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Everything posted by NovaCameron
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For the radii, I might agree for I've noticed my fleets get split up for they always seem to exit on the edges. For the asteroids, do not put asteroids in, put roid belts in. Roids for the most part are tiny and useless. Even in the sw galaxy inhabited roids are very rare. Usually they are massive planetoids, not mile long habitats. As for moving your capital it may be a tad high but that's the point. It should not be easy to move it. I'll look at it and make it a bit more sane since i overestimated how much income you get. There are very few 'colonizable' roids in our system: ceres, pluto, and the 3 or 4 new planetoids in the outer reaches. Think of this when you say they there should be tons of roids. Yes but only as belts or dead ones. Edit: Do you realize the MASSIVE amount of credits that are in a given game? Even with the low and negative income planets barely make a dent in the income generated by centralized planets.
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gah, added to first post......
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it's on the first post. good luck. lol. No creating icons for the game! there's a limit for them and it takes like 5 or 6 images for each planet and eats away very fast at the 1000 limit...
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W00t! second version out. ya I'm making you re-dl the whole thing Lavo... sorry. Fixes: Planet abilities are properly placed on the interface (no more annoying assert loops after colonization) Removed leftover abilities from the gas giant (leading to the above) Meshes should now have no errors. You just get beautiful textures! More Random planet groupings weighted random 13:7 planet-roid ratio (there you go Lavo) size groupings (roid, moon, dwarf, normal, large, huge, super, giant) colonization groupings 1-5 health 1-4 tech level 1-5 Hopefully this should keep you random maps makers happy. IMPORTANT NOTE: Sins will crash (highly likely) when you first install this. This is because sins doesn't read the new galaxy file. It references the old one and freaks out. Once it crashes it will reload the new one.
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Eh? It's in mine... O.o I got a few fixes and almost done with adding more random groupings. I'll need to fix the random maps for it to work cause I'm throwing out the old ones... Note: Don't colonize a planet with an ability just yet (any industrial or military) at least in config mode. It sets up a loop of errors that are a pain to get out of, doesn't crash the game oddly. I fixed it and will upload a patch with everything else. I think I found the mesh issue... -.-
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I will. I'll also see if I can make some extra non-colonizable stuff. Not sure what though since Star Wars seems to colonize EVERYTHING. Plus really, star systems are small and boring places. A small number of planets, toss in a few dozen moons, a bunch or roids and poof you got a 'normal' star system. Though I guess i can weight it to moons and roids. I'll figure it out. I plan to make size and tech categories also so you have more to play with. Notice: I think there are a few meshes that are messed up. If you see a planet that is purple and green and has very splotchy clouds tell me which one it is so i can fix the mesh.
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I know I'll put some more planet groupings in. But there is a limitation to how many objects can be in a group. I think that limit is 50. I use 45 as a max because i get errors if i go larger. (I think. I'll do some more work on the larger planet groupings later.) And don't the planets look beautiful? I removed the random planet bonuses because i kinda want to make new ones that make sense. As well as making them 'Star Wars-y'. The old ones, including the ones from the other modders seem forced. They are just a game features to make the 3 original planet seem different. With my planets they feel out of place. At least they need to be reassigned and remade before I can actually include them. As you can see my standards are fairly high.... lol PS: Enjoy the maps! Edit: Ok, I'll check out making all the random stuff tomorrow. and stick a update in.
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Ha! Sent the email to Lavo so he can upload it to all of you soon. I bet there are some errors around so tell me what they are and I'll fix them, or maybe you can fix them. Edit: If you don't want to wait for the update here are the files: http://www.gamefront.com/files/20015092/SOGE_Novan_rar
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Yup, just server changes and all that 'fun' stuff. Now it's all good.
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ok ok. I got the planets done with a few maps. Maps: Star Wars Galaxy Light 70+planets The Centrality (small map 15 or so planets) Kashyyyk and Neighbors (medium map 40 or so) Arkanis Sector (small map 20 or so) Speacial!: A taste of what is to come. two scenarios over Sith space set during the Great Hyperspace War! Play as either the Sith or Republic in conquering or defending the Sith Empire from Naga Sadow's folly. 1 planet each side. The Sith must reunite themselves and the Republic must establish a foothold on korriban to continue the invasion. Small local map. I'll package them up and e-mail them to lavo tomorrow... Look forward to more galaxy maps, sector maps, region maps, and historical maps set during the from pre-republic to Legacy! Currently working on: The Conquests of Xim the Despot Play as either Xim and the Tionese Empire or the Hutts as Xim invades the Hutts!
