
Lavo
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Everything posted by Lavo
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Thanks Evaders!
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I'm very close to getting an alpha for Rebellion done. The third level of abilities had to be wiped out to get it done this quickly, but otherwise it's pretty much the same as the Ent version.
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As supercaps are no longer in the capital ship section, I'm considering letting people get the first capital ship free for maps now. Thoughts?
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Rebellion Orbital Structure and Vessel Brainstorm
Lavo replied to Ludo Kressh's topic in Beta Testing
I swear that bloody bonus was being such a pain back when I edited in the Star Wars planet templates. :V -
Rebellion Orbital Structure and Vessel Brainstorm
Lavo replied to Ludo Kressh's topic in Beta Testing
The whole "Aces" thing is just a name for the Eta-2 squadron; it's not to mean they're a hero/unique unit. I'm against expanding this and introducing the Defender, it would absolutely wreak balance. The Bakura isn't ingame, you're confusing them with the Nebula-class. -
Rebellion Orbital Structure and Vessel Brainstorm
Lavo replied to Ludo Kressh's topic in Beta Testing
TIE Defenders are way too OP, there's no way I'll put them in. -
Rebellion Orbital Structure and Vessel Brainstorm
Lavo replied to Ludo Kressh's topic in Beta Testing
Well, they were supposed to be. The devs likely realized that making them their own entity type wouldn't work, for various reasons, so now they are merely a new frigateRoleType and statCountType. -
Rebellion Orbital Structure and Vessel Brainstorm
Lavo replied to Ludo Kressh's topic in Beta Testing
Corvettes are just a new frigate; they have no bearing on SoGE at all. Starbombers are already quite a threat, and starfighters do their job of interception well. -
It's already released; it's included in Sins Rebellion's install dir. Also harpo is almost done with his map updater; that should be useful for you guys.
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Rebellion Orbital Structure and Vessel Brainstorm
Lavo replied to Ludo Kressh's topic in Beta Testing
You got it. Supercap build limits will be the following: Executor/Viscount/World Ship - 1 Mandator/Malevolence/MC80B - 2 Praetor/Mediator/Geo SDN (Nerfed)/Allegiance/Ro'ik Va'lh/Independance - 4 -
Rebellion Orbital Structure and Vessel Brainstorm
Lavo replied to Ludo Kressh's topic in Beta Testing
Funny you should mention that... As that's exactly what I have in mind. There won't be separate factions, however, I will make use of the tech ID things present in Rebellion that will allow me to make it so that one gets to choose between their faction's supercaps, or in other words, choose between one of the two already present supercaps. Each supercap has it's own "build limit", that is to say that each can only have a certain amount of X supercaps built at one time, so that the player that chooses the Executor does not have that huge of an advantage over the one who chose the Praetor, for example. Thanks to the setup I have in mind, which I have mentioned elsewhere, I will be able to make it so that the AI will always choose the "stronger" individual Titan, to improve their ship management, as they are far more limited than human players. -
Yes. And this "fragmented" installation is the way SoGE will be from that upload and onwards; it is a way to cut back on RAM usage. Conversion in progress. Nope, needs to be fixed up to work with Rebellion, see here for more details. Also remember; Rebellion comes with a new Galaxy Forge, you might be able to load up old maps into it for a quick and dirty fixing.
