
Lavo
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Everything posted by Lavo
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Because it would hurt gameplay, and canon wise, the various factions were never throwing around superweapons like in Sins; only the Empire and Sith truly fielded superweapons and truly used them. The CIS always got their stomped out before they could be used much.
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We aren't going to put in superweapons.
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What exactly do you mean? You should be able to give it movement orders...
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I figured out how to play around with skyboxes, so I've added vanilla Rebellion's skyboxes into SoGE, supplementing NU's. Tell me what you think!
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Update: December 4, 2012 | Revision: 969 Fixed supercap spawning bug for all supercaps, added in stock Rebellion skyboxes in addition to/supplementing NU's skyboxes, plus some other minor fixes.
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As noted in the latest update, I'm working on this bug. It can't be helped.
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Arg... I thought I fixed that... Thanks for letting me know.
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Update: December 3, 2012 | Revision: 968 Added new refinery, supercap factory, and Vong constructor meshes, courtesy of Warb. Fixed a very nasty bug related to spawning the Executor; fixes for other supercaps are underway.
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I'm a bit late but I noticed that the CT-11 model has an odd distortion ingame. In Softimage it looks fine, as has been the case with similar distortions in the past. Could you take a look at it?
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Update: December 1, 2012 | Revision: 967 Made the primary HUD brighter, more filename optimizations, fixed disabled icons bug.
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I have a request for your particle effects guy, Unikraken. A particle effect of each of the supercaps, at 1:1 scale; these will be used to show when a supercap is "under construction", once I get the new factory mesh rigged up. Also, made the main HUD brighter, tell me if that did the trick.
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The Entrenchment version had supercaps as being capital ships. The Rebellion version allows us to make supercaps their own entity type. Further, in Rebellion you cannot build Titans like regular ships; there is a hard cap of 1 and the rebuilt Titan will respawn with all it's XP. If it weren't for this method, you could only have 1 supercap period. Further, a big reason why people could build both supercaps in the past was that modders couldn't lock out ships like they can now.
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Not a bug; you build supercaps via an ability on your starting supercap foundry; supercaps require the same research as they did in Ent. This is intentional; allowing people to build supercap foundries would break too many things related to their spawning method. As such, every faction starts with one at their homeworld. If one wants to have additional factories, the map must be edited in order to have other planets start with one. Need to fix that; thanks. That would make it way too OP. Remember, it has the Full Squadrons ability. Could have sworn I uploaded my fix for that already; I'll upload the fix tomorrow evening. This has been the case since 1.0E; it will not be changed. This is due to how the engine treats ships with a FrigateColony statCountType; nothing can be done to change this- Wait a second, the Imps have the Sentinel now. Thus, I think that the Gladiator might not need to have that statCountType. I will look into changing this. This is also intentional; these give the AI access to additional star base constructors (all of which do the same thing). It's a sort of carrot-on-a-stick to try and encourage the AI to research things.
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Yes, as supercap factories cannot be built; they must be placed at a planet from the start.
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Do you mean old saves are not working, or that the mod is not loading at boot? As the former is very much possible, though the latter is not; the latest revision hasn't broken the mod.
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Did you rename your mods folder from Mods-Rebellion v1.041 to Mods-Rebellion v1.1? Remember that when the game auto-updates, the mod folder changes. SoGE is compatible with 1.1, I can guarantee you that much.
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Squadron 42 is going to be entirely off-line if one so desires and that one looks like it's a brand new Wing Commander.
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If you liked the X-Wing series back in the day, or in more recent times the Rogue Squadron series, I can safely say you'll enjoy the heck outta this game.
