
EvilleJedi
SWR Staff - Executive-
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Everything posted by EvilleJedi
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Please post bugs that you find below known bugs are ============================================= 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 vessels such as the subjugator heavy cruiser and the geonosian dreadnaught may not have textures some textures are unfinished 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.
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looking real good, keep working on them. I've had a lot of challenges getting the mod to work in 1.15 without massive amounts of warnings and errors so it will be a bit before I can get a stable release. all I really need is the images and the .brush file sections that reference the coordinates. after that I can hook the rest up (and I'm working on an automated solution for the brush file sections)
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I wish they would hurry up and tell us how to actually make the mod compatible, it's getting very frustrating to look at the entrenchment beta files and not be able to use them...
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the bothan assault cruiser is avaialble in the latest release, the battle dragon is not.
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actually the trade federation appears to have two variants of the lander, one that is capable of deep space travel alone and one that needs to be launched from a carrier, this is the first variant as it makes more sense specifically as a seperate landing craft. I plan on making the invasion abilities actually spawn landing craft from lucrehulks in the future, but we'll see how that works
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currently the mod doesn't support it and Iron clad has not released details on what changes were made so it won't be supported until the beta modding kit is released.
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rebellion names as in names for ships in the game rebellion
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the MC star frigate is the sorta bastard child of the XWA MC ships, the converted luxury liners and the mini home one versions that don't have the extra engines, so it isn't a specific, more of a catch all. thanks for the list I'll put them in, but do you also have the rebellion names in there too?
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Sins of a Galactic Empire 0.75 Release works with 1.1 and 1.11 EvilleJedi 12/1/2008 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=27411 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 rar 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!!!!!!!!!!!!!!!!!! ships in red on the ship list are not in this version. fighters and bombers were not implemented due to minidump issues the ships that will have broken textures are the following(on the ship list these are pink or yellow) ships with light green need work Republic consular, invincible CIS malevolence, geonosian dreadnaught, adv trafed destroyer, trafed carrier Alliance liberator, cc-9600 the acclmator II, cc-2200 and victory II will share the meshes with their other variants, but will have different stats as part of the fix to the fighter issue all of the fighters have been replaced with the default fighters from the stock game, sorry no xwings and tie fighters this release, I am still trying to squash the bug. ships tend to clump together I can't figure out how to change thier formation spacing alot of ships may have engine and weapon points that are not in the right spot, this will be fixed in future versions. because of the above issue sometimes weapons may fire from empty space or engine trails may appear out of nowhere very few ships have shield meshes, this will be fixed in the future very few ships have proper glow textures, smoothing or normals this will be fixed as it can be addressed. abilities are temporary almost all of them will get changed to new versions research is completely worthless in most cases. (other than ship cap and support cap) The AI needs some time to build up a fleet because of the lack of research to access ships, I suggest playing on the harder difficulties or waiting a bit to attack the AI ================================ download link ============================================= (mirrors will be added as available) Download here
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Post in this thread with bugs if you don't have sins 1.1 or later you MUST update, sorry.
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I plan to update HW2 in parallel with sins, (though it may be a bit sooner because of some issues with the expansion and patch in sins) it all depends on how much I can get done with rigging the ships for HW2
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I 'm a little worried about some of the game limits in the string files, there are only a fixed number of entries prior to 1.1 so I'm not 100% sure that was updated.
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it will be the new republic, this gives them more heavy capital ships
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I run it at 1920x1200 (max for my 24" lcd) and I have to hand edit the config.
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I seem to remember making a model of that a long time ago.... I'll have to check, but yes I do plan on eventually adding it
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on weapon counts, it's basically a limitation on how many hardpoints I am putting in(there could be more but it is incredibly time consuming), but the catch is that I am counting each weapon as a barrel on the hard point, so if you add up the number of barrels on a gun it should come out a lot higher (most of the guns are 4 barrel, in the case of the ISDII it is 4 barrels and 8 barrels) this effectively increases the fire rate by the number of barrels (the weapon files automatically divide the fire rate amoungst the barrels). I realise that the number of emplacements should be higher, but this was a simple way to solve the issue without doing insane amounts of rigging. on some of the smaller ships this overpowers them, but they are so weak anyway that it isn't noticeable. for ion cannons I am looking at a complete redo of the values to fix the infinite disable bug the ISD I vs ISD II this is something that I've always played with. My opinion of the ISD I is that it is a true destroyer and multimission craft and intended to operate independently and act in a fleet command role with smaller combatants, it has heavier single guns (very large double TLs and Ions etc) this gives it a larger variety of weapons and a higher acceleration and higher instant hitting power the ISD II is more of a fleet destroyer role and therefore is more focused on operating in a screening role for larger battlegroups or vessels, it has superior overall firepower because its secondaries are larger, and it has many more heavy calibre guns (not super heavy like the ISD I) It still operates independantly when necessary, but in most cases it has support vessels to handle those roles. the heavier secondary ion cannon complement is more useful in fleet engagments where it is expected to stay in the fight for a long time rather than simply attempting to blow something up instantly. it's an opinion of why the ISD II is not radically better than the ISD I (In fact, with the exception of the first ISD II they should have almost the same reactor output up to the remnant refits so more guns means they have to be less powerful guns) start weapon: projectile speed, range, refire rate, angular speed up/down and angular speed left/right addweapon result, the last two values are the min and max damage (assuming a linear random distribution) set msic: recoil time, recoil distance
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do you have any experience with XSI or the sins file types? I could use some help in importing ships and getting them setup in game
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you probably have a really long install path, personally I installed it to c:\homeworld2
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do you have the oldships.big activated in the command line? take that out as it is the largest cuaser of troubles.
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it will be updated along side the SOGE version (they share the same art assets)
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excellent, consider yourself in
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yeah, you have any examples of work and or qualifications (photoshop experience would be best)
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they won't be added to the model packs until I feel like updating them, sorry it's a lot of work to clean up the asset base to the point that others can make any sense out of it. eventually they will be though.
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do you have any other mods installed? they will conflict if they are enabled
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yeah somethign was wrong with a script in there, fixed it.