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Ludo Kressh

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Everything posted by Ludo Kressh

  1. Oh yeah! :V I do like the idea of the MonCal shipyard model becoming the capital factory. It looks modular enough, and that the ship itself is essentially floating outside while being built resolves the issue of the shipyards being large enough to house the supercaps. The Telgorn as the frigate factory sound equally fine. But it's up to you guys. Here are the new textures for your perusal: http://www.speedyshare.com/sq38C/SoGE-Entrench-Textures-1.25.zip Some things still have minor glitches (Some research items disappeared when adding some files; should be easy to locate and re-implement). The graphical effect in the underground window depicting crystal prices is, I believe, hard-coded. Still, the system works, despite the green vs pink effects for the crystals. To boot, I modified some of the menus to a more "Imperial gray" scheme. Buttons are to follow at some point, as I figure out how to replicate the style with minimal 'shopping. Included in the download is a key to the new ship classifications. Use it for reference, though I think the system is simple enough you guys can figure it out rather quickly. Let me know what you guys think. Another question: Since the Cargo Ferry from X-Wing Alliance is now the Heavy Constructor, I would suggest http://starwars.wikia.com/wiki/CT-11_Space_Tug as a decent stand-issue space tug, at least for the Alliance, Empire, and NR, and perhaps the Republic. The CIS can use something else, perhaps, such as a cross between a Sheathepede shuttle and the CT-11, or something. Food for thought, unless there are already plans set.
  2. Well, shipyards are quite large. It would be canonically correct to have them dwarf their products by a substantial margin. Personally I thought it brought a bit more immersion to the game. I have a question: do we already have some ideas for a new Frigate Factory to complement the new Capital Shipyard? If not, I would suggest the following: http://images3.wikia.nocookie.net/__cb20080401203512/starwars/images/b/bb/Sluisvan_swkm.jpg or http://images4.wikia.nocookie.net/__cb20070109010609/starwars/images/d/d2/Mon_Calamari_Shipyards.jpg And for the Repair Platform: http://images1.wikia.nocookie.net/__cb20090218191002/starwars/images/d/d3/DamorianRY.jpg The new Capital Shipyard is indeed awesome. Overall, you guys have outdone yourselves.
  3. Yeah, I know what you mean! xD Some upcoming things: - Crystals converted from cotton candy pink to Nova Crystal green, per canonicity and a reference to Star Wars Galactic Battlegrounds; the Underground menu buttons are proving difficult to locate, so stay tuned. - Various string changes: + Name changes (very minor, IE: Trade Port to Spaceport; Metal Extractor to Ore Extractor, etc.) + "Star Wars-ified" research items (Arcology, Bureau of Ships and Services, etc) + New ship classification system based off of the Anaxes War College System, with some influences from SWGB, and the US Navy's system - Cleaned up planet icons - no more "squared-off haze" over the real-time planet icons when zoomed out. - Cleaned-up Galaxy.dds texture Some more things to come...as time and originality permit.
  4. Sounds good! I did try to get the thing to work properly, and so far in-game it looks quite seamless, save for the ends of the galactic plane (as they don't blend in well with one another). The total size of the texture in square pixels was something over 50 million, so this is as detailed as you can get...maybe. Did I mention I love the modulization you've implemented? Cutting the mod's RAM usage while retaining the the whole of it is just awesome. It leaves room for some pretty sweet expansion ideas in the future beyond the Vong...The Imperial Remnant, the KotOR/TOR era (just swap the Clone Wars Reps for the JCW Reps, CIS for the Sith, and the Empire for the Mandos), and so on. Great job, bro!
  5. Yay! Thank you so much for taking the time to upload them, Lavo. I was just about to squeak out of obscurity to inquire about some alternate means of file transfer, in case we're left out to dry for much longer. Also, as an optional download, I've reworked the Galaxy.dds texture to function properly - no more choppy, warped poles. http://speedy.sh/USfud/Galaxy.zip Keep in mind, it's a pretty big little file. It should be manageable, however.
