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Lavo

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Everything posted by Lavo

  1. Lavo

    SVN Update Log

    Update: September 22, 2012 | Revision: 935 Attempted fix for Snowba11's custom maps. Changed up Cluster Warheads again, and Diamond Boron Warheads no longer require research.
  2. All of these, I believe, can be traced back to the new map version. Remember how I said that maps by default now force you to put in building placement/hyperspace settings? That could be causing this issue. I will try to kill these strings in Snow's maps to fix them. Though Snow should never try to edit these altered maps, just give me unaltered versions straight from the GalaxyForge.
  3. Lavo

    SVN Update Log

    Update: September 20, 2012 | Revision: 933 Refineries now produce 150% more than standard, making them useful in some placements. They also cost 4 logistic slots now. Some techs were fixed up by zoomooz, added some icon/pictures, Vong ship/module's "dying" phase has been tweaked; if you don't finish off the near-death ship, it will die in 60 seconds, denying your ships delicious XP.
  4. Do note that you're sending fighters at an anti-fighter ship. That's not exactly a good idea, isn't it? That being said, without the flak burst, groups of 12 or more anti-fighter frigates are no threat to massed bombers, even though they should be. The flak burst is made so that you can't simply spam bombers and send them at Lancers and kill them easily. Do remember how canon wise dedicated anti-fighter frigates, were akin to a hot knife slicing through butter when it came to starfighters. This was seen during the Thrawn campaign with Imperial hit-and-run tactics, where Lancers slaughtered the NR's starfighter defenses, and the Second Battle of Helska of the Vong war, where two Ranger gunships held off hundreds of coralskippers. Of course, the alternative to this is to give anti-fighter frigates a new damage type, with an absurd damage bonus to VERYLIGHT (aka. fighter) armor, and lowering the capabilities of flak burst. Though I'm somewhat hesitant to do this as fighters can get a massive health bonus from research, between hull and armor research, this is effectively over 60%. As it is now, flak bursts are balanced out to represent total destruction of X fighters, versus killing all fighters with It hasn't been disabled or changed at all. Perhaps less visible it's due to the skybox illuminating the ISD?
  5. Nope, and we have no plans to introduce it or any other Old Republic ships at this time. 7 Deadly Sins has it ingame, go check them out.
  6. Lavo

    SVN Update Log

    Update: September 19, 2012 | Revision: 932 Some more new techs, compliments of zoommooz! Updated maps from Snowba11, and modified jump angle to 60.
  7. As I noted in PMs, setting the lab counts high will slaughter the AI. It cannot handle high lab counts; it already struggles with the default lab count. I would suggest changing it back to normal lab counts asap. I also will note that the Cruel and Vicious AIs won't work with SoGE as somehow that can bypass the faction system, aka. an AI faction can get the techs for both of their supercaps. Not so sure about this, but no harm giving it a shot. Could work. Sounds like a good idea. If it weren't for engine limitations, we could get this to work with planets that have a spy probe active, which would be nifty as well. Capital ships already do get health and weapon damage bonuses as they level up; it's noted in their respective entities. I'm not going to give them a passive just to get rid of those spare skill points, something that has occurred on various ships since Entrenchment. These ships are powerful enough as it is; I don't think making them even more powerful is a good idea. Engine issue, have experienced it personally, it can't be helped. The 0 damage Beam weapon (to be renamed to Tractor Beam soon enough) is how the ability works; it's an actual "weapon" that applies a speed debuff when fired. It's very much a WIP, but it should work well once it's refined. It has a 3000 range atm, and not all ships have the thing fleshed out yet. Edit: Noticed that Wookiee Slaves tech, among other techs such as RESEARCHSUBJECT_IMPROVED_ENGINES, are absent from the files you sent me. Is this intentional?
  8. Lavo

    SVN Update Log

    Update: September 18, 2012 | Revision: 931 Added some icons and picture stuff.
  9. I'll slap them in either today or tomorrow.
  10. Lavo

    SVN Update Log

    Will take a look at them, the work you've done is extremely impressive.
  11. This is correct. The supercap system has been setup in such a way for two reasons: 1) The system would entirely fall apart if a faction could build both supercaps at the same planet, due to buff chains. 2) Gameplay and whatnot, makes players choose one of the two which will have a large effect on how they play.
  12. Lavo

    SVN Update Log

    Update: September 16, 2012 | Revision: 930 Added envoys to the game. It takes two Lambdas to achieve the effect of a single other envoy, but they cost half as much as other envoys and are absurdly fast. The Consular, Corellian CR90 CVT, and Vong Envoy (special Gunship Analogue) are the other envoys. The Lambda model, originally by EJ, was rigged and had it's skin edited by Goafan. Slave Rigging also now is a general weapon cooldown rather than an energy weapon specific one.
  13. The moddb Rebellion download is not 1.04 compatible.
  14. Yes, this is how I lock out factions from their second supercap. This is also why, if you looked at the playerRACE files, that I've ignored any faction stuff in the relations files; I have no intention of using factions otherwise (note: the Rebel/Loyalist setup in vanilla Sins is race, not faction, based).
  15. On a ship basis, or global? The former is in each ship's entity file, the latter in gameplay.constants. The one thing I'll warn you about is, for individual ships, that mass plays a part in a ship's speed/maneuverability, and I'm planning to redo those values for pretty much all ships.
  16. I'm not sure how to change GWGs in such a fashion that the AI would be able to use it. The passive set-up is the best thing that can work with Sins' engine. Unless you are referring to something else?
  17. I'm going to play around with the jump angle.
  18. Glad to hear you got it working.
  19. I've added them, yup.
  20. It's a black hole because that's how the engine is set up, unfortunately. Capital ships aren't supposed to have abilities that require research. Not that it really matters; Heavy TL Shot is the Majestic's only ability and it's a fixedlevel0 one, so you aren't "losing" anything by sinking points into it.
  21. When it comes to speeds, there's always the speed constant which can be set to slow before you start the game. Also, don't forget, there is a very large range of grav wells in SoGE, from the small dwarf planets to the massive asteroid belts. Fighters are small as well, canonly speaking they are in fact that small.
  22. What Victory Options do you have on?
  23. This the the thread where one can sign up/in/etc for the Sins of a Solar Empire: Rebellion beta, which is compatible with v1.04. The latest news, updates to the beta, can be found in the Beta Testing subforum, which you will get access to soon, and which also has a thread detailing how to download the beta via SVN. For other news, aka. everything unrelated to the beta, our Moddb page is the best place to look.
  24. Lavo

    SVN Update Log

    Update: September 12, 2012 | Revision: 928 Fixed Alliance's Golan starfighter compliment. Kudos to weimsen for pointing it out.
  25. Oh dear, that's a bug left over from the conversion to Rebellion in June that I could have sworn I stamped out. Thank you for pointing it out.

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