
Lavo
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Previously mentioned update is now up.
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Thanks! Updated SVN now.
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As I noted in the SVN Log thread, SVN is down. The site was having issues earlier today; it's likely due to whatever caused those.
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Update: June 15th or 16th, 2011 (coming when SVN is back online) Added in Defender cruiser's HUD icon (forgot this last time), fixed Interconnected maps, gave some Vong structures their own unique model (zoomed out icons are the same as before), Grav Wells tech now has an its own icon. BAC's main guns have been slightly upped, Majestic's shields have been reduced by 1000, MC30c has had it's missile battery's range extended, AI now properly moves in range to fire them, and it's turbolaser's damage has been reduced, to balance this out. CC-9600 frigate's missile class has been changed to PHASEMISSILE due to conflict with one of it's abilities. Vong frigates have had more tweaking (save for the ROIKCHUANMARA). All non-shielded fighters now have a slight hull repair rate (0.05), in order to stimulate field-repairs and in order to not make them absolutely outclassed by later game shielded fighters (as research benefits their hull repair rate, of 0.5, whereas non-shielded had no such benefit). Pirates can now make interstellar hyperspace jumps, time before first pirate raid increased to 45 minutes due to concerns raised here, time between raids raised to 15 minutes from 13, Infrastructure Rebuild Speed tech has been removed in order to make planet bombing feasible, and attempted to put in a fix for early game AI slowness.
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Sounds like a good idea... Though even on unfair the AI takes a long time to expand, in comparison to humans. There is actually. You can hit "Surrender" in the game exit menu. Hit "Keep Playing" and you won't be able to control any units, however, you will be able to see the entire map and thus each player and pirates.
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Number 1 is known; it's an issue I'm personally looking into, at the moment I am currently unsure how to deal with it. In the following update I'm going to attempt putting in a solution, setting the volcanic's tech priority from "high" to "normal". The AI should not colonize those planets until later on in the game anyways, once it can handle the income penalty, so assuming this fix works it will make the techs work as they were meant to. On 2, pirates simply like to linger even if everything is destroyed. Why they do this is not known to me, other than it's an AI thing, which is hardcoded. I will however, increase the time between raids. Thanks in particular for the lower AI settings feedback; it's quite useful as I have little experience with those AI levels.
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For the Mandos, I'd suggest taking the Republic's tech tree, it focuses on heavy firepower (and thus numbers), would fit very well for an aggressive fleet.
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Do make sure that randomizeStartingPositions is set to FALSE so that one can properly place players. I haven't checked the new vers of the map; so you may or may not have have changed this already.
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Not a problem. I would suggest making a new thread in the Features sub-forum for your maps, I tend to ignore the Testing sub-forum most of the time as new posts are 99% of the time new beta tester applicants, and besides, such a thread doesn't really belong in Testing.
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For Interconnected, it called upon a GalaxyScenDef group, WeightedColonizable, that does not exist. It wasn't compatible with NU 1.2. I found the problem with your map; it is calling calling upon WhiteStar, which no longer exists under that name, stars were changed in 1.2. If you set this to "RandomStar" or another star in the mod and put in SoGE's Galaxy folder (and of course put in an entry into galaxy.manifest) the mod will work. While this might be a simple error; one of the players has his home planet set to a Jungle, and not his Ecumenopolis planet named Coruscant. The other player has his home planet set to an Ecumenopolis Large.
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As the alpha was never meant to be permanent; a bunch of the planets had filler or temporary names. Indeed, 1.2 brought about many changes and re-balancing, for the better. And really, the only maps that were affected (or rather, had yet to be fixed) are maps made by myself and Nova. The two interconnected maps (aka. the ones I put in) have been fixed and will be put in with the next update, it was an oversight on my part for not checking them. As for the latter... I don't really know what happened to Nova, though those maps are his to fix.
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Some planets were renamed with the release of NU proper; this was done back on April 17th. Really, any maps that have issues have had them for months. I have no idea what happened to Nova... He seemed to have vanished at some point. As for a full listing of maps, here's all the new maps (besides the new Randoms) that have been added in: Sith Space Invasion Sith Space Defense Kashyyyk and Neighbors Arkanis Sector The Centrality Star Wars Galaxy Lite Interconnected Interconnected Trio Fixed the Interconnected maps, didn't realize that Nova got rid of the WeightedColonizable group. As for Snowba11, you likely had those maps working with NU Alpha, not 1.2, the current version.
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None... This is the first time I've heard of maps, other than the IC's pre-made ones, not functioning properly. Can you tell me what exactly you are having problems with?
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Some of the maps were built around NU's alpha release and haven't been brought up to standards, or are simply unfinished. A list would be greatly appreciated; with it I'll go through the broken maps and either fix them or remove them.
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Interesting. The reasons the costs were upped is that NU has greatly increased the amount of available resources, in comparison to stock Sins. I'm shocked that it takes that long for the AI to build things on Easy/Normal, though admittedly I play on Insane every time.
