
X-File
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Most people refer to the "refitted" Enterprise (from the movies) as the Enterprise-class, as opposed to the "original" Constitution-class Enterprise. Why is it listed here? Maybe for comparison purposes, maybe to "rub in" the smaller size of Star Trek vessels (Freudian thing?). Well, I might be a Wars fan, but I also now my Trek. The Constitution Class is indeed the original Enterprise. However, the refit is simply known as the Constitution Class with the refit only mentioned in technical briefings. The Enterprise Class is a fan-fic designation, and referenced by the name -by mistake- in a Star Trek themed FASA RPG. It did come up during the production of the first and later motion pictures, but even Scotty had blueprints which just said Constitution Class which can be seen in one of the movies. Enterprise Class does refer to a type of Starship-Bridge simulator used by Starfleet. Most prominently seen in the second movie.
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Hmmm... over at http://galactic-voyage.com/ they got an extensive ships database with all kinds of Star Wars vessel stats. If we take the factor 'passengers' into account, devide each number by a factor of 100 we might get a nice count for the fleet supply needed per vessel. A ISD-I weighs in at 97 fleet supply. An ISSD-Eclipse 150. Ships like the Tantive-IV ends up at a fleet supply of 6. Where this all goes wrong, is when we look at some of the heavier Rebellion ships: the MonCal 80's, are only 12(?!) fleet supply when we apply the same mathematics!
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Sounds like a very nice mod. Are you using the Star Wars Atlas as a reference? Is has loads of tips on the major hyperspace lanes, which can double perfectly as phase lanes.
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Fighters are indeed a big problem, even on non-modded Sins games. I'm running a game now on Diplomacy with my empire controlling starbases in every sector, with a complement of 14 bomber wings each. Let's just say I ordered my bases located on the interior of my empire to withdraw all craft. It sped up the game considerably.
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Most likely they would assign non-essential personnel to work at explosive terminals.
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http://images1.wikia.nocookie.net/__cb20081018123909/starwars/images/b/ba/TIEfacility_tfu.jpg Taken from the Force Unleashed concept art gallery, the above image is the Tie Fighter Facility orbiting Nar Shadaa. Looks pretty good to me. The smoke-stack like animation could let it also double for an Imperial Ore processing station. Certainly the ship in front of the image (basically a finished Tie carrier) could be used as a refinery ore carrier placeholder or a merchant ship if need be. http://images2.wikia.nocookie.net/__cb20091120173413/starwars/images/3/30/Raxus_Prime_orbital_facility.jpg Also from the Force Unleashed, the above image is a construction facility for the Imperial Star Destroyers. For gameplay purposes it could also double as a space station. Certainly looks bad-ass enough. Also tried to find an image of the Force Unleashed Ore Cannon, could be a nice replacement for an installation on top of an Asteroid for the Empire, but I could find nothing on the net. I might scan some pages from the art book I got.
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NR as a playable party isn't all that interesting looking to me. Most of the caps aren't that jaw-dropping gorgeous. Never been much a fan of the Mon-Calamari design philosophy. As a side to play with, NR players have access to the biggest, baddest sup-cap ships from the start. No research needed for the biggest ships, aside from a raise in pop cap. I haven't noted down the figures yet, or ships that need work, but I can surely say the biggest ship in the NR fleet needs some coloration to it. Once it rolls off the assembly line it's just a huge white blob travelling the space lanes.
