
EvilleJedi
SWR Staff - Executive-
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Everything posted by EvilleJedi
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here are some thoughts Imperial: star destroyer gray, make it look like a command console on an ISD bridge, angular, very monotone with a few odd knobs or square 1970's buttons, should look like using it is an occupational hazard Alliance: a cross between echo base projection screens and corellian corvette interior, clean, bright molded CIS: either something randomly mechanical or maybe just holoprojected Republic: very similar to the alliance but has some ornate corners and finishes.
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we are looking at releasing at the end of the week, Evaders is going to give you commit access to the SVN so feel free to upload all of your interface and icon work. one thing that has been really bugging me is the smallhud icons i nthe empire tree, just can't get them straightened out.
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yeah squadron counts keep getting lowered because of the lag issues, so I keep upping their combat power per ship, all having more fighters would od is make each one weaker, not the best solution I know, but with higher squad caps it gets insane really quick
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you know you can actually move your ships around in combat? Fighting at short range is brutal and many more abilities and weapons come into play. It is not for those that want to 'sit around and watch the battle'
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Orbital bombardment is used to take out surface facilities in any place there isn't significant theatre shielding or planetary defenses. I am working on some planet abilities that can be researched for this. unfortunately it really needs to be implemented as an ability since the planet has population and health, but you can only capture by taking the health to zero or the allegiance to zero. there will be more options as the abilities settle out.
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It is especially needed to look at how ships level up and abilities, I had to do some massive nerfing of the level bonuses just to make capital ships non-invincible. so everyone please test the abilities, level ships up and see how they play. We will be doing some internal testing to see how it works, but we can't test the vast number of combinations.
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yeah, just been busy, I will be getting to it soon as the abilities are coming together more time will be spent on research
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MAKE SURE YOU UPDATE TO THE NEWEST VERSION BEFORE ANSWERING it should be version 200 or greater! need feedback on the general pace of the game pick any that apply, if no change is needed just leave the options blank
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torp sphere range fixed, abilities coming soon
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everything should work, since we are doing nightly builds of the beta I will be updating very quickly for each patch
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I believe the goal I have undertaken will be to make capitals and super capitals vessels that can survive fighting multiple cruisers of their type, the cruisers will be the main work horses of the battle line and will be cheaper for their damage and health. Frigates will be more special purpose, but more expensive for their size than cruisers and have more shields than they really should have so that they can survive longer, but nearly no hull. One option we are exploring is with how abilities work with weapons, it may be possible to simulate ion cannons better with weapons and also give capital ships the ability to penetrate shields. What this should do is prevent the AI or human players from resorting to frigate spam to win, but frigates will have their uses via their abilities
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I'm going to fix this tonight, 193 seems to be the issue.
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favorite ship in the mod or in general? In general I'd probably say MC90 if it's in the mod at this point I'd go with the Tector, but things are changing so I might like a new one soon
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we are still working on balancing the new damage model it will still be the best unit in the game, just have to work out how the upper teir plays
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The defenses are working as intended, though I may bump the cost a little bit on the turrets. They will also have more research prerequisites, but once they are up and running and effectively depolyed you will have to commit to bombing a planet with large resources (specifically the super capital vessels) right the abilities are not built as for ships specifically bombing the planet as their primary attack I have asked blair about exposing the targetting order in some file so that we can say which role targets what ships first.
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Is anyone interested in putting together a set of tower defense style maps for me? to describe it a bit better one player would have a single planet that has a large amount of open upgrade slots and resources multiple other players that are on a team would have production facilities pre built and have a fixed amount of resources (no asteroids, or limited) the single player has to play defensively and prevent the hordes of the teamed players from crushing them, if they can sirvive the opposing team should have run out of resources. I was thinking this could also be extended to having attacks from all sides, or having planetless resource asteroids accesable from one side of the defender and the attackers have a whole galaxy to exploit think up interesting ideas for map types. technically planets could have abilities that would make this work better, let me know if you are interested in working on it
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the frigates and smaller cruisers anti matter has been reduced, they can only cast it 3-4 times now max over about 1 minute, and it will be limited by other AM based abilities, probably need to go through the ships again to make sure I didn't miss some of them with 1000 antimatter. I may cut anti matter reserves even further for cruisers as most ships have no other abilities or have passive abilities. the other option is to increase total shielding for all vessels by the same ratio across the board, this would give smaller ships more face time, and the damage reducer would be less of a large impact (in general I am going to make small vessels less valuable in battle and more utility or special use and try to convince the AI to build less of them)
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even though it is very early I do have some basic ideas for research that will be implemented for ship prerequisites I have pretty solid ideas, but where I need help is in the economic and upgrade linesm right now I am just using the existing TECH research elements, I plan to use many of them, but some races may have different orders, prereq etc. in general each race will have the following research duplicated at some point in its trees Hull reinforcement (probably 3-5 levels), very expensive and long to research, but provides a big bonus by the end this will impact mitigation and max hull etc Shield generator designs (probably 3-5 levels), very expensive and long to research, but provides a big bonus by the end this will effect mitigation, regen rate and max shield amounts, planetary shields will be in this category Turbolaser research (probably 3-5 levels), very expensive and long to research, but provides a big bonus by the end some races will get different bonuses at different points, for example the rebels will get the biggest bonus up front from synthetic tibanna or something whereas the imps will progress linearly, this will effect refire rate, damage and range to varying amounts, heavy lasers would be for abilities ion cannon research heavy ion cannons will be for ion cannon abilities on capital ships, ion dispersal will be a prereq for the subjugator main weapon, orbital ion canons will be unlocked here warheads heavy munitions processing (prereq for anything with large missiles), baradium charges, diamond boron missiles, ECM advanced ECM technology, jump detection, grav wells, planetary grav wells large project resourcing (requires super capitals, star bases etc) golan III design, hanger designs, CIS: super laser tech, weapons of mass destruction, subjugator design, geonosian dreadnought design, droid factories, trafed advanced design, buzz droids, boost, kamikazie Republic: Mandator designs, praetor designs, cc2200 designs Imperial: super star destroyer designs, torpedo sphere designs, lancer frigate designs, tartan designs, interdictor designs, broadside design Alliance: home one designs, mon remonda designs, assault frigate MKII designs, liberator designs, cc7700 designs obviously I've fleshed out the CIS the most, but I will add more later.
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the original races cannot be included because of technical issues with the game engine, this actually impacts a lot of other mods.
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created a new thread just for research, I think for prerequisites for ships and some general ideas I have fleshed out the skeleton, but for economic and nonship related abilities I really ahven't looked into it and would really like it if someone could take it on as a task to flesh them out.
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death stars will not be added UNTIL ironclad allows us an ability to swap a planet for a dead asteroid belt, until this happens NO DEATHSTAR
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for those that have tested multiplay do you need to export the directory or is it fine to leave the .svn files ?
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yeah they can be permanent and for the most part function as upgrades, however I don't think you can prevent the player from choosing the other ones as the ship gains experience (can't single track)
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afaik the capital ships upgrades hit all of the ships, the abilities can be leveled but I don't think they can be exculsive (IE shields up and hull down or whatever)