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Lavo

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Everything posted by Lavo

  1. This is alright, your dl isn't that big, and the changes are worth it. :v I'll play around with the Random a bit more, switch up the ratios a bit, this is very appreciated btw. Once all of this is in, and I have more time, I'll also make icons for the planet groups (ex. AcidRandom) for the GalaxyForge, so it's easier to make maps with the planet pack. Also yeah, that AsteroidBelt thing was an issue on my end... I removed it for some reason to test something and forgot to slap it back in. Edit: Got a link to the new pack?
  2. This is true. Though having a system filled with 55 planets and 0 non-colonizables is a bit extreme, there's always at least /some/ asteroid belts or whatnot in there, though this is just imo. I noticed you've made use of the Invalid tech "type", which was quite interesting and a smart touch. When I get around to doing some actual testing of the mod, I'll do some large-scale mesh testing/scans. Thanks for the heads up! Edit: Actually opened it now. These planets look stunning! Found one bug, for some reason, you have to put an entry in entity.manifest for PlanetAsteroidBelt to make the mod work. I don't know why the game needs this, but that fixed these two errors I was getting: GalaxyScenarioDef Error: Invalid EntityDefName(PlanetAsteroidBelt) found for 'AsteroidBelt'. GalaxyScenario type name is not valid. The EntityDefName is not available. TypeName:'WeightedRandom' -> EntityDefName:'PlanetAsteroidBelt'.
  3. This makes sense. This would be greatly appreciated, thanks. The highest I've gone with lists is 44, thus far, and I hope you slap in some non-colonizations into the WeightedRandom and Random groups, otherwise you end up with a system full of planets like in stock Sins Plus, which is kinda obscene. This is also appreciated as the maps I've been making use these Random groups.
  4. It'll likely be a little while before I get these up... RL has been biting me for the past 6-7 weeks, and with the uni app deadline being right at the door, it's much worse now. Edit: I don't see anything in my email inbox from you, so I'll just use that dl link. Edit: Wow these changes are huge. A question, did you totally remove random planet bonuses? Also, the Random, WeightedRandom, and WeightedColonizable's will need some work, the former esp. so that random scenarios work as intended. This won't be too hard however, will just take time, your planet groupings (like AcidRandom) will make this much easier than otherwise, so I gotta thank you for putting those in.
  5. Fair enough. I was thinking more along the lines of colonization techs... However in hindsight... Seeing as how this is SW, having to researching colonization doesn't make much sense either.
  6. I'd suggest leaving the techs alone (and make all the planets fall under the terrain or asteroid tree) until the stuff runs well. Also a suggested tech class, by type, make up (ORD is excluded as I have no idea what it is): Terran: Terran (all types), Ecumenopolis, Industrial (all types), Savannah Mainly Undeveloped (re-purposing of Volcanic): Forrest, Jungle (all types), Ocean, Swamp (all types), Tropical, Pangea, Mountainous Extreme Dryness (re-branding of Desert): Arid, Desert (all types), Rusty Extreme Climate (re-branding of Ice): Aquatic Industrial, Ice, Ice Giant, Volcanic, Volcanic Industrial, Tundra (all types) Asteroid: Asteroid, Asteroid Shipyard, Barren, Comet, Crystal (it's a heavy mining planet I assume (all types)), Rocky, Urban (because you just can't build up anymore, or slap in None) Chemical/Gas: Acid, Gas Giant, Toxic None: Academy (could be in Terran), Agriworld (could be in Main Undeveloped)
  7. Nah, you don't have to do that. Just send me the files and I'll add them into the beta (and remove the SinsPlus stuff). Also, a list that I can copy paste into entity.manifest would greatly speed things up as well.
  8. I couldn't find it there, and as it stands, it's the only thing that's missing from me actually testing this prototype station. Ingame I can use the ability, it fires (and then recharges), but the frigate isn't consumed and the station does not appear at all.
  9. Lavo

