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Lavo

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Everything posted by Lavo

  1. Our end. We are aware of the problem; unfortunately it is uncertain when this will be fixed. Until then, do feel free to post things up on the forums if you prefer, we can go back to mantis in force once it's fixed up.
  2. That doesn't work as it won't apply to the fighters; by making it an ApplyToSelf the ability applies to the Squadron entity, not the Fighter entities.
  3. This is an issue with Rebellion from what I can tell, I've seen it a lot myself.
  4. Lavo

    SVN Update Log

    Update: August 12, 2012 | Revision: 884 Orbital Ion Cannon will now target capital ships; phase one of the capital conversion project, the Imperials, has been added. Many ships have been changed, having had their hull increased.
  5. No, only once. You fire off the ability and then the supercap will eventually spawn. The system isn't 100% complete, so you have to make sure you keep the right amount of ship supply open so the ship will spawn; I have a fix for this though it will take time to implement.
  6. This is how it is supposed to work. It must be this way in order to circumvent the titan system.
  7. The latest version of Entrenchment, both the public version and the latest SVN build, already has NU integrated into SoGE itself. There's no need to download both NU and SoGE; all you need is SoGE.
  8. Double check your settings; it's possible that grav wells are toggled off. Either way, if the issue persists at all, send me the save game and tell me which factions are present so I can look at it personally.
  9. As noted before, there are no plans to introduce new factions into SoGE; Rebellion's faction "mechanic" is just having more selectable races/players.
  10. Update to the latest version, load up the save, and try it again. Are there enemy structures in the grav well? If so, they are taking up logistic/tactical slots, even if you do not own them.
  11. Lavo

    SVN Update Log

    Update: August 10, 2012 | Revision: 880 Fixed up the GUI a bit, did some other minor fix ups. I will put up the capital conversion Imperials on Sunday, regardless of the the status of the other factions, so that testing on this can begin.
  12. As long as it's a passive, go ahead i guess. But I really think the Jedi Venator is fine abilities wise; it's already quite powerful. In regards to your last point, it's more me being lazy than anything; I'd have to use/create a new weapon type in order for the ability to work exclusively with the Jedi Squadron, something I do not want to do.
  13. You can't put it on the squad, as it's constraint is LinkedSquad. Technically there are ways to make the ability only work on the Jedi Squadron, but that would be rather crappy for the other squadrons, plus the AI can't handle it. Since this thread has started I've been considering removing the V-19 Torrent and V-Wing from the Jedi Venator, and just leaving them the Eta-2 and NTB-630, as that would be much better for the AI, and if the player is smart he would either build bombers or just the Jedis anyways. As for the replacement, that's already covered by Battle Meditation. The Jedi Venator already has two extremely powerful other abilities, Battle Meditation and Confusion, and Use the Force is by no means something to shrug at, it is very useful at times. If anything I think that another ability, one that drains more antimatter, will make the ship worse off.
  14. Yes, look at this thread.
  15. The ability, which applies to all of the Jedi Venator's fighters, gives them a chance to deal a 500 damage directly to a target's hull on each of their missile strikes, against everything but fighters. I'll admit it isn't that great of an ability, but it's there.
  16. How is it a canonical nightmare? Many planets had multiple Golan platforms in their orbit, and the Golan's maximum armament and health is a fairly accurate representation of the Golan III's actual abilities. The main reason we don't have the Golan set up to upgrade in stages from the first to the third is to save space on models, and that we have no rigged models for the first and second.
  17. It's for the tractor beam ability it has, it's supposed to be 0. The ability unfortunately needs work still.
  18. Lavo

