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Everything posted by Ludo Kressh
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Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Ludo Kressh replied to Ludo Kressh's topic in Beta Testing
I was unaware that the Sins defaults were as much a RAM drag as the currents, without the looks to justify their presence. Ah well. Worth a shot. I have heard of the allegations against Nomada for his theft/plagiarism, but I didn't want to spread around hearsay, as hasn't been shut down for it and people seem to not mention it on either his EaW or Sins mods as of late from what I see. Still, even if the claims were false, the high poly count is, as you said, wholly anathema due to the high RAM usage of SoGE already. Too bad. You wonder where the minds of Ironclad's devs were when working on Rebellion; multi-core processing and >2gb RAM usage has been around for years now. But then again, I am no software engineer; they must have had reasons, annoying as it is. The repair dock model as a frigate factory is quite fine with me; it's very handsome. Though, why not add passive repair abilities to the current factories/shipyards and nix the dedicated repair dock, to prevent doubling-up on models? Since the factories tend to be bunched together in the gravity wells by both the AI and players anyway, wouldn't the compound effect actually make the feature more viable? Would it be possible for further define the ability's targets to specific ship class according to the ships they can produce? A problem I can foresee, however, is that players can just spam factories and make defending fleets nigh-invincible. Maybe a hard build cap for most planets (save industrial or shipyard worlds, thus making them just that more strategically and tactically desirable) of 3 FFs and 2 CFs, or just increase the logistic slots usage per factory. If the former, make the repair rate of the FFs a third of that of a single repair dock, and CFs half, making a max compound repair rate equivalent to that two overlappng repair docks. Again, food for thought. I'm likely way off-base in my musings! xD Also, might we rename them "drydocks" instead of "factories"? I know the announcers says otherwise, but it seems more canon-keeping to name them otherwise...well, to me at least. And I haven't been able to contact Burnstrobe as of yet, given my busy weekend away. I'll get on it once the weekend closes. -
Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Ludo Kressh replied to Ludo Kressh's topic in Beta Testing
Yes, I do recall now that SoGE is a major consumer of RAM; those odd blue boxes during capital ship explosions are hardly forgettable. One texture to a planet is fine. I was meaning to ask about explosions: is it really necessary to have all that flash and sparkle? I know it looks nice, but most explosions I've seen in SW are simply volumetric fireballs, rather than flashes or sparkles or what have you. If you swapped them out for a somewhat detailed, if lower-key, explosion particle, would that save enough RAM to prevent the "box-weirds" (like a star weird, only boxy-er) from showing up? As far as models and the like go, I know we're in need of a new frigate factory (though I know you don't mind it as is, it's still a little out of place IMO). My guess would be Nomada_Firefox's SW Alliance as having the largest variety, though I dunno if he'd share given he's now forayed into SoaSE as well. Empire at War filefront may yield something yet! BTW, what happened to Warb? I miss him! xD -
Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Ludo Kressh replied to Ludo Kressh's topic in Beta Testing
Unfortunately, that was going to be my suggestion. I had no idea it was so widespread. Still, it makes little difference; the meshes that its creator used are way different from NovaCameron's set, and would require a good deal of reconciliation between them both to get them working adequately (though they do look quite nice ingame...). That will take time and effort from both of us (mainly you, being leaps and bounds more familiar with the modeling side of things than I) that could be spent doing other things, like actually enjoying the game. I've always liked Burtstrobe's work, though I had forgotten about him. I will certainly contact him about sending us his textures, likely today. He's pretty active it seems (he was online within the last two hours it seems), and with what you said, we may very well be on the way to getting new planets ingame before the end of the month. Would it be possible to have multiple skins linked to the planet types as in other mods, to provide a bit more variety to the planets? Two or three would be decent methinks. I know it means more work for you likely, but I'd be willing to lend a hand as I can! Anything to make what is very likely the best and most promising mod on offer for SoaSE even better. BTW, are there any other graphic aspects of Rebellion that could use some modifying? Ingame events, perhaps? I've yet to encounter them, though I've purchased Stellar Phenomena. Just let me know and I'll see what I can come up with. Here're the texture updates you requested, redundant as it may be: http://speedy.sh/rYNbz/UI-Tweaks-Update-1.25.rar -
Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Ludo Kressh replied to Ludo Kressh's topic in Beta Testing
Actually, I just fixed the HUD and made it a bit cleaner in design. No need for that blue box anyway. Still, the smaller icons will look a bit better IMO. Thanks for getting to the buttons. I also just fixed them. You simply beat me to the punch. xD I'll have them up in a bit. Question: regarding the planet textures, would you be open to switching to another set if I adapted a public mod for our use? Credit to the original developers would be given naturally, but I think the implementation would be refresh the ingame look a tad. It's your call, though. -
Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Ludo Kressh replied to Ludo Kressh's topic in Beta Testing
Gesundheit! xD Yeah, but it seems the thing is turning into an Embrace of Pain unto itself. I dunno if I have the skills to pull off the grotesque design without without it looking like an amateur, NES-era hackjob. I may have to start over from scratch, or kitbash the Vasari HUD...Oh well. I'll get it somehow. I didn't find them when I looked, though I could be mistaken. I remember remarking ot myself how unlike the other buttons they didn't have a "pushed" version, as it was integrated with the "normal" file. Plus, when testing them they looked quite seamless. Still, if they've been left out, I'll be sure to cook them up and slap 'em in! A good idea. I shall see about getting this implemented, seeing as the borders are now a non-factor. You got it. Shoot. Okay, I shall look into that; hopefully there's an actual fix I can implement. Still feeling my way around the intricacies of the texture mire that is this game. xD -
Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Ludo Kressh replied to Ludo Kressh's topic in Beta Testing
He're the updated textures: *All loading screens; added several new pictures, and eliminated the holoscreen borders (let me know what you think; I rather like it!). *Changed supercapital, capital, support, and cruiser main icons to blue and civil and tactical structures to yellow; starbase upgrades have been changed to red; ships depicted also made Star Wars-compliant, with an Executor, ISD, Nebulon B, and a Dreadnaught representing each respectfully. *Tweaked a bit of BackdropIngame to correct the odd arrows and some small odds and ends. *Rectified the Skin_Tech framing issues. *Corrected several gaps in the primary button background templates. http://www.speedyshare.com/6cvDn/UI-Tweaks-Update-1.2.rar Let me know if anything else catches your eye! I will be tweaking around here and there, so look for another update in the not-to-far-off future. Plus, the Yuuzhan Vong ingame UI is forthcoming, albeit slowly. -
Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Ludo Kressh replied to Ludo Kressh's topic in Beta Testing
Ah! I see exactly what you mean. I'll get on those pronto.I may do away with those button borders, as trying to get them to properly scale takes a while and looks and The loading screens were downsized due to them getting clipped by the borders and looking a bit sloppy. I figured by blacking the borders and downsizing the art to be outside the borders of the faction characters, the player would be able to appreciate them more. I see what you're saying, though, and will do my best to upscale them accordingly. -
Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Ludo Kressh replied to Ludo Kressh's topic in Beta Testing
Thanks Lavo! Yeah, lemme know about the HUD issue. I think I know what you're talking about, and I think I may have snagged it in update 1.1, but I could be wrong. I tend to miss small details like e often than I'd like! As to the black arrows...I had no idea they even existed. I would have kept them silver, or made them hologram-ish had I remembered them. I'll look into them. And I like the idea of the "blood clot" look for the Vong. Maybe even adding some black-greenish, coral-like borders would be help get the nasty organic look they're famous for. -
Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Ludo Kressh replied to Ludo Kressh's topic in Beta Testing
No, no problem. It's an interesting look; I doubted it myself for a bit. A red holoscreen (like so: link) was also in the works, but it was too busy I thought. I dunno. Maybe I'll try it out anyway... Still, thanks for the input; any suggestions you could supply are more than welcome, Evaders! *Here's a red version of the UI: http://www.speedyshare.com/ThdhR/SoGE-Red-Screen-UI.rar Tell me what you think! -
Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Ludo Kressh replied to Ludo Kressh's topic in Beta Testing
Well, it's supposed to be a holoprojector of sorts, not unlike the tactical readout screens in the Yavin Base War Room, with the bezels/projectors on either side instead of the top and bottom: http://static2.wikia.nocookie.net/__cb20130318210240/starwars/images/5/58/Strategy_Center.png The intention is for them to project from side-to-side, rather than up-down. Perhaps "datapad" was a poor term to utilize. Rather, it should be deemed a "projector screen". Sorry you dislike it. I'll think about what to do with it in the future. :/ *Added an update for the main UI pack. Small fixes and some more tweaking of loading screens, etc. -
Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Ludo Kressh replied to Ludo Kressh's topic in Beta Testing
Dang. Stupid Photobucket. Anywho, direct links are up! Thanks for the kudos; I hope they live up to them. -
Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Ludo Kressh replied to Ludo Kressh's topic in Beta Testing
Howdy guys; long time no post! I've recently been playing quite a bit of SoGE lately, and have been extremely impressed with the depth the game has in terms of gameplay experience. I had a massive tug-of-war with the AI over a couple of planets it simply did not want to give up even after 6 hours of capital ship death matches. It was the most fun I'd had in a long while against the AI! So, as a way of saying "Thanks for the wonderful work!", I've whipped up a UI mod which I think is LONG overdue. I am so freakin' sick of the Sins default design, especially when trying to get into a "Star Wars state of mind/play". In its stead we have a datapad theme reminiscent of the KotOR games' menus in color and styling. I also went about tweaking one or two things which I thought were out of place, namely one unit (the Sep Supply Ship), various string entries, and the loading screen characters. I'm currently working on a few other items as well, so expect a small update in the next day or so. Anyway, beyond exemplary job Lavo, and all else who've labored so hard and long over this great mod. Do let me know if you encounter issues; working 12 hours on these things makes you a little bit perfectionist to say the least. Screenshots: http://i37.photobucket.com/albums/e86/Mishach/SoGE/2014-01-07_00001_zpseca2dc0e.jpg http://i37.photobucket.com/albums/e86/Mishach/SoGE/2014-01-07_00010_zpsc47d6972.jpg http://i37.photobucket.com/albums/e86/Mishach/SoGE/2014-01-07_00009_zpsc210ef29.jpg http://i37.photobucket.com/albums/e86/Mishach/SoGE/2014-01-07_00011_zpsb4a9dee4.jpg http://i37.photobucket.com/albums/e86/Mishach/SoGE/2014-01-07_00008_zpsb21ee8dd.jpg http://i37.photobucket.com/albums/e86/Mishach/SoGE/2014-01-07_00002_zpse7064508.jpg http://i37.photobucket.com/albums/e86/Mishach/SoGE/2014-01-07_00004_zps62b2cf3f.jpg http://i37.photobucket.com/albums/e86/Mishach/SoGE/2014-01-07_00005_zpsf2e202ce.jpg http://i37.photobucket.com/albums/e86/Mishach/SoGE/2014-01-07_00006_zps543d399f.jpg Download link: http://speedy.sh/pMUWX/SoGE-Datapad-UI-and-Texture-Tweaks.rar *Also, an updated set of HUD neutronium refinery buttons: http://speedy.sh/QGSCZ/SoGE-Updated-HUD-Icons.rar **Small update to the main pack: http://www.speedyshare.com/e9Uza/UI-Tweaks-Update-1.1.rar -
List and Observations in BETA testing MK II
Ludo Kressh replied to Planetkillerzz's topic in Beta Testing
Interesting. I haven't had any issues like that, and I'm current as well. -
If it works well enough, and we (or rather Lavo) can tweak it if necessary, it'd probably be included outright with the main build. Personally, I'd recommend staying away from the Death Stars, simply because of scaling issues and inability t destroy planets ingame. The rest were huge guns, basically, designed to crack planetary shields or crusts, or give heck to capital ships, so they could work quite well ingame, unlike the Death Stars. The Galaxy Gun, or the Darksaber, would be a good start, IMO.
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Canon is adequate. Yes, there are blank spots for imagination, but the canon argument is sufficient. SW's were expensive, impractical, and rare (generally speaking, over a 25,000 year period. Only the Imperials really had a fetish for them, perhaps even the CIS as well) If you go beyond the movies, frigates are present. The movies are not the complete picture of the SW universe. They are the core, and good summaries, but the books and other works elaborate in ways the movies could not. Frigates were the most practical of ships, especially for use in outlying sectors and systems far from major refueling/maintenance yards for dedicated cruisers, battleships. The Empire could afford the several thousand ISDs because of the logistics of it placed directly into naval supremacy (lessons learned from the Clone Wars). Everyone else seemed to use the frigates as support ships in fleets. Real world logic applied to in-universe operations is not far-off, even if GL didn't sign-off officially on it. It's quite simply implied. All the "planet-killers" I listed were designed for just that, or at the least for cracking the crust of a planet's surface. The DS's were the dedicated ones, yes, but the concept is not too far off. Again, as nice as having the superweapons present would be, it would screw with balance and be a lot of work for little overall upgrade from the supercaps. If you want to try getting one in, you're welcome to try. Copy the Novalith coding, slap in a model, and see what happens. And thanks for the post-script: if you didn't warn me, at least, I would've said something I might have regretted in the morning.
