Jump to content

Lavo

Members
  • Posts

    1,416
  • Joined

  • Last visited

Everything posted by Lavo

  1. Lavo

    SVN Update Log

    It is textured, that isn't normal. Picture please?
  2. Lavo

    SVN Update Log

    Sorry for not mentioning it then, was in a rush, Miid Ro'ik has Oppression, and the Ro'ik Va'lh has Critical Strike. I also removed flak burst from the Pirates' turbolaser turrets, making them now vulnerable to strikecraft in addition to Siege Torpedoes.
  3. Lavo

    SVN Update Log

    Update: March 2, 2012 | Revision: 716 Fixed Vong station's abilities, changed a bunch of HUD icons for flavor, added in new turret meshes, fixed shadows for a bunch of existing meshes, gave Tector Oppression instead of Alpha Strike, boosted Oppression, swapped MC80 Liberty Volley Fire for a new ability, swapped out Use the Force on all Vong capitals for something else, starbase trade port is only one level now (down from two), tactical structure hull boost now grants it's hull boost immediately, other changes I forget.
  4. The thing is, if they're nerfed down then by mid-late game they're fairly easy. Perhaps I should lengthen the time between the first raid again, back to 45 minutes, up from 30? I'm not willing to nerf them, though I will agree that early on they can be a serious issue. It doesn't help that they are hard-coded badly; they keep attacking someone even after all bounty is awarded on them, which makes absolutely no sense. For that reason I don't play with pirates. Pirates in Ent kinda well, for the lack of a better word, suck. There isn't much you can do with them; this is one of the few things Diplomacy did well. With the port to Rebellion, this will change. As for their turrets, I believe what I will do is remove their flak ability, making them open targets for fighters, because as is you need a supercap to break through them, due to their number.
  5. I had not done so yet. Thanks for the fix! I'll get this in fairly quickly. Edit: Working on all the models; it seems that the Ro'ik Va'lh is still screwy, same problem as last time.
  6. I have one, not sure which version it is; likely V1. I'll start dling these as to keep a backup of them from now on. http://www.mediafire.com/?xxe9o5m91npmo52
  7. I put it in the ability's desc. I'll put it in the tech itself. Give me a sound file (in a lossless format like .wav or in .ogg) and I'll put it in. It's probably too quiet to be heard in comparison to the weapons fire; strikecraft all have engine sounds coded in.
  8. You are always welcome to do more models if you wish. These two are quite nice; I also notice you included a transparent pic of each, thanks for that, saves me time. If I had enough particles knowledge, I could make the "base" of the turrets static like in EaW, as you can generate the base as a particle effect and use the "gun" as the actual model.
  9. The Holonet is working just fine, I've used it in my games. The description was updated awhile ago.
  10. Thanks for those max files. Yeah for some reason the plugin is imperfect and imports things slightly off. The Telgorn works as well. Admittedly I went with the Sluis Van yards as those were the first I found that work.
  11. Lavo

