
Lavo
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Everything posted by Lavo
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I can't do Diplomacy stuff. Never mind the code stuff, I can't test it as I don't have Diplomacy. >.> However, I will grab those files, so whenever the beta's done, I can do a simple conversion/upload/whatnot.
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This. Encase you need it, this is the link to the SVN program. Any other information needed to use this program, in order to download SoGE and daily updates, is contained in the opening/original post of this thread.
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Imo they're fine. Nothing looks "off" so to speak. The planet icons are a bit big, but they're nice icons, so eh.
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All the non-colonizables should remain at 1. You sir are epic.
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If you want to take the time for it, go for it. Though if it will take awhile to modify all of those files, don't waste your time.
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As mentioned in the star bases thread, eventually ALL planets will allow for 4 stations per planet. This will effectively make any planet defensible, as 4 fully upgraded stations is equivalent to 4 mid-high level capital ships. At that point it is the tactical slots that will determine whether a planet has medium/average or heavy-very heavy defenses. Until this is implemented, you're kinda going to have to live with having somewhat indefensible planets. =/ Though I do promise this will be done by early May, as I'll have the program I need to get this written by then regardless of SoGE, as it's for school. :v
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Have I told you how epic awesome you are Nova? As you really damned are.
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SoGE isn't being upgraded to Diplomacy. I can't do that as I don't even HAVE Diplomacy, plus it would take a ton of work. And Nova, please don't tell me you mean that you're only releasing the planets mod for Diplomacy. ;_;
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If it makes you feel any better SoGE's AsteroidDef file is a holdover from Sins Plus. :v
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Update: April 5th, 2011 SSD and Viscount have had their health increased and costs increased. They are now quite similar to their previous, pre-nerfing, stats. The SSD in particular has gained from this update. The Mandator was also switched back to it's pre-change health stats, not sure why I changed them in the first place. It's times like these that it pays to have old versions saved. For the record I've fixed how I calculate costs/total health and have it in a fancy Excel spreadsheet, so it's rather easy and simple to make changes and "test" them now.
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I... Have absolutely no idea what the hell that pile of code means. >_
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=/ Maybe it has to do with the manifest files somehow?
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Hrm. Perhaps SoGE actually uses skyboxes for something, so using SoGE's skybox files wouldn't work outside of SoGE proper?
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I'd rather spend a whole week of purely doing engineering physics and/or chemistry work than that. :v
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Hey Nova, are there any maps not yet in the beta that you want me to put in? iirc there is one or two, but I don't have the links handy.
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SoGE is built for Entrenchment. If we're "upgrading" to anything it's going to be Rebellion. It might work with Diplomacy; though odds are there will be a LOT of missing strings and a wonky tech tree..
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Update: April 2nd, 2011 Fixed up the Slave ability a bit, should stack correctly now, wasn't at times. Played around with Intercept, again. Comet and Asteroid planets now respawn constructors. Moons and 'roids now have less of an income penalty. Edit: Corvettes and other frigates now do not do a "strafing" (aka. fighter) attack when attacking another ship, except the Hardcell. This also has given me an idea for when the beta is finished... An unofficial dynamic battles mod, SoGE version. :v
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Ahhhh, that would do it. Fixed. As for the underdevelopment tax, should all planets have it reduced from -5 to -3 (assuming they have such a penalty) or just the asteroids and moons? I'm guessing the former, as it wouldn't make sense otherwise, but I want to check with you anyways.
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Nova, you should check your PMs.
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What defense ranges? The Golan station has good range, the Golan tactical I'm not bothering with, and the Hanger Defense is good as well. As for dead asteroids, those were made uncolonizable to give the non-colonizables more variety. Besides that, a colonizable "dead" asteroid makes no sense. If it's dead that means there is nothing there. You can slap a station in those however, not sure if you thought of doing that. If you slap it right before the phase lane to the planet you own, it will effectively act as an additional defense for that planet.
