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Lavo

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Everything posted by Lavo

  1. Lavo

    SVN Update Log

    Update: November 13, 2012 | Revision: 963 NOTE: This release works with 1.041; I have not brought it to 1.1 standards yet (assuming 1.1 breaks things). The short story: I broke a lot of techs in order to make weapons look pretty. In long: I renamed/changed a lot of weapon types in order to better reflect what they actually do (not necessarily canon names). This is an incomplete list, as I'm typing this from class, however: Turbolaser/Yaret-Kor: Your standard, primarily energy, projectile. This represents a mix of cannons/batteries of various strengths, however it always has a range of 10000, and does CAPITALSHIP damage (whenever I say X damage, it's in reference to values in Gameplay.constants). Heavy Turbolaser/Heavy Yaret-Kor: Collection of various cannons/batteries, with a focus on heavier guns. These do CAPITALSHIP damage and have a range of 12000. Medium Turbolaser/Medium Yaret-Kor: Collection of various cannons/batteries, with a focus on smaller, more mobile, guns. These do ANTIMEDIUM damage, have a varying firing range (usually 6000, can be as high as 10000), and some ships have fast enough turrets to target starfighters. Laser Cannon/Light Yaret-Kor: Your standard light guns, these do ANTIVERYLIGHT damage, and tend to have somewhat long ranges. Short-Ranged Laser/Short-Ranged Light Yaret-Kor: Same as the previous weapon type, but it has shorter range, usually having a range of 3000. Heavy Missile: As the name implies, these are heavy missiles meant to target large ships and structures; they do ANTIVERYHEAVY damage. These are more effective against structures than energy projectiles thanks to their targeting precision and structures' immobility/slow speed. Range of 8000. Missile: These represent a variety of smaller missile types, whose ranges are all over the place, and whose damage types are ANTILIGHT or ANTIMEDIUM. Torpedo: This represent starfighter torpedoes/missiles. On starfighters, these are anti-starfighter munitions that do ANTILIGHT damage, while on starbombers, these anti-ship and anti-structure munitions are essentially Heavy Missiles with superior precision; they do ANTIHEAVY damage.
  2. Primary reason is technical; the buff chains the supercap system works off of makes it impossible to allow for both supercaps.
  3. Yes, this is intentional.
  4. Lavo

    SVN Update Log

    Update: November 8, 2012 | Revision: 962 Fixed Providences' Sensor Scramble abilities. While it technically did work; having it spawn a starbase constructor looked a bit odd, and made the ability less useful against human players, plus was entirely unintentional. Also added in a new spreadsheet in the macros folder, Various Ship Stats.xls, it's a file I've been personally using, so it's mainly there for my reference. Though if you ever wondered how I calculated a ship's weapons in recent months, or just want a way to look a ship's damage for real, take a look!
  5. Maneuvering like that isn't possible in Sins; closest thing you can do is enabling fighter movement for all ships, but due to the sheer scale of many ships (ISDs, Star Dreadnaughts, etc), that would end terribly.
  6. Lavo

