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Lavo

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Everything posted by Lavo

  1. Lavo replied to Warb_Null's topic in Beta Testing
    That will be cool actually. I'll be sure to put in those particles! Excellent! Now nearly all of the Vong's structures have been replaced, only thing left is the factories.
  2. Oh wow, yeah, when you're up against Lucrehulks and TradeFed AFCs, you need to maintain fighter cover or bring some flak, as otherwise Buzz Droids will disable your ships and rip you apart. With the Lucrehulk BB however, if they are any level 5s, you basically need to have some flak frigs or else they will use Full Squadrons to wreak your fighter cover. You don't necessarily need 30, but as the Centax is fairly cheap, you can easily afford 10 or so. Also, I believe that having less capitals means that the ones that you do have will level up faster. The Rothana DD also isn't a bad ship at all; it's pretty powerful and is the Republic's best ship after the Venator/VSD/Procurator. If you can confirm whether the CIS had air superiority, that is easily the difference between life and death.
  3. Lavo replied to Lavo's topic in Testing
    Yup. Independence is still broken and OP right now, but it's the next, and last, on the list for a total rehaul. Update: June 14, 2013 | Revision: 1065 Increased VSD-I/II squad count to 2. Changed Coordinated Targeting's effect, should be less annoying now.
  4. Lavo replied to Warb_Null's topic in Beta Testing
    No need to worry, we aren't rushing here. I mean, I'm still behind on rigging some of your beautiful ships, like the Rejuvinator's replacement for the Nebula, plus other ships like the Endurance and Dauntless. And UI assets. I can rig up the refinery in a few minutes; feel free to send it over. That frigate shipyard looks pretty nice. If you feel like making it, or can get that model, go ahead! If it would kill your time, don't worry to much about it, as the current vanilla frigate shipyard isn't half bad.
  5. Normal AI was nerfed in 1.5 for some reason. The Mandator is a fleet support ship; it will fall quickly against other supercaps on it's own. Against non-supercap fleets, it's Baradium Charges can slaughter tons of stuff instantly. It is not done yet however; I have plans to replace Siege Torpedoes with a more useful fleet-oriented ability, what exactly is to be determined. Could you possibly give more details about what you were fighting, and what fleet you had? It's certainly possible that a few Republic ships are underpowered, they suffered badly from this in the past. Noted the weak culture bonuses; I'll look into them and likely change them up or boost them.
  6. Lavo replied to Warb_Null's topic in Beta Testing
    Warb still pops in from time to time. He does stuff at his own pace.
  7. Lavo replied to Lavo's topic in Testing
    Update: June 13, 2013 | Revision: 1064 Lowered speed of all supercaps but Geo SDN (which was the slowest previously), reworked MC80B's stats, turned it into a cap of four supercap. The Alliance is now unique in that it is the only race that can field both of it's faction's supercaps, but still has a limit of having 4 total at a given point in time.
  8. Lavo replied to Lavo's topic in Testing
    Update: June 11, 2013 | Revision: 1063 Adjusted Defender a good deal, AI will hopefully spam them less now. Tweaked all diplomatic missions, halved supply cost of all envoys.
  9. Lavo replied to Lavo's topic in Testing
    Update: June 10, 2013 | Revision: 1062 Reduced Geo SDN's firepower.
  10. Lavo replied to Lavo's topic in Testing
    Damnit, I rushed that rev out too fast. Yeah, it's causing a crash, due to the ability changes I did, will fix. Edit: Somehow using regular notepad resulted in a blank space being made when that shouldn't have happened. Fixed, rev 1061.
  11. Lavo replied to Lavo's topic in Testing
    Update: June 7, 2013 | Revision: 1060 Adjusted some ion abilities, balanced CIS' supercaps. I'm afraid I might have made the Malevolence a little undergunned relative to it's cost/supply, lemme know how you find it.
  12. Lavo replied to Lavo's topic in Testing
    Update: June 7, 2013 | Revision: 1059 Made tactical slot star bases have the same stats as "regular" ones, buffed star base trade port income, shipyard planets (save Industrial Shipyard) no longer give planet module bonuses, but instead give a ship build cost reduction, to make them different from industrial planets. ORD and Industrial Shipyards now give a ship build cost reduction.
  13. Lavo replied to Lavo's topic in Testing
    Update: June 6, 2013 | Revision: 1058 Another set of compatibility tweaks for Sins 1.5/DLC.
  14. Lavo replied to Lavo's topic in Testing
    Update: June 5, 2013 | Revision: 1056 Redid most of the Vong's ship costs, reduced combat frigate cost by 10% and supply cost by 0.5, increased credit cost of all supercaps by 50%, fixed Vong crash issue, removed accidental inclusion of Acadamy planets in a NoFort GSD entry, and made SoGE fully compliant with Sins 1.5/DLC.
  15. Lavo replied to Lavo's topic in Testing
    Update: June 4, 2013 | Revision: 1054 Fixed some things that were spewing dev exe errors.
  16. Lavo replied to Lavo's topic in Testing
    Update: June 1, 2013 | Revision: 1053 Upscaled Alliance, CIS meshes. Seeing feedback on the moddb page, I will release these upscaled meshes as an optional addon, rather than as part of the mod proper, so they will all be reverted back to their 1051 sizes soon.
  17. Lavo replied to Lavo's topic in Testing
    Update: May 30, 2013 | Revision: 1052 Upscaled all ship/structure meshes in CORE, Republic, New Republic, and Vong folders by 33%, save the Allegiance and Mediator (to be re-scaled tomorrow).
  18. Lavo replied to Lavo's topic in Testing
    Update: May 29, 2013 | Revision: 1051 Adjusted Mandator's hull strength, supercap's Ion Volley, and reduced star bases' firepower.
  19. Lavo replied to Lavo's topic in Testing
    Update: May 28, 2013 | Revision: 1050 Completely rebalanced Imp, NR, Rep, and Vong supercaps. The Executor/Viscount/World Ship have had their supply costs increased, squads increased to 30, and World Ship lost Blister Burst. The Ro'ik Va'lh has had it's Yorik-ets removed, cost/supply/build time tweaked. The Mandator, Praetor, and Allegiance have been redone period. This is the first batch of supercap rebalancing, CIS and Alliance are next on the list, and after this star bases' firepower will be addressed. Added additional squadron to Vindicator, 2 to Liberator. Strike Cruiser supply/build time increased. Dreadnaught, Imp. Dreadnaught, Defender, and Assault Frigate Mk.1's costs/supply/build time have been adjusted. Minor string tweaks, and other ability/buff tweaks related to supercaps done as well.
  20. Lavo replied to Lavo's topic in Testing
    SVN is back up and running.
  21. Lavo replied to Lavo's topic in Sins Staff
    Up and running now.
  22. Lavo replied to Lavo's topic in Sins Staff
    Awesome, thanks!
  23. Lavo posted a topic in Sins Staff
    Any idea when it will be back up?
  24. This is going to sound extremely silly, but did you remember to put a blank line after [enabledModName "SoGE Rxxxx Reb - CORE"]? Without a blank space, the game will be unable to properly read your EnabledMods.txt.

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