  6. It's not so much a question of possibility, but rather ability...as in my ability to create something new. I've seen some examples of new menu graphics, but they've obviously been done by people with dedicated skills in Photoshop (I use Paint.NET...which is a great, versatile tool, but it is not quite as powerful as PS), unlike myself, the "amateur's amateur" who just recently grasped the concept of the gradient tool (to create gradual shadows and transparencies). xD Over time, I undoubtedly intend to fiddle with the menu graphics (buttons, too!) and see what I can come up with (I imagine a cross between the HUD of SG:I and the Knights of the Old Republic (the 2003 game) datapad menu screens...hopefully, maybe...unsure), but I make no promises until I put something out. I do advise making use of the SG:I HUD if you desire a change (at least during play), but only so unofficially and individually, as I have. A stopgap, yes, but effective.
  7. Thanks, wbino! There's definitely more come over the next couple of weeks, so stay tuned!
  8. I think Lavo posted them publicly on the SoSE forums, so they're freely available for use with GalaxyForge, but I don't think there are plans to use with them the mod itself. To be honest, they were only ever to be used with GalaxyForge, as they're simply too ugly and utilitarian for use in game. xD They're meant to remind us what planets are what and so forth when we make maps, and little else beyond that. Personally, I do prefer the standard ones from NovaCameron's builds, simply because they look better/are not as shoddy as these. I am slowly trying to make a replacement Unknown Planet icon (the default grey one), hopefully something similar to SG:I's (which is sweet). Also, asteroids, comets, and other things will also have new GalaxyForge icons created for them, but that's a little further down the road (but not too far).
  9. By all means, do so. :V
  10. Yes, they've been made. Over 200 icons complete AND LABELED for your mad-mapping enjoyment. Please note, they are NOT meant to be pretty, but they really get the job done. Each planet was created from its own in-game texture, so they're all unique, besides the uniform white/black text used. Asteroids, some interstellar phenomena (IE: plasma storms, nebulae, starweirds, etc), comets, and some of the more specialized planet options (mainly the "Random" varieties) are not yet touched on due to their lack of need, ATM. And those starweirds scare the frak out of me. <_< The asteroids and the like, however, may be done over the next week or so. Now, here are dah goodz: http://www.speedyshare.com/file/4ykch/SoGE-GalaxyForge-Planet-Icons-1.0.rar Here's how to use them: Naturally, if any bugs appear, please do let me know in this thread. I'd appreciate it! Caek and wubz are also welcome. But not starweirds. :v
  11. Okay, that makes sense about the stars. Perhaps an invisible mesh or something to replace the central star or something may work (not changing the mechanics, simply modifying the appearance), and working with the stars as non-colonizable, "dead" space objects. That may be possible...Then again, I'm not the modder here, you are. When Rebellion is released, perhaps, this could be readdressed. Still, I'll poke bout with my own copy and see what I can come up with. And thanks for the tip - it's been a while since I touched that thing. Perhaps as I create the icons, I'll add some small text to the graphics themselves differentiate the various types (via acronyms) once placed on the map. I remember creating a rather large Kashyyyk Region and Neighbors map, and found orienting planets to be very frustrating when they all look the same on-screen, on top of being devoid of visual, proper names. One last question: Is there any possibility to include the VSD-II as an Imperial ship? Perhaps by transferring the Broadside to the frigates menu (or removing it entirely, besides being a pirate ship - I never use them, personally), and inserting the VSD-II into the slot of the Strike Cruiser, (moving the other ships down a slot), it could find a place? I figure it would have the same stats and costs as the Republic VSD-II, and would be a more fitting (and efficient) complement to the larger Imperial-class cruisers, besides the reasons Chim posted a while ago. ...Or not. xD
  12. No problem - I typically restart the games in-play when big updates come around. Query: I was perusing the 7 Deadly Sins Moddb page, and was wondering whether there are plans to include suns as as individual, non-colonizable masses beyond the central one in the maps (similar to dead moons, dead asteroids, etc.), or at least nixing the central star, and replacing it with, say, a black hole, or something transparent. I figure that, given the trans-galactic nature of Star Wars astronavigational maps, it may add a bit more in-universe accuracy to the experience...but that's just what I think. I'm also looking into getting some icons ready for GalaxyForge use, so I/we can produce some maps, as well as edit those already there. I'll let you know as things develop.
