
EvilleJedi
SWR Staff - Executive-
Posts
717 -
Joined
-
Last visited
Never
Content Type
Profiles
Articles
Forums
Blogs
Gallery
Events
Downloads
Everything posted by EvilleJedi
-
you can either cut and paste the repository to the new 1.041 directory or create a new checkout and delete the old one, the cut and paste works fine as long as all files copy completely, then right click on the folder and in the tortoise menu do a 'cleanup' command. this method saves you from re downloading all of the textures and meshes
-
FYI there are nightly updates to the SVN, so update your folders often mainly working on abilities and known bugs right now we've got a lot of testers and not a lot of feedback! I really appreciate those that are commenting on the forums, some of the feedback has helped us make some major progress, but as more abilities are added and ships are balanced out we will need more feedback from our testers.
-
try the new nightly build and see if it plays better
-
ship upgrade changes are global, probably could do an ability that triggers research, but it wouldn't replace the ship abilities or stats etc without a lot of work. Since they are capital ships they are highly limited to begin with, and I plan on giving them distinctly different abilities. It's something to think about but I haven't had the time to investigate how to pull it off.
-
all of these comments are great, I haven't looked at fleet balance a lot yet, the calculation is probably worth redoing. The shield nullification is a problem, I was hoping it would activate on the first sign of damage however the damage gets applied before the ability can kick on because the calculation is backloaded. I will have to look into other solutions for small ships, mitigation isn't a great option because of the number of times a ship is hit from long range. so I may have to look into having very high shields with a recharge ability and very low hull values. I will look into this tonight.
-
I realized that the value was 10x too high after I put up the nightly build, so I will adjust that, the ability should only trigger once on cruisers, the capitals should be able to do it until they run out of antimatter. check tonight for an update, the super capitals will get some love soon, I'm trying to get the cruisers to a functional level before addressing the capital ships.
-
noted on the golan just so you guys know we are doing nightly updates, so you can update your version every morning and some bugs should be fixed and more abilities should be added research and abilities are the big target if there are no bugs reported.
-
the hangers are only 500-600 m across, I could make them bigger but then they looked too big compared to the golan which is 2km, the construction frigates are really the things that are too big
-
originally I wanted the empire to have three goals expansion(easy to conquer hard to hold), exploitation (steal from worlds and trade) and force projection (more multirole vessels) the alliance insurgency(suprise tactics and ecomonomy), diplomacy and survivability/mobility the separatists economy(trade federation profits), automation (droid efficiency upgrades), weapons of mass destruction the republic militarization (converting civilian resources to military), upgrading (part of militarization) and defense (conquer and hold worlds)
-
Since the bug tracker is for bugs I'd like to know what people's general impressions are with the mod so far also if you have ideas for specific ship abilities or balance (right now don't suggest new ships, I want to get the ones in the mod working first) I can explain some of the decisions for specific ships or at least my plans for them if they are not already done if any one wants as well. part of the beta test is to add in the abilities and tech tree so I need some feedback on the versions as they are pushed out.
-
so far looking good in game
-
read the first post you need to use the svn client tortoise (or if you have other working ones you like better) Anyone that can test multiplayer please give us a lot of feedback
-
if the testers can please try to set up some multiplayer games and give feedback that would be great.
-
yeah it requires 1.04, they changed the player race files in a few places.
-
please post here if you are interested in the beta test for SOGE. We need to setup SVN access and a few other things (might just post a download have to discuss it) This version cleans up a lot of issues with previous versions and includes four working races. Imperials, Alliance, Confederacy and Republic abilities are not fully implemented and the research tree is not completely fleshed out. We are looking for feedback As soon as we have a distribution set up the link will be posted here. EDIT: Yes Rebellion. Mantis is down
-
not a problem, work keeps me from doing stuff for days at a time too, just eager to see what you come up with
-
I'm pretty close to coming out with a new test version that shouldn't minidump (hopefully) I'd like to put these into that version, I'll try to catch you on MSN to see if you've made any progress on the rebels
-
I've got a new version I'll push up to the entrenchment directory this weekend for everyone to play with sorry for the lack of updates, I've been very busy with house renovations so I usually hit the computer for the first time each day at around 11:30 pm and get dragged off to bed at midnight
-
I believe there is also a converter tool somewhere on the sins modding forums, I haven't used it myself thought, best bet is to update.
-
I plan on replacing the trade ships, but we can't really change any of the actual coding for the behavior unfortunately.
-
i'm find with experimental builds like shoe put out, it provides ways to try out ideas and see what works and what doesn't, so for right now just don't commit ship entity file changes to the SVN, other changes like abilities and research are fine.
-
considering it is nothing more than a blob?
-
the vindicator is the same as the enforcer, just different weapons, the trafed carrier is in stark hyperspace war and the victor II is in battlefront II I think, other than that everything else is a guess
-
I think a lot of the scale shock is because of two factors 1) the scale of the ships changed by 5 times, it will take a bit of getting used to, but think about this, the ISD didn't fit in the capital construction facility before, and the largest sins ships were around 2 km long, just to make them manageable the larger ships needed to be very close to this maximum value. So in effect it may not look as big, but it is in fact a lot bigger, the gravity wells are effectively 10x bigger! 2) the effects and sounds and everything that are from the base game are all still the same scale, as I start fixing the effects it makes a huge difference (basically everything else is 5x too big )
-
Sins of a Galactic Empire 0.9 Release works with 1.15+ this will be the last major release for non-entrenchment games, I am working on a way to patch non-entrenchment files, but no guarantees that everything will make it. currently does not work with entrenchment EvilleJedi 3/29/2008 ship list and abilities list (tentative) http://warlords.swrebellion.com/SOGEunits.htm !!!!!!!!!!!download link at the bottom!!!!!!!!!!! please report bugs to http://warlords.swrebellion.com/mantis/ or http://warlords.swrebellion.com/forums/viewtopic.php?f=587&t=27507 Lots of thanks goes out to Pedro Laracuente for working on remastering the old Tie fighter and dark forces midis as well as a few tracks from the OT (more tracks are forthcoming and they are continuing to be tweaked) ----------------------------==Installation =--------------------------------------- Extract 7z file to your C:\Documents and settings\\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\\ path (Vista is slightly diffrent, I think it is C:\users\\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\) in game select the mod from the mod options panel and click load at start up, if it doesn't show up then check your path again (go to the ironclad forums for this http://forums.sinsofasolarempire.com/forum/443) =====================KNOWN ISSUES============================== !!!!!!!!!!!!!!!!!!!do not report these as bugs!!!!!!!!!!!!!!!!!! the ships that will have broken textures are the following CIS malevolence, geonosian dreadnaught, adv trafed destroyer the acclmator II, cc-2200 and victory II will share the meshes with their other variants, but will have different stats some fighter meshes are still not implemented some effects are too large or too small there are some issues with the research tree, it was a last minute add, the important things work some descriptions for ships or research may be wrong or non-sensical some textures are unfinished, this will be fixed in the future some ships may have abilities that don't work very well, please report issues with these balance may be off, it hasn't been tested extensively yet, if something is very over/under powered please report it. ================================ download link ============================================= http://swmods.swrebellion.com/downloads/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=4