Everything posted by Lavo
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Any way to code in something to tell ships to close range??
You can change the m_weaponIndexForRange for single ship entities sure, but there isn't a fleet command like that. Additionally, such a fleet command would be fubar in SoGE due to the anti-fighter guns some ships have.
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Change priority order for Torpedeo Sphere?
This is correct. Additionally the Torpedo Spheres were not optimized for combat and don't exactly have much in terms of weapons.
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What is your favorite ship?
At the time, we didn't have (and still lack) access to a Praetor Mk.II model, but a perfectly usable Allegiance model was around. The Allegiance was put into the mod a year ago as of Feb. 14... Seeing as how it's fully rigged, and rigged well, there is no rush to replace it at all, even if it's size/armament is of terrible canon.
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What is your favorite ship?
Well, if anything, the Allegiance is the ship that's currently out of it's element; when I rigged it up I didn't really know what it's size was, and as a result I've essentially scaled it up for gameplay purposes. That being said, I do plan to entirely redo the supercaps' stats, as other than the Executor/Viscount/World Ship, most of the supercaps aren't really that well balanced and need work.
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Get rid of the "we've lost our Titan" audio
I'd love to replace it, but as evaders noted, we have nothing to replace it with atm.
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What is your favorite ship?
Well, you can have the Praetor and the Venator working together... The Allegiance's stats were based off of the Praetor's; the two ships play virtually the same way with similar firepower.
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I know it's not the mod itself, but...(and another question)
That behavior was intentionally added in by Ironclad in the original engine; can't be changed. You can micromanage your ships to stop and turn, but that's it. Difficulty has nothing to do with the "skill" of the AI; difficulty just increases the amount of resources the AI generates per second, excluding the unsupported Cruel and Vicious difficulties. Easy actually gives the AI a resource penalty, iirc. If the AI has access to good planets, then you can be sure it will produce ships to hit you with. The random generator in Sins doesn't particularly help in this regard; one's starting position can determine entire games. It's mainly to reflect the real difficulty in settling and controlling those planets. Plus, with the Extra Planets or Quick maps, you have a very solid logistics base to work with; 1-2 more planets can be all you need to get those labs. These planets can be useful for the sheer amount of resources they generate, or as a border/choke point to reinforce. Admittedly I did not design the planet system at all, that honor goes to NovaCameron.
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Runtime Errors Abound
The CORE module is, as the name implies, the foundation of the mod itself. If you are having problems with CORE, it means you have a bad download or an old version of Sins. Update to Sins 1.1, or if you are on 1.1, re-download the mod; using one of the alternative mirrors is suggested.
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SVN Update Log
Update: January 28, 2013 | Revision: 1023 Nerfed CIS' Capital Trade Ships tech down to 0.5 credits per capital ship. This still makes it powerful, 4 capitals puts out 2.0 credits which is more than many planets, but is not overpowering like before. Also gave Centax back it's Flak Burst, made Venator's Intercept autocast off by default, tripled Venator SD's Fast Tracking Turrets target count, gave Intercept to Venator SD-C and Jedi Venator.
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SVN Update Log
Update: January 27, 2013 | Revision: 1021 Endurance now ingame. For reference, this is a public release that was put out late Jan. 2013.
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So, now what
Missed this earlier; it's RaceLogosSOGE.tga in CORE's Textures folder. The spacing between the faction icons, as you can see ingame, is all off by around 1 pixel in the x-plane; all I'd need is the largest icon set to be fixed up, the others are all just downsized versions of that one. The militia/pirate icons are in even worse shape, and are thus unused atm.
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SVN Update Log
Update: January 27, 2013 | Revision: 1020 Added new skybox, did some mesh resizing, added in new CIS refinery mesh. For reference, this is a public release that was put out late Jan. 2013.
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SVN Update Log
Update: January 25, 2013 | Revision: 1017 Upscaled all combat ships and combat structures, sans the Executor/Viscount/World Ship, by 25%. Added tech requirements for Defender, Core Ship, Malatok, and Jedi Venator, and did some other tweaks.
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Weapon Effect glitch
Can't be fixed; this is a problem with the game engine itself. As weapon effects are purely for visual effect, the tweaked engine for Rebellion might not generate particles in order to, if I am correct, decrease late game lag.
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So, now what
It looks quite nice, I like it! Rigging should be alright, worse comes to worse, non-combat structures take me seconds to rig... It's longer to get the thing in .obj and open Softimage than to do the job itself.
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SoSE original maps in SoGE
As long as it plays like the stock Sins version, I'd love to include 'em.
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So, now what
Awesome, thanks! Also, as odd as this sounds, even though you changed the CL texture now, I'm happy you sent me one with red stripes, as the red stripes allowed me to make a good alpha channel for the ship. Having a texture with clear red, green, or blue, colors is something I can easily make team colors for.
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SVN Update Log
I tried to fix the autocasting in this last patch as well.
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SVN Update Log
Update: January 17, 2013 | Revision: 1015 Gave Kamikaze Codes ability to Core Ship, increased damage to 2500, gave Patrol Frigate a weaker version of the ability that does 1000 damage.
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SVN Update Log
Update: January 16, 2013 | Revision: 1014 All supercaps with 8 targets per bank have been reduced to 5 targets per bank and increased their weapon output by 37.5%. Did more tech tweaks, fixed a bunch of bugs, got rid of some techs from the NR and gave them 2 new techs. Reworked Majestic and BAC, removed Full Squadrons from Mon Cal AFC-H and reduced it's costs accordingly. Star bases will now all have 4 targets per bank all the time; they no longer require 2 targets per bank tech.
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List and Observations in BETA testing MK II
Nope, it levels up via research. Next revision will see that ability removed and the Majestic completely retooled however.
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SVN Update Log
Update: January 16, 2013 | Revision: 1011 Reduced Light Cruiser, Frigate, Ion Blast weapon cooldown penalties, added team colors to CIS' Diamond Cruiser, added new Vong missile projectile, reduced Yammosks and Hatred of Mechanicals to a single level, Declaration of New Order should now show up, and some other fixes.
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Comprehensive feedback
Fixed on my working version. Intentional; some descs need fixing.
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SVN Update Log
Update: January 13, 2013 | Revision: 1010 Increased MC80's (cruiser) main Turbolaser strength, supply, and credit costs, added in new Vong plasma projectile.
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Skybox
No, not possible/happening. You are aware that the fancy colored skyboxes of vanilla Sins are in SoGE now, right?