
Lavo
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Everything posted by Lavo
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While I agree that the previous order was nice, this standardized order is better for new players and those unfamiliar with Star Wars in general. I'll figure something out for this as well. Yeah, it's the only ship in the game that has weapons in every single direction, allowing it to fire back at ships that are attacking it when bombing a planet.
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People can post in this subforum if they want to talk about wiki; more traffic here isn't an issue. Unless you mean something else?
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Update: December 20, 2012 | Revision: 989 Around a year ago, on December 15th or 16th, I rolled out the tech cost rehaul of the time, due to concerns that tech was too inexpensive and easy to get. Now I'm rolling out another tech cost rehaul due to the opposite concerns; that tech is too expensive to bought early to mid game. It's amusing in hindsight, though now, I do hope a good medium has been found between the two. With this, some techs have gone up in price, some have gone down. For the majority of techs, I've simply taken vanilla Sins' cost for that level and multiplied it by 2, however, for Hull/Armor it's 1.75, for Shields/Lasers it's 2.25, for Diplomacy it's 1.5. Ion upgrades simply cost 20% of Lasers, and a select number of unique faction techs have different pricing. Also attempted a fix for the Capture Neutrals issue, the TradeFed AFC and Acclamator I CRS will no longer go after extractors while in combat. Also increased missiles' shield penetration shield bypass boost (20%) and lowered it to level 1, and combined the two missile range upgrades into one. Also removed some techs the Vong weren't supposed to have; a human iirc couldn't see them, but an AI could. R989 Edit: Removed all the PerLevelCostIncrease bits for research.
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The TradeFed FRG is still a frigate. Don't forget; there is no "Cruiser" entity in Sins, just frigates. It absolutely does not matter what page a ship is on at all what so ever, as it does not change anything at all. As noted earlier in the thread, I moved ships around in order to make it easier to find out what each faction's scout, colonizers, anti-fighter, etc. are. I'll figure something out WRT mines. This is intentional. The Core Ship's primary purpose is to be a siege vessel, not a combat vessel. Normally I'd put in the Light frigateRoleType, which would "fix" this, and that's all, but then the AI wouldn't use the ship as well as it otherwise can. You mean the TradeFed AFC? I'll look into that. I should note that the second colonizers for most factions are full out combat ships that simply happen to have colonize/capture neutral extractors. Do you happen to have a save of shortly before this happened? I would really like to check that scene out. Are you playing on a regular random, or one of the Enlarged random maps? The latter was made to reduce the occurrences of such a case, and it does a relatively good job of it. Unfortunately, due to the nature of the random generator, it is not possible to get a perfect solution. If you're playing with AI, use an "Enlarged - Extra Planets" or "Enlarged - Quick" random map; this will make the AI perform significantly better.
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Here are pictures of SoGE's credit and crystal; the former needs to be downscaled: http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/coin.png http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/crystal.png
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Thanks, done. I made the Lavo 2 account because I had entirely forgotten about this one, then I remembered it after I logged into Lavo 2 for the first time.
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Open the appropriate files in the GameInfo folder. For example, in Mods-Rebellion v1.1\SoGE Beta Reb - CIS\GameInfo the Hardcell's file is named FRIGATE_CISHARDCELL.entity I can answer this question if you can tell me if it's possible to change the password for a wiki account. If so, I'll give the "Lavo" account a more secure password; current one is imo a bit too weak for an admin account. If not, then I'll switch over to the Lavo 2 account for good.
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I need to rename the specialized Miid Ro'ik. I'll go do that. Edit: Done, named the one with 4 abilities "Miid Ro'ik (Specialized)". Also, for supply costs of frigates, we should look at their entity files; the supply values displayed ingame are not correct for frigates as they do not take into account decimal points.
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It is by design; that value, if I understand it right, determines the maximum amount of health an armor point can give. I basically made it so that armor will give the maximum health bonus it can, which makes it more useful.
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Added a page for the TradeFed II FRG; needs a new picture however. Hopefully we can get some sort of nice ship stats window going, like the Sins wiki has, but with better weapon stats (DPS per bank) rather than the misleading total DPS of a weapon.
