
Lavo
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Everything posted by Lavo
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Update: November 30, 2011 | Revision: 658 Added in AI-related tech stuff. The AI will basically research everything now, and also has a nice boost to try and help it keep up with humans. This will likely break or screw with saved games; and I know these changes will cause some errors when loading a new/saved game, and is the reason for some odd arrows in a few tech trees. This isn't the end; I'm going to see what more I can do with the AI's research stuff. If I had more frigate/cruiser slots I'd slap in more fillers...
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Update: November 26, 2011 | Revision: 656 Torpedo Sphere bombing cooldown decreased, it's bombing ability's range increased, and is now usable right away. Republic Dreadnaught slot count greatly decreased, purchase cost increased. MC80 Liberty slot count and build time increased, Tector and MC80 Diplomat slot count decreased. Peace Treaty's range has been greatly increased; it now effects a star base whose owner has researched range upgrades and also has a capital/supercap with a maxed CnC ability active. I also noticed the NR squadrons do not have the correct research unlocks; I've fixed this in my working version, but due to many changes in entity.manifest and the player files, which are still a WIP, I cannot add them in personally. The research item however has been added if anyone wishes to put it in themselves.
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This is named due to the fact that the tech item applies to both Ion Blast and Ion Volley. Eh. This doesn't really mesh well mainly as the ability is in fact a variant of the capital Volley Fire ability. I'm open to suggestions on the change however, if something fits you can be sure it'll be in right away.
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Don't worry, we can always revert back to an old revision. I already made a mainview icon for it; I don't know why you aren't seeing it. It isn't too great an icon though, so if you can whip up a good one I'd be happy to slap it in. I'll make a HUD icon and picture soon; don't worry about it.
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Broadcast Centers have always been a level 3 tech; I moved up the phase lane ability to the second culture improvement tech following wbino's suggestion. If you put your cursor over the tech item ingame it will tell you it unlocks the ability.
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Update: November 21, 2011 | Revision: 655 considerBeingDamagedTime increased, trade ship issue fixed.
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So the number doesn't matter... I did not know that. I'll fix that right away; much thanks for this. While I do a lot of coding, there's a lot that I don't know. 1) This is correct. Trade ships need to exist however, if not solely for abilities which specifically affect them, like Blockade and Embargo (plus sabotaging trade routes). 2) Indeed. 3) Updates tend to break stuff once in awhile, this being one of such cases. 4) It's a hardcode iirc.
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I'm not entirely sure. However when I set it to 0, ships instantly took damage from shots, or so it seemed. I'm likely wrong on this. It needs testing; much more testing. No, AI hardcoding.
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Just a heads up, today will be a decent deal of updates most likely, so pay attention to the above post or OP for revision updates.
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Somewhat. Incombat hull restore rates won't do much to save an AI's rear if you are hitting it with overwhelming firepower anyways. With the AI, once it's shields are down, it's gone period. Even if it has 0.7 hull restore per second rather than 3.5 hull restore per second, this decrease will only do so much (this example being from a Vong supercap, which has the highest hull restore rates currently). To further put this into perspective, this is of 168 hull per minute "less" than before. One shot from a Nebulon-B's main guns does more damage than this.
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Update: November 20, 2011 | Revision: 654 NTB630 icon added. Ships now have a far greater hull restore rate penalty during combat, and now also "feel" the effects of a weapon right away, versus once every 10 seconds like stock Sins. (R651) Vong turrets now have Vong-like shielding. I have also reduced trade ships in an attempt to decrease lag. Feedback on this would be much appreciated. (R652) Holonet connection now requires later game research in order to be effective. Vong capital shield restore rates increased. Supercap stats tweaked; all of them have had large supply cost increases. (R653) Modified planet being bombed timer things for health and pop regens. Also decreased the incombat pop restoration value. (R654)
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For that time count down between when a ship's considered "in battle", do you know where that is exactly zoommooz? I admittedly can't find it. There is a modifier called "considerBeingDamagedTime", but this is related to how long it takes for a ship to "feel" the damage from being hit by a laser or missile.
