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Lavo
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Update: November 20, 2011 | Revision: 654

 

NTB630 icon added. Ships now have a far greater hull restore rate penalty during combat, and now also "feel" the effects of a weapon right away, versus once every 10 seconds like stock Sins. (R651)

 

Vong turrets now have Vong-like shielding. I have also reduced trade ships in an attempt to decrease lag. Feedback on this would be much appreciated. (R652)

 

Holonet connection now requires later game research in order to be effective. Vong capital shield restore rates increased. Supercap stats tweaked; all of them have had large supply cost increases. (R653)

 

Modified planet being bombed timer things for health and pop regens. Also decreased the incombat pop restoration value. (R654)

 

 

 

 

Hey Lavo, what exactly did you do with the trade ships?. I updated to 654 (apart from the gameconstants) and my trade rate (I am playing a game right now) went through the roof, maybe a

x3-4 increase. Was this intended?

 

 

Edit: I see, you reduced trade module ship by 1/5, then times their carrying capicity by 5 right?

 

IIRC, The number of trade ship does not affect trade rates in any direct way, so the above changes will reduce lag, but will also make the trade rates 5 times as much. The way the trade ship work (their number) is that by being destroyed you trade rate is then decreased. For example:

 

Trade port has 5 ships, one is destroyed, then until this ship is replaced your trade for this station is 4/5 of the total trade.

 

Trade port has one ship, it is destroyed, then until this ship is replaced your trade for this station is 0/1 or zero.

 

In both cases the total amount that the trader can carry effects the total trade rate, and the trader ship count only effects the ability of the trade route to be reduced by enemy attacks.

 

In conclusion, I think that cargo holds should remain at 50, leaving overall trade rates at their current levels, but hey, I'm happy with one trade ship per station, and the enemies ability to hamper trade by destroying this one ship. Perhaps and increase in this one ships survivability might be in order?

 

Edit 2: After some more tests and reading other post on the sins forum it seems that:

 

1. I am correct in my above observations, except that having zero trade ships does not reduce trade to zero, as there is a minimum trade threshold for a station with no ships, which incidentally, is quite high, and the loss of trade ships having more of a mild effect.

 

2. Trade ship only need to be alive to work, so the instant they are build, they are in trading, not when they arrive at their destination.

 

3. If playing a saved game, the trade ships that are already built will retain their 250 cargo bays, I needed to scuttle all of my trade ships, so as the new one(s) being built had the changes present.

 

4. I think that a destroyed trade ship should have a much greater effect of trade, and will see (bet its hardcoded though) if this can be increased.

Edited by zoommooz
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So the number doesn't matter... I did not know that. I'll fix that right away; much thanks for this. While I do a lot of coding, there's a lot that I don't know.

 

1) This is correct. Trade ships need to exist however, if not solely for abilities which specifically affect them, like Blockade and Embargo (plus sabotaging trade routes).

2) Indeed.

3) Updates tend to break stuff once in awhile, this being one of such cases.

4) It's a hardcode iirc.

Sins of a Galactic Empire staff.
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Another question Lavo, I noticed you have moved the Broadcast towers up a research level (good move) but I built some and the phase lane construction ability is not there now. Does this ability need to be unlocked with another tech? and if so which one?

 

Cheers

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Another question Lavo, I noticed you have moved the Broadcast towers up a research level (good move) but I built some and the phase lane construction ability is not there now. Does this ability need to be unlocked with another tech? and if so which one?

 

Cheers

Broadcast Centers have always been a level 3 tech; I moved up the phase lane ability to the second culture improvement tech following wbino's suggestion. If you put your cursor over the tech item ingame it will tell you it unlocks the ability.

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Update: November 26, 2011 | Revision: 656

 

Torpedo Sphere bombing cooldown decreased, it's bombing ability's range increased, and is now usable right away. Republic Dreadnaught slot count greatly decreased, purchase cost increased. MC80 Liberty slot count and build time increased, Tector and MC80 Diplomat slot count decreased. Peace Treaty's range has been greatly increased; it now effects a star base whose owner has researched range upgrades and also has a capital/supercap with a maxed CnC ability active.

