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Lavo

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Everything posted by Lavo

  1. I think they came out very nice. The hardpoints were based off of the old Providence's ones, so if you have any parts of the model that you made specifically for certain weapons, point them out and I will rig accordingly.
  2. Lavo

    SVN Update Log

    Update: August 21, 2012 | Revision: 895 Added new Providence meshes, CIS and Republic capital shipyards now have a correct mesh. Added CIS Supply Ship, a replacement mesh for the Core Ship. This new ship can fire it's guns in all directions, even the rear! (R895)
  3. Run SVN Checkout for the CORE module again, overwrite your current folder. It's known that running the SVN Checkout only once does not do the trick sometimes.
  4. Weird checksums are expected, don't worry about them. If you are dumping at 1.7 gb of RAM, it means the partition Sins is on does not have a pagefile enabled; I was having the exact same problem for awhile. LAA is not recommended for Rebellion, as it will screw around with Steam. Running SVN Checkout multiple times is sometimes a good thing to do.
  5. Perfect. When you get around to this, can you send me both the Sins version and the rigged EaW version? Nah, this should do the trick. At first I had no idea what I could do with it, then I looked at the Reps' cruisers. This ship and the Acclamators will make for an excellently well-rounded cruiser fleet. Yeah I need to fix this.
  6. No need to apologize! In fact, I'd say devoting time to other projects right now is a very good idea, mainly as I have a backlog of models, and come September I will have extremely little time to rig, it'll be awhile before I finish the current crop of models. That Rothana Destroyer looks very nice! Hrmm, the Republic has a very well rounded heavy ship roster, and a good deal of frigates. However, it lacks much beyond those, so perhaps as something more akin to the Strike Cruiser, medium health but with heavy armor and lots of firepower for it's size? I can imagine it being somewhat similar to the Acclamator-II, however it would have no missile armament, less shielding, but a lot of turbolasers, and even ion cannons. Actually yeah that would do nicely, as other than the VSD-II, Praetor, and Mandator, the Republic doesn't have many ships with ion cannons, this could greatly help round out the Republic's fleet. Would it be possible to turn one of each of the four side cannons to point forwards? This way I'd be able to use those cannons for both forward and side banks. Has it been rigged up for EaW yet? While I'm mildly unfamiliar with EaW rigging, iirc it's done in 3ds MAX before exporting to alo, if I could get that version I could get the ship into Sins much faster, as it can provide me with weapon points other than the 8 heavy cannons.
  7. No offense intended, but as a solution to what exactly?
  8. So I have taken a look at the Providence meshes, finally, and I must say, they're downright gorgeous! The game renders their shadows perfectly. I also very much appreciate the inclusion of multiple textures; the main one looks perfect for the "elite" Providence, while providence-2_CL.dds looks very fitting for the mainstream Providence. As I am tired of hoping for SD/IC to release a new convertXSI, I shall begin mesh work once more, with the Providence and CIS Supply Ship being what I will toy with.
  9. Lavo

