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Shoe

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Everything posted by Shoe

  1. Basic brainstorm: Picture of a x-wing blaster, then make the laser coming out of it more impressive every level (just like how the laser improvements work in SINS.)
  2. Buried deep in a cave, guarded by foul beasts and evil wizards perhaps.
  3. Hand of Thrawn: +culture vision, +culture observation, +system hyperspace vision Tibanna Gas: ??? (This seems like a Gas Giant thing, but Gas Giants arent colonizable.) Military Genius: +special units from Homeworld ability? Shipbuilder HQ: +shipbuilding speed Chiss: Enables Chiss unit(s)? +1 ship training level? Refugees: -tax inc +allegiance +culture (minor)
  4. Shoe

    New Planet types

    Another thought: City worlds could have multiple starbases, that way you could have multiple Golan IIIs orbiting Coruscant and things like that.
  5. Something I found when I was surfing the wookiepedia, apparently they were used before hyperdrives? I'm not sure they'd actually be any faster, but it sounded good
  6. *Graveyard - convert space junk to use starwars wreckage? *Water world - ~terran world in potential, but expensive to upgrade *City world - Extremely strong militia, strong base stats, extremely expensive upgrades. *
  7. Brainstorms on unique artifacts or planetary bonuses. *Spaarti Cylinders: auto-experience for low level capital ships? credit cost reduction? *Ancient Holocron: Research cost reduction *Hidden Master (generic, could be jedi or sith): ??? *Grey Order (non-Jedi/Sith force users): Special ships? *Restless Natives: Penalty to planet health *Ysalamiri: Special ships? *Hutt Cartel: Bounty improvements *Hyperspace cannon: Faster phase jumps to/from planet?
  8. Shoe

    New Blood

    That should be pretty easy, the only tricky part is making sure all the fallbackraces are set to new factions.
  9. I've noted that there are Vong, New Republic, Imperial Remnant and Militia (pirate?) ships in the .entities, if not the meshes. Are these planned for the next release, or should we just ignore them?
  10. Nope. There's no buff for that, and there's no scripting language. Another problem with the Death Star is that it would have to be a Capital Ship if you ever wanted to move it anywhere, but as a Capital Ship it would be vulnerable to things like ion cannon shots which are absurd in the universe context. It could avoid this by being a Starbase, but Starbases can't jump. Additionally, the Executor is already 450 supply- a Death Star would have to be some absurd # of supply points. Finally, the Empire already has an obvious and probably more fitting candidate for the Novalith role - the Galaxy Gun. The only real place I can figure for the Death Star would be to set up the Death Star II as an extremely powerful Starbase orbiting a non-colonizable world in a custom scenario.
  11. Shoe