 

I also noticed the NR squadrons do not have the correct research unlocks; I've fixed this in my working version, but due to many changes in entity.manifest and the player files, which are still a WIP, I cannot add them in personally. The research item however has been added if anyone wishes to put it in themselves.

Sins of a Galactic Empire staff.
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Update: November 30, 2011 | Revision: 658

 

Added in AI-related tech stuff. The AI will basically research everything now, and also has a nice boost to try and help it keep up with humans. This will likely break or screw with saved games; and I know these changes will cause some errors when loading a new/saved game, and is the reason for some odd arrows in a few tech trees. This isn't the end; I'm going to see what more I can do with the AI's research stuff. If I had more frigate/cruiser slots I'd slap in more fillers...

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Update: December 2, 2011 | Revision: 659

 

Volcanic Colonization tech is now a level 7 tech, from level 8. This was done primarily to aid the AI. I have also fiddled around with that fancy AI forcing system I concocted earlier; the AI will now research Urban and Volcanic Colonization techs before they even find those planet types. This may or may not help alleviate the stalling problem the AI has with those planets. Also did some error fixing.

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Update: December 5, 2011 | Revision: 660

 

Modified a decent deal of AI-related stuff; should be playing better now. MC60 reworked to represent it's model/form to be; the Mon Calamari Heavy Carrier (basically an upgraded MC80 SRFS). Defender and BAC have been changed around a bit; the latter will soon require research. The Strike Cruiser has been readded to the game for the Empire; I haven't changed the scale of the model yet, but it's stats are good to go. It truly fits the Imperial's OOB of two equaling one VSD-II.

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Update: December 7, 2011 | Revision: 662

 

Mon Cal Heavy Carrier main guns' power decreased, costs increased. entity.manifest fixed; if you were experiencing minidumps with R660 you should be fine now. (R661)

 

I have the pleasure of introducing the Mon Cal Heavy Carrier's new mesh, made by Warb_Null and rigged up by myself. It currently lacks a bump map, which is why it looks a bit odd, but it's a very nice model regardless. Also changed up it's stats a bit, and fixed the Strike Cruiser for good this time. Next update should have all the missing/broken strings fixed up. (R662)

Sins of a Galactic Empire staff.
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Update: December 9, 2011 | Revision: 665

 

Mon Cal Heavy Carrier bump map added, AI aid tech improved, and some balance tweaks I don't remember.

Sins of a Galactic Empire staff.
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Update: December 9, 2011 | Revision: 666

 

Minor string update. You must update TortoiseSVN to v1.7 in order to update the beta from this update and onwards, v1.6 will not work.

Sins of a Galactic Empire staff.
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Update: December 10, 2011 | Revision: 667

 

Prowler speed decreased, Corellian Gunship speed increased, Starting Terran's mines have been condensed into 2 metal and 1 crystal; they still have the same output as the default 5 and 3, respectfully, refineries included. I will add in the NR's Hangar Defense later tonight; I'm running some tests with a modded Imperial and NR players file, so I cannot update those atm.

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Update: December 10, 2011 | Revision: 668

 

NTB630 and Mon Cal Heavy Carrier now have a picture and HUD icons. Also put in a mainview icon for the latter. NTB630, Prowler, and Sacheen/Hajen now have bump maps, made my myself. NR Hangar Defense added to the game.

Sins of a Galactic Empire staff.
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Update: December 13, 2011 | Revision: 671

 

Lucrehulk BB and DCS have been boosted, the former has also had it's costs increased notably, supply included. The DCS ability also now no longer requires a ship having taken shield damage in order to function. Lucrehulk core ship main guns reduced, cost slightly reduced. VSD II forward firing issue has been finally resolved for good. Added more cap ship names for Vong/NR, also deleted some unused files (now redundant due to the previous revision).

Sins of a Galactic Empire staff.
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Update: December 16, 2011 | Revision: 674

 

Turbolaser Defense construction times have been nearly halved; something I've been meaning to do for awhile but just haven't done yet. Proximity Mines and Ion Cannons have been lowered and increased a research level, respectfully. Planets will now not increase in population even while being bombed; they now have 1% of their regular rate from 30%. Additionally it's longer before a planet's health starts regenerating, 2 minutes versus 1. Decreased delay between population growth resumes after bombing to 240 seconds from 300. The first Pirate raid will now happen 30 minutes into the game; the previous longer rate being unnecessary due to the Pirate balancing awhile back. Also adjusted their cargo ship value thing, doubling it.