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A tech support EPIC FAIL that shames other fails
X-File replied to Master_Xan's topic in Outside Interests
Working in the customer support bizz myself, the above story is all too true. Sometimes I am absolutely amazed about the stupidity of my average co-worker. We should be talking about responsible adults here, but more often than not co-workers turn out to be nothing more than airheaded, spoiled-rotten, children. No interest in the support given at all, only working for a pay-check, giving the WORST of advice and it ends up that others can clean up the mess. Couple to that even more dimwitted supervisors who should keep these people in check and you've got a recipe for disaster. -
Heavy balance testing is needed, you slackers! :)
X-File replied to psychoak's topic in Beta Testing
Just a few mod ideas. - Special research option for hangers for the Rebel Alliance. Instead of the facility being a seperate entity, add launch bays to mining facilities. Rebels launching fighter craft from hidden bases? WOW! Restrict the available squadrons to a maximum of 3, with only access to X-Wing and Y-Wing craft. More advanced fighters/bombers? > Space stations and larger ships with launch bays. - Faster 'phase jumps' for Republic/Empire/New Republic? I believe in Star Wars cannon, only the empire has access to faster hyperspace engines. Naturally this goes for the Republic as well since it evolved from this institution. Once the Empire reverts back to the New Republic this side gets the tech boost. - Centralized construction facilities/starbases. Centralize all construction facilities in one space station. Let it follow the Empire at War evolution. First only small craft, invest in an upgrade (research related?) and you are able to access larger ship types. Space stations receive a visual modification as well. The higher the tier craft that are available, the more defensive capabilities it receives as well. Allow a maximum of production facilities, so players can choose what to invest in. Of course, tier 1 unlocks tier 2, tier 2 unlocks tier 3. So a station with 3 tier one shipyards is possible, or a station with one tier 1 and two tier 2 shipyards. To get to tier 3, you have to add a lot of diversity (and also protects other players from capital ship spamming players). - Starbase ranks? As a related feature, can space stations achieve ranks? It would be interesting to see how a battle would turn out after multiple assaults on the same planet with the space station surviving, resulting in a level 10 space station with assorted abilities (tractor beams etc, or even something like an advanced hyperspace beacon allowing travel to even unlinked systems). -
True, but the really strategic playstyle is as good as gone now. No 'simple' missions which expand into a 5 staged grand assault on an immense base any more. Game play is faster paced now. Even though mixed unit tactics generally is a good idea, once you got a multitude of experimentals rolling of the assembly line it really doesn't matter. Campaign is cut into three (duh), but in order to access Illuminate or Cybran missions you first have to work your way through the UEF chapter. Cybran comes in dead last, my favourite side even. Still have mixed feelings over this title. It feels like a mix between SupCom 1 and Demigod. Not that there is anything wrong with that.
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I will try and see how the Vong/New Republic play out this weekend, if I can find the time.
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Anyone else played SupCom 2 yet? I must say, I feel a bit disappointed. While many of the good stuff from the first part is carried over, the second installment seems a bit watered down compared to its predecessor. On the upside: the levels are much more interesting in the scenery department. Don't get me wrong though, SupCom 2 still feels great to play, but it just doesn't feel like the original. It lacks a lot of strategic depth the original had. On the plus side: SupCom 2 seems to go easy on the system now, not as much slowdown that I used to experience (and I do think myself somewhat of a fancy rig owner). All in all, when it comes down to the two for multiplayer internet/lan play, I think I will stick with the first game.
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What do you need for Icon files? I can perhaps fire up photoshop to adjust nice images for ingame use.
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I have not any say in this mod whatsoever, but if it is not in the official Star Wars encyclopedia, it doesn't exist. Aside from all licensed material that is coming out since the release of the latest encylopedia edition that is. Like Clone Wars season 2 and beyond, and newly released comics/games/books. Also, why is there a size comparison for the USS Enterprise, mislabeled as an Enterprise class (should be Constitution class).
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I had a week off from work.
