
Lavo
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Everything posted by Lavo
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Update: November 11, 2011 | Revision: 649 NTB630 model now ingame.
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Update: November 10, 2011 | Revision: 648 Viscount and Mediator are now skinned. It isn't perfect, but is far better than the filler skin they had previously. MC60 damage increased. Capital Ion Blast/Volley abilities upgrades now increase the range by 2000 each, versus 1000 previously. A Proton Torpedo particle has been created, based off of the current fighters' missile from TotalEffects, and has been given to a handful of starfighters. Starfighters have also been entirely redone and rebalanced. Some squadrons are simply better than others, and they aren't all equal per say. The NTB630, the Republic's advanced bomber, has also been added to the game. The NR B-Wing squadron has 4 fighters to the Alliance's 6, for reference.
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Update: November 7, 2011 | Revision: 647 Played around with the CIS ship roletypes. Expect to see less Recusants now, or so I hope.
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This is due to the Dreadnought taking up just as much, if not more, crew than the Venator in canon. I've been seriously thinking about changing this, though I'm constantly unsure on what to do with it, as Dreadnoughts should have a high fleet slot usage, but the current amount kills them, even with their epic Slave Rigging ability. You wouldn't happen to have any suggestions for this would you? You're on an old revision; K and E-Wings are ingame and have been for a little while now. I update fairly regularly, so do check for updates often. The advanced bomber of the New Republic is still the B-Wing, but this is primarily due to gameplay purposes, as the NR did not use Y-Wings as a primary bomber, and do not have something that is "worse" than the K-Wing. Yeah, missiles have a lower top speed than ships, which is why this occurs. Mmhm, the rock-paper-scissors principle really doesn't ring true in Star Wars, while you have to have multiple types of ships in order to have an effective fleet, it isn't to the same extent as vanilla Sins. This isn't a glitch; this is due to the Fleet Coordination ability that they have. The ISD Command, Venator ACRS (capital), and Cluster Ship have this as well. Various supercaps have a more advanced version of this ability, though I can't immediately recall if they have the glow effect or not. I'm glad to see that you enjoy the mod, and thanks a bunch for the feedback!
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Update: November 4, 2011 | Revision: 646 Mandator turn rate increased. Put in new missiles for all craft, credit goes out to KrdaxDrkrun of TotalEffects for the originals. The new "Phase" missiles are actually TEC ones, I change the particle names so I wouldn't have to edit all the ship entities.
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I'm in. I'd spam Praetors nowadays, as those things have epic firepower. Also, 1 SuperCap limit if you use an Executor or Viscount, as those things seriously have the power of any other two SuperCaps.
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Update: November 2, 2011 | Revision: 645 Ro'ik Chuun M'arh, Vong Scout Ship, and A-vek Iiluunu have been reskinned. Tell me if you like or don't like them. Supply and Capital Ship count research costs were not increased in the research cost revamp (doubling of costs), they now cost as much as they should. Sacheen, Hajen, Corona, and Prowler now have icons. I also played around with the NR and Vong icons; they won't look ugly on infocards anymore.
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Eh true, but this happens with the Trafed Carrier as well, so I can't say it isn't a bug.
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When you buy a ship, look at it's stats. They will show if it can planet bomb, and if so, how much damage per shot it does. This is a bug in the Sins engine; you can give them Buzz Droids, but the ability won't actually work until you do the research, similar to Alpha Strike and the Ion abilities. It only appears to be functioning due to it being a passive ability.
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The DCS has never been able to planet bomb; it isn't a a frontline in-your-face ship. It probably could use a cost reduction.
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Oh, the RAM dump. The devs are working on a work around for that; sadly 2GB is the limit no matter what due to it being a 32-bit engine.
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Thanks, though I got this one. From what I can tell... It's always the 10 newest submissions in the model category that are screwed up, for whatever reason.
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You're thinking of Titans I believe; those are roughly equivalent in conceptualization to our supercaps. Also what's the MAF error?
