
Lavo
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Update: December 16, 2012 | Revision: 976 Added ion cannons to all capital ships (save the Nebula/Rejuvinator SD, MC90) and frigates; their costs have not been balanced yet however. I'm also not sure if I've made them strong enough; for reference, the ion cannons on the ISD-II are roughly equal to around 16.7% of it's combined Turbolaser strength. R975 Added new Vong GWG and planetary shield generator meshes, made by Warb. R976
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Update: December 16, 2012 | Revision: 974 Mines all do area-of-effect damage now (half of the full blast), passive mine detection range increased to 6500, mine sweepers' autocasting mine clearing ability will now destroy mines instead of just make them vulnerable to attack, and tweaked some game options a bit. Also, not sure if I said this earlier, but the beta only works with Sins:R 1.1 now. Edit: Just noticed that in a previous revision I accidentally added in some of the ion cannon-equipped ships. That being said, the ion cannon addition project is in full swing now, and I expect all ships and techs to be updated by the end of the week.
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Absolutely not. We've improved the AI's economic ability in SoGE. While it feels like a bug to you, it's just the AI being more competent; I personally have done similar things since the days before NU was put in. It's odd yeah, unfortunately this is just how supercap abilities are. Titans, due to using the same upgrade scheme as stations, can make use of research limiting abilities (I plan to put in these pre-reqs in the future).
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The NR intentionally lacks a range boosting tech for lasers as it has more shielding research avaliable that standard. Limiting HoloNets is not possible. The AI loves them as, in truth, once you get enough research labs, a good enough economy, and set up a few shipyards, it's truthfully all you need to build. I have been considering making a stackable optional mod that changes these abilities to instead being a massive hyperspeed charge-up penalty; otherwise one can just stack multiple gravity well ships/structures to allow for indefinite blocking. It requires Heavy Munitions research; putting in points will do nothing. This is by design and is not a bug.
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I see the AI is able to get multiple supercaps at times. Awesome. And yes, the AI is now capable if it can feed it's endless hunger for resources; this is the result of the capital conversion project.
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Making tech files is easy yes; making techs that are balanced and fitting is another story however.
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Once again, this is not a bug; any ship which has Buzz Droids cannot build them. I did this intentionally so the AI would not build them as they cannot make use of the Buzz Droids ability.
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Pirates are a work in progress. I know how to fix them up, to regulate them, but I just don't have the time to do it right now thanks to finals. I agree with you that tech needs work and I am planning to re-haul the costs of things before the next public release. Though, to be entirely honest, tech isn't my area of expertise; the fact is we still lack some ship models and a few that we do have need rigging. That, for me personally, is what I'm prioritizing as that's what I can do well and effectively. Zoommooz still has some plans for tech, last I checked, so I do look forward to what he will contribute.
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Erm, what? The caps are 1 SSD/Visc/World Ship, 2 Mand/Malevolence/MC80B, 4 everything else.
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No, that's normal. The "weaker" supercap has a cap of 4, which is the Allegiance in the Empire's case. It's the trade-off between two supercaps; one might not be as powerful, but you can field more of them.
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They have all the shipyards; use quick start and not normal start. Edit: What the heck, why aren't they showing up... Thanks for the bug report. Edit 2: Fixed. I've learned not to question the oddities of Sins, and just roll with them.
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The Alliance, which is who you are likely thinking of, can build Assault Frigate Mk.IIs both as capital ships and as frigates; this is due to it being the Alliance's siege ship and the AI will die without a FrigateSiege. We aren't planning to add in more ships at the current time. I do plan to re-organize the frigate/cruiser menus however. And yes, many ships that were formally cruisers were "changed" into capital ships in Rebellion, see here for more details.
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Increased the faster ship speed settings to 3.0 and 5.0 in the latest patch, tell me what you think!
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Update: December 10, 2012 | Revision: 972 Fixed supercap immobility bug for all races, increased Fast and Faster ship speeds to 3.0 and 5.0, respectfully, removed Brace for Impact and Rogue Squadron abilities from Independance, replaced them with Fleet Coordinate and Backup Shields, removed Fleet Coordinate from MC80B and replaced it with a reduced, due to balance concerns, Brace for Impact. (R971) Added new "Quick" medium, medium large, and multi-medium large random maps. Each player starts with a High Terran Economic and a Super Magma; resulting in (on normal income settings) 79.7 credits/sec and 6.5 resources/sec. Tell me what you think; if they're decent I'll make some for the larger maps. (R972)
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It's a very stupid bug, one that I brought about by accident. Changed "spawnShipsArrivalDelayTime" to 0 in the SPAWN buff files for building supercaps, because as far as I and other modders know, it's a useless value. Then this bug occurred because of that; setting it to 1 seems to have fixed it.