    Beta Update Out

    Many spoiler tags put stuff in a collapsible tab, which is useful for saving space (and why I would've used it).
  10. Holy $*%! that's a lot of planets. I'm assuming the size things refer to max planet population? You sir, are awesome, and I'll slap them into the beta once you post 'em up. I might do some more tweaking myself, but it'll be minor for sure.
  11. How many, and which, planets have you made?
  12. Alright so I've been working on putting in a Golan III as a space station (based off of the Tech's starbase), purely for personal use and to test/put in station upgrades for later, but I've run into a bit of a snag. In the AbilityDeployStarBaseTech file, there's a buff line (buffInstantActionType) calling for "CreateStarBase". In the main Sins files, I haven't been able to file a line called BuffCreateStarBase or anything of the sort, and I was wondering if anyone here has this buff file (source doesn't matter, as long as it works/you got permission/etc.) and could send it to me?
  13. Lavo

    ||New Maps

    Made a new map today/yesterday, it's a 1v1v1 FFA, meant for human players and active Pirates. Plus, for a more unique experiance, don't put out any bounty on other players. Also, Evaders, this thread should be in the SoGE subforum, not the Warlords mod one. http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/Interconnected1.png Download link.
  14. See, this is where you are making your mistake. The best approach to SoGE, at least, in terms of getting planets early, is to just not buy anything at first. Sit around, let resources pool, and then when you have enough, buy a capital ship. You will get metal faster than credits and credits faster than crystal (relative to how much you need for a capital). So be ready to sell off metal early on, and then buy crystal once you've pooled a decent sum of credits.
  15. For 1.0E, Entrenchment w/1.041 (or 1.04, forget which) patch is required. If you get Entrenchment and slap on the latest patch it'll work.
  16. Lavo

    ||New Maps

    Got them, thanks.
  17. Greetings beta testers! Lavo here, the game's files have been recently updated (uploading going on as I post this). The total size of the update is around 493 MB. Here's the total changelog, if anyone is interested. I'd slap it in spoiler tags, due to the size, but I don't know if these forums have 'em. -Near full set of NR icons (the 2D, zoomed out, view ones), lacks an MC60 as there's no ingame model for me to base an icon off of. -Added in NR cruiser/capital (Nebula SD, Mediator, Viscount) and Vong frigate/cruiser/capital (AVEKLIUNNA, Vua'spar, Heavy Scout Ship, Malatok, GUROIKVALH, the Battleship) research techs, cleaned up the Vong research page as well -Added in new planets (note: from a Ent adaptation of Sins Plus, modified by myself a bit, credit goes out to Uzii): Forrest (trade bonus, linked to terrain), Savannah (basically a larger Terrain, linked to terrain), Old Military Base (decent pop, has a massive amount of tactical slots, and the controller of it gets some ship bonuses in that planet's grav well, linked to terrain), Gas Giants (low health, hurts taxes even with full upgrades, is a nice gem however, due to the innate Moon bonus and logistic slots, is also it's own planet type), Ocean (linked to ice, lots of crystal), Paradise (somewhat low health, 100% culture spread increase, linked to terrain), Swamp (crap planet, has a nice 7000 health with max upgrades, has a calm and stormy season, linked to nothing), Toxic (this thing kills the AI, but it has some nice crystal and 9000 health fully up'd, linked to asteriod), Radiated (think a post-armageddon world, due to radiation, planet updates are slow, and pop growth is at 20% of the norm, linked to asteroid), Industrial (same pop as Savannah, ship build rate is higher here, and a good deal of log slots, linked to terrain), Relic (good overall planet, has a shield generator or two that goes off and on periodically, linked to desert), Shattered (post-cataclysmic natural disaster planet, lots of mines, low log and tac slots, linked to volcanic), Barren (a giant floating rock, lots of metal, 9000 health w/upgrades, linked to asteroid), and last but not least, Urban (say hello to Coruscant, massive pop count, a near game ender, has a custom garrison, linked to asteroid) -Added in a ton of planet bonuses, I don't even know them all. -Added in another volcanic pop upgrade, for balance, and because in SW Volcanics aren't that sparsely populated, still less than Ice however. -Added in volcanic and asteroid pop upgrade techs. -Changed up the planet "tiers" for home bonus: god tier: Urban capital tier: Terran, Industrial, Savannah mid tier: Desert, Forrest, (Relic should be here as well, fixed that recently) short end of the stick tier: Everything else -Balanced the militias. Namely, the Urban gets it's own custom garrison, as previously mentioned, which has a large fleet, including one VSD-II cruiser, two Hanger Defenses, and one Golan (all with TIEs). Oh and, the militia owns the planet, so it has to be bombed. -Fortifying AI was rebalanced as to not be total crap, Research AI actually researches now. -Warning for cultural revolutions on a planet changed from 10% allegiance to 15%. -Vong now has a faction picture (isn't great, I won't lie) and can select an empire icon. -Random maps now have a 60% chance of getting a planet bonus, up from 40% (still aren't that frequent), added in Random maps (all but Small) where each player starts with a partially upgraded Asteroid and partially upgraded random Ice/Volcanic, added in a multi-system Medium Large Random (both with and without extra planets). -Added in different tech trees. Differences only take place in the second half (aka. levels 5- List: Standard (the current tech scale): CIS, Empire Firepower (more laser dmg and RoF, less shielding/refresh): Vong [note, does not mess up the Superlaser path], Republic Shielding (less laser dmg, no range upgrade, more shielding/refresh, all shield techs are linked to one and other, the firepower ones are not): Alliance, NR These tech paths -Republic has a special, cheap, level 1 4% RoF (for Laser, Missile, and Phase Missile) boost tech, for balance, set as a top priority for the AI (so it always gets researched early on as it should). -Another Republic capital ship, the Victory II. It has more firepower than the Venator, a bit more hull, has half the fighter capacity, slightly costs more, has the Capital Ion Blast, Heavy Tractor Beams, Coordinated Targeting, and Fast-Tracking Turrets abilities (latter two are the same as the Venator's). Whichever is "better" is really a person's taste, a fully leveled up Venator is likely better than a fully leveled up Victory, due the SPHA-T ability. -Bunch of other ship tweaks, for balance, done by Chimaera. Also gave the Praetor Heavy Tractor Beams (I figure a ship of that type would have them, plus it has only two abilities normally). Bug Fixes/other: -Fixed the missile techs, now they work correctly for both Missile and Phase Missile linked weapons. -Fixed some missing strings. -The MC80a's research HUD picture now shows up. -Put in a bomber string/HUD picture/icon for the Coralskipper Gunship, so people don't confuse the fighters and bombers.
  18. This would be a terrible idea imho. The SSD and Viscount are already near-impossible to kill most of the time, the Eclipse would be even worse than those two, if not solely due to it having shielding and weaponry nearly comparable to those two cruisers in addition to a superlaser that is superior to the Geonosian SDN's.
  19. Lavo

