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EvilleJedi

SWR Staff - Executive
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Everything posted by EvilleJedi

  1. No problem with the screen caps.
  2. create a new in game profile, some times that helps.
  3. we'll organize this later, but use it as a dumping ground for post release deconstruction.
  4. post tool links here or discoveries about how to operate them. Design Doc http://warlords.swrebellion.com/sins/docs/sins_design_doc_0.1.doc Ship spread sheet (very rough) http://warlords.swrebellion.com/sins/docs/ship_worksheet.xls beta mod tools http://www.ironcladgames.com/sins/SinsModPackageIncomplete.zip notepad++ (handy) http://notepad-plus.sourceforge.net/uk/site.htm XSI modeller http://www.softimage.com/products/modtool/
  5. post here until a spin off topic is justified, use this for the empire building portion of the game including research and upgrades
  6. post about rts related issues until a spin off topic is needed for that issue use this for general things like general unit questions, combat features and abilities, general stats
  7. EvilleJedi

    Ideas

    post here random idea spam
  8. say hello, let us know more about your experience and skills. Also exchange contact information here (mostly just IM) I'm on MSN at evillejedi@gmail.com (though I work EST work times so I won't be around during the week much) I will attempt to get a chat together of staff in a day or two to get things organized and hand out work assignments.
  9. I'm interested to hear your music samples
  10. it's a bug, the nav bouys for construction shouldn't be buildable I'm working on a patch to fix that and some other annoyting issues.
  11. As for a decision on the era of play, personally I would shoot for post ROTJ. This has the most balanced navies on each side and a larger variety of ships and also makes a lot of sense in universe. Certainly playing during the rebellion could be an option, but honestly it's been done too many times. The clone wars also works as an era of play, but has a limited focus. This would probably be a game option or could just be based on the player race. (we will need to see what restrictions we can put in) After some experimentation with importing ships and scales I'm wondering what might be the best decision on scaling between vessels and map objects. the ratios I want at minimum to maintain are the following (acceleration will be modified to meet these) 1) all ships are scaled correctly relative to one another, no questions, the engine supports it, the overlay is there, everything will be to scale as much as possible, but the base unit of scale will be determined based on how the engine responds to a larger scaling of vessels and other objects. 2) planets to look sufficiently massive need to be at least 10x the size of the largest ship (excluding deathstars) so probably around 200 km would be a good size, but this will have to be experimented with because of how the camera will react to them. 3) ships weapon ranges will be roughly 10x the length of the largest ship (so if the executor is roughly 20km then the range of heavy turbolasers will be around 200 km in game) I'm willing to play with this, but ranges will be no shorter than 40km for heavy weaponry. (which is what I have in HW2 right now) the ranges could be a lot longer, but I don't know how well a player would be able to manage this or how it would look. ships would need to move closer in to engage all of their weapon systems, so firing from extreme range would only be for picking smaller targets off or harassing economies. ECM would also be a significant factor in shortening weapon ranges. 4)gravity wells can be either equal to or larger than the maximum weapon range. Defensive stations will have similar ranges to ships and planets will have shields vs bombardment so the threat of planetary bombardment/invasion is only an issue with significant force or minimal defenses. 5)inter planetary distances just need to give an impression of space so they can be arbitrarily determined as a multiplier of the gravity well final size I am not opposed to using the phase lanes in the game simply for gameplay reasons, having open connection maps would be more in universe (maintaining gravity wells would be necessary though) As for research and tech trees... Knowing this goes against decades of 4x gameplay I would opt for a very limited tech tree. Each player would start out with the capability of building most frigate sized vessels or less and most of the weaponry would be available (turbolasers, ion cannons, torpedos). Instead of a very broad tech tree with lots of options I am thinking of a limited tech tree that gives a very focused unlocks for specific ships or abilities (superlasers, interdictors, baradium charges, or specific vessels). Upgrades like armor upgrades would be considered to be fleet wide investments in the armada rather than 'finding a new type of armor' These upgrades would be a lot more expensive and time consuming, it all depends on where you focus your cash. As for empire building techs, these could be considered more of an investment in infrastructure rather than a 'new technology' for example focusing on droid production will give you an incremental boost in build speed and could be thought of as simply buying more droids or upgraded droids for all your factories, rather than 'discovering' a new type of droid, gameplay wise it actually doesn't change much, it is just how it is worded in the description. The classes of ships would be controlled by signing contracts with ship builders to build ships for you (for example, placing an order for star destroyers requires a contract with the KDY corporation, more like a liscencing fee instead of research, this doesn't make a lot of sense in the trilogy era, but afterwards makes a heck of lot of sense) Other Empire building could be useful like implementing the tarkin doctrine as a 'culture' tech. so again not changing the effect of the tech research or upgrade just how it is described. I'm going to need help implementing this changed tech tree, and coming up with ideas for individual upgrades. so again please go to the warlords forums if you want to help. questions, comments?
  12. make sure you have the 1.1 patch try playing with races other than the imperials try a different level also
  13. please post the Hw2.log file
  14. I had the idea of taking a few of the planets and creating custom models, specifically systems like corellia, kuat, nar shadda/nal hutta and coruscant, granted they wouldn't be the most optimal arrangements. I would suggest going to these sites as they have done a fantastic job of reconciling the various official maps and placing planets that are mentioned http://starwarsatlas.uw.hu/ http://www.xs4all.nl/~wrvh/galaxymap/ I would personally like to see some other custom maps like a deep core map where only a few named systems exist and everything else is just lifeless boulders, or unknown regions etc....
