 | Revision: 1065 Increased VSD-I/II squad count to 2. Changed Coordinated Targeting's effect, should be less annoying now. Sins of a Galactic Empire staff.
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