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Rebellion Orbital Structure and Vessel Brainstorm
Lavo replied to Ludo Kressh's topic in Beta Testing
It's mainly due to the Droid's missiles. The TIEs are, iirc, faster, but the Droids have slightly more firepower due to their energy torpedoes. Could work, if there's nothing better, I guess. Can't say I'm all too fond of EaW, however this is your directive Warb; whatever you feel like making I will rig up and put ingame. I like this. It looks really nice! This also looks good as well. While I'm not opposed to the Mandos, I am opposed to using ships that old. Using ships that are from long before the Clone Wars and after the GCW doesn't fit the pirates well. One thing I have noticed is that EJ made a Marauder model, which while used in other Sins mods and present in SoGE's files, is presently unused. That craft was used by many pirate groups, in both a variant fitted with turbolasers and one with missiles. They even had room for 12 starfighters; this could easily mean that they could be carriers as well holding a single squadron of Y-Wings (which were also used by pirates) and I can rig up a squadron of Z-95 Headhunters to serve as a fighter squadron. Two Marauder variants, each with a squadron of fighters, Bulk Cruisers and DP20 corvettes for anti-fighter duties (I plan to convert the DP20 into a lightly-armored but heavily anti-fighter frigate for the Alliance, or the CIS Patrol Frigate can used instead), Escort Carriers for additional fighters (as those are just converted cargo ships), Dreadnaughts for bombing planets, CC-9600s, Trafed IIs, and Bayonets as lighter support/combat frigates, and you have yourself a true bunch of pirates with their own crappy lot of ships. -
http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/tector.png Is it just me Warb, or did the edges get screwed up when you exported the Tector from max? http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/SinsofaSolarEmpireRebellio2012-06-1701-38-38-46.png Tartan, made the team colors for it tonight. Comments? Click here for a surprise!
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Rebellion Orbital Structure and Vessel Brainstorm
Lavo replied to Ludo Kressh's topic in Beta Testing
Could work. Though the Empress was pretty darn weak canonly, one could pass this off due to it having more of a shielding/starfighter focus than the standard, or that there is no standard. I don't think I'll get around to the Remnant, not for a long time. As they're just so similar to the standard Empire, there's very few differences. ...Clearly you haven't played the beta recently, the CIS and Republic both have unique star bases and hangar defenses already. I really don't know. The Lucrehulk was well known to be shielded as all hell, the Providence and Bulwark are also solid ships. The Munificent and Trade Fed. Carrier are okay, the Reculsant is the same sack of crap it always is, and the Vulture Droid is the second worse fighter in the game (only the TIE Fighter is worse). The Trade Fed. Frigate II might be a bit too well shielded, but otherwise the CIS' frigates aren't too spectacular; the Diamond Cruiser is awful, the C9979 is slow as molasses, and the Hardcell is barely passable, being the worst of the "upgraded" scouts (the Assassin corvette isn't much of a "upgrade" and doesn't count). The Victory SDs might be a bit underpowered, having only 6400 shields. -
Rebellion Orbital Structure and Vessel Brainstorm
Lavo replied to Ludo Kressh's topic in Beta Testing
I wouldn't mind putting a new starbase for the Alliance/NR, the Alliance didn't even use the Golan III. A new hangar defense, even if just for the Alliance, would be fitting as well. I was more adamant about new Rep/CIS/Empire SBs admittedly... The reason I say the Golan III is good as a starbase is that I've made the SBs to essentially be slightly better than a high level capital ship. The Golan III was employed in such a role. The funny thing I notice about your faction list is that, in terms of how factions currently are, the Republic and CIS are reversed. -
Rebellion Orbital Structure and Vessel Brainstorm
Lavo replied to Ludo Kressh's topic in Beta Testing
The Republic and CIS starbases and hangar defenses are staying. They are very fitting models as is and there is absolutely no reason to rig up replacements which wastes time. I'm also against taking the Golan III away from the Empire for the same reason. The Republic's research labs, and the Rebel/NR XQ platform also are fine. Skytop station would work well as a broadcast center, imo. Other than these, this is a great list. For reference, regardless of whether this is Ent or Rebellion, it's the same amount of work and effort to get in a model. Anything that doesn't have weapons can be rigged up within minutes and one which has very few weapons (such as a fighter and frigate) doesn't take long to rig either, can be done in 10-45 mins depending on the armament. -
Brainstorming never hurts.
