Everything posted by Lavo
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A note regarding balancing (and shields)
Shield mitigation is hard coded. Every ship has that 15% mitigation; there is no way around it. I don't know if giving negative mitigation would do anything, mind you. The only faction that has shield mitigation, in the ship entities themselves. is the Vong. Some scouts have it admittedly, why exactly I don't know.
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SoGE GalaxyForge Planet Icons
...Well holy damn. This is awesome. I'll post this on the Sins forum if you don't mind...
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So, now what
Nah, we've been working without a modeler for over a year until you came along. I'll get the Viscount in today, either with a temporary rigging job or a full one; I planned to do it during my break earlier today, only to find out that my netbook doesn't have a large enough resolution for Softimage or some crap, which was disappointing. Edit: Actually I'll just do a good job of it tomorrow.
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SVN Update Log
Update: January 2, 2012 | Revision: 689 Changed up BDZ, WMD, and Raze Planet abilities, making each unique/different. Fixed a bunch of Vong textures' normal map. Planetary Shield Breech (superlaser) will now no longer disable weapons. Changed allegiance so that it degrades by 10% each time, lowest it gets now is 50%, up from 25%. Added in Ludo's various art, and a transparent HUD. Fixed various bugs. For my personal reference, this is the first update post-2.0E's release.
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Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Unfortunately that HUD will only work in Diplomacy, what it was made for. Though I've fixed up the Entrenchment HUD to give the same effect, will add it in next update.
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List and Observations in BETA testing
There are no plans to do that as of now; individual ones work as is and there isn't truly a way to make SW-realistic maps, due to the nature of Sins. Well, that and we don't have a black hole mesh and I really do not want to have to work in abilities for that thing, abilities which would also be a huge detriment to the AI who would not be able to deal with them. That would be intriguing. Do keep me updated with that; don't forget that for icons you can also just make a copy of and rename files to get it to work (namely for things like the dwarf/large/etc variants of individual planets).
- So, now what
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List and Observations in BETA testing
Sorry for breaking the game again. :v Though you should still be able to play it now, your issue might have been a bug I squished right after the 2.0E update.
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Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
Oh damn, you did Vong pictures as well! I'll be incorporating these three into the mod proper. Thanks again!
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So, now what
That looks so purdy... Very nice job Warb!
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List and Observations in BETA testing
No; experiencing some technical issues. It's also just revision 687 without some extra files and every mesh/entity/particle/brushes converted to bin from txt.
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List and Observations in BETA testing
The AI in Sins is stupid. There's really no other way to put it. The AI "settings" truly are unknown and unmoddable, except for how much each AI supposedly spends on various things. I've run into worlds which have at least half a dozen hangar defenses, another half a dozen turrets, plus maybe others, and I've also run into worlds which have 15+ broadcast centers with a pitiful handful of turrets as a meaningless defense. The AI also has some very weird habits with research which I honestly do not understand. It still does build mines, but NU has limited the amount of mines each planet can support, so there's only so much that the AI can do with them. Also, was that fleet comment sarcastic?
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Pirates are waaay too overpowered
Yes, after this was first brought up I changed the Pirate's Slave Rigging ability a second time, which was the source of the issue.
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List and Observations in BETA testing
You have to start a new game, most likely, as I believe it won't work on old saves. I booted up a fresh extract of 2.0E and I see the new ships just fine.
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Ludo's House of Textures and Tweaks (Now Serving Rebellion!)
I'll look at these later, thanks a bunch for 'em!
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So, now what
Awesome, thanks. And don't worry about it; the Alliance still has the other trade port for now, which is fine.
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SVN Update Log
Update: December 29, 2011 | Revision: 688 Fixed a minor bug; I had fixed this in 2.0E already, which I sent off for distribution earlier, though I hadn't done it on the SVN yet.
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SVN Update Log
Update: December 29, 2011 | Revision: 687 Completely redid the flak burst and fast tracking turret abilities, fixed string counterdescs, tweaked some supercaps' health, gave Vong BB CnC Boost instead of Use the Force, did other stuff that I forget. Gentlemen, we have gone gold, I am compiling 2.0E as we speak.
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So, now what
I'll take this; once it gets rigged up eventually it will be used as the Rejuvinator's mesh. As there's no official picture for either of these, I can put it in without issue. It's also a stunning model. Admittedly it won't be put in right away, the Jovan, Mediator re-rig, and Allegiance will come first, among others.
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SVN Update Log
Update: December 28, 2011 | Revision: 684 Added in new trade and refinery ships, courtesy of Warb_Null! The stuff is in the process of uploading as I post this; it's a BIG update in terms of size, be warned.
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So, now what
My health is fine, I'll just be busy for a little while.
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SVN Update Log
Update: December 28, 2011 | Revision: 683 Flak Burst (and all it's variations) and Fast Tracking Turrets have had their ranges increased. This was done so they can actually hit fighters; previously they had absurd ranges such as 2400, fighters have a minimum firing range of 3000. I have also redone the autocast conditions for Backup Shields and Sacrifice; while they might be a bit of a pain to fire off manually now, they will correctly fire off themselves, making this unnecessary. Gave Centax Flak Burst, ISD-I speed increased and swapped out missiles for point defense lasers, ISD-II swapped out point defense lasers for missiles, Blockade ability steals more from tradeships, AI should no longer spam CC-9600s, resized trade port mesh, added in refinery mesh made by Warb, fixed Defender desc.
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List and Observations in BETA testing
Really? I thought I rem- Oh wait, you must mean the general description, not the counterdesc, which actually says what a ship can do. I'll fix that in the next revision. Thanks for the heads up!
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List and Observations in BETA testing
Yeah, I removed the colonize ability, it being given to the MC Heavy Carrier, though I do not understand what the second part of your sentence means.
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SVN Update Log
Forgot to move that back off the grid... Sometimes I make it visible to check if the AI is actually researching it. Will fix, thanks!