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Lavo

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Everything posted by Lavo

  1. Lavo

    SVN Update Log

    Update: Feb 28, 2011 Changed some GalaxySenDef values, attempted to improve/balance the Research AI (this will likely be an ongoing project), and a minor fix for the Interconnected maps.
  2. Lavo

    Supercaps

    Personally, I'm leaning towards lowering their overall health rather than increasing costs, armour for SSD and shields for Viscount, as these two ships effectively end the game. Even if an opposing side can take them out, it will be at a much higher cost than to the Imperial or NR player. One thing I'll also note is that, of all the Supercaps, these two ships also have the highest maxMitigation (at 0.3, versus 0-0.2).
  3. Lavo

    Supercaps

    Alright so, I've thinking about supercaps for a long time, and for some reason a few of them always seemed odd to me. Then last night I decided to see if my suspicions had some sort of mathematical evidence behind them. And so I bring you this table. http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/sogesupercapstats.png From here, the most glaring fact is that the SSD and Viscount are extremely under-priced. This is not merely due to the power they bring to the battlefield, but due to the fact that they are unreasonably cheap per captia in comparison to the other supercaps. Something has to be done, whether it is simply increasing the credit cost by 80-90%, or lowering the effective shielding of these vessels. Also the SVN hates me now, does anyone know if it is down or otherwise?
  4. Done. It'll be added to the SVN once it stops hating on me.
  5. Epic. I'll get to adding the new maps to the SVN eventually. Plus a handy text list of the various custom SoGE Maps, ships which have the "Colonize" ability, and ones which have the "Full Squadron" ability. Edit: Seeing how many resources all the 'roids have, perhaps the Asteriod garrison (aka. DefaultStart_Asteroid) should be upped to Weak or Medium? For what you get out of them, 'roids might actually be a bit OP now, with a VeryWeak garrison that is.
  6. Oh you stubborn guy you. Nope, I just don't have to extract the "fixed" version. :v
  7. Lavo

    SVN Update Log

    Update: Feb. 24, 2011. Fixed some odd max resource asteroid counts, fixed the extra planet random maps (added some stuff to GalaxyScenDef for this). Edit: Updated again, as per the changes here.
  8. Lavo

    Requesting Pin

    Of this thread. I'm going to use to post whenever I update the SVN, and briefly mention what was done. Of course, any and all SVN update posts are welcome and encouraged.
  9. Lavo

    SVN Update Log

    The purpose of this thread is to keep track of SVN updates, aka. I plan to post here whenever I do an update, and briefly mention what was done. The OP will also list when the SVN was last updated, along with the latest revision number. We are currently using TortoiseSVN to v1.7.x as our SVN program. Latest Update: January 28, 2014 | Revision: 1125
  10. Nah, I'll fix it. I'll just set the totalMaxResourceAsteroids to the actual maximum count per planet. Edit: All the weird Max counts have been fixed and uploaded to the SVN.
  11. Noticed something odd with a few of the planets, namely moons, that they have minimum and maximum mine settings ranging from 3-7 and 5-9, respectfully, yet the totalMaxResourceAsteroids is set to a value lower than the minimum, let alone the maximum, or a value higher than the maximum. This doesn't make any sense, so I'm wondering if this was somehow intentional.
  12. Lavo

