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Lavo

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Everything posted by Lavo

  1. Lavo

    SVN Update Log

    I added some of your strings to the strings file, namely changing "Phase" to "Hyperspace", among others. I -might- have missed some of them however.
  2. Lavo

    SVN Update Log

    No, these are all Entrenchment, SoGE has not moved to Diplomacy, at least yet.
  3. Lavo

    SVN Update Log

    Update: April 17th, 2011 (why so many updates) Fixed an issue with the Self Destruct ability not showing up for CIS/Alliance Golans.
  4. 1) Yeah, this is a skybox thing to my understanding, just leave bloom off, it'll also consume less RAM this way. 2) That's just how the icons are. 5) You won't be complaining once SoGE's ship prices are changed (increased) to reflect NU. Also Nova, the SuperIceGiant's moveAreaRadius is ten times as large as all the other Supers.
  5. OH. I totally missed that, fixed it now.
  6. I really don't know what to say. Hrm. Try loading it while in windowed mode, and if that doesn't work, do a clean install of SoGE.
  7. This is weird, I've been able to load Huge maps fine. Are you loading an old save file? If so, that is the issue, old saves will not work with this update. If not, how much RAM do you have? If it's under 3, that is likely your issue. ive tried doing both think the same thing your telling me. i have 6 GIGs of RAM. as long as i load in a lite map its good. anything bigger it minidumps I don't get it. Hrm. Call me nuts but disable bloom, if it's on, and then try to load a map. Bloom seems to be causing issues with NU 1.2, and I personally never have bloom on, so that might be why I'm loading games just fine.
  8. Lavo

    SVN Update Log

    Update: April 17th, 2011 (again) Broadcast Centers now make a planet join HoloNet! In other words they act like the Phase Gate from vanilla Sins, however, they work for both you and the enemy, so be warned. Edit: SuperIceGiant moveAreaRadius fixed.
  9. This is weird, I've been able to load Huge maps fine. Are you loading an old save file? If so, that is the issue, old saves will not work with this update. If not, how much RAM do you have? If it's under 3, that is likely your issue.
  10. Noted, adding it to the SVN. However your SuperIceGiant is off, and is an update of the older version of the file, so I'm going to leave that out.
  11. The textures have been changed in the recent update, yes. Nova did a wonderful job in reducing NU's RAM usage, and making it run more smoothly.
  12. This is fine and known, just reload the mod after it does this. Also don't be surprised if this happens when loading a new game. This problem has been occurring ever since the addition of the NU alpha/beta. Also a heads up, the lighting for ships might seem off on some maps, this is alright and known, it's just how the mod is.
  13. Frigates take up supply, turrets do not. I do agree that turrets need reworking, as I said, though I believe Golans can be used as an effective defense, when used right, upgrade times could likely use some slashing however.
  14. There really isn't an equivalent to the yammosk in Sins, except possibly fleet coordination, aka. boost, abilities, and those aren't interruptable. The dovin bassals can, and are, taken into account via high shield mitigation. And yes, I do know they're supposed to be extremely powerful, and they will be, it's more that their current state is rather broken.
  15. Wait... What did you do that required an entity.manifest change (that is, in regards to the update I put up a few hours ago, after your post)? And you don't have a link to your FTP either...
  16. Lavo

    SVN Update Log

    Update: April 17th, 2011 Novus Universum 1.2 has been integrated into SoGE. WARNING, this is a big update, and will take awhile to download. The GameInfo folder alone has 451 file changes. Now unused files have been deleted from GameInfo as well. Planets also support 4 platforms/star bases, so they can now be properly entrenched.
  17. The NR, when they don't frigate spam, are a very powerful faction. Unlike the other factions, the NR doesn't have an inexpensive/low health cruiser, so everything the AI makes is good regardless. The Vong I can already tell you are extremely... Weird. Their ships have essentially been unchanged for years, with the exception of their secondary guns being changed from DamageType CAPITALSHIP to ANTIMEDIUM, as a balancing bit, and due to changes I will make in the future. They are the next on the list to be fixed up... In the WIP files I have their weapon classes and projectile art/models have all been fixed, though adding them in as is would make them pretty OP, even moreso than before.
  18. When you are approved you will gain access to the beta's subforum, there's a pinned topic in there that explains this.
  19. Strings have been fixed. For some reason, porting over NU's planet strings to SoGE's strings file (and removing some old string entries) works fine in Ent. However, I have kept the SoGE -> NU strings port, for use/testing with the Diplomacy upgrade, when/if done. I also got a picture of the wonky lighting after it showed up again, though this isn't too much of an issue, besides looking bad of course. If all goes well I will update the SVN in a few hours from now. Edit: Almost done, there will be an update tonight.
  20. Yeah, the Vong need serious reworking. They have excellent, hard to kill, and underpriced ships, but they all cost an absurd amount of supply. I've noticed the SSD being a sword that cuts through the Vong like butter myself. Unlike all the other races, I have yet to see a Vong supercap built by the AI. I also appreciate feedback on the Gravity Well Generator ability, it's something I cooked up recently, and wasn't sure if the range was good or not. The NR's frigate spam is really just the AI loving cheap missile frigates with abilities... I have no idea why it does this, but I've noted this also occurs with the Alliance AI (both have the same frigates).
  21. Turrets and whatnot are intended to be somewhat weak, and cheap, with the "main" defenses being Golans and Hangar Defenses. I've been considering when the price of everything is changed, to leave the Turbolaser and Missile Turrets rather cheap, in comparison to even frigates. Though yeah they'll need some reworking.
  22. Noted. With the update I'll kill all of the population research. Also, after realizing/looking more into the skyboxes thing, ignore the stupidity I was babbling on about regarding them, less RAM usage is more, and it's just lighting.
  23. I'll upload what I've done thus far, the Gameplay.constants file has been entirely fixed (still with your market, tax, and trade rates, plus other changes), so you do not have to worry about that. GalaxyScenarioDef has been fixed as well, as I said, the only things "missing" are things that were put in for some my maps, and are thus negligible, or my personal responsibility. Edit: Here's entity.manifest, Gameplay, and GalaxyScenDef, all three work for 1.2. Here's the strings file that I forgot to include with those.
  24. It's to capture derelict ships, aka. ship graveyards, put it in for a map that I made. Though I've been neglecting to upload it, as I've been busy with other things, that's what it's for.
  25. Don't worry... Updating the thing from Ent -> Diplo won't be difficult at all, and I'll do it myself. The planet files weren't changed at all. The only reason I made this work for Ent is that we haven't gone over to Diplo yet, and even so the only file that needed reworking was Gameplay.constants.. As I said the only real issue is strings, which is something that baffles me.

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