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Update: June 6th, 2011 NR ships now (for the most part) have HUD icons, kudos and thanks goes out to MrPhildevil for 'em! Ion cannons now have their own proper mainview icon (aka. the icons you see when you zoom out from ships/structures) show up. Vong's Hangar Defense and Golan Platform now fire proper Vong projectiles. Sacrifice, star base's self-destruct, Kamikaze, and Shields Double Front, autocast conditions modified. Ships (all), structures (all), star bases and their upgrades, have had their costs doubled. Starting resources (credits, metal, and crystal) has been significantly increased for all maps. Blockade ability now takes twice as many credits per cargo ship.
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Hey Lavo, what's up? You did not get time to add them to SVN? I had to change some lines within the ship entities themselves, and the ship entities I am working with have been modified besides the hudIcons, so adding them in wouldn't work too well. As I'll likely be uploading those changes to the SVN soon, I'm going to upload it all in one fellow swoop.
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It works via ability, which is something all structures can have. That's a very bad method of figuring out the attack power of a ship... The infocard gives you a very wrong idea of how powerful a structure is. For example, the Missile Defense has an impressive output of 240 per volley before modifiers, but as it fires forward and doesn't fire from it's sides or back (it's a turret after all) the game says it has an average output damage of 60. No. It would take a lot more work to rework the planets... And besides, those are already balanced out perfectly. Supply cost of ships will not be changed, only the the cost per ship will change. Accordingly, the starting resources per player will be greatly increased as well to compensate. I already have a version of this working on my end, which also contains the new NR HUD icons, which will likely be added to the SVN soon. I believe that I may not have increased the unit costs enough (twice as much as they were previous), but they seem to do the job. That's a good question. Soon it will be the cost of units... Though for now I believe that the overall balance of all factions and simply how the game plays is something to look out for. Also, NU, aka. Novus Universum, is NovaCameron's planet mod.
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These lines are invisible because they actually aren't real phase lanes per se, if you've played as the Vasari in vanilla Sins, you would notice they have a Phase Gate structure. This structure has an ability which in essence creates an invisible phase lane between it and other planet with the same structure. In SoGE, this ability was added to the Broadcast Center, however it has been coded to work for both friendly and enemy forces. Admittedly, due to how the engine works, it doesn't always function exactly as intended, but it's had a very nice effect. Credit for this wonderful addition goes to sloosecannon. The order has nothing to do with their damage and whatnot, they appear in the order that the weapons appear in the ship's entity file. This due to how the game engine functions... Sadly impossible to do. This isn't possible. The Trafed Carrier is based off of this freighter, at least in terms of it's model. I'm not sure where the Trafed II FG originates from. The costs are going to be reworked soon, in order to take into account the abundance of resources. I'm not sure what you mean by an attack-stats sum.
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Hurrah, more feedback! The mines difference was something implemented by NovaCameron, the maker of the planets mod in question, as a way to make some planets different... Admittedly he's the one to ask this and not me, he isn't a particular fan of how mines work. On defenses, the Turbolaser Turret is meant to be a weak, but cheap, turret to slap in. It can be improved by research (both in terms of health and firepower). Other turrets, such as the Missile Defense, have much longer durability, and others, like the Hangar Defense, work extremely well with Golan star bases, which are the cornerstone of a solid planet defense. And yeah, the market fluctuates, much like a real market. Did you have a Tactical Slots upgrade in queue at the time? If so, that's the issue. If not... I really have no idea why this is occurring... I have yet to see this myself. =/ Yeah, I've noticed this, with the addition of NU, the AI likes to research a ton of stuff at the start of the game now no matter what AI type it is. I believe it has to do with the volcanic planet colonization tech, which is at tech 8. Sins isn't made to handle the large gravity wells in NU; I'm having someone test out a map/game which has most/all massive gravity wells out to see if it reduces lag... Admittedly he hasn't gotten back to me. >_< Sins simply can't handle SoGE+NU at times, which causes it to crash. I've seen this plenty of times personally Really as long as Sins is fine ingame and doesn't minidump there... This isn't too much of an issue. Likewise. Would you believe me if I said that the only reason I got Sins was for this mod as well? As it is.
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To be fair, I did tell you that this was integrated in my pre-staff updates... If you go back to when I first became staff you'll see mention of this. Though this topic was entirely Chim's doing, not mine.
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With reference to SoGE, those two are not the Defender models used ingame, in fact the Defender in this case is not the Defender Star Destroyer but merely takes it's model from Craken's Threat Dosser's Defender SD in order to create something else. In addition, the Defender SD is really another name for the Nebula SD. Your DL works, and I got all of the icons. They'll be added to the SVN later today.
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I like 'em. The Rejuvinator's icon is nice, and would work well for both it and the Nebula (they both use the same model). The Defender SD seems a bit... Off. It doesn't really look like the ship much imo, looks more like EJ's Endurance fleet carrier model (both of which were based off of the pic here). I'd love to slap these in regardless.
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OH RIGHT! I though that was the purchase background for some reason. >_< You can find them in the following documents: Unit_Hud_CursorOver2.tga Unit_Hud_Disabled2.tga Unit_Hud_Normal2.tga Unit_Hud_Pressed2.tga Try using the blank spaces for stuff (the blank green ones are also "vacant"), though if you need room, feel free to overwrite the TEC ships (excluding the anti-structure frigate, trade ship, refinery ship, constructor frigate, star base, and star base constructor).
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As long as the pics are of the ships themselves you're good to go.