  15. Nice to know you'll be around Emakep Hopefully we will get better mod support out of this game for custom functions etc
  16. http://warlords.swrebellion.com/junk/ISDs.jpg more in the gallery here http://warlords.swrebellion.com/g2/main.php/v/Sins/beta/
  17. I would need to generate the modules, then each ship would have to have a build list and a hierarchy of appropriate modules tied to what can and can't be built (and the added problem that each slot would have to have a copy of each module) it is a lot of testing and coding and I've tried it with the modular battlecruiser (which you will note is not modular because it required 36 individual modules to be generated just for 6 spots)
  18. I'm going to try to lead an effort, though mostly providing the space and technical support
  19. If you are interested in helping please give a bit of information (I'll PM back other questions and stuff about contact info) Availability: General Timezone would be useful for coordination, if you are busy like me (50+ /week job) etc Skills: what do you have capabilities in? really looking for XML and other scripting people (lots of data handling) Also looking for people that can handle the import pipeline with little difficulty. if you have other skills in texturing or art design (for the still images) please post that as well.
  20. not very practical + it's lot of work
  21. Image quality and performance issues Just to find some solutions to existing performance issues on machines that should run the mod fine you should be able to turn up every setting in the game to max (1600x1200 res with 2x or 4x anti aliasing and 16x ansiotropic filtering) on mostly any new computer (nvidia 7xxx/8xxx radeon 3xxx series and a dual core processor) for nvidia you need to have the 163.75 drivers or older, the newer drivers have an issue with displaying asteroids and explosion effects the beta 169.28 drivers and omega drivers do not fix this problem if you get stuttering in the game with a dual core machine and have an nvidia card, try turning threaded optimization off in the HW2 specific profile in the nvidia control panel, this helped me a lot for some reason. as always make sure you aren't running anything in the background and keep you machine spyware free if you get stuttering
  22. I upgraded my drivers and ran into the issue, so going back to older ones, unfortunately I think the newer drivers actually look better in other circumstances and fixed some shader bugs as well what I get with the newest drivers is banding on asteroids and on sphere burst explosions
  23. Karos graveyard is undergoing a security reconstruction, but the normal relic forums were reorganized into different master categories (they are still tanis shipyards on relic forums)
  24. Hence my stance that they aren't anti technology, just anti machine intelligence. They probably drifted from mechanical tools as their biotic tools became more flexible. The concept is that 'shaping' is really biological manufactured micro-nano machines.
  25. Random ideas trying to rationalize vong bio wank (please feel free to tear it apart as it represents partial ideas and some just plain concessions to in universe stupidity) The vong really bug me in principal, they are included in the mod simply because it is another thing to shoot at and the singularity shielding looks cool Given that the Vong heirarchy is commonly hiding things from lower castes I thought it would be interesting to make a out of universe assumption that the last codex was actually the fact that the vong only hated machine intelligence, droids or majority cybernetic beings. This fits with the canon description of thier hatred so far. so we have a few things that simply defy explaination and are readily dismissable as biowank Hull armor: it's coral? Hyperspace travel: somehow related to dovin basils Subspace manuverability: again gravitational manipulation by basils? Shielding (gravity manipulation in general): more basils? Power generation: umm no idea? Plasma weaponry: volcano cannons? omg lame communication and computation: yammosks, okay this is fine, highly refined organic supercomputers with a limited telepathic ability. Yorik Coral: okay this one gets a good rationalization. Nanoscale organic constructors(viruses sized molecular machines) build ultra-dense crystal strutures with similar properties to 'neutronium' laced durasteel. They also provide the ability for the vessel to maintain fields and cooling through its hull (some form of superfluid conductor flows in the 'crystalline' coral) The constructors remain in the material so that when exposed to minerals they can deconstruct and 'heal' The constructors exist at all levels of the armor and therefore when ablated are exposed. This method should form the basis of all 'shaping' This would also apply to the crab armor and any other bulk material... Dovin basils: okay serious biowank here, Black hole shitting turnips. I pretty much have to write this off as magical scifi. Once you make that leap then the issue is the energy requirements of creating a singularity and the problem of there not being appreciable gravity in open space you get some interesting problems with how they would operate and what they could do. My guess is that something from the above process could be used that would have this functionality. (it being a shaped natural creature is a bed-time story for young vong) Gravity warping could explain the hyperspace effects or movement in planetary orbit (functioning like repulsors) plasma guns could be more like ion cannons or they could simply be shape charged kinetic penetrators, either could be an issue for shields (causing localized collapse of fields or simply jarring the vessels) personally it would make more sense to project the singularities onto the enemy hulls but range seems to prohibit this. The idea here is that the vong weapons aren't 'more powerful' simply effective vs GFFA universe tech and in this conjecture fundamentally the same thing, the shaping is really just nanolathing (for lack of a better term) as for power generation I have no idea, the ability to generate black holes is definately tied to the gravitational properties of the dovin basil construct and the plasma weapons will need some enormous power source to make them effective vs GFFA craft and there is really no explaination of thier realspace movement capabilities. (unless the ships basically have ion engine analogues that are generated from the modified version of shaping mentioned here and feeding them is just the same as fueling a normal space craft) the main idea here is that vong hate artifical intelligence, they use nanolathing of some sort to 'shape' and they are focused on gravitational technology unanswered: gruchins (autonomous molecular furnaces?) thud/razor bugs/ amphistaffs? confused: power gen, weaponry, realspace manuvering. discuss...

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