    Status Update

    A little follow up, so far the ISDs, VSDs, Venators, Procurator, Providences, MC80 Liberty, Wingless, Dauntless and Lucrehulks have had their stats done. Only the ISDs have had their costs/time done so far. Did I forget to mention that this means militia forces will have capital ships and thus properly bomb planets? http://i919.photobucket.com/albums/ad33/Lavo_02/after35min_capunittest1.png This is from 35 minutes into a game, with an Unfair AI. It's the guy's biggest fleet, though certainly isn't all of it. I'm very pleased with how the AI is responding after the auto-leveling has been increased to 3 levels. http://i919.photobucket.com/albums/ad33/Lavo_02/ISDbattle.png Picture from later on in that test run.
  19. I wouldn't recommend remodeling existing ships; for the most part they're all good. Besides that, higher polys means more lag, and while there isn't a limit, don't go overboard with them.
  20. EaW was a terrible game with many non-canon elements and, more importantly, we don't use EaW's models. To use the EaW bases we'd need to make new models. That and the Golan does fit very well for starbases, as they're just platforms that are slightly more powerful than the capital ISD.
  21. Not really an update, but I'm taking the opportunity to post a status update. The next update will be a big game changer, implementing something suggested in the past by many people; "regular" ships as capital ships. Some of you will be in support of this, while others will undoubtedly question it, and rightfully so. As such, I will explain why I've decided to go this route and the reasons behind it. -To start off, everyone is painfully aware of the AI's ineptitude when it comes to planet bombing. Whenever a frigate has planet bombing capabilities, it rushes to siege the planet, regardless of it's frigateRoleType (aka. what the AI uses the ship as). Capital ships do not have this problem. -Another reason is due to the supercaps; their current build method entirely ignores capital ship crews, even if the ships themselves take up crews. This brings up the question of capital ship crews themselves; as currently they must be researched. Under the new system, everyone will have unlimited (999) capital ship crews. -It has been previously stated that the reason behind there being both capital ship and cruiser versions of certain ships is due to an inability to make them purely capital ships. This is no longer an issue as supercaps now have a hard cap; in the past one could build fleets of Executors, and capital ship crews served as a sort of limiter. -XP is also not a problem. While it will take time to properly implement for all ships, there is a way to make it so certain capital ships give more XP than others. Accordingly the default XP values will eventually be retooled to reflect the weakest capital ship, with a special passive ability making up the remainder of required XP. While that's the whole reasoning behind it, here's some additional info on the system: -Non elite/unique/special ships, and in particular "common" variants of existing capitals (ex. ISD-II vs. ISD-C) will have fixed abilities (i.e. activated from when they are built and cannot be leveled up), less anti-matter than existing capitals (sticking to the 175/250 setup), will not gain as much from leveling up than existing capitals, and will not be able to repel culture (the common ISDs, Miid Ro'ik, and Rejuvinator might be exceptions to this; undecided). -Common variants of existing capitals will have the same health, armament, and fighter compliment as their elite/unique/special variants, ex. an ISD-II and ISD-C will have the same combat capabilities. The benefits of these elite/unique/special variants versus the common ones are: culture repulsion, powerful abilities, and notably more benefits from leveling up. -Certain ships, those designated as siege frigates, will also have a frigate version avaliable for purchase. These will also be available to the player, not just the AI, in the frigate build menu. They have the same stats as their capital variants, they merely have frigate versions because they among the bare necessity of any fleet, something all players, not just the AI, should have access to. Ships that fall under this category are: Assault Frigate Mk.I, Acclamator II (possibly), Suuv Band Krid, and either the Battle Dragon or Bothan Assault Cruiser. In addition to this, I have also been playing around with the stats of some ships. The Venator SD and Providence will be nerfed, the VSDs, Dreadnaught, Assault Frigate Mk.II, will be buffed, and the Nebula/Rejuvinator, Miid Ro'ik, Tector, and ISDs will be notably boosted. Supply/construction costs will be modified accordingly. If you have any questions, suggestions, criticisms, or outright complaints, I would be happy to hear them. Nothing here is set in stone.
  22. While I haven't rigged it up yet, the new Providence mesh will be used on the mainstay/common Providence, which will have different armament than the elite/hero/whatever you want to call it Providence (once ion cannons make their appearance).
  23. Pretty much this. Rebellion simplifies everything: it's all you need, nothing more, nothing less.
  24. Rebellion requires Steam no matter where you buy it from.
  25. Seems the Sounds folder external didn't get set up right. Lemme fix that. Edit: Should be good to go now, set it up as a normal folder; I won't be updating the Ent Sounds folder anyways.

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