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Update: December 19, 2012 | Revision: 986 Added ion cannons to Viscount, Executor, MC80B, and Independence. This completes the ion cannon addition project. With this done, focus will shift towards balancing research costs again. R985 Did the last of changes related to adding ion cannons and weapon name changes. R986
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Aye, Evaders will give you access at some point. He doesn't post in that thread when he does, he just gives it to people, due to the, at times, large number of requests. You should see the Beta Testers subforum soon enough.
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Update: December 19, 2012 | Revision: 984 Fixed NR/Vong crash bugs.
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To the beta; I had assumed that you had access to it, mainly as this thread was originally talking about the beta, my apologizes.
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CIS: Numbers, technological upgrades, and fighters with buzz droids Republic: Culture and technological upgrades New Republic: Large variety of ships that can perform different roles in a fleet Vong: Firepower, high regeneration Made an account on the wiki; name's Lavo_2
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Confirmed; one of the factions are causing an MD. Will fix. Edit: It's the NR that's causing issues. Expect a fix tomorrow (or later today for those on EST). Edit 2: Found the bug. Edit 3: Fixed, thanks for the heads up. Silly Sins acting up over nothing, as per the usual. There still are some other bugs lying around however.
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Nope, that's a bug. Thanks for pointing it out! Uploaded fix.
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Update: December 18, 2012 | Revision: 983 Adjusted unit costs due to ion cannon additions and other boosts. Did some other tweaks as well.
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I would really like to see this happen, as it would be undoubtedly useful. That being said, I have no idea where to put it, nor do I personally have anywhere to host it.
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Update: December 18, 2012 | Revision: 981 Rehauled MC90 and Mon Cal AFC. The latter is now an extremely powerful warship with Full Squadrons, rather than being a ship with Full Squadrons that's also a decent warship. While on the whole it has around 20% less DPS than an ISD-II, it's damage is spread among two targets, rather than three, resulting in more firepower hitting a single ship in comparison to the ISD-II. On the other hand, the MC90 has firepower comparable the ISD-I/II, while having the Mon Calamari's famous redundant shield generators and the ability to unleash deadly Torpedo Volleys. Also did some other minor tweaks. With this, all ships sans supercaps have had ion cannons added to them, and now cost/supply balancing can begin for these ships.
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They have different icons and unit names; nothing else other than that can be done, due to engine limitations. I'd love for their to be a second capital ship entity, one that stacks like regular frigates, but that unfortunately doesn't exist. Nope, the AI has no additional bonus, however research costs nothing for the AI, so early/mid game they tend to out research humans. Unfortunately this part of the AI's behavior cannot be changed, as it's hardcoded. It's very typical of the AI to send planet bombers if close by; if you want more space between you and the AI, I suggest trying out the Enlarged random maps.
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To be honest I've never used Kamikaze much personally. Though, due to it's high damage, I can see how it can be useful, even if expensive.
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That's not a bug; that's the colored skybox. Go to effects and uncheck, then recheck, the colored skyboxes option, and you will see the blue will change. Currently the Reculsant has it. Seeing your point, I acknowledge that making the Hardcell an envoy while removing it's Kamikaze codes removed a nice early game advantage from the CIS, didn't even think of that earlier. I will give it to the Patrol Frigate, which while slower, is around the same cost as the Hardcell used to be. Edit: It's in now. The red circle is a game engine function, when it's flashing it means your ship is considered to be "in combat" it takes a short period for the ship to go back to "stand by" status.
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Update: December 17, 2012 | Revision: 980 Added ion cannons to Nebula, Rejuvinator SDs, increased their fighter compliment size. Replaced Rejuvinator's Performance Boost with the short-ranged interdiction ability, fixed ion cannon muzzle sounds not spawning. Gave Patrol Frigate the Kamikaze ability.
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Update: December 17, 2012 | Revision: 978 Updated frigate build pages for all races. The second page is all miscellaneous combat ships, the first follows this order: Scout Colony #1 Colony #2 * ** Anti-fighter Siege Envoy Star Base Constructor Gravity Well Generator-equipped interdictor * Dedicated mine-layer/clearer or muti-purpose light anti-fighter, mine-layer/clearer, and light combat ship * *Not all factions have these ships **This might be a fully fledged combat-capable, or carrier, ship that happens to have colonize. /end R977 Fixed a bunch of bugs that popped up in the last two revisions, added in a new skin for the Dauntless, EJ's skin modified by Nawrocki, and a very slight tweak by myself. R978