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Lavo

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Everything posted by Lavo

  1. Lavo replied to Lavo's topic in Testing
    Update: January 11, 2013 | Revision: 1009 Nerfed Ion Cannon platforms hard, decreased their cost by 15%, decreased firepower of Hangar Defenses and slightly increased their health.
  2. Lavo replied to Lavo's topic in Testing
    Update: January 8, 2013 | Revision: 1008 Added "Declaration of a New Order" tech to the Empire (thanks to Mick666 for the idea), added the VSD-II to the Empire's fleet roster for balance reasons, and fixed a few bugs.
  3. Lavo replied to Lavo's topic in Testing
    Update: January 6, 2013 | Revision: 1007 Renamed frigate/cruiser build tabs and decreased slowest speed setting in Gameplay.constants.
  4. Lavo replied to Lavo's topic in Testing
    Update: January 6, 2013 | Revision: 1006 Adjusted pirate raids; they should not be as overwhelming as they are currently, esp. early game. Also added a map called "Planet Samples" which is meant for new players to get a small look at the various planets present in NU.
  5. Lavo replied to Lavo's topic in Testing
    Update: January 5, 2013 | Revision: 1005 Fixed some capital ships having incorrect armor types and removed Assault Frigate Mk.I from Alliance's capital ship menu. Thanks to helpful feedback from Chimaera, I've gone through every single color texture file in the mod, and added an all black alpha channel to any file that didn't have one. This, assuming I properly made all the alpha channels, should eliminate the "ships showing up entirely as a team color" glitch. That was nearly, or over, 200 files. A warning to skinners; always make sure you have an alpha channel, even if it's all black, as without one the game can consider the texture has having an all back or all white alpha.
  6. If there was only a capital ship one, the AI would die. It's performance would plummet. The AI does in fact require a siege frigate, which is why there are two of these ships to begin with.
  7. Both of the Assault FRG Mk.I units have the same cost; you must be on an old revision if they do not. The sole reason duplicates of this unit exist is so that Alliance players, and the AI in particular, have access to a cost-effective siege frigate. The Mk.II, whose model is the same as the EaW unit of the same name, is an entirely different unit than the Mk.I; the only thing remotely similar is their names. You literally mentioned both of these points two posts up from yours, I'm not sure why you are mentioning them again.
  8. Lavo replied to Warb_Null's topic in Beta Testing
    It looks really nice, but seeing it's scale, I don't think I'd be able to fit it in, as it's clearly in the supercap range. Very nice, thanks! Admittedly one of the testers did add a ton of race logos, but he didn't give each icon a proper square of 105 px each, so it doesn't work too well ingame. Edit: And so I fix just that after figuring out an easy way to measure all the boundaries.
  9. Lavo replied to Lavo's topic in Testing
    Update: January 3, 2013 | Revision: 1004 Modified hull repair rates for a handful of ships, removed fighters+increased resource/supply cost of Acclamator-II, added new Vong culture station model, and added the Rothana Destroyer, both new models by Warb, plus some other model fixes.
  10. Lavo replied to Warb_Null's topic in Beta Testing
    The Rothana Destroyer looks really nice, but it needs some UV fixes for the bridge and the "tail" between the engines, as the tangents are off. Picture references: http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/roth1.png http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/roth2.jpg http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/roth3.png http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/ScreenShot_45.png
  11. Lavo replied to Warb_Null's topic in Beta Testing
    I could place the nulls regardless of where they're pointing, however that makes for it looking very awkward looking ingame, and it was flat out difficult to place the nulls, due to the angles, as I couldn't get a good vantage point. Thanks for the fixes!
  12. Lavo replied to Warb_Null's topic in Beta Testing
    Warb, could you possibly make the barrels of the Rothana Destroyer's turrets parallel with reference to a flat surface? The angle they are at is really awkward to work with; because of it I'm having difficulty getting the nulls for those turrets done. Edit: Other than the turrets, I am pleased to say that the Rothana Destroyer is fully rigged and ready to go.
  13. Lavo replied to Lavo's topic in Testing
    Update: January 1, 2013 | Revision: 1003 Did these last night; bunch of minor bug fixes.
  14. Lavo replied to Lavo's topic in Testing
    Update: January 1, 2013 | Revision: 1001 Reduced chances of Buzz Droids disabling engines by 1/2/3%, modified Rep's and Imp's relationship ratios. Oh and, happy new year!
  15. Lavo replied to Lavo's topic in Testing
    Update: December 30, 2012 | Revision: 1000 Fixed broken Supercap Factory for NR on Quick maps, BAC now has research prereqs as it should, and some other minor stuff.
  16. Lavo replied to Warb_Null's topic in Beta Testing
    Awesome, thanks!
  17. There is also instructions included with the mod itself, in the SoGE Documentation folder.
  18. Lavo replied to Lavo's topic in Testing
    Update: December 26, 2012 | Revision: 996 The AI now has access to special starbases that come with upgrades already purchased. However, the ability costs money to use, so the AI does not save any cash by building said starbases. Mines have also been rehauled; all of them a much larger activation/blast range and do area damage to both enemies and friendlies. They are only triggered by enemy frigates, capital ships, starbases, and supercaps, but the blast from a mine also hurts planet modules and fighters. Proxy mines are stationary, but have a net larger blast radius than homing mines and are 25% cheaper. Homing mines have a smaller blast radius, but they hit targets directly, so they tend to do more splash damage in the end. For reference my personal reference, this is a release milestone and the public version that was/will be put out the week of the 24th.
  19. Lavo replied to Lavo's topic in Testing
    Update: December 25, 2012 | Revision: 990 Changed premade map ranges based on Mick666's suggestions.
  20. Most excellent, I'll put these in asap, thanks a ton!
  21. What network? I lurk fairly often on IRC, mainly on Coldfront and Rizon, so I can easily lurk around there as well.
  22. Due to there being no other ship being fitting to be the Alliance's siege vessel. It's capable of both being a combat ship and a siege vessel, even in "frigate" form. It's mainly there as the AI dies when it doesn't have a siege frigate. Unless of course you are referring to there being an AAF Mk.I and Mk.II. If so, I note that the Mk.II was made purely for EaW; we've re-purposed it to be a different ship that uses a model based off of said ship. In SoGE it's a powerful frigate, versus the AAF Mk.I which is a powerful cruiser comparable to the Dreadnaught. Also, the wiki as it is now has the correct order; the TradeFed Munitions AFC-H is truly a cruiser for example, even if it's on the first build page.
  23. Pretty much it, yeah. This way people can figure out the basics easily and focus on learning good fleet combos.
  24. I suggest reading this post. This will be included in the next full release's ReadMe, should explain it well enough. I didn't follow Sins' order as it wouldn't make sense to people due to the amount of ships SoGE simply does not have (ex. LRM).
  25. Will post it up tomorrow in combination with another announcement that I know will generate attention.

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