
Lavo
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Everything posted by Lavo
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This is impossible to fix, due to engine limitations. At this point there's three choices; use the current autocast conditions, go back to the old "only autocast when shields are depleted", or autocast the moment the take any damage whatsoever. I'm surprised the AI still does this though as it should only autocast when they themselves are taking damage, and thus the ability should only work their own shields to fix this.
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Update: January 23, 2012 | Revision: 695 Vua'spar and Sh'rip Sh'pa skins have been upgraded by Warb!
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Did some of the models, though for whatever reason they don't turn out well at all ingame, and some of them still have the wrong-sided polys. For example: old Gunboat vs. new Gunboat and old Scout Ship vs. new Scout Ship. Could you possibly give these a second look Warb?
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Awesome, thanks! I should be able to get these in today. Also I talked with Burntstrobe, their Vong modeler isn't releasing any of his models until the mod is released, so I'll wait until then for the Worldship. The main skin of most Vong ships. The texture excluding the upper right corner and upper middle portion of most Vong ships.
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This is for the AI; I've scripted a few upgrades so they unlock dupe ships, and for the Empire one of these dupe ships is an ISD. Unfortunately, due to Sins' engine, the first file/faction it loads is what it displays for what the tech unlocks. It doesn't affect the player whatsoever. It should be mentioned in the tech itself, I guess the AI bit I put in might have taken it away. The broadcast center should start off with the tech, but mentioning that it requires research to work, like Buzz Droids. I'll edit the second culture tech's description so it mentions this, thanks.
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That Compenidum really isn't SoGE specific, besides it lacking virtually any reference to SoGE stuff. In addition, due to things such as the planets and abilities, I personally believe that Mick666's idea of a standalone wiki, regardless of it's location, is probably the best way to go.
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Update: January 18, 2012 | Revision: 694 New Tector SD mesh and Alliance/NR trade port mesh, courtesy of Warb! Changed up Infamous VIP description to note it's taunt ability, said taunt will now no longer target fighters, changed Backup Shields autocast conditions again, Gravity Well Generator planet module now generates a sector-wide interdiction field, as it's description implies, added in new ability for Malatok and Roik Chuan Mara (still lacks a proper name/description, but works fine), enhanced Roik Chuan Mara's stats, boosted AAF Mk.II's armor to 2, Scout Ship no longer has a squadron and it's costs have been reduced accordingly, all Vong cruisers and capitals have a max shield mitigation of 50%, to bring them in line with the Vong's frigates.
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I would love to see this happen. Absolutely no objections from me.
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Thanks again for the Tector. And sure, I'll contact Burtstrobe myself. Here's all the Vong ships, they're in worse shape than I figured. Some of them, like the Gunboat, have small holes which are hard to see, and if you have any difficulty seeing/finding them, tell me and I'll take screens right away. Also, the Suuv Ban D'Krid doesn't have any holes but it has another odd issue; an odd seemingly corrupt portion of the coral sticking out where it shouldn't. Picture here for reference. I'd also like to request the Empire Station you've done; I think it would make a nice addition as the Imperial's trade port (something akin to a customs station).
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Lacked both; would appreciate it. Will do so a bit later today. Wasn't aware of this; this would be of great assistance and would work as well. In addition, if we could be of any assistance to them, I'd be happy to import some of the other .mesh models for 'em.
