Jump to content

Lavo

Members
  • Posts

    1,416
  • Joined

  • Last visited

Everything posted by Lavo

  1. How's about you send me the model, in .obj if possible, instead? If you do, I can check this weekend to see if a major hardpointing job is needed. The hardpoint data can be found in the mesh file, if you are interested; though the orientation of points might be difficult to understand.
  2. Very nice! I like it. Mind you, it could use a bit of color, perhaps team colors similar to EaW? As for hardpointing, assuming you can manage to "fit" the model (of course, can't be perfectly) onto the current one hardpointing wouldn't be an issue. That said, you can use the Sins Max tool for 3ds Max and older to import .mesh files. I hear that 2012 and later breaks the import tool however.
  3. Lavo

    SVN Update Log

    Update: September 22, 2013 | Revision: 1100 -Buffed Lucrehulk's armor, hull. -Increased non-Vong Starbase Constructors' hull -Removed special shield bypass fighter shot buff from Jedi Venator -Buffed Battle Dragon TL DPS -Buffed all Vong ships' shielding (structures to follow next revision) -Decreased Malatok costs -Buffed Miid Ro'ik's firepower, fixed it's ability -Improved Cluster Ship and gave it Invasion to make up for the loss of the Specialized Miid Ro'ik -Sh'rip Sh'pa is now a cheap colonizer rather than being similar to the Gladiator SD -Changed cap of 4 supercaps' armor type to VeryHeavy to make them less vulnerable to bombers -Fixed Quick randoms' non-supercap option -Switched up some NR statcounttypes -Other minor changes
  4. Yeah, Normal AIs are hit and miss. If they have a decent very early start, they do well. If not, they suck balls as they don't have enough income to make up for the fact that they cannot manage funds like humans do. It doesn't help either that 1.52 made normal AIs even easier than 1.1.
  5. Lavo

    SVN Update Log

    Update: September 8, 2013 | Revision: 1099 Added in some new icons, adjusted Rothana DD's skin, added in Infinite Spaces' skyboxes to the mod.
  6. Use the Extra Planets random maps when using the AI. Those maps are designed such that the AI has enough logistic slots to not choke on itself and die. Additionally, use Hard or Unfair difficulty; anything less and the AI is useless, due to how SoGE is, anything higher and the AI breaks the mod. I can tell you that a Hard AI on one of the Extra Planets maps will give you a really hard time unless you roll them early game. The Vong is actually the best AI race, due to how their ships work. Though they're unusable until the patch I'll be posting up today.
  7. ISD2 is a great all around ship. It's cost was up because it's proven itself in semi-competitive MP play. I believe we must agree to disagree. The AI has been tuned in order to spam capital ships. The issue is that the AI doesn't really understand what command capitals are, even though they have different statcounttypes. All capitals which are 16/17 supply and above have a damage bonus against light combat frigates (Nebulon-B, Carrack, etc) to make spamming them less effective. In the past, those light frigates actually did overwhelm capitals, though now not so much. There isn't a need for so many bombing capable units, however it is SW canon, and as such it is in.
  8. Lavo

    SVN Update Log

    It's Republic. I've noticed it, didn't have time to post there's an error due to time restrictions. Update: September 8, 2013 | Revision: 1095 Fixed Republic MD issue, added Carrack to the Rep's lineup, added some icons, lowered Clone Masters Arrive one level, other minor tech changes.
  9. Lavo

