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sloosecannon

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Everything posted by sloosecannon

  1. Ahem, it's gamefront... lol but I'll try to dl it now... I'll also try AlphaBlue, Warb usually puts his models on there too EDIT: found it on Alpha Blue, trying to recover my AB account so I can DL it EDIT EDIT: Here you go: ftp://jennisonhome.dyndns-web.com/Harrier_Frigate.zip
  2. That Strident DD looks like a nice ship tho... would be nice to put that in as a cruiser, maybe replace the nebula or whatever the cruiser version is...
  3. You know, you oughta look at using some Warb_null models for SOGE... He's got some pretty amazing stuff out there... maybe even stations and stuff... if you can convert from EaW that is... Here's a list of the stuff he's made... Pretty amazing. http://empireatwar.filefront.com/developer/WarbNull;5717 Note: If any of the files give an error just refresh the page... FF (oh sorry, GF) has been doing that lately. EDIT: Specifically I'm looking at: http://empireatwar.filefront.com/file/Republic_Light_Cruiser;109115 http://empireatwar.filefront.com/file/Republic_Starbase;100277 http://empireatwar.filefront.com/file/Empire_Station;120065 along with assorted other ship models... I'm thinking have the research stations be replaced by one of the Republic bases or something... EDIT EDIT: http://empireatwar.filefront.com/file/Strident_Destroyer;118214 http://empireatwar.filefront.com/file/Blue_Diver;114197 And this for our diverse-ship-lacking New Republic
  4. K-wing!? I didn't even know we had a k-wing model! Unless it's a filler...
  5. 1205 planets!? JEEZ!!! Endgame lag much? I'm sure we can find somewhere to host the file if you don't want to have everybody emailing you... having an actual sw galaxy map is pretty cool
  6. hey EV could you sticky this? Want the new testers to see it
  7. Impossible, and would also be a penalty for those who are simply good at managing economies. Erm, not quite impossible... more specifically it's impractical... you could set the log slot usage unreasonably high so you can only get one... but that's not really a good solution
  8. I believe CG is a USN abbreviation for Cruiser? Maybe Cruiser Gunship? Presumably the S is for like star... so it's like Star-Cruiser Gunship
  9. Well how about creating more logistics slots? There are times where I as a human player have trouble with this exact problem... and depending on the galaxy you get, you can really get screwed with planets... I had one time where there were like 3 uncolonizables and a huge shipyard planet... Needless to say, it was quite rough
  10. LOL... yeah like I said... make sure you DON'T get hit by a pirate raid... if you do, you're skrewed
  11. Well I believe the way we decided to fix this is change how planets spawn in the galaxies to spawn the hi-level planets farther from the start... that way there's less of a chance of the AI getting stuck on them
  12. Were they near a volcanic or urban planet? if so, did they have enough research stations to colonize it? The AI tends to get stuck when there's a planet that they can't colonize... it won't go on until it colonizes it, and it can't colonize it without more stations (IE logistics slots, IE planets) so it gets stuck
  13. Well, the issue with this is the fact that pirate raids are the same size as before the NU price-hike... so there are a great deal more ships in the raid than there were before the price hike relative to what you can build... that's why the time before the raid has been increased... so if I was you, I would make sure not to get hit by pirate raids, especially at the beginning of the game... because they WILL destroy your forces and leave you in quite the poor tactical situation... @Lavo, you think I should look at reducing the size of the raids? They are pretty overwhelming...
  14. Reps... The red, white and gray of the Republic!
  15. Added flavor to strings. When jumping to planets, it now says "Hyperspace jumping to..." instead of "Phase Jumping to..." Removed phase jump animation from jump chargeup.
  16. LOL yup I posted the same question
  17. Darn... any idea about the Ibuff one? That's the one that's got me confused... would that be because of the ship graveyards thing too?
  18. There was a "Get Diplomacy!" string, but no "Play Diplomacy!"
  19. Updated as Lavo... Anything done by me will have a ~SDJ on the log. 7/27/11 0333Z Added "Play Diplomacy!" string to English.str... will probably add to the other 2 when I get a chance... stupid String Not Found was driving me crazy on the dev exe. Also working on Mandator turret platform ability and trying to debug some of the asserts that we get when running the mod... presumably a lot of our MDs are stemming from those...
  20. Okay... so I'm getting like 100 "Assert @ c:\gs\entrenchment\CodeSource\GS/Entity/Interfaces/IBuff.cpp(3107) false" errors in my startup whenever I run in DEV mode... I think it might have something to do with the crash on using the Mandator's turret's mines... what's particularly intriguing is the error thrown right before these... "Failed to convert 'Replace with new buff' to an enum value" which implies a line missing or something in one of the entities... the problem is though, it doesn't tell me which one... I'm trying to bugcheck this now... If anyone has any clue about this, feel free to post...
  21. Go to Options -> Mods. On the right you will see a number titled "Checksum". Post that number here. Yeah, what he said
  22. Yikes... That's a lot of minidumps... The checksum is on the enable mod page... should be like a 8(?) digit number
  23. That is REALLY odd... that's a nice machine... are you running anything else that *could* be a memory hog? If there's no mem to allocate, then it will still MD... but that STILL doesn't make any sense... my laptop doesn't throw MDs at me like that and it's got worse specs than yours... EDIT: I'm gonna assume you've done all the normal debugging strategies like removing the mod, re-downloading, and so on right? If not then maybe it could be like a partial install (although that STILL doesn't make sense)
  24. Yeah... he's tried to make an account like 3 or 4 times now and it still gives me a username/password failure... EDIT: By the way, Lavo, could you remove the "lay baradium mines" ability from the missile battery (dropped by the Mandator) It causes a MD any time you try to use it... I'm trying to troubleshoot it, but until I fix it we should probably remove that ability...
  25. Actually, making the models smaller wouldn't do any good... they still have the same resource usage...

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