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1) Devs want it that way. 2) Eh, if you slap in a hanger defense, or missile turret, you can either use the structure itself to kill ships or fighters. 3) Because that isn't how the GWGs work in SW at all. It works while a ship is contained in the gravity well it is restricted until it leaves. 4) Technically the game already has that, with the mine detectors in game. The Tartan has detect mines and can be used for this very function. Though jumping them in before a fleet would do jack squat, as the mines would rip them to shreds. :v Though I've been thinking of raising the mine cap back to 150, esp. considering the limitations of tactical slots.
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Corvettes have not changed yet. As for the slingshot motion, this is a game engine issue, once again been brought up on the Sins forums before. Use more ion cannons. Though this is one of the reasons that, when fully implemented, you will be allowed four Golan platforms/stations per planet. This will also address the "lack" of tactical slots per planet, as they will be what makes planet 1 harder to defend than planet 2, rather than make planet 1 indefensible. There is no radius as it effects all ships within a gravity well. As for preventing jumps, this is once again a game engine related issue. As for mines, the proposal to up mine detection range is an interesting one. Indeed, I've seen mine clearers detecting mines only to be slaughtered BY mines while clearing them. This is somewhat obscene, to say the least.
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Update: April 1st, 2011 Slave Rigging's range has been tripled. Intercept has had it's old turn rate put back in. This will stop the overshoot ability, though might make for some more odd sprints. Requesting feedback on this. Edit: Golan's lack of antimatter regeneration has been fixed for All, Imps, NR, CIS, and Vong. Stations' main guns have also received a minor firepower increase.
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Glad to see you like SoGE! Well, in SW, ships are fast, which is really the reason why this occurs. As for the Corvettes, I've noticed this as well, and is something I am currently looking into. Agreed, for the most part. Frigates like the Bayonet, Carrack, Nebulon B, and Loroner Strike Cruiser can be very powerful, in numbers. I've personally used a fleet of some 16-20 Bayonets and 3-5 Centaxs to take on an NR fleet, and with nice shift-attack use, I butchered their fleet with far less losses than them (they lost a capital ship, among others). These are known. The first is something I plan to work on, at least in terms of strings, when I tackle the missing Defense tech strings. Apologies for this, I've been meaning to write up a colonizers list, I'll try and get to this sooner. The Tector was a unique ISD variant, seen in Episode 6 during the attack on the Death Star II, and has been expanded upon in movie-related literature and the EU. The ISD Command is in essence an ISD II. I'm not entirely sure why it was named as it was, perhaps to distinguish it from the cruiser variants, though it's name is reflected by it's fleet-wide abilities. With full upgrades the two have around equal health. The tactical Golan will either be nerfed or removed eventually, please refer to this threadfor more details. I'm going to look into the Empire/NR Golan's Volley Fire, Thanks for the heads up. I haven't used Dreadnoughts much, thanks for the heads up, I'll look into this. I want to once again thank all of you for your feedback, it's really appreciated and I can't state this enough.
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Yeah, ship costs will be redone eventually. However, before this is even started, balancing out ships and making sure things are working properly aught to be done. In terms of costs I've been trying to make sure that things stay well priced in proportion to their stats and whatnot, as once ships are balanced out in all regards, a price change may simply be doubling the cost of all ships, or increasing them by 100, or something along those lines. Though this has the effect of limiting players who are unfortunate to start with being surrounded by base or fortress level worlds (I've seen it happen), but this is life. Perhaps when Rebellion comes out we could make the first capital ship of a faction free, however, until then this cannot be done as supercaps count as capital ships by the game's engine. I have absolutely no idea why this is occurring, nor have I personally seen it. Do you perchance mean the Acclamator I? If so, then this is an engine issue, as the game treats colonizers as being "separate" from fleets, even though in some cases they can be made to hyperspace with fleets (like the Trafed Carrier).