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Known issue; working on it atm. As I have time now, expect it fixed in the next 10 or so minutes. Also, if you click the ship and manually move the thing it should be fine, iirc.
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Notepad for coding, 3DS Max for model making (or so some modellers use), Softimage 7.5 (free software) for rigging.
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The Torpedo Sphere was a stupid choice. It's not meant for hitting ships or structures; it's a dedicated planet bomber. Of course you bombed hard at hitting structures with it. :V Yes, the premade maps are like that. Try the random maps; you will see a massive difference. The AI doesn't understand how to properly use abilities, nor how to combat structures, or even how to properly place structures. It's unfortunate, but not much can be done to account for that, other than possibly to give the AI special anti-structure ships. And then if we do that, the AI with defensive structures will simply get stomped. As for small gravity wells; that's one of their advantages. Though most of these, such as simple Asteroids, cannot support more than 8 tactical slots worth of defensive structures. The counter-desc already serves that purpose though. Plus, putting in simple things such as ''Role: Siege'' isn't possible for most ships in SoGE; in Star Wars the majority of ships can preform multiple roles/functions, and the mod reflects this.
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I'm probably asking a stupid question, but did you remember to rename your mods folder from "1.041" to "1.1"?
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On the market: Truthfully, that's just how things are. If you flood a market with resources, you will crash it. Out of curiosity, have you tried putting up resources onto the black market, versus flat out selling them? This can yield larger profits, and also does not crash the market as much. Plus, the AI never puts resources there, as it doesn't know how to, which puts a human at great advantage. By movement speed, do you mean in hyperspace/phase space, or regular speeds? If the former, it's a known issue for all the premade maps and something we are looking on. If the latter, I will look into tweaking the speed option (the one you select before starting a new game) in order to allow for quicker ship speeds if a player so desires; this is a useful find. Not every faction has one, however most do; Republic (Acclamator-II), Empire (Broadside), New Republic (BAC), and Vong (Scout Ship) all have the Siege Torpedoes ability, an attack which out-ranges every single structure in the game. The CIS has it's infamous Buzz Droids, and the Alliance has it's many shielded vessels, which while not perfect, can do a similar job. The Golan III has the same range as other stationary structures, and a good defense admittedly either needs a really large fleet or supercaps. However, if one really spends a lot of time and cash in defenses, shouldn't they be useful? I will definitely look into re-arranging ship build lists. Though, SoGE doesn't follow traditional Sins ship roles (other than scout, anti-fighter, mine layers, siege, colonizer, and envoys). The couterdesc strings do have a slight explanation for what each frigate does, for example the Tartan's is: "This frigate can lay mines, detect/clear mines, combat enemy starfighters, and combat enemy vessels." This says the frigate can lay mines, clear mines, serve as an anti-starfighter screener, and can go toe-to-toe with some other ships.
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Extremely difficult; you'd have to add in the planets, and redo most of the GalaxyScenarioDef file. I do plan to make "faster" maps, and put in flagship mode. For flagship mode, every faction will start with one of their faction's weaker supercaps (this would not count towards the supercap cap, or lock you out of any research paths), which will notably speed up gameplay even on regular maps. Also, what do you find tedious about SoGE? I would love to hear some feedback about that! Edit: Just to clarify, I can understand why one can find the game very long, too long in fact, regardless of the map type. As noted earlier, I do plan to find some sort of way to alleviate speed issues, other than increasing the Fast and Faster income setting (which I recommend using, at least for now, if one wants shorter games) and/or using flagship mode. I just need time for that, which is something that's currently in short supply.
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Can you explain more? I haven't had any such issues, at all, but I've heard of this before, even with the public release. Usually people come back to me, after I try to help them out countless times, having been able to get the mod working as usual after various efforts, or they just report it and disappear.
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We are also stretched very thin when it comes to manpower; I do the bulk of the coding and rigging nowadays and I simply do not wish to divert time towards this. That's on top of the fact that we lack the models/skins for most of these. You're welcome to put them in yourself however.
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Yeah. I've found the cause, fixed it; will upload fix soon. Unit_Infocard2.tga is where the actual icon are, and MainViewIcon-X.brushes (in the Window folder) is where they are "defined" so you can put them in an entity file.
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Every planet now warps close to the planet it seems. I'll look into this some more, but now supercaps don't have a spawn bug, so it's a move in the right direction.