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I'll play around with the timer as well. I think you aren't taking into account how long it takes to reach this stage, as the upgrade times themselves scale up per level. Though yeah, opinions. Looking forwards to this. Yeah, I don't blame you on the lesser supply bit. Also, not sure if you saw my edit, so I'll copy/paste it here. After doing some tests, a high level capital ship can take on three of it's cruiser variants (with all tech researched for both sides, starfighters docked) fairly easy. For example I put 3 ISD Is against a level 10 ISD Command; the ISD Command beat them all without going under 10 000 shielding. In another I put a level 5 Jedi Venator up against 3 Venator cruisers; the Jedi Venator did not lose it's shields while the cruisers were all destroyed. As such, I'll leave capital supply costs as they are, mainly as one cannot increase supply cost via ability.
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Yessss... Moar commentary! To be fair, mines don't generate a much of lag, as they are static. Things which don't move, don't fire weapons, and don't "create" ships and/or effects don't cause notable strain on a CPU. However, for the starting Terran planet, I'm thinking/planning to reduce the number of resource asteroids it has, though increase each mine's production (so there isn't a net "loss"). To re-balance the mines would take a lot of time, and literally mean editing hundreds of files. 3. In the search for an epic and realistic (in a fantasy setting no less lol) I think that research, hull repair rates, population growth, planet health growth, antimatter refresh rate all need to be balanced. Now admittedly I love VERY long, VERY slow games, so what I suggest here is sure to be over the top, but even generally, I think steps in these directions could be done, in order to make the game less arcade like: Hrm... While I think, for out of combat time, that the hull restore rates are good enough, in combat rates can indeed be a bit excessive. While they currently have a 50% in combat penalty (thanks for that Gameplay.constants heads up!), when I think about it I agree that it is not enough. As such I'll increase it heavily. Really good suggestion, I hadn't thought about this. I also noticed another interesting constant right under the hull rate, which if it is what I think it is, will be a nice thing to play with... I have to disagree with this, while some ships seem to never run out of antimatter, there are some which run out of it VERY quickly, such as the Munificent and Jedi Venator. Reducing antimatter refresh rate would be a killer for these ships, and planning is still a key factor in SoGE, even more so when up against human players. Planets with large populations take a long time to entirely become repopulated. Smaller planets don't take much time to build up, because they are small (circular reasoning I know). However, medium sized planets do take time to rebuild, if a faction keeps bombing something, it won't rebuild right away. I really appreciate this comment. You are the first person to comment on research costs since they were first increased, if memory serves. I wasn't sure if I increased them enough, I personally think I didn't increase them enough, but wasn't entirely sure. Seeing this, I will increase the costs more, and possibly will increase research items which are later down the research tree more, in order to reflect the fact that they are supposed to be "late game" techs. Yeah, this is a known thing. I mean, as per Star Wars the current set up makes sense, but in terms of Sins gameplay it kills the AI. I've somewhat mitigated this by making the Extra Planets maps, where each player starts with three planets (Asteroid, regular Terran, modified Low Terran), which means more logistic slots. I've hesitated to modify these techs mainly as I'm not the one who made the planets mod, and as it does make sense from a gameplay perspective. After the next release, there are plans to rework weapon and health stats. This applies a lot to frigates (whose current state IMHO, is terrible), and due to the planned implementation of real ion cannons (that is, actual weapons which only deal shield damage). Unfortunately AI weapon ranges are hardcoded. You COULD modify each ship's entity file so they by default move in to range so all of their weapons, including anti-fighter weapons, will hit a target. However by doing this you lose that long-ranged strike capability, as a ship will ALWAYS move into that short ranged distance. When I play my games are usually a minimum of 8 hours. I've played 10 and I think even 12 hour games before. To be entirely honest, the beta needs more people like you. Whenever I see these walls of text, they make my day, as they give me feedback and data to work off of, and more things to consider. The difference is mainly to take into account abilities of leveled up capital ships, plus their increased starfighter counts and slightly higher stats. For example, a leveled up ISD Command boosts the fighting capacity of an entire fleet, never mind it's own firepower. However, when I think about it, what you say does hold merit. I agree that a decrease is in order, perhaps not to the 25-30 range, but a reduction nonetheless. Your point on supercapitals os also quite valid, and I think that those could definitely use a supply increase, the SSD/Viscount/Vong BB in particular. I will get onto these right away. Edit: After doing some tests, a high level capital ship can take on three of it's cruiser variants (with all tech researched for both sides, starfighters docked) fairly easy. For example I put 3 ISD Is against a level 10 ISD Command; the ISD Command beat them all without going under 10 000 shielding. As such, I'll leave capital supply costs as they are, mainly as one cannot increase supply cost via ability. In another I put a level 5 Jedi Venator up against 3 Venator cruisers; the Jedi Venator did not lose it's shields while the cruisers were all destroyed. Mmhm, to add to this it would make the repair bay/dock, which exists for this very reason, more useful. Or in the case of the NR and Republic, keeping ships with repair abilities in fleets at all times. Again, this depends on the ship. It would also cripple the AI as the AI cannot "choose" whether to fire an ability off or not, save for a non-auto Scout.