    New Blood

    Do you want me to post my experimental build here?
  12. Shoe

    New Blood

    Looks good.
  13. Shoe

    String File Stuff

    Also: String entries for the fighter/bomber Squads (not the fighters/bombers themselves). Unfortunately I did not follow the standard naming scheme but it's pretty straightforward. I don't think I got quite all of them, but I got most of them. StringInfo ID "IDS_SQUAD_Xwing" Value "X-wing Squadron" StringInfo ID "IDS_SQUAD_Xwing_D" Value "Heavy fighter that performs well against both fighters and ships." StringInfo ID "IDS_SQUAD_Awing" Value "A-wing Squadron" StringInfo ID "IDS_SQUAD_Awing_D" Value "Fast interceptor optimized for destroying enemy starfighters." StringInfo ID "IDS_SQUAD_Ywing" Value "Y-wing Squadron" StringInfo ID "IDS_SQUAD_Ywing_D" Value "Slow but strong torpedo bomber." StringInfo ID "IDS_SQUAD_Bwing" Value "B-Wing Squadron" StringInfo ID "IDS_SQUAD_Bwing_D" Value "Advanced fighter that is optimized for strike roles, yet retains anti-fighter capability." StringInfo ID "IDS_SQUAD_Vulture" Value "Vulture Droid Squadron" StringInfo ID "IDS_SQUAD_Vulture_D" Value "Cheap, mass-produced droid fighter." StringInfo ID "IDS_SQUAD_VultureBomber" Value "Vulture Bomber Squadron" StringInfo ID "IDS_SQUAD_VultureBomber_D" Value "These Vulture droids are modified and up-armored for assaulting enemy ships." StringInfo ID "IDS_SQUAD_TieFighter" Value "TIE Fighter Squadron" StringInfo ID "IDS_SQUAD_TieFighter_D" Value "The Twin Ion Engine fighter is cheap and widely available, but not very effective." StringInfo ID "IDS_SQUAD_TieBomber" Value "TIE Bomber Squadron" StringInfo ID "IDS_SQUAD_TieBomber_D" Value "The TIE Bomber poses a considerable threat to enemy capital ships in large numbers." StringInfo ID "IDS_SQUAD_TieInterceptor" Value "TIE Interceptor Squadron" StringInfo ID "IDS_SQUAD_TieInterceptor_D" Value "The TIE Interceptor has increased firepower and protection, and is much deadlier than its predecessor." StringInfo ID "IDS_SQUAD_AssaultGunboat" Value "Assault Gunboat Squadron" StringInfo ID "IDS_SQUAD_AssaultGunboat_D" Value "Assault Gunboats are advanced bombers that feature capacious missile buys and advanced electronics." StringInfo ID "IDS_SQUAD_Eta2" Value "Eta-2 Actis Squadron" StringInfo ID "IDS_SQUAD_Eta2_D" Value "The Eta-2 Actis is favored by Republic pilots for its maneuverability and firepower." StringInfo ID "IDS_SQUAD_Arc170" Value "ARC 170 Squadron" StringInfo ID "IDS_SQUAD_Arc170_D" Value "The ARC-170 heavy fighter is crewed by 3 clones and is well suited to assaulting Seperatist warships." StringInfo ID "IDS_SQUAD_Torrent" Value "V-19 Torrent Squadron" StringInfo ID "IDS_SQUAD_Torrent_D" Value "The strangely shaped Torrent excels at suppressing waves of Droid starfighters."
  14. Shoe