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Perhaps I should have been more clear; I'm asking if it's on one of the premade maps, or a Random map. All the pre-made maps are basically super-massive due to their scaling; which is a WIP. Tweak 'em! Feel free to play around with the Fast and Faster speeds and find something fitting. The Medium Random maps aren't too large, at 33 planets including spatial anomalies, non-colonizables, and the pirate base. Over my winter break, I'll take a stab at making a few of these. Aye. The "Extra Planets" maps were at first made to speed up the game, and then after NU was introduced, to make sure the AI doesn't choke on itself and die. Due to the latter however, it seems that the former bit the dust. I believe making another set of Extra Planets random maps, with a fully upgraded High Terran instead of a regular Terran for a homeworld, should fix this. Additionally, I've been thinking of taking Zombie's idea for flagship mode and adopting it to SoGE; that is having flagship mode have you start with one of your faction's weaker supercaps, which would also not count towards your supercap cap (this can't be changed). With the large militas of SoGE, this would mean that early expansion is very feasible, however, you can't just throw your flagship at an Ecumenopolis or Rusty planet without support. Hrm. If you have a list of planets to look at/change I can work off of that list. Either way, I'm admittedly not the guy to talk to, Nova would be. I do understand that's what you mean. What I'm saying is that Nova has fiddled around with skyboxes extensively; he's entirely redone the whole colored skyboxes make up, has killed the deep space skyboxes make up, and I have no idea how the two are linked. The lack of Rebellion's deep space skyboxes, I believe, is what SoGE is suffering from, though at the same time I have absolutely no idea how to work with skyboxes, other than they have it's own manifest file. He's probably the guy to talk to, though I'm not sure if he's around currently. While I'm not willing to implement it, though I will note that "cruiser" capital ships do benefit from leveling up, if it makes you feel any better. Sure, effects suggestions would be most welcome! If you also have specific abilities that you believe need work effects wise, do name them. I'll have to ask him if he has a mesh validater, as I think I've gotten most of the big errors sorted out, though I haven't done a good dev exe check yet. Noted. Any bit of help would be great, though I will flat out admit I have absolutely no ideas when it comes to particle effects, other than we could use them. Research ideas/changes are also most welcome. That staff make up is quite the opposite of us; for much of the past 2 years it was just myself and sloose hacking away at things, Nova doing the entirety of the planets part of the mod, and evaders providing invaluable technical support. Around a year or so ago, Warb_Null noticed me shamelessly nabbing his Blue Diver model and rigging it up for SoGE, and offered to make models/basically become part of the team, which was the first time SoGE got models since EJ was more active, before I even tested the mod. Recently zoommooz, a longtime tester, came up with the unique faction techs you currently see ingame, which has added some much needed variety to research. Added you on Steam; though I admit you're the first person I'd actually speak to using it. I mainly use Skype (lavo_2), AIM (toalavo), and MSN (meeper_1@hotmail.com), or IRC (Lavo on irc.rizon.net and irc.coldfront.net) for IM purposes. The planet icons could use cleaning up for sure. Many have an odd box around them, which should ideally not be there. I'd say you're right to judge it's merit, if anything I'd say even more so due to your experience. Particularly when you mention specific areas such as early game expansion, which is something that can be easily tweaked when done correctly.
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My haitus/I'm back/why I dropped off the face of the earth
Lavo replied to sloosecannon's topic in Sins Staff
Testing. Looking for bugs/glitches, giving feedback, etc. The pre-made galaxy maps, all the Star Wars-based ones, are way too big. Could you perhaps play around with their "Scale" value to figure out something reasonable? Suggestions for tech costs would be appreciated as well; from level 3 and above, they're likely a bit too expensive to say the least. I do also have ships that need to be rigged, if you're up for that. -
Update: November 26, 2012 | Revision: 966 Changed the "Faster" income speed option to be much faster; this should allow for quicker games if one desires. Following Unikraken's suggestion, I got Zombie's eclipse tool running. This revision is the result of fixes/deletions stemming from it.
