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zoommooz

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Everything posted by zoommooz

  1. zoommooz

    SVN Update Log

    Been away for a while, Lavo, you are a machine, many updates. Well done, trying them out now.
  2. Report on current game: Playing as the Empire on the hutt map, and am having a really enjoyable game. 1. Finally got to see the ai build some super capital ships (Vong medium titan) which really presented a great challenge. 2. Ai has actually done some techs, not great but at least some. 3. Ai, in this game at least, is absolutely in love with cultural rely stations. On one industrial planet it had 33 on these stations. 4. Deep into the game, and have not seen any star-bases, which previously, the ai seemed to build really well, so not sure what going on? Overall, SOGE, IMHO, is really starting to be a great, great game (not that it wasn't before). Cheers. Oh, you might get away with increasing the range of slave circuits to 2000, as this stops a lot of fiddly micro, but does not overpower the ability. Edit. Not sure if its just my computer play up, but I seem to be getting quite a few run time CTD errors. Seems a bit weird, as I have never had this problem with Sins before. Game plays for 20-40 mins, the crashes.
  3. I take your points completely, and agree, this does make the Vong OP, which in single player games (the only ones I get to play, unfortunately) means there is a real challenge out there for my favourite faction (the empire). Cheers
  4. It has a delay of 60 sec, then the ships dies. These buffs have two instant actions (well most do, the -100 only has make dead) 'make dead' and 'deal damage'. Both are subject to the 60 sec time frame. Regardless, its still means that the enemy is deprived of experience if the time runs out. Still don't get me wrong, I love the unique idea you have implemented, but to me, it just seemed a bit harsh to have the no shield as the trigger, rather, some amount of hull damage (the amount is subjective) seems right to me. However, of course I'll only have it in my own game where, a Vong ship of say, 6000 hull points, takes 4000 hull damage, then the 60sec self destruct sets in.
  5. Yeah, but correct me if I am wrong. The above finish condition I applied to buff_openetration, which when meet, THEN allows the buff_damage to go into effect. The net result is that a certain amount of hull damage is required, rather then only zero shields, then, as designed, the buff_damage goes into effect, depriving the enemy of the experience, as its instant action remains unchanged, namely 'make dead'.
  6. Hey Lavo, just checking if the tractor beam 'weapon' is working yet for the empire? Had a look at the code and could not see what is missing. Any idea how to get it working that I could do? Cheers Edit: I am also trialling the following finish condition for the Vong self destruct ability, finishCondition finishConditionType "DamageTaken" damageNeeded Level:0 250.000000 Level:1 0.000000 Level:2 0.000000 typeOfDamageNeeded "AFFECTS_ONLY_HULL" If this does not suit at all, I will just keep it for my own verson. I am thinking of ajusting to the damage for each of the buffs (operation 100, operation 1000 etc) to about 2/3 of the hull points of the relavant ships (ie so that it has 1/3 left)
  7. zoommooz

    SVN Update Log

    Update: October 10, 2012 | Revision: 951 Adjusted most new techs costs (They were too expensive) Remove diplomatic tech 'Public Forgiveness' from all races, as the 75% reduction to race relations penalty, made race relation unimportant, which does not fit the Star Wars ethos.
  8. zoommooz

    SVN Update Log

    Friday would give plenty of time. Should be done by Wednesday at the latest (not a great deal of free time atm). Cheers
  9. zoommooz