    Beta Update Out

    As I post this, there's another update going up. Edit: Done. Edit 2: entity.manifest has been cleaned up, there are no more bloated/unused lines.
  13. Also, please check my edit.
  14. Sounds good. Also, before I upload, do you want your maps to have the weird default settings (that is, for a person's home planet), or have ones adjusted for the mod (aka. the ones used in the Randoms)? I ask this as I was going over my maps, and noticed that I had the same thing, and I sure as hell didn't do that intentionally, planet mod or not. >_> Edit: Am I correct in assuming, that, bar icons, you have given me all the necessary files for your planets addon in the rars you uploaded? Just asking so that I don't accidentally delete an old planets file that's still needed.
  15. That would lag the game just from the sheer volume of planets. :v Also, Nova, would you agree that it's safe to say that, the planet mod is in a good enough state/beta/etc to be uploaded to the SVN? If so, I'll get around to clearing the Sins Plus stuff and then add your stuff to the SVN. Tis been a pleasure working with you on getting this to work with SoGE, I like your work ethic.
  16. I wouldn't worry too much about the culture section, unless of course you are thinking of adding non-Broadcast Center related techs to it. As, in it's current form, culture is already extremely powerful. The econ tree might be worth reworking a bit... Though I'd say leaving it might be best as it works fairly well as is. The planetary section could definitely use some some reworking.
  17. That works. Nah, that isn't overthinking, that's just good planning. Niiiiiiiiice. This actually isn't necessary, for the same reasons you yourself have said. I'd be more than happy to help with the tech trees. The military tree is already fine as is (has faction-specific upgrades) and the defense tree will differ once stations are thrown in. Here's the GalaxyScenDef file with the new template section: http://www.sendspace.com/file/uvn7w4
  18. Oh, I see. So "better" planets will be cheaper to move your capital to, due to the planet's population and industrial base? So I don't mortally screw up my GalSceDef file, which I'll upload soon, which lines did you change? And for those who want some eyecandy... http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/tropicalplanet2.png http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/dwarfurbanplanet.png http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/hugeforestplanet.png http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/comet.png http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/largehighterranplanet.png http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/pangeaplanet.png http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/rustyplanet.png http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/oceanplanet2.png http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/volcanicmoon.png http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/toxicplanet.png Planet type and size is in the filename/url.
  19. Nope, seems I didn't. Yeah, that should fix it. Now as for the Random maps, I'm going to slap in the modded Asteroid for both, however, for the normal the Tech 3 category will remain, and the extra starting planets will have a volcanic or crystal moon (this is to replace the Random Ice/Volcanic). Seeing as how the extra planets bit is really just an addon I slapped in to speed up games, this shouldn't be an issue. On another note, the Home costs are... Odd. Like the LowIndustrial costs twice as much as the Industrial, if anything it should be the other way around. Same thing happens with the High and Low Terran. Plus the HighTerran types have different Home costs. There's got to be a way to somehow streamline and sort/rank these. >_< Edit: Oh and, I slapped in your RandomSmall map. Thanks for that, getting rid of some of the Randoms broke that map. Also, boosted the starting Population values on all the Random maps to coincide with the new (Low)Terran planet. Edit 2: This is... Weird. It seems no matter what I do extra colonized planets (even when they are from a different file) are spawning with mines and factories. This doesn't happen with the current beta version. Maybe I should just scrap the maps altogether?
  20. For some reason, the game is refusing to find my Asteroid fix (it's been re-entered into entity.manifest). I've tried both the original GalaxyScenDef entry and an attempted fix: planetType designName "AsteroidLavo" designStringId "IDSGalaxyScenarioTypePlanetAsteroidLavo" orbitBodyTypeCount 1 orbitBodyType "AsteroidLavo" planetType designName "AsteroidLavo" designStringId "IDSGalaxyScenarioTypePlanetAsteroidLavo" orbitBodyTypeCount 1 orbitBodyType "PlanetAsteroidLavo" Perhaps you can shed some light on this?
  21. Forgot to actually slap in my 'roid fix. So here's all the stuff for it: http://www.sendspace.com/file/vucc5t Going to look at my WeightedRandom a bit, switch out some of the "alive" stuff for dead ones. Edit: Reshuffled some stuff around, ratio is the same, however there is much less "alive" stuff (only 2 on the bottom now), the extra AsteriodShipyard have all been removed. http://www.sendspace.com/file/4jefx0
  22. Did some games, slapped the Random values into the WeightedRandom one (which is what the Random generators use), and it's produced some really good results. The AI has one big dip early on, but this is due to the always generated Asteroid, which I have fixed by re-purposing the custom Asteroid doc I made to have an Asteroid which has a -1 underdev penalty. Thus it isn't enough to generate much, if any, income, but won't butcher the AI either. Not sure what I'll do in regards to the Random Ice/Volcanic, either will find a planet with a modest max pop (80-150 pre-tech) or get rid of it entirely. Adding the new files (bar the GalacticScenDef) now. Also, agreed on the DeadAsteroid bit, I didn't even include it in the old planets patch. Edit: Switched up the Weighted Random values a bit. All of these Asteroids, and Storms, now have a 21.74% chance of spawning (lower than previous) in a WeightedRandom. http://www.sendspace.com/file/4dqlrr
  23. Actually, I don't say there should be tons of roids, just some. I'm really happy with the Random class you made, it has weighed out a very good ratio of planets:'roids. Agreed, but the costs you have range from 2-4 times as much as the cost of an SSD. This really is a bit much. :v Like I said, I'm not concerned for human players, but this will likely cripple the AI early game, and the early game is when the major colonization happens. Though mind you, I'll play a few games first (I play with Insane AI), and report back my results after the first couple of hours worth of gameplay (might just spectate and let it run awhile to generate results).
  24. I think that the tax hits for some of the asteroids (ex. Comet, Asteroid) might be a bit much, even when considering the two pop techs. This isn't as much a problem with actual incomes as much as these hits will utterly cripple the AI, as they colonize anything they get their hands on. The Home upgrade (aka. moving capital) is absurdly priced as well. Also, I noticed that you changed the hyperspace radii from the SoGE standard, I'm going to have to change that back.
  25. I said the GalaxyForge, not the game. The GalaxyForge has no limit, iirc, it just searches for a pic with the name of the planet entry you are slapping onto the map. Edit: You forgot to include a mesh file for LargeUrban in the upload.

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