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Regarding research: I've been playing a large map yesterday evening. Everything went smooth, enemies were busy blaming one and another for placing bounties on each others head. Very much fun indeed, gave me the time to slowly expand my budding empire. After capping 4 planets, I had 8 research stations up and running. SD with invasion ability, upgraded weaponry up until the 3rd tier kinda cut clean through any planetary opposition. I just let it jump from system to system without capping, so it could get its level up. Long story short: a lot of cash was made this way, resulting in a lot of high level research done in a small amount of time. Before I knew it, all defense and pretty much all military research was taken care of. 4 Planets maxed out with defensive structures and with just 2 caps making up an entire fleet, nothing was stopping me. And then I churned out two Executor Class vessels and stationed them at chokepoints. To be short: - Researching is to easy, this has been tested with the Empire. - Costs for many higher tier research subjects are way too low. - Of course imperial vessels are designed that way, but one ship stopping entire planetary defense fleets is a bit overpowered if you ask me. Only at the lower research levels and ship-level did I need to pull the ship back a couple of times. Once it hit level 3 with it in both research and personal level, it was pretty much unstoppable. Not to mention what happens once a level 1 executor rolls of the assembly line... yikes!
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Heavy balance testing is needed, you slackers! :)
X-File replied to psychoak's topic in Beta Testing
Send me a PM if you have a nice upload page, I could also try and use tortoise, but I need the login/password to do a proper upload. -
And the final bit, the Civilian techy tree. Well, not much to edit, aside from the Engineering section. Fourth line: Hyperspace Beacon Tap (2 Lab) : Tapping into nearby hyperspace beacons allows your empire to glance which vessels are travelling to your system. Hyperspace Beacon Hack (5 Lab) : Masking communication signals as normal background radiation allows your empire to probe deeper into the hyperspace beacon network, revealing enemy movement at greater distances. Aside from that, that's that. Hooray! Bit sick of Notepad at the moment. File will be uploaded as soon as I'm able to. All updates are done basically in one file: English.str in the String folder of the mod.
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Military Tree Experimental Design #3 CIS Third line (New vessels): Subjugator Star Battleship (7 Lab) : A massive warships designed around an immense ion cannon, used to disable and destroy entire fleets at a time. Its hull is covered in turbolaser and point-defense laser cannon batteries. Geonosian Dreadnaught (8 Lab) : Designed to prohibit ships from jumping to hyperspace, once the enemy is prevented from fleeing it can launch massive waves of fighter craft to overwhelm the enemy. Fourth line (Abilities): Kamikaze (1 Lab) : Droid vessels become reckless and more than willing to throw themselves upon the enemy to stop them. Advanced ECM (3 Lab) : Electronic Countermeasure systems are boosted to more effectively scramble enemy targeting sensors. Compact Gravity Well (4 Lab) : Gravity wells generators are made more compact and can be fitted on mobile frames, allowing for ships to create gravity wells and stop enemy vessels from properly entering Hyperspace. Massive Destruction (5 Lab) : All weapons are boosted and brought to bear on a single target, dealing massive damage. Ion Dispersal Cannon (6 Lab) : More powerful ion cannons are made available, dealing more damage to enemy shield and energy reserves. Coordinated Strike (7 Lab) : By linking ships engaged in planetary bombardment, strategic targets on the surface can be more accurately razed. Abilities... I have no idea what they really do at the moment, all I have to go on is the vague description of the associated file name. Feel free to comment! Republic Third line (New vessels): Acclamator II-Class Cruiser (4 Lab) : Unlike the Acclamator I variant, the Acclamator II is designed as a fully-fledged warship. It carries heavy proton torpedo launchers used for planetary assault and is capable of holding its own against other ships. CC-2200 Frigate (6 Lab) : A very lightly armed interdictor vessel. Its single piece of armament consists of a gravity well projector, requiring the cruiser to rely on other vessels for defense. Praetor-class Battlecruiser (7 Lab) : Larger than any vessel in the Republican fleet and powered by a powerful hypermatter reactor core, this immense vessel is designed to liberate worlds in conjunction with a support fleet. Mandator Star Dreadnaught (8 Lab) : Mandators generally patrol the space between fortress worlds and serve as command ships. Its impressive communication array helps coordinate fleet wide operations. Fourth line (Abilities): Slave Circuitry (2 Lab) : Slave circuitry is used for remote control of ship systems. Fleets linked with slave circuitry can more efficiently communicate with each other. Advanced ECM (3 Lab) : Electronic Countermeasure systems are boosted to more effectively scramble enemy targeting sensors. Compact Gravity Well (4 Lab) : Gravity wells generators are made more compact and can be fitted on mobile frames, allowing for ships to create gravity wells and stop enemy vessels from properly entering Hyperspace. Coordinated Strike (7 Lab) : By linking ships engaged in planetary bombardment, strategic targets on the surface can be more accurately razed. Abilities... I have no idea what they really do at the moment, all I have to go on is the vague description of the associated file name. Feel free to comment!