    SVN Update Log

    Update: October 29, 2012 | Revision: 961 Fixed the constant on and off switching of the planetary gravity well generator, updated Use the Force to work with new masses and to reflect fighter counts rather than squadrons, increased Malevolence build time, increased Mandator's firepower, reduced MC80B (Mon Remonda)'s firepower (it's now only slightly better than the Malevolence and Mandator), Defensive Tactics now applies to all ships/structures in a grav well properly, Slave Rigging range increased to 2000, fixed a glitch where building two cap of two Supercaps would disable the fighter shielding passive ability on their respective planets (a thanks goes out to GoaFan for his help with resolving this), attempted some more AI research tweaks, and updated Gordion Reach.
  7. Unfortunately it does not. However, the frigates all have a small bit saying what they can do (colonize, has fighters, has ion cannons, etc).
  8. Could you re-upload this? The link is dead.
  9. Any faction can beat any other faction, even if one can argue that the Vong are slightly more powerful than all the other races. I've personally whooped everyone as the CIS at least once, they're probably my favorite faction personally.
  10. That's basically a LAA-like program. Doesn't make much of a difference; if you REALLY want Sins to use more than 2 GB, run it on Linux via WINE. I can tell you, other than stopping crashes some people may get, it won't help much as you will still suffer from the CPU bottleneck.
  11. The truth is, the only reason the Vong have hull points, is that there are abilities that exclusively deal hull damage. If I gave Vong ships 1 hull, they would be auto-killed by these abilities; hull points are meaningless for the Vong, you have to take a look at the whole picture with them. Plus, by giving the Vong hull points, you are making them EXTREMELY overpowered. Due to their high regen and shield mitigation, Vong ships can take more damage than their galactic counterparts, even if they have seemingly less health. For every 10 points of damage a non-Vong ship would usually take, a Vong ship will take anywhere from 8.5 to 6.0 (depending on tech, and 6.0 is a conservative figure) points of damage. Not that this matters, as it's your own personal game, however I must note it nonetheless.
  12. You're understanding the entire implementation of the ability incorrectly. The buff_damage is not supposed to instantly kill the ship, it is only supposed to kill the ship after 60 seconds have elapsed, unless an opposing faction has destroyed the ship before that (and thus gains XP). The ability is meant to somewhat stimulate the organic nature of the Vong, that their ships "die", and be something unique.
  13. The tractor beam is still a WIP. In truth it works, it just doesn't work very well. As for the Vong ability, I intentionally avoided using that finishCondition as it means the ship would self-destruct without giving XP.
  14. I think it just cannot handle the massive fronts and scale of the map.
  15. It's unfortunate, and I've seen the same myself. In all truth, SoGE is really optimized for multiplayer; much of the big changes that were made in the transition from the 1.01+ beta to 2.0E were based on, and tested in, multiplayer games. The recent capital conversion project was made to try and make the AI more formidable, which it has, but the AI is still limited by it's seemingly hardcoded shortcomings and ineptitude.
  16. I would suggest, instead, to just make a second version of the map; keep the one with the current number of planets, and just let people choose if they want to deal with the lag or not.
  17. The big galaxy map will slow down due to the sheer amount of planets it has; it's due to the game engine's 32-bit limitations.
  18. In the Gordian Reach, wouldn't Yavin 4 be better represented by a Jungle or High Jungle planet?
  19. Lavo

    SVN Update Log

    Update: October 19, 2012 | Revision: 960 Implemented fighter shield regeneration. Basically, shielded fighters will always have 0.5 hull regen/sec, even during combat. The "Heavy Missile" weapon they have is merely a constraint so the passive ability which is on every planet/star works. These craft also no longer have a regen rate that can be boosted by 0, and shielded fighters without a hyperdrive (i.e. incapable of independent operation) will have their health deplete as usual when their host dies, ones with a hyperdrive will live until they are destroyed.
  20. No, that's a different thing, however it's necessary as well. You'd have to modify the planet's template/starting items in the GF if you want to use anything other than TerranHome or DesertHome as a starting planet.
  21. Lavo

    SVN Update Log

    Update: October 17, 2012 | Revision: 958 Fixed SW Huge Galaxy Map's issue with no Supercap Foundries and other modules not spawning.
  22. So it's the Star Wars Galaxy Huge Free For All map that you are having this issue on? Please confirm what map that's giving you trouble so we can look into it. Edit: I see the issue; the starting planets were defined as Terran planets, and not TerranHome, so they are not spawning with the correct modules. Will fix.
  23. Nope!
  24. Lavo

    SVN Update Log

    Update: October 16, 2012 | Revision: 957 Fixed Bulwark Mk.I; like the Acc. II, somehow something got screwed up at some point and required reversion, and removed the CIS' scouts' shield mitigation which somehow was never removed. Increased Trade Fed AFC's squadron count to 3, reduced supply cost to 11, removed mine laying capabilities. Increased Providence S-CRS (the unique variant)'s squadron count to 6, increased supply cost to 38 from 35 and other costs accordingly. Adjusted CC-9600 a bit, adjusted some map stuff, and adjusted the Pirate Base's garrison.
  25. Thanks for the Deep Core fix, I somehow managed to get it to work. I'm switching Vulpus with Kins though; this is mainly so the AI doesn't conquer the planet and then sit still while it waits to get the research done in order to colonize said planet. Personally I'd suggest making either Nur or Vulp Minor the focal point of that system, as Terrans are much easier to dig into. Though I must admit, Vulpter, if you are a human and can get it early enough, made an excellent, impenetrable focal point, as I've discovered in my current game. Also, maybe you should play around with the metersPerGalaxyUnit setting of the map? I've noticed they all use 25000, which is pretty large. That setting is what determines how much space there is between planets, aka. how large the map is. Also, it seems that you can actually load my edited maps into the GalaxyForge, even without those fancy hyperspace edits; one just either needs to remove those settings after the edit, or make them all larger than 0, for the map to load in Rebellion. Also, you've got some fans! A few people have commented positively on, and enjoy, your maps.

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