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Update: October 30, 2011 | Revision: 643 Mandator given a much needed boost, MC80a toned down, Planetary Shield Generator's ability is now properly boosted by research, Independence research now has supercap research requirement, Malevolence and Mon Remonda slot count increased, CC-2200 now has a unit picture, Vong Scout Ship no longer has negotiations ability, Alpha Strike/Heavy Tl Shot/Critical Strike ranges increased, Heavy Tl Shot now affects both hull and shields as it should and no longer gives a speed reduction and has a lower cooldown time, Heavy Munitions research is now a level 3 tech, and takes 4 steps of the heavy missile damage increase research as a prereq, Missile/Torpedo Salvo/Volley ranges increased, all "single level" sorts the aformented abilities, plus Alpha Strike/Heavy Tl Shot/Critical Strike, can have their ranges boosted via research (the range increase techs), minor string updates, plus other changes I don't remember offhand. Missile abilities might not show up until Heavy Munitions is researched; this is not a glitch but occurs due to how Sins' engine works.
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Yeah, filefront renamed itself recently, I'm still used to the old name. Thanks for the dl link, it's much appreciated.
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It does take a decent deal of work, due to all the weapon points needed. Though admittedly, if the Blue Driver is more canonical, which it is as the MC75 is pure fanon, it would be a better fit than the MC75. Seeing this, I'll work on the Blue Driver instead, assuming Filefront wants to work with me. I haven't done much work on the MC75 yet, if at all, so it won't make much of a difference time wise. Though in terms of time, it started out during the YV war, after the formation of the Galactic Alliance, and we do call the "galaxy" faction the NR in the faction selection screen, though that's probably more semantics than anything.
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The thud kinda does fit as it's a mine. This isn't hard to fix however; just need a new sound file (in ogg). With the eventual upgrade to Rebellion, and the "first step" Diplomacy, this will be something worth considering, as some ships will be re-purposed as Envoys, and thus may need replacement. In particular, the Rebel/NR CR-90 and the Rep's Consular LC will best fit as envoys rather than scouts.
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As some of you may or may not know, Filefront's servers have been wonky as heck recently. As such, if this link ever works for anybody, please do download and rehost it for me (it's 1.4 MB); it's a model I plan to convert for use in SoGE.
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imo it looks very ugly. The Nebula and Rejuvinator SDs also represent two different ship classes. In addition, it takes awhile to rig stuff... I'm not willing to waste time to do this when it's entirely unnecessary.
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Some planets do not have a refinery bonus. Odds are that is one of those planets. is there some way to tell before building refineries? or you just have to build 1 first and see if it works? Look at the mines themselves; they will say how many refineries they can support. It's a ratio; which before you build refineries tends to be 0/3 or 0/0.
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I'm planning to convert a few of his models for Sins usage. I plan to use his Harrier Frigate as the Agave/Warrior's mesh. the50first is working on the Republic Starbase. Great minds think alike eh? With the near-completion of the frigate fleet, in terms of meshes, the NR has a good host of ships. As well, I do have an MC75 model that I'm working on and, as previously mentioned, plan to convert the Harrier Frigate once it's dl link wants to work.
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Some planets do not have a refinery bonus. Odds are that is one of those planets.
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Update: October 26, 2011 | Revision: 640 Eta-2 Actis has been added ingame (for the Jedi Squadron). TIE Interceptor has got a new icon. Also, I am very pleased to report that I am now able to combine objects in 3ds max and then export them as a single material, in addition to being able to make an NM map from a standard EaW bump map (assuming one is provided).
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Yes, there is. You'd have to make a playerPictures file (and properly get the game to reference it) and edit the Player_Portrait_XX.tga files with Jabba's face/entry. It sounds tough but it isn't; just takes some time iirc.
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It does have the most powerful ion weapon in the game. Don't be fooled by it's supposed max target of one; the ion dispersal cannon hits everything in it's path to that single target. It also, at least before the addition of the new model, did in fact fire from the side. I assume that it still does, however I haven't tested so yet. Also, forgot to mention, Golan III and Hangar Defense research moved to Defense tree; the former also is now a level 4 tech research.