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Lavo

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Everything posted by Lavo

  1. Lavo

    SVN Update Log

    What are you talking about? Every faction has more than one colonizer. List: Reps: Botajef, Acclamator I CIS: C-9979, Trafed Carrier Imps: Sentinel, Gladiator SD Rebels: Galofree, MC80 SFRS NR: Galofree, Defender Vong: A-vek Liluunu, Sh'rip Sh'pa
  2. Lavo

    ||New Maps

    The easiest way to run this map with the beta, and without tampering with the beta's files, is to simply put the galaxy file into the GalaxyForge folder (in: AppData\Local\Ironclad Games\Sins of a Solar Empire\GalaxyForge). I'll take a look at it once you post up a new version.
  3. This shouldn't be an issue with the Enlarged maps, you have the Asteroid and Tech3 planet which always spawn near you, plus an extra planet or two. Unless you are referring to the regular maps, in which case I can sympathize as I've ran into the exact same scenario before. The Enlarged series was specifically done in order to allow for more "easy to access" logistic slots. The RandomCol1_2_3 group it calls upon does not have any shipyards nor uncolonizables.
  4. Yeah, seeing your post, I'd suggest it. However the price hike should not be an issue in this case as there's more resources in NU compared to vanilla, and there's a massive gap between the first pirate raid and the start of a game.
  5. This is the case; the "Enlarged" maps are maps which address this issue. I would imagine the "Dispersed" series work as well, due to having only 2 or 3 players per galaxy (which means more expansion room per player) though I haven't really tested this.
  6. The Pirates have not changed for literally years. I know they haven't changed since I started playing SoGE, which was before January of this year. The only thing that's changed is the time between raids, which has increased (at least for the initial raid).
  7. Uh, what difficulty are you playing on?
  8. I am using some older Warlords (EJ) models. I may use EaW's Lambda in the future however, as the Empire's envoy ship, as that is working and ingame.
  9. You need more than only 3ds. As I said, I'm working on doing just that.
  10. By models, we mean Sins compatible ones. Those ones that you have linked are absolutely useless to me, besides, we are already waiting on a Y-Wing model. I also am personally attempting to figure out how to properly create null points for models in Softimage; this is the last step I need in order to convert SW:EaW models to Sins. I've been working with others on this endeavor, and thus far one model is successfully functioning ingame. Don't expect anything instantly, though this may indeed be of great use once I have mastered it.
  11. This really. Even just a skin would do the trick, that's probably better as resizing isn't hard to do, but it is certainly out of the question. There are far more pressing modeling issues than making capital ships and cruisers distinguishable, such as getting proper Y-Wing and Eta-2 models, or better yet, getting models for an NR frigate fleet.
  12. Lavo

    SVN Update Log

    It means that the ship will function more akin to how the MC80 SFRS or A-vek Iiluunu are used by the AI, a ship with multiple uses (these two ships do not have the Colonizer frigateRoleType). It also will still colonize planets, thanks to the ability being set to automatically fire off. Also, it will not be autoswarmed as how colonizers usually are. The Trafed specifically will be used as a mine layer, carrier, and anti-fighter cruiser. I've also done some more tweaking to the cruisers' frigateRoleTypes (namely got rid of all the Carrier ones, the AI wasn't using it well) and slightly boosted the Lucrehulks for balance.
  13. Lavo

    SVN Update Log

    In addition to the previous post, cruiser frigateRoleTypes have been redone, and all frigates with the "Lrm" frigateRoleType have had that swapped out for "Light". Expect the AI to play much differently now, and yeah I really need feedback on this change, as it's a very important one. Also, due to these changes, the Trafed Carrier can now join fleets and will function as a proper combat ship, rather than being a beefy colonizer (it can still colonize however).
  14. Lavo

    SVN Update Log

    Update: August 5th, 2011 ANTIVERYHEAVY now deals 1.0x damage against Heavy armor, up from 0.5x, and thus does equal damage to both Heavy and VeryHeavy armor. Some more Vong frigate tweaks.
  15. Aye, that is entirely acurate Confirming this. It was between 750-800 MB when I got a install a little while back. Though for me that isn't too big of a dl, hehe.
  16. Glad to see you're in one shape mate, hope all's well for you now.
  17. Lavo

    SVN Update Log

    Update: August 4th, 2011 I have gone and reworked all the frigateRoleTypes for frigates. This should make the AI use them better. I will do the same for cruisers once I look into the "Invalid" frigateRoleType more, and I really want feedback on this update. I also extended the range of the Trafed II FG.
  18. There actually is a way to do this, somewhat. When you are loading a saved game, you can choose what player/faction you wish to be. By default, this is whom you played as last time. Thus, one can start a new game, save and quit as soon as it loads, then choose to play as another faction (ex: CIS).
  19. Lavo

    SVN Update Log

    Update: August 3rd, 2011 Invincible-class cruiser (Republic frigate) has been removed from play; it's files still exist of course, but it is not buildable ingame and in the Mandator's ability it has been replaced by the Bayonet. This was done as the Centax is superior to it in the anti-fighter role, and as the Republic in reality did not make large usage of these light assault cruisers. The Centax has been slightly modified and has had it's AI role-types changed. The Uumfalh is now a dedicated anti-fighter cruiser that can lay mines. The Yorik-strona/Blast Boulder has taken on it's former forward-firing light frigate role, and it can no longer lay mines. The other Vong frigates have had some slight tweaking. The CIS Patrol Frigate has had it's main weapon batteries changed, and now is a proper anti-fighter frigate. The Nebulon-B has had it's AI role-type changed. The Providence (cruiser) will now use it's missile range as it's default firing range and its' turbolasers' damage has been reduced.
  20. Try this mirror.
  21. Lavo

    SVN Update Log

    It should work for capitals. Though who knows, as SoGE is different from vanilla. You don't need to add in ships to the GalaxyScenarioDef in order to make them work in the Graveyard, just select the entries that are already in the GSD (assuming they are in). I made those entries as, when this map will work properly, the ships at the Graveyard will be their own entities, which cost 0 or 1 supply each (this is what makes it possibly valuable to rush, rather than fortify). Edit: The ability, which is available to each faction's primary colonizer is Ability_CaptureDead.
  22. Lavo

    SVN Update Log

    I'm working on that actually. After making it, it seems I made the spawn probability for phase connections too low; players are spawning without a direct link to the center. I can upload the WIP elsewhere if you wish to see it however. I'll also note that it is possible to insert ships via the GalaxyForge versus using the preassigned template; that is to say that one can simply disable the Default Template and then insert whatever ships, of whatever faction, you please, into the Graveyard.
  23. More importantly, it simply is not easy and takes a lot of effort and technology to colonize these planets, even in SW. That is the prime motivation for making it require 8 research stations.
  24. Lavo

    SVN Update Log

    In addition to the previous post, the Cluster Ship's Fast Tracking Turrets now fires Vong plasma instead of blue lasers, and the Providence's laser damage has been reduced by 30, and it now automatically moves into firing range of it's missiles rather than it's lasers.
  25. Hey DeathKnell, when the option comes up for it, hit "Save File" instead of "Open with...", as that seems to be your issue.

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