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Military Tree Experimental Design #2 Empire Third line (New vessels): Tartan-class Patrol Cruiser (2 Lab) : The Tartan Patrol Cruiser serves the anti-starfighter role in the Empire fleet. A powerful sensor suite allows for the tracking of multiple, fast moving strike craft. Lancer-class Frigate (3 Lab) : In service since the end of the Clone Wars, the Lancer-class Frigate was designed to defend Star Destroyers from massed starfighter assault. Broadside-Class Cruiser (4 Lab) : Based on the Gladiator-class Star Destroyer, the Broadside-class Cruiser is outfitted with multiple long range missile batteries designed for weaking packed enemy fleets. Immobilizer 418 Cruiser (5 Lab) : The Immobilizer 418 Cruiser comes with several specialized abilities, including a set of four Gravity Well generators to stop enemy vessels from escaping to Hyperspace. Torpedo Sphere (7 Lab) : The Loronar Corporation Torpedo Sphere is designed to crack planetary shields and lay siege to enemy holdings. It is also effective against large enemy vessels. Star Dreadnaught (8 Lab) : Taking the Star Destroyer design to its extreme, the Executor Class Star Dreadnought can be made to bear on all who oppose the Empire. Fourth line (Abilities): Slave Circuitry (2 Lab) : Slave circuitry is used for remote control of ship systems. Fleets linked with slave circuitry can more efficiently communicate with each other. Advanced ECM (3 Lab) : Electronic Countermeasure systems are boosted to more effectively scramble enemy targeting sensors. Compact Gravity Well (4 Lab) : Gravity wells generators are made more compact and can be fitted on mobile frames, allowing for ships to create gravity wells and stop enemy vessels from properly entering Hyperspace. Coordinated Strike (7 Lab) : By linking ships engaged in planetary bombardment, strategic targets on the surface can be more accurately razed. Abilities... I have no idea what they really do at the moment, all I have to go on is the vague description of the associated file name. Feel free to comment! Alliance Third line (New vessels): Liberator-class Cruiser (3 Lab) : The Liberator-class Cruiser is designed for disabling enemy ships with its ion cannons, followed by launching the starfighters it carres to finish the target off. Assault Frigate Mark II (3 Lab) : The assault frigate is a heavily shielded vessel, designed to take on and harass vessels much larger than itself. Most of its systems are automated. CC-7700 Frigate (3 Lab) : Not very well armed, the CC-7700 Frigate is an interdictor vessel designed to stop vessels from entering Hyperspace. It is best used in mixed fleets to protect it from attack. MC80a Star Cruiser (3 Lab) : Originally designed as a luxury liner, the MC80a Star Cruisers were upgaded with heavy shielding and weaponry to take on Imperial warships, such as the massive Imperial-class Star Destroyers. M80 Star Cruiser (3 Lab) : The M80 “Independence” Cruiser is a design that can absorb significant punishment while protecting its large star fighter complement. It also acts as a command and control cruiser. MC80b Star Cruiser (3 Lab) : The MC80b Star Cruisers were designed for engaging ships much larger than itself. Reinforced hulls, backup deflector shield generators and massive batteries of turbolasers complement its design. Fourth line (Abilities): Advanced ECM (3 Lab) : Electronic Countermeasure systems are boosted to more effectively scramble enemy targeting sensors. Compact Gravity Well (3 Lab) : Gravity wells generators are made more compact and can be fitted on mobile frames, allowing for ships to create gravity wells and stop enemy vessels from properly entering Hyperspace. Mag Pulse (3 Lab) : A powerful weapon, the magnetic pulse warhead drains the enemy target of its energy storage, impairing special weapons usage. Coordinated Strike (3 Lab) : By linking ships engaged in planetary bombardment, strategic targets on the surface can be more accurately razed. Abilities... I have no idea what they really do at the moment, all I have to go on is the vague description of the associated file name. Feel free to comment!
