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zoommooz

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Everything posted by zoommooz

  1. What I do is change the setting in the game constant files to better reflect (for my own preferences) speeds of all ships. Find the ships speed section and change: shipPhysicsSpeedData-Slow shipLinearMaxSpeedGameSpeedScalar -3.50 shipLinearAccelerationGameSpeedScalar -8.00 shipLinearDecelerationGameSpeedScalar -2.00 Now as Lavo noted, with the huge gravity wells it can really take some time to traverse them, so the above may be too slow for you (I make many changes to my game which slows many other things down) Apart from the above change you may also want to change the jump angle to 180 degree's, which allows jumps from system to system without having to 'go through' the system. Combat travel speed is still slow, but without changing the jump angle, my above settings will make traveling to other planet (say 6 jumps away) unbearably slow, even for me. In regards to research, the diplomacy techs have only just been added, and indeed, are very barebone (they were a simple port from vanilla sins). I am currently in the process of upgrading the tech trees to give a bit more uniqueness to each race (not completely, 6 races makes for a lot of work). Once this is done, the diplomacy techs will get the same treatment. So, WIP.
  2. zoommooz

    SVN Update Log

    Hey Lavo, got about 22 techs planned out (so far), sent you a PM with a couple of implementation questions. Cheers
  3. Torpedo ship: True, but as it is not built in the 'capital ship tab anymore, I think that you will see something done here. Lavo is working on all of this and it is very much a WIP. Just ignore those 'unlock' capital ship tags. They are meant for the AI (Not an expert here, just quoting a post I have seen before). The only ones that are relevant are the SSD ones (small and large) Lancer: What you say has always been the case, and is a sins thing where you can 'in advance' set up a build order in the context of what you have researched. Yes you can 'select' to build, but you should notice that the actual production does not start until the research has finished.
  4. Because of the new capital ship overhaul (many cruiser types becoming capitals) the command research should not be done, fleet supply only. Not sure about the other thing.
  5. zoommooz

    SVN Update Log

    Does this mean the Vong cannot be included in a game? I just played a game and noticed that both Vong factions went under pretty quick (and normally, they are the power house factions).
  6. Is their no empire file for rebellion? Never mind, in the core section
  7. In my games I always change the culture levels so as to make it a much more gradual effect. Conversely, once culture is well established, it can take a long time for it to disapate. Make the changes in the game constant files. I set mine to: cultureSpeedData-Slow cultureConnectionReferenceLength 60000 allegianceShiftRateScalar 0.10 Note, this is VERY slow which suits the way I mod for my individual tastes.
  8. zoommooz

    Fleet Sizes

    Fleets size can be adjusted in game constants. I use small, with numbers changed to: fleetSupplyData-Small fleetSupplyScalar 0.75
  9. All ship speeds can be edited in the game constants file. I use the slow setting, and change the values to: shipLinearMaxSpeedGameSpeedScalar -3.5 shipLinearAccelerationGameSpeedScalar -6.00 shipLinearDecelerationGameSpeedScalar -2.00
  10. zoommooz