    SVN Update Log

    Update: September 3, 2013 | Revision: 1093 Added new ship to the Republic, the Rothana Battleship. It is a fast, well-armed, warship. Reduced costs of all under 16 supply ships by 10%, and when applicable, swapped their metal and crystal costs such that they will cost more metal to build than crystal (interdictors have not been affected by this). BAC: Full Squadrons swapped out for an ion ability, ship costs reduced. Mon Cal AFC H ship costs increased. Removed Backup Shields from Viscount for balance. Update: September 3, 2013 | Revision: 1094 Increased Capital Trade Ships by 50%, halved construction time of all fighters, nerfed All Out Attack, increased costs and build time of World Ship/Viscount/Executor by 30%, nerfed Mediator's Backup Shields, removed Defensive Tactics from MC80B and added it to the Praetor, fixed asteroid name bugs. Retooled the normal/quick start feature of Sins into a Supercaps Enabled/Disabled option. Now you can decided to play with, or without, Supercaps in the game itself, no need for an addon for it.
  10. If anything you are pointing out an issue with the BAC/Mon Cal AFC rather than with the Nebula. If the former two are really that good, then perhaps they are simply too powerful, as they stand without any equal in other factions. Frigates already do fill that niche. Other than those with specialized roles, frigates for the most part are simply expendable damage sinks and/or non-XP eating fire support. Actually, they are not limited to 2 per faction. The CIS and Alliance have three, the Vong has one, plus the Republic used to have three. However, seeing as how their only difference with regular capitals is their abilities, this would make them flat out useless until leveled, due to the fact that they die just as quickly as regular capitals. I don't really see this working well considering that. In addition, the AI would not understand this, and such a change would absolutely cripple them. This is already done. In fact, in MP games with humans, command ships are always the first to go down due to their recognized tactical benefit. Making them cost more will not have any change in how players retreat theses vessels when necessary/feasible for the explicit purpose of keeping them alive due to their aforementioned tactical benefit. Perhaps this is worth noting; fighters which are armed with torpedoes do very good damage against frigates and other ships with light/medium armor. Though yeah as I believe mentioned prior making fighters actually useful has not been easy.
  11. Currently it costs the same as a Nebula SD. I don't see how that's too much, if anything I think it's too inexpensive. I disagree on lowering the cost of non-command capital ships entirely; they are already more cost efficient then regular frigates, making them even cheaper would push regular frigates to oblivion. I am unsure what you mean by "a more clear separation between real caps and frigate caps", please elaborate. Interesting thoughts. It boils down to tactics and personal preference I guess. The Nebula is far better at dealing with smaller ships, such as the Nebulon-B, due to it's ability to hit more targets at once. It also has an ion ability which the Mon Cal AFC lacks, though that's something the BAC will have soon. I do see your point about the Nebulas not being useful early game, though again I must say that comes down to personal preference; I've seen human players being able to totally overrun an Empire player using only a few Rejuvinators, a handful of Endurances, and a ton of Nebulas. Heck, that fleet nearly took out a different player's lvl 1 Executor, got it down to under 8000 health.
  12. Lavo

    SVN Update Log

    I removed as it was useless. It had no useful abilities at all, making it worse than the regular Miid Ro'ik (more expensive for nothing), and as the AI built too many of them. However, the regular Miid Ro'ik got a damage buff, so it actually has more raw DPS than an ISD-II or Nebula, to compensate for no real abilities. There is very much a chance that the Specialized will be re-added in the future, once we make more Vong abilities.
  13. BAC will be 32 supply. MonCal AFC will actually be getting it's costs increased, not decreased (it currently sits at 43 supply). To be truthful, part of the reason I want to remove Full Squadrons from the BAC is so that the NR won't have a ship with Full Squadrons, as a balancing move so that the NR doesn't have an easy way to speed up ship production. With the exception of the Empire, no single faction can easily get a Full Squadrons ship in the very early game. Yeah, fighters have been notoriously hard to balance. Bombers are fine; they're faster then frigates, have excellent alpha strike ability, and have good modifiers against everything but frigates and other such light targets. Your point about fighter regeneration rates is a good one; I think I'll lower that rate for fighters a good deal. The ability requires research. Could it be you didn't get Heavy Munitions yet? That's a bad comparison. Of course the Nebula will lose 1v1, it's firepower is spread over three targets rather than two like the AFC. Put it in a multi-ship engagement and the Nebula will have slightly more firepower than the AFC. However you are missing one key point in all of this, the AFC requires research while the Nebula does not. This means that the Nebula is avaliable for early and mid game, while the AFC only becomes avaliable during the mid or late game. That alone makes the Nebula worthwhile and more than simple cannon fodder. Additionally, the AFC cannot bomb planets, while the Nebula and BAC can.
  14. Bit of both. Smaller stuff (ex. Strike Cruiser, Dreadnaught) will get a material cost cut, plan to adjust both for the Bothan AC, Mon Cal AFC. I'm hesitant to do that as it would make the thing extremely OP. Larger ships that have Full Squadrons (Lucrehulk BB, Cluster Ship) need to get to level 5 to use it. The other ships that have it (Escort Carrier, Liberator) don't have the health that the Endurance does. Though I do plan to remove the ability from the BAC and lower it's costs, which should make it useful vs. the Mon Cal AFC (more firepower and fighters in exchange for less tanking). Majestic is supposed to have both the anti-structure ability and the missile salvo ability; I'll look into this.
  15. Admittedly I haven't done all the cost changes yet, though yeah there's def. going to be some big ones.
  16. Tech has since been changed; is now mentioned. Sounds good! Impossible sadly. If I could I would make a new capital ship entity type, one that has AI be like a capital ship but doesn't level up (aka. frigate entity with cap ship behavior). Good luck with the testing. I do note however, that this is primarily reflected in the factions' ship rosters themselves; NR has the best high tier ships period. The Empire comes in second. Third place however is a toss up between the Alliance and the CIS, due to the Lucrehulk BB, which is an ISD-tier ship and the CIS' Buzz Droids. As otherwise the Alliance has better offense thanks to the sheer firepower of the Dauntless beating out everything else the CIS has sans supers and the aforementioned Lucrehulk, and the damage tanking of the MC80 variants. Republic is currently in dead last due to a missing link, which I will be putting in tonight, something which I am certain will have quite a change. Sounds like a good plan, though just wait for me to finish tonight's updates first, as they will have some notable balance changes.
  17. Lavo

