
Lavo
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Update: October 23, 2011 | Revision: 639 Gave starfighters their own missile type, Torpedo, hopefully I got all the starfighter-related abilities fixed up as well. Missile and Heavy Missile damage can now be raised by a total of 25% via research, versus 10% previously. Carrack, Bayonet, Nebulon-B, Nebulon-B2, and Corona have had their main weapon and cost stats modified. Carrack now has the Frigate Ion Blast ability. Bayonet and the Nebulons have had their hull strength modified. Strike Cruiser has been temporarily removed from play; it will return later on, but much different from what it is currently. Golan III and Hangar Defense research moved to Defense tree; the former also is now a level 4 tech research. Played around with the frigateRoleTypes a bit more. The Malevolence is now skinned! Kudos goes out to the50first for getting the skin ingame (UV mapping, DA/NM skins, among other things) and to the RaW/IA2 team for the original skin itself. Added in a bunch of unit HUD icons, E/K-Wing mainview icons, and a bunch of other things which escape my mind right now.
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It's a conversion from EaW's Warlords. Goafan helped by merging the turret with the main material and fixing up the skins; forgot to mention that. It's no filler. If you want to include HW2's Warlords, I have access to every model we need (Y-Wing, Agave) in order to "complete" the mod. I also have an Eta-2 and MC75 (to replace the MC60 filler) in ALO to convert over.
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Update: October 17, 2011 | Revision: 636 K-Wing added to the game, B-Wing damage nerfed. NR and Vong now have more names, added in HUD Icons for nearly all the NR ships, added the PSD files for my HUDIcon/Picture WIP bits, to compliment the PSP (Paint Shop Pro) current on the SVN. I do have more HUDIcon/Pictures done; will add them to the appropriate brush file tomorrow or the day after.
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got a few questions about the features and how best to play
Lavo replied to TopAce6's topic in Beta Testing
The mod in the past did not have the current planets setup and it used to have shorter weapon ranges for defense platforms. Sadly; there's nothing much, if anything, that can be done to deal with the AI's behavior. I would high suggest playing on one of the Enlarged - Extra Planets random maps instead of the vanilla ones, as these have been made to try and "help" the AI. -
got a few questions about the features and how best to play
Lavo replied to TopAce6's topic in Beta Testing
The backdrop is a known issue... Admittedly there's only one guy who can play around with it, and he hasn't done so yet. Using Insane or Hard for the AI is recommended; other settings are up to you. SoGE uses a different resource setup than vanilla; you need time to adjust. The regular maps are still available to play. Extra Planets means you start with 3 planets instead of 1, and Enlarged means that the galaxy is a bit bigger, and more importantly, you will spawn with a few tier 1-3 planets near you. There is no such a list, unfortunately. There's a good deal of music ingame, you just haven't heard all of it yet. Do you have any specific feedback regarding structures? Or is this just general? As this is a beta, everything is a work in progress. The backbone of every planet's defense layout should be star bases; structures are meant to support them and/or to take on smaller fleets. The Hangar Defense is the best structure, in terms of slot usage and the Turbolaser Turret uses only 0.3 slots; allowing you to put in 3 of them for every one Missile Defense, in comparison. The range for structures will not be changed. As well, only some planets have limited slots, others like the Ecumenopolis (think Coruscant) have an immense amount of slots. Likewise, some planets have larger gravity wells while others have smaller ones. Also, structures are already boosted by research. There are three specific research techs in the Defense tree that do this, in addition the general firepower, shielding, and armor upgrades which also effect structures. -
This is my fault... I have a modified GalaxyScenDef for testing; it shouldn't have been uploaded. Thanks for the heads up; fixing it now. It only occurs on quick start. Edit: This has been fixed, current revision is 635.
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Update: October 9, 2011 | Revision: 634 HUD icons for all Vong ships, bar fighters, has been added. Work is progressing on the NR HUD icons and unit pictures. As I am currently lacking mainview icons for the NR's Corona, Prowler, Sacheen, Hajen, the Vong's Cluster Ship, station, and hangar defense, if anyone can/wants to make their own, please post/send them; they'd be much appreciated.
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Update: October 9, 2011 | Revision: 633 Vong pictures for all of their ships and most of their structures have been added. Some Vong structure stats have also been adjusted. Mandator's Combat Turret now has ANTIVERYHEAVY as it's damage type, to give it a much needed boost.
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Update: October 7, 2011 | Revision: 632 All cruiser counterdesc strings have been done, MC60 main guns boosted. Requesting feedback on all the counterdescs.
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Would also ensure that smaller planets cannot use them. As I said; I'm trying to figure out how to limit the trade/refinery ships, mainly as this is the core issue, not the ports themselves. I'm not sure if you can entirely remove them from the game, I think you can, but this would screw with several abilities in addition to other things. I'm sorry but I'm simply not willing to do this; making multiple trade ports is NOT abuse, it's simply good ingame empire management. This sort of "abuse" is possible even in regular Sins and Sins Plus, the AI however responds better to NU's potential for whatever reason. You cannot "fake" refineries, though if you could I'd try to combine trade ports and refineries, but also increase their logistical count, but this is sadly impossible.