    SVN Update Log

    Hey Lavo, just doing my changes (tech cost/remove tech), can you hold off for a couple of days?
  10. @ Lavo, sent you a pm about a week ago, it looks like the message count is not working so you may not have seen it.
  11. "1) Basically when it's shields hit 0, the ship is entirely disabled (weapons, engines, regen, etc), and if it is not destroyed within 60 seconds the ship will die anyways." Hmm. Say, you have got a level 6 capital ship, which can still have considerable hull strength, is it not a bit extreme to have it get completely destroyed with so much fight still left in it? I could see this action taking effect when down to 1/6 hit points for example, (not sure if it would be possible to implement this) but with only full shields gone as the activation, not hull damage, I would think that this actually nerfs the Vong more then any experience lost to the attacking race. Don't get me wrong , just trying to understand your thought process. Edit. Understand a bit more. Looks like the Vong ships don't get hull per level additions. Also the Vong operations 2500, does 2200 damage to the 2500 hit point ship? Will play a bit more in game and see how this turns out.
  12. Couple of questions/observations: 1. How exactly does the new Vong 'self destruct' work (ie thresholds etc). 2. Because the dreadnought are now capitals, their targeting passive ability does not work on them any more. Any thought of including capitals in the target list? 3. Noticed that in a gravity well of a friendly, they had 30-40 of the zero supply cost ships lurking about. Do you think that the ai spamming these ships may add quite a bit to lag problems? Thanks
  13. Ok. Noted that: 1. On your map, the placement is different to random maps, with yours having the narrow band around the planet, random is the standard anywhere placement. 2. The problem with ordering units to jump/units not behaving correctly 'seems' to be with your maps only. On my current random map, the afore mention jump problems have disappeared completely. Not complaining my friend, just trying to help isolate the problem.
  14. "To increase sub light speed it would require chnaging every individual ship, correct ? Or is there one of the researchs (forgot name atm - far jump drives??? roughly was tier 3 had a green/blue/black icon) that allows far distance travl could that be tweaked to effect all ships and eliminate the problem" No. This is easy to change. In the player entity file,the base phase speed is set/changeable. Still playing.will post if I find something definitive.
  15. No, this game is on the latest hutt map. While I am at it I might ask you: 1. Is it WAD that we can only build structures very close to the planets now? 2. Had some real problems with a gas giant titan non-colonizable plant, with ships not wanting to jump properly out of the system, resource capture ship having trouble navigating around it. 3. Told Lavo about this already (he said engine limitation), but almost every time I tell a ship to jump, I have to actually stop the ship, then re-issue the command, otherwise ship will fly towards destination at sublight speed. Now, although I believe Lavo, I also can note that during entrenchment and diplomacy play (for me at least), this never happened, and its only my recent games (which are have all be rebellion, on starwars maps) that I have experienced this. So, not really sure what these problems are related to (Engine, maps, or ?????) but there really does seem to be some new issues. Anyway, will do some more fiddling and see what turns up.
  16. Questions/cpmments. Having a fight with the alliance (as Empire) and one of their capital ships is attacking one of my hangar defences. Now: 1. Visibility-From the distance they are fighting at, from my hanger, I can see the mesh of the enemy ship (not icon), but conversely, from the view from the enemy ship I can only see the icon of my hanger. These two objects a fairly equal in size, so I thought I should be able to see both, in addition, to the fact that as you scold closer to the hanger defence it suddenly 'pops' into view being quite large. Where can I adjust the icon/mesh filter just for this structure (at the moment) because I sure this has something to do with CPU performance? 2. The flak ability of my hanger does not seem to be working correctly. I checked the target filter for it and it does indeed say fighters, but in game I cannot target fighters. IIRC, is did not need aiming before (flak ability on other ships/structures) by to use this one, a targeting pointer comes up. Am I missing something? Thanks
  17. Yeah, the squadron's auto attacked, the lacer was right where I jumped in, but I can see your point. Also did you see that I sent you a pm? It has the missing files, with one of them being a buff that is necessary for one of the other techs to work properly.
  18. Just jumped into a neutral system with a ISD with 3 tie, and 3 bombers squads. It just happen that a lancer frig was the closest ship. Now, all 6 squadron's auto attacked it, and with one flak burst, it completely destroyed all six. This (to me at least) seems perhaps a little OP. Heavy damage, with some destroyed maybe, but all destroyed? Anyway, just an observation. Edit: Has the mesh highlight filter be disabled? Normally ship shadows/contrast can be quite noticeable, but seems ships are quite bright, with filter check/unchecked not making any difference.
  19. Thanks for all the answers. Edit: Noticed that Wookiee Slaves tech, among other techs such as RESEARCHSUBJECT_IMPROVED_ENGINES, are absent from the files you sent me. Is this intentional? Certainly not (Damn). Will check what I sent and correct immediately. (PM sent). Edit: Oh, on second thoughts, the jump charge up time change thing would only really work in my game where the additional shield and hull points (250% 175%-respectively) I add to each ship means that even frigates have can survive in combat. 8 additional seconds charge up time at base hull and shield levels would be a catastrophe.
  20. Sorry Lavo, another question. With the ISD-elite (the one with tractor beam passive) I noticed that the tractor beam no longer has a range, how exactly does it work now. Also, some of its weapons are listed as 0 damage???
  21. Just a question/observation. Because I set my lab count so high, could this be the reason why the AI is not researching? In my current game, I loaded one of the ai's, (Vong, cruel), and it had plenty of money, plenty of ships but had only research two things (ship access ones-hour and half into game). If so, I will change back to normal lab counts immediately. Also, Empire tech 'Iron will of the Empire' should be set to tier 3, not 4. Edit. Any thoughts about editing player hyper space data? With all the races exactly the same maybe some mild thing could be done here, especially with the jump charge time. 1. Jump time increased to 15 secs for all races (this would make the races with charge up techs actually worth more, as because it is a percentage upgrade, 10% of 7 secs is still only a .7sec benefit.) 2. Perhaps jumping to a friendly well could be adjusted, (I am thinking only slightly 1.00-->1.15) as the race has better knowledge of its own systems. 3. With the new capital ship system, those cruisers that go up level, but have nothing to spend it on. Would it be possible to give them a token ability (two would be better) to use up the plus sign level up , maybe passive ones which a) gives half a point of armor X 3 levels b) adds 2% bonus to damage output. X 3 levels Because they are set very low, it would not take away from the need/want to use the 'elite capitals' but would mean getting rid of the plus sign, and a small, subtle way to tailor your cruiser ships. Just some random thoughts as I play. Oh and I noticed something quite strange. I order my ships to jump to another gravity well (single ship), and instead of heading to the exist point of the well it try's to fly straight towards the planet at sublight speed. Re-ordering the ship to the planet fixes this behaviour. Never seen this before. Any idea's?
  22. zoommooz

    SVN Update Log

    Thanks mate. Just noticed that the 'Clone Masters Arrive' tech has 5 listed researchFloatModifiers, but I left the number at 4 above, it should be 5.
  23. Had a few problems with this, but not worth changing. I could always rotate around and get the view I was after.
  24. zoommooz

    SVN Update Log

    Hey Lavo, just a heads up-New techs are finished, left you a PM.
  25. Hey, Lavo, as I am going through the tech trees (which BTW is going well, Empire is fully complete, working on the Vong now) I noticed that the two 'star dreadnought design' techs (for Vong, have not checked the others) have a loyalist/neutral switching associated with it. Is this intended?

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