 

Lots of research cost changes. Techs that only have to do with ship/module/planet access and abilities have not been changed, as I feel that the their tech level, and other prereqs, are enough of a "penalty" so to speak. By only I mean a tech item such as Heavy Munitions; while it's missile damage pre-reqs have been increased in cost, Heavy Munitions has not. An example of a tech that unlocks an ability, but is not exclusively for that ability, is the second Culture Spread increase, which unlocks the Holonet ability.

 

Research levels 1-2 don't have that much of an increase, as they are the "basics" that everyone needs, and only have a credit increase for the most part. Levels 3-4 have had a solid increase, levels 5-6 a larger increase, and levels 7-8 the largest. Turbolaser research has had a time adjustment as well.

 

Added in Vong starbase trade port fix and fixed research frigates. If you get any MD ingame after this revision please tell me immediately.

 

Edit (R774): Fixed Hajen's lack of an NM map.

Sins of a Galactic Empire staff.
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Update: December 23, 2011 | Revision: 675

 

Red lasers are actually red now. Tell me what you think of them!

 

The Agave now has a model, courtesy of Warb_Null, and has been revamped in terms of stats. The Agave, BAC, and Mon Cal Heavy Carrier now require research. Hangar Defenses now cost another tactical slot and have one less squadron, for balance. Refineries now take up 2 logistic slots instead of 4, and their costs have been halved; essentially you can get two refineries for the price and upkeep of one, which should make them useful. Turbolaser turret model changed slightly. Did some HUD icon work/additions as well.

 

AI capital ships will now start with one extra level instead of two, for balance. Also played with their bonus some more. Please tell me how/if the AI's fleet composition changes in comparison to when AI capital ships had two extra levels.

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AI capital ships will now start with one extra level instead of two, for balance. Also played with their bonus some more. Please tell me how/if the AI's fleet composition changes in comparison to when AI capital ships had two extra levels.

 

AI cap ships are coming out at level 1 for some reason.

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AI cap ships are coming out at level 1 for some reason.

That's odd... I'll try to get that fixed. It might be that the AI isn't researching the tech anymore or something. Thanks for the heads up!

Sins of a Galactic Empire staff.
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Update: December 25, 2011 | Revision: 676

 

AI Capital Auto-leveling fixed. The Mediator has now been skinned, kudos to Warb for getting it done! I will re-rig it in the future, to add more weapon points and engines, but this will do for now. Warb's Y-Wing and new research labs are almost ready, just need to resize them. Expect them later today.

Sins of a Galactic Empire staff.
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Update: December 25, 2011 | Revision: 677

 

New Y-Wing and research lab models added, hats off once again to Warb! I've also made the Avek it's own skin, likewise for the Vong Scout Ship. Did some other skin stuff as well. Coralskippers now have their own mainview icons, will have the HUD icons and unit picture up later today.

 

Merry Christmas, Lavo!

Merry Christmas to you as well!

 

Edit (R678): Added in Coralskipper unit pictures/HUDs.

Sins of a Galactic Empire staff.
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Update: December 26, 2011 | Revision: 680

 

Added in new death explosion for supercaps, credit to KrdaxDrkrun of TotalEffects for it! Added in new trade port mesh for Rep/CIS, and new hangar defense mesh for Reps, credit goes out to Warb for the models. I've modified the skin of a bunch of the Vong's ships. No more dull gray Vong anymore! Malevolence has a new unit picture.

Sins of a Galactic Empire staff.
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Update: December 26, 2011 | Revision: 682

 

Edited all the scouts. Got rid of auto-scout for ships which have multiple applications (mine sweepers and diplomats). The Imperial Heavy Corvette is now a scout; it was entirely useless in it's previous application. It does retain it's previous armament however; so if you feel like using them as anti-fighter frigates this is still possible, and it's faster now.

Sins of a Galactic Empire staff.
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