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Yes! Everything is in and works. I'll make a few maps and send it off! Note: There maybe a few errors somewhere in here. Let me know and I'll fix them.
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Which region of the SW galaxy would you live in? Deep Core - Byss baby! Core - For the rich and powerful... Colonies - Merchants FTW Inner Rim - Perfect place for a family. Expansion Region - Corporations will rule! Mid Rim - Leave me alone. Outer Rim - Freedom! Unknown Regions - What's this...? Wild Space - Hello?
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I want that kitteh! We'll unleash the Kittehs on the unsuspecting rebels!
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K, found the issue. Stupid abilities.... ah well they make it worth it. Just running though the paces. There are some errors i can't track down. I hope you guys can find them. Well I'll test the rest of the planets tomarrow and see if they actually load and make some SW maps for you beta players. (The first official ones! Yay!) Some Sectors and a light galaxy map or two... then off to Lavo it goes!
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Ya, but it helps with gameplay... Which is about all they are used for. I'm still ironing out the errors in the galaxyscenareo file. Hope to finish it tonight...
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I don't want the High Tech planets with lowly Terran planets. Sure as heck don't want them to get the pop upgrade for it. The planets run just fine, I've had them in a previous version. There are a few bugs that need squashing due to the size I expanded it by. I have a reason for the way the planets are organized. It is by tech required to basically 'run' the planet from low to high. If you move it I have to rip it apart and re-input all the variables. Asteroid is a planet size and has it's own unique sets. (I may be persuaded to move the Moons to the Asteroid group, they are in the 'Extreme' tech group right now.) Rusty is Nar Shadda nothing to do with climate. Agriworld is developed, very specific, but it is. Aquatic Industrial is Mon Calamari, again nothing to do with climate. Volcanic Industrial is Sullust. Academy is like Cardia or Anaxes. Urban is Taris or Eriadu. Nothing to do with not building up. I had to call it something.... Undeveloped; it doesn't work that way. Not in SW. Particularly since the planet types you listed have pops of 50, 50, 250, 200, 20, 200, 50, 200, 150. It just make no sense to have a group as 'Undeveloped' cause these are developed planets, to a point, and causes conflicts with others. Again you are ordering them by climate which makes no sense in the SW galaxy. This will cause issues with game play, if you want to keep the popcap techs. I specifically ordered them like this so that it makes sense and is balanced to a point. I ordered them like the first post. IF you do this you will have categories, like Desert, that have 3 Types in them, out of 47.
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Eh, I'm scavenging the icons.... and some techs... I'll do the entities for you since I wanna see if it actually runs... lol
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Nope, size refers to actual game size. There is a whole other thing for pop which goes from 10-10k hehe Here's a short list of things I've done: Different visual sizes (see above) All planets have a set of settings for each one: Heath (1-4): 1:15k 2:30k 3:60k 4:120k (Yes there are now planets which WILL take a fleet to conquer) Tech (1-5): This states how many log and tac slots it has, also speeds up planet health regen. Colonization (which level 1-5) Yes I have a tech for Urban (or Centralized) Resource Rates: Each planet has two resource variables: Amount and Quality These were put through a set of equations to produce the cost of each planet's upgrades. Planet bonuses were removed BUT some planets have a planet characteristic that changes culture, trade, and module construction rates, which ties into... A planet ability set that increases ship production (10%, 20%, 30%, 50%) (thanks to Uzi's planets but I took it from DistantStars just to be sure, I got permission to use it.) But the one things that makes this the best planet mod ever... I use actual satellite imagery for the textures! Yes, no more grainy textures for planets. (Thanks to NASA) They were edited and wrapped around the edited planet models. Complete with 4 cloud textures, (complete, heavy, medium, light) taken from various sources, (Thanks to whoever made them for Celestia, and NASA) Yes the planet sizes each have a different model. They are MUCH bigger. (2.2x for normal) So they are bigger, stronger, prettier, and better than before. (And it's almost done. ) Edit: Note, these are to be used by themselves. The Sins Plus planets will look horrible with them, and they are NOT balanced for anything besides themselves. Add them to the Beta but remove SinsPlus. I might need to work on balancing them with buildings and ships but that should be easy. Edit2: Ah dang it... Now I have to got through and remove the SinsPlus garbage... I haven't updated in awhile and I just did. I have a different planet Level setting. I go by "Tech Levels" but Uzi and ironclad went by type. Note2: My planets do cost some money to upkeep to start with. Most get rid of it BUT some keep it. T1: -2 T2: -4 T3: -6 T4: NA T5: -8 this is due to the shear amount of money, metal, and crystal you get from my planets.