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Update: November 17, 2011 | Revision: 650 Star base research has now been fully implemented. Star base toughness (aka. health) upgrades are fixed and now make sense. Shield and Hull restore rates of the Vong's capitals and supercapitals has been reduced. Missile research tech time and costs have been changed (decreased, except for Penetration research), and did some general bug fixes. I've also confirmed a rather vital hypothesis that will allow me to ensure the AI researches things as I hoped to be able to do; details and screens to come.
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I'll fix this ASAP. I forgot to readd it to the CIS once I forced capital Torpedo Volley to require research; it's the only CIS ability that (now) calls upon the research. Thanks a bunch for the heads up! The ability is also one of the best capital ship abilities, as it can hit and damage multiple ships. Level it up a bit and you will see it in fact slaughters ships that are clustered in groups. Try using the clean up SVN feature before updating. It's under TortoiseSVN -> Clean Up.
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SoGE will only work on Entrenchment... I know that you don't mean Ent as the latest Ent version is 1.051.
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I think Diplomacy has some improvements, but how much I don't know. While there will be a Diplomacy and Rebellion version eventually, I'm personally not in a rush to run up to Diplomacy before the ships are truly completely done and balanced. Admittedly, I don't even have Diplomacy, not sure if I'll even buy it at this point as Rebellion will have everything it has and then some.
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SCs themselves cause a performance hit regardless of muzzle effects; it's their existance that kills CPU. Docking all your fighters causes a performance boost. Even when zoomed out there is still lag.
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This is pretty much my point. Though if you are the Republic... Just build a star base and give it Resupply ability; repairs ALL ships and structures within a grav well.
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Erm, what exactly are you talking about? As well, assimilation is something that works on ships; you can't implement anything like that into SoGE. As well... I'm not willing to put time into that, not when there are more important things such as model rigging to do. What you are thinking is the DCS is a Rebellion (the SW game, not the expansion) like suggestion; this has been proven to be impossible, you can't "take over" a planet.
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Eh? This was changed for everything but star bases in the last revision. Unless you mean B-Wings. I will look into this, thanks! Edit: I've fixed the conflicting description; as of the next revision it will say that these shipyards only provide a 10% boost. This would kill the whole role of the Repair Platform, and there's no way to "disable" the repair ability when the factory is building ships, which would be a necessity for this to work without being extremely out of place. Well the Civilian Broadcast Center represents the Holonet Network ingame; Holonet being used by civilians and military alike. However, I do like your idea of it being something that is researched; I will put it into one of the culture research techs so it's a later game item, versus something you can get instantly.
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I noticed this recently, while doing my star base research tech testings. I'll have this fixed with the next revision; the Republic star base also has this issue (lacks the NTB630). Seems I haven't put it far enough to the right; you shouldn't be able to see that. It's for the filler ships; it exists for the AI to function right. I'll be expanding on those a lot in the near future, so the AI properly researches everything.
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Still looking for players!
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This is mainly due to it lacking a proper model; once there's a model, I'll make an icon for it or find an appropriate filler. Glad you like 'em. Unfortunately nothing can be done on this front without taking away game features and/or reducing the overall quality of the mod.