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Lavo

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Everything posted by Lavo

  1. Rigged up the Galaxy Destroyer model today, and slapped it ingame. It, like the Rothana DD initially, is suffering from a case of odd tangents/UVs resulting in some trippy lighting. Not sure if you can do something about it, as with the Rothana DD, but if you can that would be great. http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/galaxydd_oddness.png
  2. Lavo

    SVN Update Log

    Update: July 31, 2013 | Revision: 1083 Buffed Dauntless' ions, added new Vong SB constructor mesh, used Yorik-Trema for it's intended use as cargo ships, buffed MC80 Liberty, changed up MC80B/Independence abilities, modified most Backup Shields, buffed Hull Harden, WMD no longer needs research, gave Suuv Ban D'Krid a second squad, added more icons, other stuff I forgot. Adjusted prices of: MC80[MARIA], MC80a, MC80 Wingless, MC80 Liberty, VSD-II, VIscount, Venators, Providence S-CRS, Tector.
  3. Some filesharing site.
  4. Lavo

    SVN Update Log

    Update: July 26, 2013 | Revision: 1081 Added new icons, did a bunch of minor fixes. Edit: More icons.
  5. Yep, that works great!
  6. Yep. Heck, all those who clamor for a Old Republic or Galactic Alliance era faction can make one themselves with relative ease.
  7. I'm really tempted to copy over the whole explanation from the FAQ on why we aren't going to add in more factions, though I think Evaders has it covered better. Though in truth, SoGE is not out of faction slots; thanks to the stackable mods setup you can have as many factions as you want, assuming you have the RAM for them.
  8. Fair enough, that makes a good deal of sense. I'd suggest to possibly make the main bridge's window slightly larger. In comparison to the bridge itself, it looks somewhat small.
  9. I entirely agree that the current model could use a facelift or replacement. Have you got this model skinned? It would be my pleasure to slap it ingame and see how it looks. If not, keep us posted on your progress! What you got here looks quite promising.
  10. Lavo

    Tie Advanced?

    The TIE Avenger and Defender were both really good fighters, but they did not get adopted as "regular" units like the TIE Fighter and Interceptor were. That very reason is enough of an argument against their inclusion, in addition to possible balance issues. In all truth the Empire does not desperately need shielded fighters, nor would it be entirely canon to allow all ships to build them. Perhaps most notably, the Avenger would have to replace an existing fighter, as ships can only have up to four squadron types, which is not something I am willing to do. As for Steam, don't have access to it atm, and I'm glad you're enjoying SoGE!
  11. Lavo

    SVN Update Log

    Update: July 14, 2013 | Revision: 1078 All Extra Planets, No Forts, and Quick Random maps now have spawns set up such that no player is initially connected to one and other. Attempted quick fix with Miid Ro'ik's abiity.
  12. Lavo

    SVN Update Log

    Update: July 8, 2013 | Revision: 1077 Spaceports are now a 4 slot structure, values adjusted accordingly. Fixed Droid Control Signal, Superlaser, Ion Pulse Cannon abilities. Gave Subjugator Discord Missiles ability, added some icons.
  13. Lavo

    SVN Update Log

    Update: July 2, 2013 | Revision: 1076 Adjusted Weapon Jam, adjusted ISD-I and Venators (all) costs, reduced Slave Circuitry to level 1, added some icons, gave ARC-170 team colors, adjusted Vua'spar AI settings.
  14. Awesome, thanks! Forgot to mention it in this thread, but I put in the proper version with rev 1074.
  15. Lavo

    SVN Update Log

    Update: June 25, 2013 | Revision: 1075 Adjusted how culture repulsion works with capitals/supercaps. Capitals have no culture to start with, though "elite" capitals get it while they level up, to a maximum of 0.5 at level 10. Supercaps have a starting value of 1.5/3/6 and gain at a rate of 0.05/0.1/0.2. For personal reference, the patch for R1073 is this revision.
  16. Lavo

    SVN Update Log

    Awesome, glad to see that did the trick.
  17. Lavo

    SVN Update Log

    Hrm. Perhaps it's related to hitting the 2GB limit? Re-installs wouldn't do much with the SVN, as unlike downloads, it references the SVN server itself when seeing if a file is up-to-date/in good shape. Update: June 24, 2013 | Revision: 1074 Fixed fatal movement bug with Executor and Mandator, added proper skin to Vong refinery, adjusted Home One's speed, adjusted some lighting on a few structures.
  18. Lavo

    SVN Update Log

    Update: June 23, 2013 | Revision: 1073 Reverted scaling to R1051 standard, changed up the scale of most supercaps and did some other minor tweaks I forget. For personal reference, this is the revision which was posted to the public on June 23rd 2013.
  19. Lavo

    SVN Update Log

    Update: June 23, 2013 | Revision: 1069 Finished up Independence S-CRS revising, now known as MC80 'Home One' S-CRS. Swapped out the CC-7700 for the Immobilizer 418 for the NR (named the "Immobilizer 418A" but stats are equal). Added a second Frigate Factory to all starting homeworlds when using Quick Start, mirroring the official 1.5 change. With these, all the gameplay changes of the next public release are done; all that's left to do is reversing the upscaling, and a handful of performance tweaks.
  20. Unfortunately I couldn't get the smokestack effect to work, for now. It emits in a really weird direction, and the particle itself travels strangely. I'll revisit it at a different time, but for now I'm leaving it alone. Also, is the refinery supposed to look like this? It looks somewhat... Funky ingame. http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/vrefinery.png
  21. Lavo

    SVN Update Log

    Can you give more details, or does it seem purely random? More crashes is concerning, esp. as the mod should be up to 1.5x standard.
  22. Lavo

    SVN Update Log

    Update: June 20, 2013 | Revision: 1068 Added new Vong refinery mesh, added new Mandator ability, added new icons.
  23. Lavo

    SVN Update Log

    Update: June 19, 2013 | Revision: 1067 Fixed several UI visual bugs, made a bunch of UI elements transparent for consistency, completely re-hauled experience points. For EXP, they are modeled around how much supply a ship costs, ex. a TradeFed frigate costs 1.1 supply, so it yields 1.1 EXP upon destruction. For capitals and supercaps, the EXP has yet to be fully implemented (a special ability based thing, currently all of them use the common Gameplay.constants values). For modules/structures, I figured out some sort of approximation. In essence, due to their immobile nature, destroying structures is less rewarding then destroying ships. How much EXP a ship needs to level up has also been redone, with the first level for capitals being 76 and 190 for supercaps, in both cases the next level up costs 1.3 times the previous level. This particular bit is up for change, though I'll need some feedback first. How much a ship is worth in EXP however, is very much fixed, as this is an easy system to use, and is fairly balanced.
  24. Lavo

    SVN Update Log

    Update: June 18, 2013 | Revision: 1066 Halved build time of diplomat ships, modified Venator, buffed Vast History tech considerably, removed XP bonus from all fighters, moved some files around.
  25. Could you go into some more detail, or say which specific ones are being weird?

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