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Lavo

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Everything posted by Lavo

  1. Ah, fair enough. Though I gotta ask, why?
  2. Lavo

    Ion Cannons

    Which changes do you mean/want?
  3. The ISD-I's Oppression ability applies the -5% Change to Hit and Acceleration modifiers to the ISD-I itself, for one reason or another. This occurs because the modifiers are in the main BUFF_ISD_OPPRESSION file, under numEntityModifiers, instead of being put in a separate, but linked, buff file, aka. being coded in a similar fashion to the ISD Command's Oppression, which works correctly.
  4. Lavo

    Ion Cannons

    Cracked the puzzle! The correct, and working, tag is "AFFECTS_ONLY_SHIELDS". Figured this out when looking at the Grav Wells buff (curious to see it's range), which had a "AFFECTS_ONLY_HULL" for DamageAffectType. Tested this theory by using a trio of Venator cruisers modified to only have "ion" cannons as their primary weapon, they were able to successfully knock out the shields of a vessel, but did 0 hull damage.
  5. Lavo

    Ion Cannons

    Seems using that tag acceptable for certain attack types, however, when the projectiles hit the target they do no damage at all (to shields, hull, or antimatter), which is really weird. The Sins wiki says that the tag I'm talking about can be changed to only hit shields... How exactly, I have no idea. Going to keep searching though. Do you perchance know if there's a file for DamageAffectType(s)?
  6. Lavo

    Ion Cannons

    Something I thought up today, that perhaps SoGE could use ion cannons. Not just abilities, but actual hardpoint/weapon ion cannons. i do realize that, in terms of pure weapons, that ships only have three slots. However, seeing as only cruisers and capitals would really have this type of weapon, they could easily take the place of the ANTIVERYLIGHT (aka. fighters) or ANTILIGHT (if need be) weapons on these craft. The lack of an anti-fighter weapon is covered by an anti-fighter ability, like flak or fast tracking turrets, which many of these craft have or can have. Onto the weapons themselves, you are probably wondering how such a weapon is even possible in SoGE, yes? Well, I won't lie, actual ship paralysis/disabling is impossible (like in EaW, barring special modded weapons), however I believe shield-only damage is possible. This is due to the DamageAffectType tag, which should support AFFECTS_SHIELDS as an acceptable tag (I'll test this out soon). In terms of weapon type, leaving it as a LASER linked weapon could work, provided a different projectile model/colour is used, which also means it would benefit from research (unlike the Vong's AutoCannons). Or, the currently unused PLASMA, BEAM, or FLASHBEAM could be used as well.
  7. Not sure if this is intentional or not, however, the missile techs are useless for virtually every faction. For awhile I was wondering why the missile techs (in the game) were only listed as helping some squadrons, as the game compiles this list, these names are not pre-coded. After digging, I saw that the linked weapon class for the various boosts is MISSILE, even though the vast majority of ships which use missiles use Phase Missiles (PHASEMISSILE). This can be easily fixed by adding a second research modifier, for Phase Missiles. Example for a missile damage tech: Edit: As well, if the missile techs were meant to only benefit fighters and bombers (as someone told me), they did not even accomplish this, as most of the fighters use Phase Missiles, and not Missiles. To use the Republic as an example, the sole craft which benefited from this tech was the Jedi Squadron.
  8. Ahhh... I see now, bar the maps, this is a purely gfx/skins/models mod (for now anyways). ...Should have realized that earlier.
  9. I'm going to give that mod a look, see how it compares to Sins Plus (and if I like it, slap it in with or replacing the Sins Plus planets in the addons, for my usage that is >_>). Edit: There's no actual code for the planets in this... Just the meshes, random SoGE stuff, WIP maps (which look pretty nice, if I may add), and other misc graphics.
  10. Lavo

    NR Icons, Done

    For one reason or another, the NR icons in this somehow screwed up a ton of other icons, due to some odd stuff with the icon file. This has been fixed, will post an uptodate version by Saturday.
  11. So I made icons for all the NR ships, as I got sick of seeing the filler ones. Some of them, like the Mediator, are pretty good. Others, like the Proc and BAC are terrible. All of them have abbreviations on them (like the CIS ships) so you'll know what each is, even if the pic sucks. Download 'em here, what you want is in the Window and Texture files. This is actually mini-patch for the SoGE "expansion" mentioned here. Also included in here is all the missing NR/Vong strings, and the custom maps I was talking about... Though I totally forgot to put in some of the files needed for them, so booting them up will make your game load without any "extra" planets near your homeworld (aka. an Asteroid and a Volcanic or Ice planet). Edit: I tested said custom map type for the lols, and here's what I got. For anyone curious, that is indeed one of the new planets. :v
  12. Isn't showing up. The string line for it in the string file is "IDS_CRUISER_VNGYUASPAR_DESCRIPTION", should be "IDS_CRUISER_VNGVUASPAR_DESCRIPTION" in order to work properly ingame.
  13. Here's the current version of the mod (doesn't have all my new addons yet though). Extract it to a copy of the beta, overwrite when prompted. As for the multiplayer speed... I have utterly no idea how to do that.
  14. Quoting this for truth. I still have no idea how you beat me to this Chim. I've also managed to expand on this, adding the Sins Plus Gas Giants and the three Sins Plus techs to the game (for every faction), bonuses for the stock planets (Asteriod, Terran, Ice, Volcanic, and Desert), research for the NR and Vong ships (NR already done, going to do the Vong this weekend), increased the odds of finding a Planet Bonus in all Random maps from 40% to 60%, and last, but not least, have successfully created and tested a Medium Random map where all factions start with two planets (1 Asteroid, 1 Ice or Volcanic) which come with upgrades (2500 and 3000 planet health, respectfully, pop to the point of no underdevelopment tax, sadly no mines and no planet bonuses). Will also be making a Medium Large, and Large (Multi and Single Star) versions as well. Edit: Made those three maps, are working as intended. The min/max of starting planets is also easy to do, and is also something I've tested, just need to open the scenario's file in the galaxy folder. Oh and, did I forget to mention that this also has all the right strings in it? :3
  15. Been meaning to post this for a few days, I'll admit its the main reason I came to the boards, is that I've been working on combining SoGE 1.0e (with Ludo's unofficial music pack) with or without the minidumps fix, with Sins Plus (v1.02 I believe, the same version Chimaera has). I've made some great progress thus far, and it's actually near completion. However, I've run into a slight problem (I got LogOutput and ShowErrors set to TRUE), while I've always had a failure when I try to enable the mod, now my logs are ALWAYS blank and the only thing, and I mean the only thing, that pops up in the error windows is: "Failed to convert '' to an enum value.". Even if I tell SoaSE to skip it, the game crashes, and I really have no idea why. I've tried getting rid of GasGiants (and related files) and BuffDominion, to no effect. With or without them, I get the same thing (which I'm assuming means they aren't screwed up). I've also not included any of the research things from Sins Plus (any planet with a special research path, aka. GasGiants, has had that changed to "Asteroids", and is set to colonizable). I've also totally rewritten the entity.manifest file from scratch, tried running it with SoGEs strings, Sins Plus', a combo of the two made by myself (Sins Plus stuff added to SoGE), and no strings at all. If anyone has any idea what's causing the "Failed to convert '' to an enum value." error, input would be greatly appreciated, and I'll happily post up everything I've done if anyone wants to take a look at it themselves, or if this wants to be included in a beta release of sorts.
  16. Hello, I'm interested in beta testing as well. Mantis account is Lavo.

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