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Lavo

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Everything posted by Lavo

  1. I'll take it. Even if I don't get to rigging it now, I'll eventually slap it in. Hah, just in time for 2.0E! Also, a little nitpick, but for future DA maps, can you copy green channel and use that as the alpha channel? As that's what's needed for 'em to work right. I don't think it's possible to do that in Sins, except for possibly with a particle effect, though I really would not know personally. Maybe you could give that portion an exclusive/special part of the skin? I'd suggest asking on the Sins forum. I'll take this opportunity to announce that 2.0E will be released earlier than expected, within the next two days. This, sadly, is due to circumstances which have recently arose, which I won't get into. There won't be as much in 2.0E as originally planned, namely the Jovan, among other things, but it'll do. I will most likely become extremely inactive, in terms of beta updates, in the few weeks after it's release.
  2. No. Two capital ships and supercaps is enough. Their supercapitals are among the best in the game; the Rejuvinator is the best of the CnC capital ships, sans the Jedi Venator, due to the superiority of Battle Meditation. The MC90 is the second best capital period, only being bested by the MC80 Liberty, due to the latter's superior redundant shields. It will be even better once I fix up the autocast conditions for all the Backup Shield abilities and Sacrifice.
  3. Now that I see your post, I can see that you and MrPhildevil were referring to that odd smaller SSD in the Dark Empire comics.... I'm used to calling it the Imperial-class SSD, so I admitadly didn't figure out what you meant at first. While I feel somewhat hesitant, due to it's era, I do admit that there is a need for a "bridging" supercap for the Imperials and it's a similar case to the the MC80B in that regard. Though it'll be a pain in the rear to rig, heh. MrPhildevil, is that first picture in your post one of EJ's?
  4. Lavo

    SVN Update Log

    Update: December 26, 2011 | Revision: 682 Edited all the scouts. Got rid of auto-scout for ships which have multiple applications (mine sweepers and diplomats). The Imperial Heavy Corvette is now a scout; it was entirely useless in it's previous application. It does retain it's previous armament however; so if you feel like using them as anti-fighter frigates this is still possible, and it's faster now.
  5. After thinking about it... Station-02 would work better as a refinery. As such, I'd like to request level 2 of the family base, the classic Azzameen Station.
  6. Research stations: Agreed that they should be big. Hrm... Now that I think of it trade ports and refineries can just follow their canon size while research and broadcast centers should be large. Yeah... This was a silly question.
  7. So, as everyone here is aware, the stock sizes of buildings in Sins is very large. By large, I mean they are shown to being 2+ kilometers in size, for reference the ISD is 1.6 km. I'm considering shrinking down the sizes of structures in order to better reflect their size relative to ships, and was wondering what everyone else thinks about this before I go ahead with it.
  8. It's not screwed up. That's a common "issue" with virtually all the models in the game. The only reason you don't notice them is you don't, or can't, zoom in enough. To give an example, the Imperial Gunship has the same "problem".
  9. Lavo

    SVN Update Log

    Update: December 26, 2011 | Revision: 680 Added in new death explosion for supercaps, credit to KrdaxDrkrun of TotalEffects for it! Added in new trade port mesh for Rep/CIS, and new hangar defense mesh for Reps, credit goes out to Warb for the models. I've modified the skin of a bunch of the Vong's ships. No more dull gray Vong anymore! Malevolence has a new unit picture.
  10. Glad to see everything is working now. I got more on the way.
  11. I'd rather stick with the ISD mesh for the ISD Command. The Allegiance was never a class of it's own; it was the name of an SSD in the service of the Reborn Emperor and an ISD-I in the service of the NR. As for the Azzameen, it's a beautiful mesh, but it doesn't fit well as a fortified station. However, it could work as a trade port. Hrm... Originally I was thinking of using station-1 and -2 as trade ports for the various non-Vong factions, with refineries to come later. Though now that you bring up the subject, perhaps it would work as the Alliance's refinery?
  12. If you're on 1.053 move everything from Mods-Entrenchment v1.051 to Mods-Entrenchment v1.053. At least that's what I did, and it works. There doesn't seem to be anything game breaking in 1.053, at least for SoGE.
  13. Lavo

    SVN Update Log

    Update: December 25, 2011 | Revision: 677 New Y-Wing and research lab models added, hats off once again to Warb! I've also made the Avek it's own skin, likewise for the Vong Scout Ship. Did some other skin stuff as well. Coralskippers now have their own mainview icons, will have the HUD icons and unit picture up later today. Merry Christmas to you as well! Edit (R678): Added in Coralskipper unit pictures/HUDs.
  14. Lavo