    String File Stuff

    AI names for the new races, add to String file. You also have to change the entries in the Player* file. The game doesn't appear to support more than 10 names. StringInfo ID "IDS_IMPERIAL_AINAME1" Value "Grand Moff Tarkin" StringInfo ID "IDS_IMPERIAL_AINAME2" Value "Moff Balfour" StringInfo ID "IDS_IMPERIAL_AINAME3" Value "Admiral Zaarin" StringInfo ID "IDS_IMPERIAL_AINAME4" Value "Moff Fehlaaur" StringInfo ID "IDS_IMPERIAL_AINAME5" Value "Moff Wessex" StringInfo ID "IDS_IMPERIAL_AINAME6" Value "Admiral Pellaeon" StringInfo ID "IDS_IMPERIAL_AINAME7" Value "Admiral Zsinj" StringInfo ID "IDS_IMPERIAL_AINAME8" Value "Grand Moff Hissa" StringInfo ID "IDS_IMPERIAL_AINAME9" Value "Admiral Piett" StringInfo ID "IDS_IMPERIAL_AINAME10" Value "Admiral Daala" StringInfo ID "IDS_REP_AINAME1" Value "Echuu Shen-Jon" StringInfo ID "IDS_REP_AINAME2" Value "Mace Windu" StringInfo ID "IDS_REP_AINAME3" Value "Obi-Wan Kenobi" StringInfo ID "IDS_REP_AINAME4" Value "Plo Koon" StringInfo ID "IDS_REP_AINAME5" Value "Kit Fisto" StringInfo ID "IDS_REP_AINAME6" Value "Shaak Ti" StringInfo ID "IDS_REP_AINAME7" Value "Aayla Secura" StringInfo ID "IDS_REP_AINAME8" Value "Quinlan Vos" StringInfo ID "IDS_REP_AINAME9" Value "Yoda" StringInfo ID "IDS_REP_AINAME10" Value "Agen Kolar" StringInfo ID "IDS_CIS_AINAME1" Value "General Grevious" StringInfo ID "IDS_CIS_AINAME2" Value "Sev'rance Tann" StringInfo ID "IDS_CIS_AINAME3" Value "Count Dooku" StringInfo ID "IDS_CIS_AINAME4" Value "Durge" StringInfo ID "IDS_CIS_AINAME5" Value "Nute Gunray" StringInfo ID "IDS_CIS_AINAME6" Value "Free Dac Movement" StringInfo ID "IDS_CIS_AINAME7" Value "InterGalactic Banking Clan" StringInfo ID "IDS_CIS_AINAME8" Value "Commerce Guild" StringInfo ID "IDS_CIS_AINAME9" Value "Asajj Ventress" StringInfo ID "IDS_CIS_AINAME10" Value "Techno Union" StringInfo ID "IDS_ALL_AINAME1" Value "General Dodonna" StringInfo ID "IDS_ALL_AINAME2" Value "Mon Mothma" StringInfo ID "IDS_ALL_AINAME3" Value "Admiral Ackbar" StringInfo ID "IDS_ALL_AINAME4" Value "Garm Bel Ibis" StringInfo ID "IDS_ALL_AINAME5" Value "Lando Calrissian" StringInfo ID "IDS_ALL_AINAME6" Value "General Rieekan" StringInfo ID "IDS_ALL_AINAME7" Value "Alderaan Vengeance Front" StringInfo ID "IDS_ALL_AINAME8" Value "Crix Madine" StringInfo ID "IDS_ALL_AINAME9" Value "Bail Organa" StringInfo ID "IDS_ALL_AINAME10" Value "General Cracken" Imperial ship names, must be pasted over TEC ship names. StringInfo ID "IDS_CAPITALSHIPNAME_TECH00" Value "Inexorable" StringInfo ID "IDS_CAPITALSHIPNAME_TECH01" Value "Judicator" StringInfo ID "IDS_CAPITALSHIPNAME_TECH02" Value "Iron Hand" StringInfo ID "IDS_CAPITALSHIPNAME_TECH03" Value "Accuser" StringInfo ID "IDS_CAPITALSHIPNAME_TECH04" Value "Hierophant" StringInfo ID "IDS_CAPITALSHIPNAME_TECH05" Value "Thunderbolt" StringInfo ID "IDS_CAPITALSHIPNAME_TECH06" Value "Inflexible" StringInfo ID "IDS_CAPITALSHIPNAME_TECH07" Value "Inquisitor" StringInfo ID "IDS_CAPITALSHIPNAME_TECH08" Value "Aggressor" StringInfo ID "IDS_CAPITALSHIPNAME_TECH09" Value "Allegiance" StringInfo ID "IDS_CAPITALSHIPNAME_TECH10" Value "Chimaera" StringInfo ID "IDS_CAPITALSHIPNAME_TECH11" Value "Coercion" StringInfo ID "IDS_CAPITALSHIPNAME_TECH12" Value "Bombard" StringInfo ID "IDS_CAPITALSHIPNAME_TECH13" Value "Battalion" StringInfo ID "IDS_CAPITALSHIPNAME_TECH14" Value "Ardent" StringInfo ID "IDS_CAPITALSHIPNAME_TECH15" Value "Death's Head" StringInfo ID "IDS_CAPITALSHIPNAME_TECH16" Value "Zealous" StringInfo ID "IDS_CAPITALSHIPNAME_TECH17" Value "Devastator" StringInfo ID "IDS_CAPITALSHIPNAME_TECH18" Value "Warden" StringInfo ID "IDS_CAPITALSHIPNAME_TECH19" Value "Warlord" StringInfo ID "IDS_CAPITALSHIPNAME_TECH20" Value "Vigilant" StringInfo ID "IDS_CAPITALSHIPNAME_TECH21" Value "Terror" StringInfo ID "IDS_CAPITALSHIPNAME_TECH22" Value "Tyrant" StringInfo ID "IDS_CAPITALSHIPNAME_TECH23" Value "Silencer" StringInfo ID "IDS_CAPITALSHIPNAME_TECH24" Value "Doxa" StringInfo ID "IDS_CAPITALSHIPNAME_TECH25" Value "Sentinel" StringInfo ID "IDS_CAPITALSHIPNAME_TECH26" Value "Predator" StringInfo ID "IDS_CAPITALSHIPNAME_TECH27" Value "Retributor" StringInfo ID "IDS_CAPITALSHIPNAME_TECH28" Value "Penetrator" StringInfo ID "IDS_CAPITALSHIPNAME_TECH29" Value "Nemesis" StringInfo ID "IDS_CAPITALSHIPNAME_TECH30" Value "Monitor" StringInfo ID "IDS_CAPITALSHIPNAME_TECH31" Value "Mandate" StringInfo ID "IDS_CAPITALSHIPNAME_TECH32" Value "Leviathan" StringInfo ID "IDS_CAPITALSHIPNAME_TECH33" Value "Hierarch" StringInfo ID "IDS_CAPITALSHIPNAME_TECH34" Value "Canon Keeper" StringInfo ID "IDS_CAPITALSHIPNAME_TECH35" Value "Lancer" StringInfo ID "IDS_CAPITALSHIPNAME_TECH36" Value "Hydra" StringInfo ID "IDS_CAPITALSHIPNAME_TECH37" Value "Harrower" StringInfo ID "IDS_CAPITALSHIPNAME_TECH38" Value "Guardian" StringInfo ID "IDS_CAPITALSHIPNAME_TECH39" Value "Gorgon" StringInfo ID "IDS_CAPITALSHIPNAME_TECH40" Value "Glorious" StringInfo ID "IDS_CAPITALSHIPNAME_TECH41" Value "Furious" StringInfo ID "IDS_CAPITALSHIPNAME_TECH42" Value "Galatea" StringInfo ID "IDS_CAPITALSHIPNAME_TECH43" Value "Exterminator" StringInfo ID "IDS_CAPITALSHIPNAME_TECH44" Value "Eidolon" StringInfo ID "IDS_CAPITALSHIPNAME_TECH45" Value "Desolator" Rebel ship names... sort of. These are a bit more fanciful. Goes over Psi. StringInfo ID "IDS_CAPITALSHIPNAME_PSI00" Value "Liberator" StringInfo ID "IDS_CAPITALSHIPNAME_PSI01" Value "Path of Light" StringInfo ID "IDS_CAPITALSHIPNAME_PSI02" Value "Warrior" StringInfo ID "IDS_CAPITALSHIPNAME_PSI03" Value "Tentakel" StringInfo ID "IDS_CAPITALSHIPNAME_PSI04" Value "Ladyhawk" StringInfo ID "IDS_CAPITALSHIPNAME_PSI05" Value "Stalwart" StringInfo ID "IDS_CAPITALSHIPNAME_PSI06" Value "Defender" StringInfo ID "IDS_CAPITALSHIPNAME_PSI07" Value "Passion Wagon" StringInfo ID "IDS_CAPITALSHIPNAME_PSI08" Value "Shines like Justice" StringInfo ID "IDS_CAPITALSHIPNAME_PSI09" Value "Spindizzy" StringInfo ID "IDS_CAPITALSHIPNAME_PSI10" Value "Truth to Power" StringInfo ID "IDS_CAPITALSHIPNAME_PSI11" Value "Esperanza" StringInfo ID "IDS_CAPITALSHIPNAME_PSI12" Value "Mountain Punch" StringInfo ID "IDS_CAPITALSHIPNAME_PSI13" Value "Dreamer" StringInfo ID "IDS_CAPITALSHIPNAME_PSI14" Value "Gambit" StringInfo ID "IDS_CAPITALSHIPNAME_PSI15" Value "Crusader" StringInfo ID "IDS_CAPITALSHIPNAME_PSI16" Value "Emancipator" StringInfo ID "IDS_CAPITALSHIPNAME_PSI17" Value "Ghost" StringInfo ID "IDS_CAPITALSHIPNAME_PSI18" Value "Immortal" StringInfo ID "IDS_CAPITALSHIPNAME_PSI19" Value "Temblor" StringInfo ID "IDS_CAPITALSHIPNAME_PSI20" Value "Screamer" StringInfo ID "IDS_CAPITALSHIPNAME_PSI21" Value "Avenger" StringInfo ID "IDS_CAPITALSHIPNAME_PSI22" Value "Open Hand" StringInfo ID "IDS_CAPITALSHIPNAME_PSI23" Value "Sentinel" StringInfo ID "IDS_CAPITALSHIPNAME_PSI24" Value "Patriot" StringInfo ID "IDS_CAPITALSHIPNAME_PSI25" Value "Salvo" StringInfo ID "IDS_CAPITALSHIPNAME_PSI26" Value "Felicima" StringInfo ID "IDS_CAPITALSHIPNAME_PSI27" Value "Aleph" StringInfo ID "IDS_CAPITALSHIPNAME_PSI28" Value "Optimist" StringInfo ID "IDS_CAPITALSHIPNAME_PSI29" Value "Alien Death Fleet" StringInfo ID "IDS_CAPITALSHIPNAME_PSI30" Value "Celebration" StringInfo ID "IDS_CAPITALSHIPNAME_PSI31" Value "Salvation" StringInfo ID "IDS_CAPITALSHIPNAME_PSI32" Value "Stalwart" StringInfo ID "IDS_CAPITALSHIPNAME_PSI33" Value "Sallyforth" StringInfo ID "IDS_CAPITALSHIPNAME_PSI34" Value "Jewel" StringInfo ID "IDS_CAPITALSHIPNAME_PSI35" Value "Beauty" StringInfo ID "IDS_CAPITALSHIPNAME_PSI36" Value "Causation" StringInfo ID "IDS_CAPITALSHIPNAME_PSI37" Value "Savior" StringInfo ID "IDS_CAPITALSHIPNAME_PSI38" Value "Alderaan" StringInfo ID "IDS_CAPITALSHIPNAME_PSI39" Value "Yavin"