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Some of the Vong models have seams/holes that need fixing; offhand I'm aware that the Scout Ship, Vua'spar, and Ro'ik Valh have them. Will upload pictures of what I mean if necessary. The Ro'ik Valh also needs to have coral branches added to it; the exact number/amount isn't of great importance. If you'd prefer to redo the models yourself, you are more than welcome to. I'll get you their meshes asap. As well, the Vua'spar/Sh'rip Sh'pa "crystal" skin needs work; the current one looks like terrible. This can be found in the texture file CRUISER_VNGSHRPSHRPA_HULL_CL.dds it's the white part of the file; and for reference it's just a version of the dovin basal that's been put through a few filters. The general pink/rose skin of the Vong also could use some work, as of now it's just an edited version of the old gray one that I put together. For that one all I need is the CL of the flesh portion with dimensions of 1024x1024; I can add in the dovin basal and coral sections afterward. Finally, I'd also like to request a Worldship model; it will be approximately Executor/Viscount size length wise and will replace the Battleship as the Vong's supercap. Edit: For the Tector, what skins did you use? Edit 2: Never mind; figured it out. And boy am I glad that 3DS Max exports polygon groups well; makes my rigging job a lot easier. Edit 3: For some reason the Tector still has a hangar.
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Update: January 12, 2012 | Revision: 693 Brace For Impact and Sacrifice autocast conditions modified, light cruisers now have 175 antimatter up from 150, Pirate ships brought up to standard, Broadside now has Torpedo Salvo instead of Missile Salvo for balance, Torpedo Salvo antimatter costs reduced, did a bunch of changes to Vong ships, added a new missile tech for the Reps and Vong, updated some strings.
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Thanks for the starbases; here's the ISD II.
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Right-click -> SVN -> Clean up
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Ships have ingame descriptions which detail their abilities. There's nothing else in the works, primarily due to time and manpower constraints.
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Frigates have been in dire need of reworking for awhile now; it's something I'm planning to do but unfortunately isn't something I've gotten around to. Frigates are useful in numbers; making wolfpacks of frigates like Neb-Bs, Carracks, Coronas, Bayonets, etc, allow you take on and defeat larger ships with less expensive losses. If you pair them up with stat boosting abilities like Coordinated Targeting or Battle Meditation they become even deadlier. Frigates are all about one's personal tactics really, ships such as the previously mentioned ones have forward firepower rivaling larger cruisers like the Dreadnaught and Loroner, but can only hit one target per bank and have less health. At the end of the day, frigates are cheap, expendable, and don't take up that much supply. Cruisers are longer lasting but they are more expensive and harder to replace. I personally do not care much for frigates either, outside of anti-fighter and colony frigates; at times I like making wolfpacks though. It's amusing to see someone hit me with a capital or two and a few cruisers while I have a capital ship and one or two dozen "useless" frigates; I wipe the floor with 'em.
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The scale of the models when I get them has little correlation with how large they will actually appear ingame; I have a separate resizing application for that (it's in the meshes folder).
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Update: January 8, 2012 | Revision: 691 Ladies and gentlemen, I am pleased to announce that the Viscount is now skinned. I also played with Backup Shields' autocast conditions again.
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That did the trick, awesome! And your little upscaling there almost gave me a heart attack, almost making me have to redo all of the meshpoints.
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Update: January 8, 2012 | Revision: 690 AI tweaked more, it will keep up with research now and should in general be tougher. Changed up Cluster Charges ability; autocast is turned off by default so the AI doesn't run out of anti-matter on it's MC-30s. Siege Torpedoes now damage both shields and hull. New Viscount mesh; no skin for now but have fun watching it obliterate enemy fleets. Subjugator SBB now requires Ion Dispersal Cannon research before being built; this was added in mainly for the AI. Improved autocast conditions for Backup Shields.
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So I got the Viscount rigged and scaled properly, but it has the same skinning issues that the Harrier has. Warb, could you possibly fix that? Screen here, if you want to see what I mean. It's much more pleasing to watch in battle now though, it's glorious.
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Should be up within a few hours from now; almost done rigging it.
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This is for the GF; they serve no use for the mod itself. I guess you can say they're an official addon of sorts.
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That 15% might be the default shield mitigation... I'll look into this. Edit: Yup, it is. Great find!
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Due to the range of 0, the shield boost only works on the casting ship. I changed the autocast conditions as the ability was not working properly before; ships were only waiting until their shield went to 0 to fire off the ability, which is wrong. I'm still working on this.