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Screen-InGame.brushes If you go to the capitalShipSlotLevelPicture-X and shipSlotLevelPicture-X lines in the PlayerRACE.entity files you will see which icon each faction uses, and can change it if one wishes. Hrmm... I see what you're saying. You are correct and I concede my argument. Also, I'm unsure as to the CW-era placement of the Vindicator cruiser. According to Wookiee, it's an Imperial, rather than Republic, vessel, used as an escort frigate alongside or in lieu of ISDs. Perhaps replacing the Vindicator with the Arquitens may be more accurate. And maybe nerfing the Acclamator II's stats (mainly damage) slightly and making it available a little earlier on, with earlier research (around the level of advanced starfighter designs?). After looking at it more closely, and checking the Vindicator's and Recusant's stats, it would actually fit well as a replacement model, with the Vindicator being redone entirely. Speaking of the Vindicator... That thing is a strange case, having been noted as being produced and used by the Republic, but the actual times it's shown up in stories they've all been Imperial ones. The current setup of the Vindicator is rather... Awful, to say the least. So yeah, the Arquitens is an excellent suggestion. To be fair, the Empire did sell off much of it's VSD-IIs to get them out of the way. :v I also wouldn't mind seeing more trade and refinery stations either.
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Ludo, I got the missing big fleet/supply icons back. Apparently, by putting a certain window file in the SoGE dir instead of letting the base game load it, makes the game correctly reference your new research.dds file. No idea how or why this works, except that it does. I can't say I like the look of that model, plus, the CIS is already pretty well established with their frigates. They're also unique in having a missile frigate, which no other faction has, and one that is very powerful at that. As long as I don't have to re-rig anything, I'd be fine with that. Though the Acclamator, iirc, used the gray skin during the Clone Wars, particularly in Ep. 2 and Clone Commando. It was only the animated series that had re-skinned Acclamators. The Victory looks very nice as is as well, though as with all things, I'd be more than happy to take a look at least. The Vindicator would likely look nice with a reskin mind you. This looks really nice! I'd love to put that in; would make for some nice variety among refineries.
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Actually, unless I need to add weapons to the model, I don't have to re-rig a ship at all. :v That being said, however... Skin looks a bit cartoonish I'll admit, but it's certainly more accurate, looks quite nice! Perhaps I'll use it; would be lower on the to-do list admittedly. What role do you envision for this cruiser? I ask mainly as the Republic already has a: frigate (Bayonet), spammable light cruiser (Vindicator), medium cruiser/siege (Acc. II, VSD I/II), and heavy cruiser (Venator). ...Actually looking at it's stats and what have you, it might work well as a heavy frigate that can fire in all directions, akin to the Assault Frigate Mk.II. Nor does it seem to be particularly time intensive to rig, due to the low weapons. I like it. This is outright beautiful. Coreship replacement right here folks. You aren't a part of the peanut gallery. With all the contributions you have done to this mod you're staff as far as I'm concerned. The readme for the mod indicates that as well.
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http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/ScreenShot_0-1.png http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/ScreenShot_1-1.png This wasn't easy to pull off, and contrary to what these pictures show, there still is a lot of work to be done. Lots. No ability/buff files have been converted over, but I have the planets, ships (no abilities for these two), particles, and sound/music in. If it weren't for research being totally broken (read: virtually non-existent) and all the militias being vanilla Rebellion units, you could play an Empire vs. Empire game.
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Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Lavo replied to Ludo Kressh's topic in Beta Testing
Looking good. Needed some minor fixes of course, but they look nice. The notorious Fleet tab continues to provide issues however; now the tech icons themselves look off-center. I also figured out where the backdrop of the "missing" big supply/crew icons is located, mainly as I had to make it not look ugly, but that didn't bring back those big icons. -
No, I didn't. But I need to have access to the SWR SVN in particular, unless there's some way to port settings/directory work/files/etc across SVN servers. Or in other words, I have absolutely no idea how SVN works server-side, except for some relatively small things.
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Ludo, could you possibly start work on Rebellion's HUD? I ask as not all of your Entrenchment improvements will work with it, and as I know some of the files that will work with it, but not all. Rebellion reference files can be found here and someone made a transparent HUD for Rebellion; not sure if it's any good though. Also, encase you are wondering, the changes I've done to the playerRACE files are based off of the TEC Loyalists.