  15. Using a vanilla or modded version of the Advent's Anima Tempest (IE, on Lucrehulk) ability seems to crash the game. I'm not sure why, though it seems that Anima Tempest is more hardcoded than other abilities. *EDIT - The Escort Carrier's shield mesh appears to be broken.
  16. The Mandator Star Dreadnought always crashes when built. I tested it extensively (since I thought it was caused by one of the many changes I had made to the ,pd_ but even when I replaced virtually the whole file with the Executor's file, it still CTDs when built. It's not the abilities either. *shrug*
  17. This modified GalaxyScenarioDef file gives players back their starting structures and converts the militia to approximately equivalent SOGE ships. http://www.deadlyshoe.com/SINS/GalaxyScenarioDef.rar Note for Eville and other modders: Although most structures have been added to the PlanetItemType list, most ships have not. If you want to change the militia to other ship types you'll have to add them to the PlanetItemType list, or change an existing list entry.
  18. * Game tends to crash about 30 minutes in. Don't know cause. I was playing with 1 of each faction. (Edit: I believe the early crash is caused by the Alliance faction somehow. However, I still get occasional crashes without the Alliance.) * Putting ability points into Demolitions Bots (Procurator) causes the points to disappear mysteriously. I believe some other abilities might have this problem. * There's no visible method to regenerate antimatter besides stars. (Edit: Ah. Repair bays. Okay.) * On that note, the hangar defense/platform runs out of antimatter before it can finish creating its fighters. Though it does have slow regen. Intentional? * Many abilities default to auto-execute when auto-execute is counterproductive. Intercept is the worst offender, because of how it hurts your ability to fight. * The Acclamator I also has problems with this - if you don't remember to turn off shield boost and flak burst, you'll run out of energy for Colonize pretty quick. * The Acclamator I's selection priority is very odd, especially in how it interacts with fleets. * The Borajef Armed Freighter is larger than many frigates and cruisers, has good firepower, and is pretty cheap. * A-wings are much larger than other new fighters like Xwings and Ties etc. They're about the size of SINS fighters/bombers. ****
  19. First - I am impressed so far. But SOGE is clearly still a work in progress. So mostly I am posting criticism - constructively, I hope. **** I'm not sure about the scale change. At least it might be too severe. Star wars had bigass warships blowing eachother up at improbably close range, yes? SINS had that, but in SOGE ships trade fire at long range. *shrug* Bombing is very powerful. Is this intended? A handful of Dreadnoughts can ravage a world in short order. See: Pirates. Firepower in general is very high, actually. At least at the low end. SOGE ships will ravage SINS ships that have similar shielding levels. Fights end very quickly as well. The spam-ships (frigates and cruisers) should not have so many abilities. Or at least, not so many abilities that need management. Too much micromanagement, and fights are so fast that you'll never be able to hit the buttons. Something kills my capital ships very quickly. I can't tell what it is. I believe it's the Broadside Missile Frigate.

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