    ||New Maps

    I'll integrate this with the big upload I'm doing, will fit perfectly as I have Gas Giants scripted as a real planet (credit to Sins Plus as well). Also, can you give me the AbilityCaptureDead file? I'll add it in appropriately, I also have some map ideas of my own, and this will be useful. Edit: DL links are all broken.
  20. Lavo

    Things Done

    Ah, I see. Odds are they won't work then. Anyways, I won't be able to up the stuff to the SVN until two weeks from now, as I'm right at the limit for my data cap. >_<
  21. Lavo

    Things Done

    Will do. Didn't expect us to, that's why I didn't even think of it when making up the list in the OP. Is Tides a Sins mod? If so, they should work, even if the sizing is off.
  22. Lavo

    Things Done

    Forgot to mention, Ludo Kreesh (forget his name on this site) also made a pretty awesome addition to the music lineup that SoGE has, which was also integrated into the version of the mod I was running on the side, so to speak. Though I'll note, I only did this as it was kept limited to a group, some of the music in there is likely copyrighted. Anyways, I'll have all the files that have either been changed or added (barring the music) in a rar and up tomorrow. Edit: Here's the patch, it isn't missing a thing. And also, for things that remain to be coded into the mod, such as star bases and the like, I would be more than happy to code them in, all I need is a working model.
  23. Actually, ships are already coloured. I can tell you for a fact the Venator is, at the very least. Go to Menu -> Effects, and disable the faction colours. Then look at the Republic ships.
  24. Sins Plus: Been added and then some. Edit: For rate of fire, SoGE units only use LASERTECH, PHASEMISSILE, MISSILE, and AUTOCANNON weapon. The former three already have techs boosting their RoF. The latter one is used exclusively by the Vong.
  25. Lavo