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Sweet, feedback! And, personally speaking, I can't say I mind too much about you playing the SVN build before asking for status. Though then again, I'm not paying the bills. While I'm unsure of if I agree or disagree, can I ask which maps you're basing this comment off of? Originally, research was much cheaper, and was raised due to complaints that it was extremely inexpensive. Though, thinking of it now and looking at what was done with costs, I agree with your sentiment, and when I get the time, will redo research costs again across the board. As for ship costs, the costs are high due to the amount of high income/resource planets around; get a High Terran and you will be swimming in cash, or get a few Crystal planets and you will have a nice ton of crystal to sell off. However, I believe there is room for a compromise. By screwing around with Gameplay.constant's incomeSpeedData settings, income should be much faster. I'd love for you to do a small test of this theory, if you're up for it. I've increased the "Faster" income option to heavily increase income flow; this should do the trick. This actually depends a lot on the map. Some maps, namely the entire "Enlarged" series of Random maps have made it so that there are higher odds for you to encounter planets with only ice colonization, and lower militias, as requirements. However, that being said, in regards to competitive play and quick matches, there is certainly room for improvement here. I'm not sure which of these two options is better; making new maps which do not have any high militia planets, or making a stackable mini-mod/addon (for public versions, admittedly) which has reduced militia strength. On the one hand, it's a sacrifice type decision, modules for the economy/research/culture, or ships for expansion. If you're playing Random maps, might I suggest looking at the "Extra Planets" maps? These have you start with 2 extra planets, which give you a little more income and give you more logistic slots. That being said, once again in reference to competitive and quick play, another thing I'll look into is having people start with better planets, either in new Random maps or in the Extra Planets ones, to allow for faster early game expansion, without the long-term massive boost of the Faster income speed option. Bloom should be turned off really, it screws around with the mod too much in general. As for the planet textures, this is one of those areas where I say I agree, but on the other hand nobody on the team really is capable of fixing them. Nova, who made them all, has noted that due to the fact that the textures are essentially 2D projections of satellite and other such imagery onto a 3D sphere, that such distortions are inevitable, and that he does not have the ability to fix them, particularly the poles issue. That being said, there's someone I know who has planet textures/meshes that we can make use of, I'll ask him for permission to use them. With regards to skyboxes, this isn't the first time it's been brought up before. The deep space skybox, with it's two stitches, is the best we can possibly do; in it's previous versions the "top" and "bottom" of the skybox "sphere" were entirely distorted, as if they were black holes, and these stitches was the result of fixing these distortions. Though, perhaps most importantly of all, I personally lack the skills, and truthfully interest, to modify any of Sins' skyboxes at all, and Nova is either too busy to do any Sins modding atm or is happy with them. The HUD is a bit too dark? I'll look into making it brighter. Those ships that you mention were in fact cruisers in past versions of Sins. These ships were purposely converted to capital ships, and they will not be changed back to cruisers. While post/reasoning behind this can be found in the beta testing forum (or in this paste), the short version is that it stomps out the "cruisers rushing to bomb planets regardless of it's surroundings" bug, that it has allowed us to modify the AI's behavior and what ships it will spawn/use, and that thanks to Rebellion's Titan entity, capital ship crews have become obsolete and useless to us. These are around to tell the player whether the ship in question has the ability (ex. fleet coordination), though for some abilities (ex. gravity wells) the effects are likely unnecessary, and for those I will indeed look into removing them. The long map start up only began occurring after NovusUniversum was added to SoGE; I always figured it was due to the sheer volume of planet textures it slapped in. Though seeing this, there's a good chance this assumption is incorrect; I'll try and get that plugin working again so I can run that. A really, really good suggestion here, and I can't thank you enough for it. Edit: You wouldn't happen to know specifically where to get the mesh validation tool, would you? As either it's already included in Zombie's default package, or SoGE has no mesh errors, and I'm more inclined to believe the former. Edit 2: Just finished using the tool and running through everything, likely fixed a bunch of things, and got rid of some unused files. Edit 3: Load times have decreased after doing all that parsing, most excellent! When I get more time and what have you, I'll likely take you up on this offer, particularity the particle effects guy, as there haven't been any new particles for this mod since 1.0E (at least 2.5 years ago), other than the new ion cannon projectile I've recently made, and even that is just a modification of existing laser projectiles. More than that however, I'd be interested in their feedback and comments as well! Stuff like this is what tends to result in really big changes, and due to my inability to play MP matches over the past year or so, is what I run off of.
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Update: November 25, 2012 | Revision: 965 Reduced Lucrehulk DCS' targets per bank to 2, as it should be, fixed crash where getting the Liberator as the NR via the free ships tech could make the game crap itself (this Liberator can build B-Wings and A-Wings without research, and has no Y-Wings because B-Wings are better in every way), reduced chance of Buzz Droid passive ability firing off by 25%, reduced Shield Mitigation tech costs and condensed their levels, fixed Bombardment Coordination stacking for absurd values, fixed Miid Ro'ik's "Turbolaser" weapon.
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Update: November 22, 2012 | Revision: 964 All planets whose mines can support 3 refineries now can only support 1. This was done for balance, as refineries can be pretty powerful now; a single one can provide a considerate boost.
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Lower your settings and see if that works. If not; there's nothing that can be done, the Sins engine cannot support that game anymore due to RAM/CPU limitations.