  13. Great! I'm glad you liked them! For those interested, here's a transparent HUD for the in-game interface, based off of a similar mod for the Requiem mod. I find it easier on the eyes compared to the stock interface, and it allows me to take in more of the eye-candy this mod brings. Just plop it in the SoGE Textures folder and enjoy! http://www.speedyshare.com/file/Hk7vd/Transparent-HUD.rar
  14. Wow! Great job, Warb! If anything will make Imperial warlords quake in their jackboots, that'd about do it.
  15. Actually, it meant to be a complement. Mah bad. xD During one of my Republic games against an Unfair CIS team of two, one of them produced 3 Subjugator-class cruisers and 1 Geonosian SDN, used them successfully against my core fleet headed by a Mandator when I used it to raid their border planets. An epic battle ensued for 7 minutes, after which only the Mandator stood standing (a loss of 10 heavy cruisers and dozens of frigates...), which the remaining 5% of the CIS fleet turned-tail. Nevertheless, the victory was very much pyrrhic, so I too was forced to withdraw before reinforcements arrived from either side. Too bad I wasn't able to finish the game (the 2.0e update made it minidump), but it was an excellent example of the AI using some brains and making some wicked fleets to contend with. So yeah, great job, brah. :V
  16. Sorry for the double post. I updated the portraits - swapped out the Pellaeon pic with that of a more fitting Imperial admiral. Pellaeon at the height of the Empire was still below admiral rank, let alone grand admiral, so I figured it more fitting. Also, a revised Palpatine picture, which should wrap up the whole matter. Here's the link: http://www.speedyshare.com/file/BTgXu/Portraits-1.0b.rar
  17. The new updates work very well - I've had no problems thus far. However, I do have a question (address it at your leisure): I've noticed the AI, in general, does not focus much on building fortifications to a degree beyond turbolasers and missile turrets, even on Unfair. Rather than encountering starbases, hangar defenses, "those hyperspace-inhibitor-things", ion cannons, or even mines, I find mass-groupings of broadcast centers (sometimes 10 or more), with sparse protection, no more than, say, 3 or 4 TBLs and a duo of missile turrets. Not including any mynocks in the area. It seems that the AI, after building extractors, a frigate factory, and a tradeport, seems to focus entirely on the broadcast centers, and little else (besides its fleet, which it does so marvelously). I realize that the Researcher/Aggressor/Economist AI types are different from the Fortifier in development focus (at least I think so...), but I'm curious as to whether this was a deliberate choice in the AI's behavior, or just a deficiency in the hard-coded scripting, as I recall the AI used to be able to do this, at least with mines. I honestly don't expect every enemy-held planet to be Bastion-like in fortifications, but every so often running into a hard-core fortress world would be awesome. Other than that, I'm thoroughly addicted to this mod.
  18. Great, and you're welcome! Here are the new victory/defeat screens as well: http://speedy.sh/3JbVy/New-VictoryDefeat-Screens.rar Same operation - paste them into your SoGE 2.0e Textures folder (Override if necessary).