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Military Tree Experimental Design #1 Broken down in several sections: Items on the first two lines are usually common items. Items on line 3 and 4 are empire specific. First line (Lasers and Turbolasers): Hangar Defense (2 Lab) : Grants access to the Hangar Defense structure, which can garrison strike craft squadrons to defend the planet. Golan III Defense Platform (6 Lab) : Golan III Defense Platform is a very heavily armoured platform that deters planetary bombardment. Second line (Breakthroughs): Advanced Strike Craft (3 Lab Empire; 4 Lab Alliance, CIS and Republic) : Improved payloads and maneuvering thrusters, as well as more powerful engines allows for the creation of more advanced strike craft. Buzz Droid Launchers (3 Lab) CIS only : Discord missiles can be launched, which deploy Pistoeka sabotage droids, better known as Buzz Droids. These insect-like droids are capable of disabling enemy fighters and wreak havoc on electronics. Super-class infrastructure (6 Lab) : Infrastructural upgrades are made to allow for the construction of super massive stations and ships. Super-class designs (7 Lab) : The designs for super-class vessels and stations are finalized, allowing for the construction of the mightiest vessels in the galaxy. Super-class Infrastructure is linked Super-class Designs. Once Designs research is done, the linked super-capital ships research on the third line is unlocked. Look for these in the following posts.
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Military Tree Ballistics & Rocketry First line (Lasers and Turbolasers): Cannon Enhancements (1 Lab) : Blasters, Lasers and Ion Cannons receive upgrades to their power cyclers, gas feeds and energization crystals, increasing the total damage output. Cryo Coolant Upgrade (2 Lab) : Adding additional cryosystems and cooling sleeves to existing turbolasers, allows for more frequent energy discharges. Capacitor Banks (3 Lab) : More capacitor banks are added to the basic Turbolaser design, resulting in higher energy discharges. Siege Turbo Lasers (4 Lab) : By overcharging Turbolasers turrets, ships can dish out more damage for a short amount of time. Galven Coils Extension (5 Lab) : Particle-beams are guided through more streams of energized Blaster Gas, increasing the energy output substantially. Rangefinder Computer (6 Lab) : Engineers combined targeting computers with advanced rangefinder technology, allowing for more accurate firing on distant targets. Linked Fire Systems (7 Lab) : Individual Turbolasers are linked together, firing simultaneously on an enemy target and increasing overall damage. Overcharge (8 Lab) CIS only : Turbolasers are pushed to their limit for a short amount of time, dealing massive damage to enemy ships. Tech 2, 3 and 4 are linked. Tech 4 is an ability, not sure if it actually does what is says on the tin. Tech 5, 6 and 7 are also linked. Second line (Missiles): ST2 Concussion Missile (2 Lab) : Arakyd Missiles are covered in a green energy shield, protecting them from point-defense weaponry, improving chances of hitting their intended target. Assault Concussion Missile (3 Lab) : Larger Concussion Missile launchers are added to starships and defensive structures, allowing missiles to be launched over greater distances. High Yield Warheads (4 Lab) : Improving on the Assault Concussion Missile system, warheads are fitted with a bigger payload, increasing damage on impact. Cruise Missile Technology (6 Lab) : Missiles are outfitted with more powerful engines, increasing the range and accuracy of launched warheads. Shieldbuster Effect (7 Lab) : Shieldbuster Torpedo plasma is added to standard Concussion Missile warheads, bombarding enemy shields with bursts of radiation so missiles can partially negate enemy deflector shields. None are linked on this line, but High Yield Warheads leads to Concentrated Fire on line 3. Third line (Abilities): Ion Cannon Upgrade (4 Lab) : Ion Cannons are fitted on capital ships, used for disabling electronics and deflector shields so ships can get in close to finish their opponents off. Concentrated Fire (5 Lab) : All launch bays are discharged in waves on a single target, doing massive damage. What the abilities are and actually do, is just a guess here, feel free to correct me if I'm wrong.