    SVN Update Log

    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
  11. zoommooz

    SVN Update Log

    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.
  12. In my games I have seen the ai withdraw when it has started taking hull damage, but I have set my hull point and shield point at +125% higher then the standard game, so, there is actually time to withdraw and have a chance to warp out of danger. I especially found the Vong good at this, with one of their capitals escaping on me about 5 or 6 times. I had to make a concerted effort to 'hunt down the Bismark'
  13. Are you sure? As I thought this line related to how long a ship is being considered to have been attacked for 'in combat penalties. In my game I have this set to 300 seconds and I just checked, damage is done as normal, with the effects instantaneous (well, the normal effects of the damage being given at the end of a particular volley as set in weapon type info). Also, the flashing red effect of a ship icon, when the ship is under attack and you are zoomed away remains long after combat, the lenghth of time being the 300 seconds I set for the above considered being damaged line. Lastly, the lines position, in the gameconstanst file suggests that it ties in with with both lines above it (In combat hull repair, In combat fighter build rate). On a separate note, my in combat fighter build rate is definitely affected by this timer also.
  14. Yes, you are right the supply for capitals is correct when looking at the combat results you have supplied. However, my original supply observations came from a thought process of real life (ie a command ship was still based on a stock ISD, but with a better crew, some better equipment), and while good, not some sort of super ship. For my own game I am going to stick with the halved supply but correspondingly, raise that amount of experience needed for level ups (so I probably will not see too many level 10), and nerf the amount of increased shield/armour/damage etc that capitals receive on level up. However this is just for me, I think that for the mod itself, your testing is right.
  15. Firstly, thanks for taking the time to respond to my observations. 1. While I agree that in in combat rate can be heavily increased, I feel that the timer here is equally important. If the timer is short (as default) a ship which slips out of range can find itself up to full repair rate very easily, while still technically 'in combat'. I am really harsh in my games here with timer for ship in combat/ planet being bomber / constructor replenish/ fighter replenish all set MUCH higher then standard, in the order of 300-450 seconds. This suits my long game style but could be looked at for the normal game. 2. I've only ever played the empire so far, so I accept your point on antimatter. From my point of view the 400% makes the empire work realistically and well, so perhaps an across the board 400% is not selective enough. I am going to give the jedi guys a go at my settings, and see how it goes. 3. Bit of a difference of opinion here. From what I have observed planet pop growth is just way to fast, regardless of planet type. I also made a typo here, I reduced planet growth by 9000%. Even at this level, Corascant, at the infrastructure level of 4000-6000 pop increases its pop by 1 ever second, so to fully reach 6000 takes approx 2000 seconds, which in the scheme of things (ship build types/travel time etc) seems entirely appropriate to me. Admittedly the pop growth rate at the infrastructure level is massive, around 12.4 IIRC but still, on standard settings, watching this pop go up looks like a stop watch running LOL. I guess I'm happy for a really slow pop growth for my games, mainly because planet bombardment of a nice, juicy 1000 pop terran planet becomes a real problem, and something that cannot be recovered from in 3-5 in game minutes. 4. Like your idea about late game techs, as there is a bit of 'not high enough' compared with earlier tech's. Rather then just a 'have a big increase' I will look at the tech tree much more selectively and add some observations specifically about it (tech tree's are a tremendously important aspect of games like these) 5. In my current game I am trialling ship supply at .50 (so you have 50 supply before any research is done) and basically halving capital ships supply (not SSD, as you say 150 is just too low). What I am aiming to do is a bit ai related, as due to lag, I don't want the ai to comes at me with 1000, 1 supply ships, but rather smaller, better quality fleets. Edit: Total different topic. I cannot see what the real difference between the ISD 1 and ISD2 are. There are the different abilities, 1 supply point and stats, but in my games, I find that I will take a ISD2 every time. I think there need to be either a 1. Larger difference between to two in terms of cost/stats/suppy, or perhaps some tech requirements for the newer ship, or actually both. Just a thought.
  16. 1.I agree, I like the 'idea' of many asteroids, just thinking in terms of reducing lag. 2. Ships do indeed take ages to repair hull damage (not shield) but this does quite a few things. (a) It adds tactical consideration to combat/shield damage/hull damage. B. Ships that are heavly hull damaged need to be 'taken of line' and return home to a repair dock-added realism. C. Because of the very expensive ship cost (which I love btw) simple building new ones is not really an option, not to mention capital ships with experience are irreplaceable. In addition I have a MUCH slower build rate in my games, so a basic star destroyer, on a non ship building world take in the order of 1500 seconds to build, so scuttle/rebuild is just not an option in my games. Overall I just like the idea that heavy hull damage is a relatively serious/long term problem. 3. Even with my animatter rates set to -400%, in game condition, I always seem to have plenty of antimatter. I just means that its a bit more selective, rather then a constant stream of usage. 4. Agreed with the ai/research. While I love long game and expensive research tree's, the ai's ability to use them comes first. I will tinker with this more and see what the ai can handle. Edit: While I don't know how to increase repair rates out of combat, the games constant file has a repair rate reduction 'in combat' which could be used to essentially do the same thing. Is has a penalty rate, and a timer for how long after combat this rate is incurred.