    SVN Update Log

    Update: August 20, 2012 | Revision: 893 Added Very Small Random, Backup Shields' cooldown will no longer decrease with upgrades, supply slot holders integrated into Executor and Allegiance's build abilities (others to follow).
  10. Yeah sure, Evaders will add you in like everyone else. Mantis is in a bit of a mess atm.
  11. The only that can be done, which has already been done, is give all caps their own icon. If you look, under the SD, you will see the words "TECTR", "ISD-C", "ISD-1", and "ISD-2". The first two are what you want.
  12. No, these ships intentionally do not have levelable abilities. I noticed this here. If you looked you'd also notice that the capitals with abilities that can level up, such as the ISD-C, cost more supply than the ones which start with all their abilities. Cluster Warheads was originally made as to allow it to be upgraded via research, for the AI to better manage the ability. It's technically a step backwards when you get it to level 2, though I'll let the player choose whether they want either level, or even if they want the ability at all, as I don't mind that in truth.
  13. Sure, I'll whip up a Very Small Random. It'll have 12 planets - including the Pirate Base. Edit: It's up.
  14. First time I've heard of this occurring, very glad to hear it's working for you now.
  15. Still not worth it. Personally I'm unwilling to put time and effort into that era, particularly when the current six factions are not near completion.
  16. This isn't Star Wars Requiem, I'm afraid you're on the wrong site. Regardless, you are more than welcome to test out Sins of a Galactic Empire if you'd like.
  17. The Sith Empire would be a bad addition; the Interdictor, their strongest ship, wouldn't even be able to take a Dreadnaught one on one. They'd be absolutely dominated by every other faction.
  18. Your homeworld starts with a Supercap Factory; it's the only one you will have access to. Supercaps are really important against the AI, as they rush to get them early on, which helps them expand rapidly. As for the AI, the harder the difficulty is, the more resources they will have. Their tactics stay relatively the same throughout the game, so if they can get their hands on an Ecumenopolis or something similar, you'd better have one of your own or rush to kill theirs otherwise you are most likely screwed. There's more than one folder for the mod; you have to run the SVN Checkout multiple times in order to get them all.
  19. The faction ingame is a representation of the New Republic, during the Vong war, rather than the GA. Giving them ISDs would be very unfitting.
  20. Nah, it's good to question my methods! It often leads to good feedback or suggestions, and it isn't even uncommon for me to be flat out wrong! Though in this case strikecraft are notorious for being absolute pieces of garbage when it comes to abilities.
  21. You can build titans, you must build them via an ability on the Supercap Factory (unlocked when your research the ship), this is done in order to get around the Titan cap. As for the 999 capital ship limit, this is due to the capital conversion project, which is explained here. The Empire, Republic, and CIS have already been made to work under this new system.
  22. 1. Tech is basically a constant WIP. I do agree more variety would be nice, though admittedly it isn't a priority right now. 2. This is already in place, you can have 4. More different characteristics are in the works. 3. Actually this has been done by making an orbital structure for the most part. Goa's ability work might be implemented down the road, though not for now, as there are many other things that are a priority atm. 4. Those are already in. 5. No. 6. The Eclipse will not be put in, nor will "sides", the Executor is one of the two closeable Titans for the Imperials. 7. They already do have economic abilities, and already do things like stealing credits and ships. Their ship lineup will be rehauled in the future. 8. Not possible with the Sins engine.
  23. Lavo

    SVN Update Log

    Update: August 16, 2012 | Revision: 891 Please welcome the new and improved Republic, and the capital conversion CIS! The Republic is now much more powerful; outside of the Arquitens and Bayonet, every single one of their warships are extremely capable. The Victory SDs have been notably boosted, in fact they pass the Venator in sheer firepower, even if they lack the latter's awesome starfighter compliment. Venators now have the largest starfigher compliment of all capital ships save the Lucrehulk. The Republic's Dreadnaught has less firepower than it's refitted Imperial counterpart, however it has much greater potential for slave rigging. When it comes to the CIS, the Munificent has been changed up; Heavy TL shot has been removed, main guns boosted, antimatter boosted, planet bombing removed, squadron removed, and hull strengthened. It's still an extremely capable warship, the CIS' best outside of it's capital ships and supercaps by a good margin, and is one of the only cruisers with ECM capabilities. The Lucrehulk BB is the most powerful capital ship outside of the post-CW Star Destroyers, and hasn't been changed much stats wise. On the other hand, the Bulwark Mk.I has extremely heavy armor and shielding, however it's armament is less than that of the Victories and Venator. The Core Ship has been nerfed, however, it's planet bombing and it's single target firepower (it can only fire on one target now) is the same, making it an ideal cheap planet bomber.
  24. Lavo

    SVN Update Log

    Update: August 15, 2012 | Revision: 885 Enlarged Broadside's mesh, did changes to some Imperial ships, added the Vindicator to the Imperials. The Vindicator fits a nice niche in the Imperial fleet; an armored cruiser that can take on frigates and fighters. While it has less weaponry than the Strike Cruiser, it has much heavier shielding and it houses a squadron of fighters.
  25. It sounds like the mod didn't complete downloading during the SVN Checkout. Try running that again, but to the same folder, and overwrite when necessary.

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