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There isn't an issue as much as it was removed from the Imp's lineup in order to make the Republic's lineup more unique. You should be able to spawn a VSD II for the Imps fairly easily.
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Update: September 27, 2011 | Revision: 631 Forgot to post this yesterday; fixed a few units which were missing and/or had no unit picture (the thing that shows up in the bottom ingame HUD).
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Impossible, and would also be a penalty for those who are simply good at managing economies.
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If you fire up the dev exe you can insta-spawn ships. Guide here. If you want to make a ship a part of another faction, edit the corresponding Player file; you'll see what to edit real quick.
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You're also forgetting not all ships had their full compliment all the time, like the Sacheen for example. That can be emulated by simply not "maxing" fighter squads. Like the VSD II would have only 1 squadron, it's second acting as a fictional reserve. But that would nerf the ability so bloody hard. For cruisers/capitals, reworking the weapons. For frigates? Not sure exactly. I know they are broken as heck, but I'm not sure what to do with 'em exactly. Though this will change with the introduction of Ion weaponry most likely. Not all ships have the same shield regeneration, among other values, so this wouldn't entirely work. If ships are of a similar class, like say the ISD vs Nebula/Rejuvinator SD, it could work, though see the next point. That wouldn't work. This is a far too linear and rock-paper-scissors approach, one both EJ and I detest. If this was done, one of the key outlooks/points of the mod would be gone. This is impossible. An ISD cannot one-shot kill a Nebulon-B, you might think it can, but I can tell you for a fact this is not possible based off of the statistics pre-research, and from how I've seen battles play out. Sure they don't last long, but it isn't instant. The Nebulon-B was not a powerful frigate, an ISD should be able to take out quickly. If you put up 20 Nebulon-Bs against an ISD you have a very good shot at winning, as your damage output notable exceeds the ISD's.
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Indeed. Even with the dev exe it's hard to figure out what's doing what at times.
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I'm afraid I must disagree that fighters are minor; testing I've done has shown that fighters are indeed an issue. Then again, for me, it is common for my late game basic fleets to have 75+ squadrons as is. In addition, there was a time where SoGE had more fighters, even before I owned Sins, but it was reduced to it's current state due to lag. Furthermore, adding in more fighters would require a re-balancing of every single ship, regardless of fighters, which is simply something I am not willing to do at this time. I'm also not surprised in trade ships being an issue; this is something well known among the Sins modding community, something I tried to decrease by giving them a filler mesh. It will be far easier to reduce the numbers of these ships in Diplomacy, as there are more cargo ship techs. I'm trying to figure out how to make one single trade/refinery powered up to being able to act as efficiently as five and ten (the current number spawned by ports and refineries, respectfully). Once I get around to implementing true Ion weaponry/hardpoints, I'd be far more willing to look into changing fighter squadron numbers, in part due to the fact that frigates will be done from the ground up, and all cruisers/capitals will be re-balanced. Edit: Also, trade income can be invaluable if you set up your trade routes right and make use of trade income planet bonuses. I've had games where my trade income eclipsed my tax income. That AI you are talking about was actually fairly smart, assuming he had a good trade route chain, it's a tactic I myself have employed.
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Fighters are a massive contributor to late game lag; one of if not the largest reasons. The only reason they are not such in SoGE because they are not present in large numbers. This is the main reason there are less fighters versus more.
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Update: September 21, 2011 | Revision: 630 Fixed some various ability stuff; Mandator's Combat Turret can now lay it's mines again and not minidump. The error was that the mesh originally lacked a nullpoint for the ability, which I've corrected.
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MP is the best way to test. Feedback on all the factions' ships and relative performances would be appreciated, CIS and NR in particular.
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Update: September 19, 2011 | Revision: 629 Buzz Droids will now cap at 200 DPS. I've also introduced a filler ship for the Siege and AntiModule frigateRoleTypes. You can see them in the Frigate and Cruiser tabs, but you cannot build them. The research for them is also invisible, the AI can "see" it, but it's prohibitively expensive. This is so the AI can function properly. Lucrehulk DCS has had it's roleType changed. Not sure how this will work; but I think it'll be better than how it's currently handled, please do report back with results.
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Update: September 18, 2011 | Revision: 627 Providence (both), Venator (all), Rej SD, Nebula SD, Cluster Ship, and Miid Ro'ik (both) tweaked.|R.625 Trafed II FG turn speed increased. |R.626 A bunch of buffs fixed, frigateroletypes changed, and the repair platform can now stack twice (so two platforms can repair one thing). |R.627
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Known; that's just how the model is unfortunately. All I can really say is not to zoom in so much.