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Yup, it is. It will be awesome to finally make maps with them. I still need to tweak them abit I think. They don't take up much space and look much much better. The original and uzii's planets were... Pretty bad.
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136 planet types/sizes... and all are done. Just wrapping up putting them in. moon = 3k dwarf = 6k normal = 12k large = 18k huge = 24k super = 30k giant = 60k Academy (Normal, Large) Acid (Dwarf, Normal, Large, Huge Agriworld (Normal, Large) Aquatic Industrial (Normal) Arid (Dwarf, Normal, Large, Huge) Asteroid (Not redone only edited) Asteroid Shipyard Barren (Moon, Dwarf, Normal, Large, Huge, Super) Comet Crystal (Moon, Dwarf, Normal, Large Desert (Dwarf, Normal, Large, Huge, Super) Ecumenopolis (Dwarf, Normal, Large) Forest (Dwarf, Normal, Large, Huge) Gas Giant (Super, Giant) High Crystal (Normal, Large) High Desert (Normal, Large) High Ice (Normal, Large) High Industrial (Normal, Large) High Jungle (Normal) High Swamp (Normal, Large) High Terran (Normal, Large) High Terran Cultural (Normal, Large) High Terran Economic (Normal, Large) High Tundra (Normal, Large) Ice (Moon, Dwarf, Normal, Large, Huge) Ice Giant (Super, Giant Industrial (Dwarf, Normal, Large) Jungle (Dwarf, Normal, Large) Low Industrial (Dwarf, Normal, Large) Low Terran (Dwarf, Normal, Large, Huge, Super) Mountainous (Dwarf, Normal, Large) Ocean (Dwarf, Normal, Large) ORD (Normal, Large) Pangea (Dwarf, Normal, Large) Rocky (Dwarf, Normal, Large, Huge, Super) Rusty (Dwarf, Normal, Large Savannah (Dwarf, Normal, Large) Swamp (Dwarf, Normal, Large) Terran (Dwarf, Normal, Large Toxic (Dwarf, Normal, Large, Huge) Tropical (Dwarf, Normal, Large) Tundra (Dwarf, Normal, Large) Urban (Dwarf, Normal, Large) Volcanic (Moon, Dwarf, Normal, Large, Huge, Super) Volcanic Industrial (Normal, Large)
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Srry haven't been working on this in a while. But now that I have figured out all the bumps that were causing me to put this off, code-wise and RL-wise, it's moving along at a good clip. Soon I'll put them all in game and do some final tests. Notes: I have removed all 'bonuses'. This is because they are a pain and they make no sense in relation to the SW galaxy and with my planets. If you can think of new ones for me to code in I will do so. (Besides the Trade, Culture, and Building bonuses which are balanced and almost finalized.) If, when the final thing comes out, you think a planet type should have another size please tell me and why. Sector maps and a few light galaxy maps will be provided with the release. Questions? Comments? (Yes I WILL finished this thing soon...)
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Umm there is... it's in complete working order for what it is.
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Phase One is complete. There are no bonuses. Only the 'normal' sized planets. http://www.filefront.com/17237547/SOGENovanPlanets.rar/
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This mod is the size of uzii's, and looks MUCH better. Still working on it but it should be ready soon. And I've reworked every planet from scratch. Nothing has remained untouched. Ironclad's planets don't exist in-game anymore. They were 120MB by themselves.
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Volumetric Explosions and Celestial Bodies
NovaCameron replied to sloosecannon's topic in Beta Testing
I'm already working on the celestial bodies part. Making a complete new one in fact... Though the explosions i have no clue how to work with so those can be added.