    SVN Update Log

    Update: December 25, 2011 | Revision: 676 AI Capital Auto-leveling fixed. The Mediator has now been skinned, kudos to Warb for getting it done! I will re-rig it in the future, to add more weapon points and engines, but this will do for now. Warb's Y-Wing and new research labs are almost ready, just need to resize them. Expect them later today.
  15. You're putting out models faster than I can rig 'em. I'll get onto these right away. I'd like to request the "station-1", "station-2", and Jovian level 5. Need to mull over the freighters, though I will be using a bunch, there's more than enough there to give each faction, sans the Vong, both a trade and refinery ship. Out of curiosity, what exactly is the "Familybase"? Once again, I can't thank you enough for all of this. Edit: Would like to request 1, 4, 2, 9, 5, 12, 13, 15, 16, and 17 of the freighters.
  16. Lavo

    SVN Update Log

    That's odd... I'll try to get that fixed. It might be that the AI isn't researching the tech anymore or something. Thanks for the heads up!
  17. Unfortunately, the AI is absolutely shoddy at empire management; it never moves it's homeworld to an urban planet as it should. Uh? What would this accomplish, if you don't mind sharing? Better allegiance and thus far better income rates.
  18. Depends on the faction. If you are the Republic, get a big fleet, make sure it has a lot of Acclamator IIs. Kill the ships in the Pirate base by staying still, letting them come to you. Then use the Acclamators' Siege Torpedos to clear out enough of the Turbolaser turrets so your fleet can bomb the base without being shot at. If you are the CIS, use the above strategy but instead uses Munificients with a range-upgraded Heavy TL Shot, which also puts you outside of the Turbolasers' range, or using bombers with Buzz Droids. If you're the Vong, either use the overwhelming firepower of a few Battleships to take out the turrets, or the other supercap's Siege Torpedos. If you are the Alliance, well you'll be able to make good use of their redundant shielding. Having an MC80 Diplomatic Cruiser with Peace Treaty can be useful in the event that things get too hot and you need to get away ASAP.
  19. Lavo

    SVN Update Log

    Update: December 23, 2011 | Revision: 675 Red lasers are actually red now. Tell me what you think of them! The Agave now has a model, courtesy of Warb_Null, and has been revamped in terms of stats. The Agave, BAC, and Mon Cal Heavy Carrier now require research. Hangar Defenses now cost another tactical slot and have one less squadron, for balance. Refineries now take up 2 logistic slots instead of 4, and their costs have been halved; essentially you can get two refineries for the price and upkeep of one, which should make them useful. Turbolaser turret model changed slightly. Did some HUD icon work/additions as well. AI capital ships will now start with one extra level instead of two, for balance. Also played with their bonus some more. Please tell me how/if the AI's fleet composition changes in comparison to when AI capital ships had two extra levels.
  20. Excellent! Re-rigging is fine, I planned to do that regardless, as the Mediator really lacked weapon points. Not a problem, I eagerly look forwards to seeing what you come up with! If you think you can modify the ISD instead, go for it! I'll upload the mesh in 3DS for you. And yeah, the only difference is the lack of a hangar bay, and the "lack" of an external reactor core; it was buried under a ton of armor. I'd be referring to the Kaliida Shoals. The level 2, 3, and 5 are what I need. Edit: After looking at it, if you have a Jovan station done, could you rig that up as well? Level 1 of the RaW one works perfectly; it should scale down well. Edit: I'd like to request the level 5 station as well. After thinking about it, the level 1 would fit well as a hangar defense (as the XQ line was made in the GCW), and the level 5 as a proper station, all while at the same scale. Yeah, it's something I hope to do in the future. Admittedly I haven't put much thought into it, trying to get the combat ships and research done first. I'd love to see what you've got! Sorry for not replying to this quicker; just finished exams yesterday.
  21. Erm... Could you try rephrasing that? I don't understand what you are trying to say here, except that the ship scaling is small, which is something we have said in the past we are not changing.
  22. Unfortunately, the AI is absolutely shoddy at empire management; it never moves it's homeworld to an urban planet as it should.
  23. I have to disagree with a reduction back to level 1, one can take on rushes effectively with tactics and, if one is the defender, defenses. Missile Defenses are relatively cheap but they do a damn good job in small numbers early game. In fact, 3 Missile Defenses plus 6 Turbolaser Defenses will swat down 2-3 AI capitals with relative ease. I've even managed to take on fleets with 6-7 capitals, one of them a supercap, to my 4-5, none a supercap, and have been able to beat the AI back thanks to using good tactics and not standing still. Additionally, if the level cap is changed, the AI won't build capital ships as it is now. However, I will consider a reduction to level 2 and, if that does not significantly change the makeup of AI fleets, then I will implement it permanently if that is the case. I'll upload the change to the SVN later today.
  24. I'd love to get feedback based off of MP matches.
  25. Sure thing.

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