  17. Been playing for a couple of days now and would like to post some observations. 1. I love the huge scale of ships compared to planets and each other. I would definitely leave this as is. 2. What is the thought process behind so many resources asteroids? In terms of limiting lag (which as I am sure you know, is a big problem for sins, and an even bigger problem for SOGE) why not have less of them, but make them produce more resources? Even if this was intended to provide a bigger difference between planet types, I think 1-6 would be more then sufficient. 3. In the search for an epic and realistic (in a fantasy setting no less lol) I think that research, hull repair rates, population growth, planet health growth, antimatter refresh rate all need to be balanced. Now admittedly I love VERY long, VERY slow games, so what I suggest here is sure to be over the top, but even generally, I think steps in these directions could be done, in order to make the game less arcade like: Hull repair. I slowed this down by 500%. This means that there is a reason (tactically) to try and remove ships from a fight when hull damage takes place. (Also see point 4. below) Anti mater refresh:A 400% decrease here, which means that special abilities are not going of ever single second. Even with this reduction, I find that there is plenty of special ability usage (the zero anitmatter travel cost also encourages this), and, it is a bit more crucial on timing, planning ahead for battles etc. Planet pop growth: I modified this by a huge 900%. It just does not make sense to me that a planet can be bombed to near destruction, and become fully populated within 5 minutes of game time (some variations here, depending on planet type, infastructure here). Research/stations required: Now it seems to me that by having research so cheap, this mod is really a combat simulator, or battle simulator rather then a empire simulator. I have read that the research cost will be looked at, but for me, I did a X8 cost increase, which while sounding excessive, takes into account the massive amount of money that comes poring in from those mega planets (Coruscant). Also, this plant types colonization slot is too far into the tech tree (only because the ai struggles here, while me the human makes a beeline for it, which in my games of expensive research and 16 stations, means I get to colonise these planets well before the ai). 4. I've read a bit about the time in which it takes certain ships to be destroyed in the starwars universe, and while its probably canon to be able to do this, from a tactical and game play point of view, the combat is just too quick IMHO. I have increase all ships,station etc shields and hull by 125% and found this amount to work very well. I've still had my Star destroyers destroyed very quickly (20-30 seconds of combat, damn those Vong lol), so its hardly slow or boring, it just means you can think and react a bit more. Also wanted to add that the weapons range is fantastic, with the ability to take pot shots at range, or move in close for all weapons to fire a real tactical, and realistic idea, which had been very well done. What is the chances of have an attack toggle which commands your ship to move into optimal firing distance (shortest range weapon can reach target)? as, as it is now an attack command is for long distance only. Lastly, I would just like to reiterate that because I like long games I am sure my ideas will be viewed as excessive (which they are), but I would like the general idea (that is a move towards) to be considered for just normal speed games. Regardless, these a just some thoughts in a beta, and in no way take away from what I consider to be a fantastic, hugely complex and 'lots of work' mod. Now, if only there was a way to reduce lag, we could begin to see a real star wars universe come alive. Cheers Edit: Just forgot to add that I think the capital ships supply costs are a bit excessive (I've only played the empire so far) when compared to there cruiser counterparts. If you have an increase cost in capital research slots (as above point 4.) this still means that capitals are not a dime a dozen. For example, while I am more the happy for the SSD to have a huge supply amount (hell, 150 might actually be too low for this monster) if we compare for the 53 ship point for the command star destroyer, to the 18 for the standard star destroyer, the difference here is too great. Perhaps 30-25 vs 18 seems more realistic to me. (Also, in the quest for low lag, I have my game constant ship supply setting at .50)
  18. Made the change to two plants each at the start, and it has made a major difference, with nearly all the ai's colonising at the same rate as me.
  19. Yes, starting position is VERY important. I saved my game and loaded as some of the ai's to see what the problems were and for the CIS starting on Geonosis, a low level industrial, they have no resource asteroids, fairly low credit income (compared the huge one I have at coresant-lol), and basically have zero chance of being a power in the game. I still think the slow start is ok but, for the ai's sake, every starting position needs maybe two planets as a minimum (and one of these need resource asteroids) so that the ai can cope. Iv'e notice in regular sins, and indeed the ai's which are doing the best in my games, both have starting terran planets which give a good balance of the credit/resource income. The ai just isn't as good with managing early credit/resource deficits as a human.
  20. Cool. Been playing for a while on the first version of the map, and am loving it so far. It does seem like some of the ai's are having trouble expanding, and by the huge forces surrounding me at the start I can see why. I really like slow starts, so will see how it goes, but I may need to nerf a few planets around other starting position so the ai can get a start. (not all ai, just some). Also, in terms of lag I did trim the amount of planet a bit, but I think the initial lag is more due to the amount of neutral enemies then planet volume. Regardless, will give more feedback as game progresses.
  21. Thanks mate, link is working now. Starting a new game. Cheers Edit: BTW, there was only one version sw galaxy max large.
  22. There actually is a way to do this, somewhat. When you are loading a saved game, you can choose what player/faction you wish to be. By default, this is whom you played as last time. Thus, one can start a new game, save and quit as soon as it loads, then choose to play as another faction (ex: CIS). As a side note to this, you also have to edit the save game file, otherwise the faction you are leaving will sit idle. So, change the save game type so as to be able to open with a text file, then search using the word 'control' When you come to the first player, you need to change both control (ai ship & ai.....cannot remember the other) to TRUE, then when you reload, all the faction will be working, in their proper place and you will now be in control of your new faction. BTW, for this to work set up your game as normal, save, exit to main menu (not just a reload) load game and change to who you want to be, and then save again. This then allows you to edit the correct save file, as above. And on a separte note, the above link does not seem to be working, any idea's?
  23. Beta access: So if you want to help I just give my matis user name? Same as here: zoommooz. Because I am fairly new to this particular mod, (btw the idea of the Vong finally in a starwars game is what really caught my eye lol) is it the same crew who initally started the mod who are doing it now? Just asking because I saw the latest release in 2009, which does seem an eternity ago. Not complaining, just curious. Cheers

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