    SVN Update Log

    Update: February 21, 2012 | Revision: 714 AI should now search for artifacts regardless of AI type, fixed Sh'rip Sh'pa's skin, star bases should no longer rotate (outside of the Vong's), Gravity Well Generators now have shields, some other structures' health have been modified, Malatok bump map upgraded (thanks Warb!), fixed up/changed some Vong HUDs/pictures. (R713) Cluster Warheads now functioning as intended for AI, and Vong hangar def has hud icon/picture set. (R714) For personal reference, this is the revision 2.1E is based off of.
  12. Warb, when you fix up old/already ingame models in 3DS max (ex. Scout Ship), please remember to center the model (Select and Move -> Translation Type-In -> Set X, Y, and Z [Absolute:World] to 0) before exporting the .obj. If you don't do this I can't use the model as all the weapon nulls will be off. Likewise, I have to ask for you to re-send me the Scout Ship, Gunboat, and Ro'ik Va'lh due to this; send me the .max or .3ds file if what I said doesn't make sense.
  13. The AI researches things out of order and unreliably. For all you know it might research it early on, and the thing with resources is it might not be a problem with cash, but say crystal or metal. The AI really is too unreliable to do this. However, this gives me an idea, to give them a 10% structure/ship cost reduction from the start.
  14. This looks great! Though, I have an odd request regarding it... Can you "cut" the front wall so we can see inside of the factory? As you can see with the ingame frigate and capital ship factories, the ships are built "inside" of them, and exit out of the front. If this is too much work, don't bother, as a completed ship spawns "outside" of the factory. Most excellent
  15. Resources; the AI likes to spend whatever it gets. Unless the AI gets a few high tier planets (High Terran, High Shipyard, etc.) it won't have the resources to build them. The reason it needs multiple planets is it doesn't build population upgrades all the time. Like 01lude mentioned, with the level 3 autoleveling the AI likes to spam capital ships for whatever reason. I am at a loss to explain this; however the AI might "see" some sort of advantage of three levels versus two. With the patch I'll release an optional AI toughness modifier; it will improve the AI "helping" tech, by giving it three capital ship autolevels, and perhaps other things.
  16. Sure; here's the list. Capital ship factory Repair yard Gravity Well Generator (if you have any custom ideas, those would be welcome as well) Starbase constructors (anything you can think of, or a sort of cargo ship/etc that carries building supplies for this works as well) Turbolaser Defenses (while there aren't true orbital turrets in SW; this pics might be useful for inspiration) Missile Defense (I imagine these could be Turbolaser Defenses but with a missile rack instead of a "gun")
  17. Yes, as SVN has it's magical ways of "updating" previously existing files. To it, a lot of the galaxy.dds was already "there" when you updated. This also happens when you are uploading things to the SVN, it doesn't upload the "whole" file.
  18. Lavo

    SVN Update Log

    Update: February 20, 2012 | Revision: 712 World Ship, Allegiance have full icon sets now, the former has a really bad mainview icon though. Vong Hangar Defense has a volcanic skin now, to differentiate it from the starbase model (think of it as a "developing" starbase) and made mainview icons for both, Vong now have a loading screen picture, Mandator speed (aka. linear acceleration) boosted to Executor/Viscount level, added Vong trade port, fixed/added strings, shields for ships/modules will now no longer render (they shouldn't have done this to start with, and saves system resources). It's almost, almost patch time
  19. I have pictures for nearly everything; except for a starbase constructor. And yeah, XSI is a pain. You are among multiple modelers who cannot stand it. It is possible to do everything in 3DS Max, rigging included, though I don't know how to do so personally (IskatuMesk posted a guide on this awhile ago), this thread might be of use if you haven't seen it before.
  20. Lavo

    SVN Update Log

    Update: February 18, 2012 | Revision: 711 The infamous galaxy smudge has been fixed by Warb. \o/
  21. Lavo

    SVN Update Log

    Thanks for the compliments, I really appreciate them.
  22. I don't mind increasing the filesize of things at all; will check this out. Thanks a bunch. Edit: Oh wow, this is amazing! Also, once the Gunboat, Ro'ik Va'lh, and Scout Ship are fixed up, I have some more model requests for you. However, I must warn you that they're for structures and not ships. Well, except for the starbase constructors.
  23. CRUISER_ALLMC80 = SFRS CRUISER_ALLMC80A = MC80a, unlocked via research CRUISER_ALLMC80LIBERTY = Not used CRUISER_ALLMC80MARIA = CRS
  24. After thinking it over for awhile, I've decided not to include the galaxy fix as it reduces the overall quality of the map too much. However, I will release it as an optional patch, for those who wish to use it, as it does fix those gaping holes in the middle.
  25. Lavo

    SVN Update Log

    Update: February 17, 2012 | Revision: 710 Added World Ship for the Vong; it takes the place of the Battleship as their strongest supercap. It's the most powerful ship ingame, having health superior than the Viscount and weapons superior than the Executor. Model courtesy of Warb! Allegiance now has a mainview icon, picture, and proper research. Fixed milita's Broadside Cruiser, they will now use Cluster Missiles again (you have to start a new game for this to work however). We're getting close to releasing the first patch for non-beta users; just have a few more minor things to take care of, it should be up by the end of the weekend.

Copyright (c) 1999-2025 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...