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Heavy balance testing is needed, you slackers! :)
X-File replied to psychoak's topic in Beta Testing
Rofl. Almost done with the Military tree, now working on the empire specific differences, especially in the Experimental department. It seems that the Civilian Tech tree is working perfectly fine at the moment. -
Heavy balance testing is needed, you slackers! :)
X-File replied to psychoak's topic in Beta Testing
Ah, got it figured out now. The Sins Mod Helper offers a nice interface, but real editing is best done in notepad. I'll see if I can get the military tree fixed today. -
Military Tree Structural Subsystems First line (Shield Tech): Improved Heatsinks (3 Lab) : By improving on the already present heat sinks, deflector shields are more able to dissipate direct energy attacks. Direct Core Connection (5 Lab) : By diverting some Hypermatter Reactor energy directly into shield emitters, shield strenght is improved. Backup Generator (6 Lab) Alliance and CIS only : A backup deflector shield generator is added to starships and facilities, providing continued protection during prolonged engagements. Extra Emitters (7 Lab) : Adding several shield emitters reduces the likelyhood of deflector shield collapse during prolonged firefights. Particle Shields (8 Lab) : The addition of Particle Shield technology helps better deflect physical damage received from projectile weapons or space debris. First three techs are linked, except for CIS and Alliance. Second line (Hull Tech): Carbon Purity (1 Lab) : Mined Carbon is refined to an almost pure form and then added to the Durasteel manufacturing process, allowing for better damage negation. Carvanium Refinement (2 Lab) : By lowering the amount of Carvanium used in the manufacturing of Durasteel, the hull becomes more durable. Reinforced Lommite (4 Lab) : Research into the properties of Lommite ore led to the the manufacturing of denser Transparisteel viewports, as well as tougher Durasteel hull plating. Zersium Coating (6 Lab) : Coating the hulls of ships and facilities in Zersium allows for better dissipation of heat received from weapon fire. Duranium Viewports (7 Lab) Alliance and CIS only : Transparisteel viewports are infused with duranium making them much less likely to crack under combat conditions. Compartmentalization (8 Lab) : By manufacturing starships and facilities in compartments which later are fitted together, hull breaches in one section can be quickly sealed off, maintaining overall hull integrity and pressure. First four techs are linked. Third line (Energy reserves): Hypermatter Reactor (4 Lab) : Engineers are instructed to run the Hypermatter Reactor at peak efficiency, increasing the energy output slightly. Tachyonic Matter (6 Lab) : By applying raw Tachyonic Matter cought during Hyperspace Travel directly as a fuel source, energy output is moderatly increased. Hypermatter Injectors (8 Lab) : Fixing Hypermatter Injectors directly on the reactor core allows for greater fuel efficiency, significantly increasing the reactor output. All techs are linked. Fourth line (Armor rating): Dense Carbon Manufacturing (1 Lab) : By refining mined carbon and subjecting it to high pressure and heat, near diamond like carbon is used in the creation of Durasteel armor. Carbonite Nanofibers (3 Lab) : Usually reserved for Skyhooks, Carbonite Nanofibers are added to the overall framework of starships, strengthening them overall. Carbonite Mesh (5 Lab) : All Durasteel Armor is infused with a mesh of Nanofibers, increasing the durability of the armor. Meleenium Infusion (7 Lab) : Scientists experimenting with Meleenium in Durasteel found that by adding an extra 25% more of the element increases the durability of armor. Neutronium Cladding (8 Lab) : Adding more Neutronium to the Durasteel mix allows for ultra-dispersive characteristics of enemy gun fire. First three techs linked, final two can stand on their own.