    SVN Update Log

    Update: August 29, 2013 | Revision: 1092 Fixed issue with Tector and Mandator's Advanced Tactics ability (thanks Wac), fixed severe lag/particle issue with cloud/storm entities, changed speed for a lot of ships, Alpha/Critical Strike no longer need research, Slave Rigging no longer needs research, Wormhole removed from all GSD entries save the Wormhole entry, modified some research costs, buffed Jedi Assistance's armor bonus, changed Iron Will of the Empire's damage buff from happening after colonizing a planet to happening while bombing a planet, slightly reduced VSD-I costs, other minor fixes.
  18. No, just don't place them right on top of each other. The issue occurs when the two planets are simply too close, with overlapping or nearly touching gravity wells. As for the new Sins addon, you've misread it, no new planets will be added to SoGE.
  19. Simply put you can open up the entity files, as they are already in text, and mess around with them. They're fairly self explanatory for the most part; reference the Sins forums if you need additional assistance. Best of luck, and welcome aboard the modding train!
  20. Been around forever really.
  21. Nope, their abilities do not level up. However, unlike ships whose abilities can level up, they cost less to produce and cost less supply to maintain.
  22. Sorry for the late reply. Even if they cannot level their abilities, they sill do get stat bonuses from leveling up. I'll be changing it so that they get equal benefits, sans ability leveling of course. Unfortunately, all the "too many damage/rate of fire/shield negation/range increase text" bits cannot be changed as that's due to how Sins itself renders text descriptions. All the Heavy Constructor unlocks refer to certain AI-only star base constructors that act as motivation for the AI to research those items. Seeing as how this has had a very positive impact on AI behavior, this will not be removed. The "hidden behind an arrow" bits are for the most part due to a combination of having no more room on that column, and due to how Sins weirdly prioritizes research arrows, which I'm not familiar with in all truth. By "Unlock text multiplied", can you clarify what you mean by this? Unlocks ability of the same name, editing desc. Unlocks various abilities, mentioned in each abilities' own descriptions. Will change "clone improvements" to "clone abilities". Adv ECM edited. Will add this to the description. For the former, pretty much any missile ability that requires research. For both, each is mentioned in an abilities' description if required. Unlocks ability of the same name; I'll be removing the research reqs shortly. I hate to be a smart-ass, but did you even read it's description? It does say: "increases the survivability of tactical platforms". Can't get any more clear than that. I'll change platforms to turrets, as that's more correct, but that's about all I can do. It's very clearly outlined in the text desc. Really not sure what you aren't seeing here. =/ With regards to the Vong trees, I do agree, though I will note that they make use of many "common" non-Vong techs. Research, in particular for this unique faction, is a WIP.
  23. The main issue with the large planets is how close they are to one and other. That said I do know of a possible solution which I plan to put in at some point.
  24. Woah you're fast. It looks really, really nice. Well done! Would it be possible to make the side turrets' barrels parallel to the ground, rather than to the ship itself?
  25. Lavo

    SVN Update Log

    Thanks for the bug report! The Tector and BUFF_ADVFLEETTACTICSREPEFFECT bits I entirely missed, can't thank you enough for those. The Vong issue has been fixed locally; for some reason the Vong's trade and refinery ships were missing from entity.manifest. The Miid Ro'ik, being a royal pain, is known as well; I'll fix that soon.

Copyright (c) 1999-2025 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...