  19. Ohai, and a late merry Christmas to you all! (That goes for you too, Chim! ) I was inspired over the last couple days with all the work going on here (good on ya', Lavo!), so I whipped up a new set of portraits for each of the factions. And I didn't stop there: I also redid the loading screens. Yes, they now feature concept art from both the OT and the Prequels (from Ralph McQuarrie and Ryan Church, respectively).Yeah, it's kinda elementary, but with the time required to go through all of the formatting (URGH THE ENDLESS FRAMES!), I deem it to be more a labor of love than anything to sneeze at. The intent of this quick project was to deepen the immersion factor when playing, as well as give it a bit more of a "Sins" flair (IE: drawn, rendered portraits rather than realistic pics, etc). I earnestly hope you enjoy them, even if they may not make it into SoGE 2.0e. http://www.speedyshare.com/file/qU77X/New-Portraits-and-Loading-Screens.rar (Drag n' drop the items into your Textures folder, and you'll be up and running. Mind the modcheck number, though...) PS - A big personal welcome to Warb_Null! I've been tracking your projects since you started your modeling thread on Filefront years ago, and I'm very pleased you're working with Lavo. I'm still digging that Derriphan-class battlecruiser I bugged you about, BTW. Perhaps now that you're with the team, a KotOR-era mod may now be possible...in the very distant future, naturally. Anyway, keep up the great work. Oh yeah, you too, Lavo.
  20. Thanks for the offer! If I manage to get something going, I'll be sure to take you up.
  21. Agreed. If anything were to happen, then the mod would have to be seoarate, but utilizing the same planets, tech features, etc that the current beta utilizes. I'll get to contacting Warb Null, and will post updates (if any) as they come.
  22. OSNAP A KRESSHIAN WALL OF TEXT. I THOUGHT THEY WERE EXTINCT! Now, this is a shot in the dark, and just an idea for the sake of expressing it - I have no hope in it ever coming to pass. Per this thread: http://warlords.swrebellion.com/forums/viewtopic.php?f=581&t=27149; I was wondering, perhaps, if there was any way to get our hands on these models (and there skins, if possible) for use in a mod for this game. Now, when I say mod, I mean just that. It would be separate from SoGE due to the blatant lack of balance it would produce. The main factions would be the Galactic Republic, the Sith Empire, and the Mando'ade (Mandalorian Neo-Crusaders), and would otherwise include all the advancements made in the beta thus far (and henceforth, for that matter). Besides implementing the models and skins, the only things needed to be done to complete it would be changes to music, added strings, a few new player and unit icons, and that's it. I'm not so much worried about the lack of ships in that, to be honest, sometimes too many ships complicates the experience and puts a damper on genuine strategy. Here's a mock-up unit list: Galactic Republic (Rebel Alliance tech tree and stats): Capitals: Inexpugnable-class tactical command ship - http://starwars.wikia.com/wiki/Inexpugnable-class_tactical_command_ship Republic heavy cruiser command (AKA Rypra-class Battlecruiser, per Chim's fanfic - sounds better) - http://starwars.wikia.com/wiki/Republic_heavy_cruiser *Interdictor-class cruiser (w/ slightly nerfed stats) - http://starwars.wikia.com/wiki/Interdictor-class_cruiser Cruisers: Republic heavy cruiser (AKA Rypra-class Battlecruiser) - http://starwars.wikia.com/wiki/Republic_heavy_cruiser Hammerhead-class cruiser - http://starwars.wikia.com/wiki/Hammerhead-class_cruiser Praetorian-class frigate - http://starwars.wikia.com/wiki/Praetorian-class_frigate Frigates: Foray-class blockade runner - http://starwars.wikia.com/wiki/Foray-class_blockade_runner Starfighters: Aurek-class tactical strikefighter - http://starwars.wikia.com/wiki/Aurek-class_tactical_strikefighter S-250 Chela-class starfighter - http://starwars.wikia.com/wiki/S-250_Chela-class_starfighter Sith Empire (Imperial tech tree and stats): Capitals: Centurion-class battlecruiser - http://starwars.wikia.com/wiki/Centurion-class_battlecruiser Interdictor-class cruiser command - http://starwars.wikia.com/wiki/Interdictor-class_cruiser Cruisers: Interdictor-class II cruiser - http://starwars.wikia.com/wiki/Interdictor-class_cruiser Interdictor-class I cruiser - http://starwars.wikia.com/wiki/Interdictor-class_cruiser Sith Dreadnaught (better name yet to be created; refer to pics in thread link) - http://starwars.wikia.com/wiki/Sith_dreadnaught Frigates: Derriphan-class battleship (AKA Corsair in the posted thread link) - http://starwars.wikia.com/wiki/Derriphan-class_battleship Starfighters: Sith interceptor - http://starwars.wikia.com/wiki/Sith_fighter Mando'ade/Mandalorian Neo-Crusaders (Modified Imperial stats, with emphasis on aggression, perhaps) Capitals: Kandosii-type dreadnaught command - http://starwars.wikia.com/wiki/Kandosii-type_dreadnaught Kyramud-type battleship command - http://starwars.wikia.com/wiki/Kyramud-type_battleship Cruisers: Kandosii-type dreadnaught - http://starwars.wikia.com/wiki/Kandosii-type_dreadnaught Kyramud-type battleship - http://starwars.wikia.com/wiki/Kyramud-type_battleship Jehavey'ir-type assault ship - http://starwars.wikia.com/wiki/Jehavey%27ir-type_assault_ship Lictor-class dungeon ship - http://starwars.wikia.com/wiki/Lictor-class_dungeon_ship Frigates: [None - Mandalorians scout out their enemy by crushing them. xD No, not really, but they don't have much in the way of light starships.] Starfighters: Basilisk war droid - http://starwars.wikia.com/wiki/Basilisk_war_droid Davaab-type starfighter - http://starwars.wikia.com/wiki/Davaab-type_starfighter This may seem a bit simplistic, but I feel the focus would be more on stratagem than tech oneupmanship/shock-and-awe in the end. After all, both the MandoWars and the JCW were focused on Revan out-thinking his enemies rather than using super-tech to roll obsolete units. Hey, that's just me, though. I do know of a place to get models for these, BTW. The models, however, are for EaW. The creator, thankfully, is still actively making models and enjoys fiddling around with them. If you're interested, I could get in contact with him and see if he's interested in converting some of his models for our use. Naturally, he'd get credit as a team member and granted beta-testing forum access. Anyway, fire away. Like I said, I'm not too hopeful of this ever coming about, but it's fodder for all you gents. I'll shut up now.
  23. You're very welcome! In my opinion, no Star Wars mod is complete without the epic music. It's such an elementary principle in the whole experience. To be without the proper score is really shortchanging yourself in regards to immersion. And Chim is right - NOTHING beats rolling an enemy fleet with ISDs while the Imperial March is blaring. Though, the CIS theme is pretty close in that regards...reminds me of a series of scenes in the second season of the Star Wars: Clone Wars animated series (circa 2004-5) where the CIS is rolling Republic worlds in build-up to the Ep3 Battle of Coruscant, and the exact theme is going. Ah, memories. John Williams definitely deserves all the credit in the world for his efforts...and I suppose George Lucas as well. The new update will be up Sunday-Monday PST, as I have obligations this weekend. R&Rs (Rates and Reviews) are always welcome.
  24. [gravedig] Actually, that could be just as bad. But Chim is right - the chances of being "found out", for now at least, are slim. The player base of this mod is quite small, and the beta testing filter helps keep the tester pool to a minimum. This originally was a personal mod to be shared with friends only (namely Chim and Lavo), but since the cat is out of the bag, so be it. Oh, by the way, hai. I'm Ludo Kressh, and I'm a lurker. And Lavo, Chim and I go way back. Now, for the real reason for posting: I've created an update for the music mod, and if anyone is interested, I can upload it. Be warned, however, as I have a slower-than-average connection, so the process could take a while.[/gravedig]

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