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I was under the impression that the supercaps were the "superweapons" of the game. Even if we wanted to, as well, most superweapons were planet-killers (IE: The Death Stars, Tarkin Superlaser, Galaxy Gun, Darksaber, etc.). Others, more feasible, were like factories (Star Forge). The rest were supercapitals, if they could be called "superweapons" (Eclipse I and II, Malevolence, Executor, Procurator, etc.). The gameplay required for the planet-killers is currently impossible with the current game engine. Hard-coded, and unassailable.
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Those refineries look amazing Warb. I know you didn't make them, but nice job fixing them up for use. Any ideas for new structures, like the frigate factory or such? We have most things complete these days (aside from GUI glitches and such), but nevertheless sprucing up and shiny extras always seems to help make the experience even better.
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List and Observations in BETA testing MK II
Ludo Kressh replied to Planetkillerzz's topic in Beta Testing
The ships, you mean? Also, I'm looking to amend some of the in-game icons (the ones which appear on the maps in lieu of she ship or structure models); where are they located? It's been a while since I poked in the files, so if you could refresh my memory, I'd appreciate it. -
Shame on you, sir! But thanks anyway.
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Rebellion Orbital Structure and Vessel Brainstorm
Ludo Kressh replied to Ludo Kressh's topic in Beta Testing
The whole "Aces" thing is just a name for the Eta-2 squadron; it's not to mean they're a hero/unique unit. I'm against expanding this and introducing the Defender, it would absolutely wreak balance. Fine. The Bakura isn't ingame, you're confusing them with the Nebula-class. My bad. I could have sworn it was ingame as a NR cruiser (though I didn't mistake it for the Nebula SD). Sorry 2IRRC! :/ What about those Space Ponies? Will they be making a reappearance in SoGE, or will they be sent back to Candy Mountain/the Land of Oo? -
In this thread we'll detail the progress had on certain maps to be used with SoGE: Rebellion. Post all updates, questions, comments, ideas here. The goals: A) Convert the current vanilla SoSE maps for use with SoGE. B) Create maps based off of existing Star Wars astrographic charts and maps as closely as possible. Here are my proposals for the Star Wars maps: Post any other suggestions below for discussion!
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Rebellion Orbital Structure and Vessel Brainstorm
Ludo Kressh replied to Ludo Kressh's topic in Beta Testing
Welcome back! Well, another possibility would be copying the Jedi Venator's Jedi Pilots ability, and giving it to, say, the ISD-C. Then swap the icons, change the string ("TIE Defender Aces", anybody?"), perhaps modify the stats, and slap in a TIE/D model. It can be tethered to the Advanced Starfighter Designs research item, to boot. The Rebs and NR might be able to counter that with a similar ability along the lines of "X-Wing/E-Wing Aces" or something, which would be right up the alley of one of their faction advantages: superior starfighter pilots. That might be worth considering. The Vong and CIS would be the only factions without it. But then again, organic volunteer pilots were few and far between for the Seppies (These guys being a cool exception) and I'm very unfamiliar with the Vong. It believe it's already an ingame NR ship. -
Rebellion Orbital Structure and Vessel Brainstorm
Ludo Kressh replied to Ludo Kressh's topic in Beta Testing
Yeah, the TIE/D Defender is pretty gnarly against Alliance craft - only NR, or GFFA, fighters could match or surpass it, even into the Yuuzhan Vong War. Balance would definitely take a dive. It would be more a of a Remnant unit than an Rebellion-era Imperial one. Besides, the Empire never really made a whole lot of them as politicking, cost, and rifts over naval doctrine kept it in the elite of elite's possession. -
Aww yeah. :v I'll start a thread so we can compile map ideas and progress updates.
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Rebellion Orbital Structure and Vessel Brainstorm
Ludo Kressh replied to Ludo Kressh's topic in Beta Testing
Ah, and here I was thinking that they were something new. It seems that, once again, SoGE is ahead of the curve.