    Things Done

    Alright so, as Evaders said in the New Blood thread, I've been working on some SoGE changes, mainly for fun (all of these have been tested in one or more MP matches, and multiple SP matches), however I'm not sure which of these you are interested/find appealing. Here's the, hopefully full, list: -Near full set of NR icons (the 2D, zoomed out, view ones), lacks an MC60 as there's no ingame model for me to base an icon off of. -Added in NR cruiser/capital (Nebula SD, Mediator, Viscount) and Vong frigate/cruiser/capital (AVEKLIUNNA, Vua'spar, Heavy Scout Ship, Malatok, GUROIKVALH, the Battleship) research techs, cleaned up the Vong research page as well -Added in new planets (note: from a Ent adaptation of Sins Plus, modified by myself a bit, will ask Uzii for permission before slapping in/up, etc): Forrest (trade bonus, linked to terrain), Savannah (basically a larger Terrain, linked to terrain), Old Military Base (decent pop, has a massive amount of tactical slots, and the controller of it gets some ship bonuses in that planet's grav well, linked to terrain), Gas Giants (low health, hurts taxes even with full upgrades, is a nice gem however, due to the innate Moon bonus and logistic slots, is also it's own planet type), Ocean (linked to ice, lots of crystal), Paradise (somewhat low health, 100% culture spread increase, linked to terrain), Swamp (crap planet, has a nice 7000 health with max upgrades, has a calm and stormy season, linked to nothing), Toxic (this thing kills the AI, but it has some nice crystal and 9000 health fully up'd, linked to asteriod), Radiated (think a post-armageddon world, due to radiation, planet updates are slow, and pop growth is at 20% of the norm, linked to asteroid), Industrial (same pop as Savannah, ship build rate is higher here, and a good deal of log slots, linked to terrain), Relic (good overall planet, has a shield generator or two that goes off and on periodically, linked to desert), Shattered (post-cataclysmic natural disaster planet, lots of mines, low log and tac slots, linked to volcanic), Barren (a giant floating rock, lots of metal, 9000 health w/upgrades, linked to asteroid), and last but not least, Urban (say hello to Coruscant, massive pop count, game ender, has a custom garrison, linked to asteroid) -Added in a ton of planet bonuses, I don't even know them all. -Added in another volcanic pop upgrade, for balance, and because in SW Volcanics aren't that sparsely populated, still less than Ice however. -Added in volcanic and asteroid pop upgrade techs. -Changed up the planet "tiers" for home bonus: god tier: Urban capital tier: Terran, Industrial, Savannah mid tier: Desert, Forrest, (Relic should be here as well, fixed that recently) short end of the stick tier: Everything else -Balanced the militias. Namely, the Urban gets it's own custom garrison, as previously mentioned, which has a large fleet, including one VSD-II cruiser, two Hanger Defenses, and one Golan (all with TIEs). Oh and, the militia owns the planet, so it has to be bombed. -Fortifying AI was rebalanced as to not be total crap, Research AI actually researches now and has the labs to do so. -Warning for cultural revolutions on a planet changed from 10% allegiance to 15%. -Vong now has a faction picture (isn't great, I won't lie) and can select an empire icon. -Random maps now have a 60% chance of getting a planet bonus, up from 40% (still aren't that frequent), added in Random maps (all but Small) where each player starts with a partially upgraded Asteroid and partially upgraded random Ice/Volcanic, added in a multi-system Medium Large Random (both with and without extra planets). -Added in different tech trees. Differences only take place in the second half (aka. levels 5- List: Standard (the current tech scale): CIS, Empire Firepower (more laser dmg and RoF, less shielding/refresh): Vong [note, does not mess up the Superlaser path], Republic Shielding (less laser dmg, no range upgrade, more shielding/refresh, all shield techs are linked to one and other, the firepower ones are not): Alliance, NR These tech paths -Republic has a special, cheap, level 1 4% RoF (for Laser, Missile, and Phase Missile) boost tech, for balance, set as a top priority for the AI (so it always gets researched early on as it should). -Another Republic capital ship, the Victory II. It has more firepower than the Venator, a bit more hull, has half the fighter capacity, slightly costs more, has the Capital Ion Blast, Heavy Tractor Beams, Coordinated Targeting, and Fast-Tracking Turrets abilities (latter two are the same as the Venator's). Whichever is "better" is really a person's taste, a fully leveled up Venator is likely better than a fully leveled up Victory, due the SPHA-T ability. -Bunch of other ship tweaks, for balance, done by Chimaera. Also gave the Praetor Heavy Tractor Beams (I figure a ship of that type would have them, plus it has only two abilities normally). Bug Fixes/other: -Fixed the missile techs, now they work correctly for both Missile and Phase Missile linked weapons. -Figured out how to put in weapons that only affect shields, put in "AFFECTS_ONLY_SHIELDS" for the DamageEffectType tag. -Fixed some missing strings. -The MC80a's research HUD picture now shows up. -Put in a bomber string/HUD picture/icon for the Coralskipper Gunship, so people don't confuse the fighters and bombers. ...And I think that's it.

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