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Chimaera717

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Everything posted by Chimaera717

  1. He does - I found a few different modeled (and one skinned) versions in the gallery on this site. For example, this one: http://warlords.swrebellion.com/g2/main.php?g2_itemId=490 The only reason I'm proposing this is because nobody uses the Diplomatic Cruiser - too little firepower for a capital ship, plain and simple. I really think adding another (very different) warship into the game is fantastic for diversity.
  2. Instead of the MC80 diplomatic cruiser (which, as far as I can tell, nobody uses), I propose the Alliance be given the Dauntless-class Cruiser (a canonical Alliance capital ship noted for heavy firepower). This will add some distinctiveness and variety to Alliance fleets (whereas before a battle fleet would be almost completely made of Mon Cal warships, adding this Sullustan vessel will help give the sense of mix-and-match that the Rebel fleets truly were). I know this would be a significant amount of work, but I honestly think it would be a very large improvement in both gameplay and immersion in the Galactic Civil War.
  3. Not meant to offend, Nova, but this may just be too many different types that will create too much of a strain on the game. What I would prefer to see done is the implementation of Uzii's Sins Plus - 11 new planet types and ~70 new planetary bonuses. I've been playing vanilla with it and it's a VERY solid mod that really adds to immersion.
  4. Random effect will be fine, I believe. On another note, because of all the modifications I've made to damage counts and the like on those factions, I haven't been using svn to update - has there been any significant improvements in the last month or two (like a new skin or two being completed)? If so, I'll have to backup my changes and get the newest version.
  5. That's strange - I haven't seen any performance hit at all, and I don't exactly have the greatest PC in the world. And yeah, some of the shields aren't rendered great yet (if they're going to exist, it needs to be an actual bubble around the ship, not a form-fitting polygon; for example, Star Destroyer shields look terrible), but I still prefer them on, even with the opacity issue. But yeah, as to my second question about Vong shields - is that possible?
  6. One thing I have noticed since I started playing was the DISTINCT lack of visible shields on warships during combat. This has bothered me immensely. However, I recently realized that each ship DOES indeed have a shield mesh completed and mapped to it - all you need to do is go into each ship in GameInfo and switch "Render Shields" to TRUE and they will appear during combat. This has increased my immersion in the SW experience DRAMATICALLY and I wouldn't recommend anyone play without shield visibility on. However, this begs two questions: 1) Why were they turned off in the first place? 2) Is it possible to alter the shield mesh for the Yuuzhan Vong to create smaller, circular voids that the dovin basals created to serve as shields? Thanks!
  7. Eventually, the NR will be able to match the Empire in capital ship strength - the Viscount was built for the exclusive purpose of taking out a Super Star Destroyer. I love your assessment, and although I don't hate the CIS like you do, I agree with most of it. I also despise the Torpedo Sphere and wish we could replace it with something else.
  8. Chimaera717

    Ships

    Honestly, the VSD-II is a classically Imperial ship - despite the Victory's service in the Clone Wars, when most people see a Victory-class Star Destroyer they think of it as an Imperial ship, a cheaper alternative to an Imperial-class. To have this game WITHOUT at least the VSD-II playable for the Empire just doesn't feel right, in my opinion. Unfortunately, the Empire's armada gets thin from there - most other vessels they used simply aren't in the class of a heavy cruiser. I only have one further question - how is progress coming on skinning the NR/Vong ships? The ships WITH skins (MC90, Nebula/Rejuvenator, Miid Roik) look absolutely fantastic.
  9. Chimaera717

    Ships

    Eville, there appear to be two more slots open for Imperial cruiser-class ships - why don't we re-add the VSD-II and some other warship? My only complaint with the Empire are their fleets end up being way too bland - as fun as it is buying 20 ISD-2s and rolling over the Rebellion, having some variety in their warships would look and play a lot better.
  10. Chimaera717

    Ships

    Evaders, would you mind confirming that we're not doing something REALLY wrong here? Nobody can build VSD's with the Empire.
  11. Chimaera717

    Ships

    Whoa whoa whoa. Since when can the Imperials build Vic Stars? I thought they were removed at like .75. My cruiser screen for the Empire shows Gladiator, Interdictor, Dreadnaught, Escort Carrier, ISD-I and II, and the Broadside missile cruiser.
  12. You know, that's not too bad of an idea. I do think starbase ranges need to be upped significantly, though, seeing as how the gravity wells are massive in SoGE.
  13. Here are my edits to the NR and Vong - fixed Vong bombing range and damage output of numerous ships, and have added plasma cannons to Vong Miid Roik. http://www.mediafire.com/?1hoqazoigzz
  14. This is probably a question I should know the answer to, but where exactly IS Eville?
  15. Simple but major fix for the Vong - their bombing ships had a base range of 55000, which practically extends to the edge of the gravity well. Most cruisers have a range of 5000 - I assume this was a copy/pasted typo. Also, change their capital ships and supercapital bombing ranges to 10000, the standard capital ship bombardment range.
  16. Honestly, the more I play with the Vong the more I absolutely adore the Miid Roik capital ship (with my damage balances and plasma cannons replacing autocannons). Its abilities aren't that great, but it is a REALLY solid capital ship.
  17. I mean the natural insignia and color of the factions. The Vong do not get to choose an insignia (when you do, it remains blank) and as such suffer a huge penalty; since ships in Sins are so small, it is difficult to find a single ship in a gravity well (or see enemy ships coming) without the floating insignia. And maybe factions don't start with a factory - either way, they all definitely have 2 constructors.
  18. So, the last few days I have taken it upon myself to attempt to balance the NR and Vong factions against the rest of the game - I've upped their innate firepower (a TON), changed a few of the weapons (most of the Vong now fire the plasma cannons that the Matalok cruiser sports) and fixed those annoying NR cruisers that all had the EXACT SAME FIREPOWER. So, here's my question - what do you guys think needs balancing about the Vong and NR? Build times, abilities, shield/hull points and mitigation, armor? Give me some requests and I'll look into how they stack up against the rest of the factions and I'll do my best to keep this mod going while Eville is busy and Nova is working on all the maps. Note - I know the Vong and NR factions are nowhere near complete, but I'm trying to put them in a place where they can be played competitively against the other factions in a PvP setting. As an aside, does anyone have any clue how I can fix the issue with the Vong not having an innate color (and therefore not having little pips ingame depicting where ships are - this is one of the Vong's biggest issues), and the NR and Vong not starting with constructors or a frigate factory?
  19. In whatever 'reality' would exist for a sci-fi universe, the first capital ship an empire builds would NOT be free. I would say SoGE has expensive first capitals so that empires cannot expand way too quickly, seeing as how capital ships are more powerful on this mod when compared against their vanilla counterparts.
  20. I love the ISD Command...I only wish it was based on the ISD2 model instead of the Imperator. ISD2 makes a LOT more sense as a command ship, anyway. Plus, if I want an ISD2 as a capital ship I have to get a Tector and sacrifice the fighter capabilities.
  21. Also, I feel like the Rebellion's ships are a little overpowered - a good player with a Liberty-variant can hold off, at the very least, a ISD Command and an ISD-II just by using backup shields at the appropriate time.
  22. Yeah. It just makes it very difficult to compare factions as far as balancing goes at this point. It really makes no sense for the cruiser-class Nebula SD to be ridiculously more powerful than the MC90. xD
  23. I agree with that...but this is WAY too little of weaponry. I would say the proper ratio is 100 to maybe 75 or 80.
  24. K. On another note, firepower for the new races needs to be SERIOUSLY amped up - whereas an Impstar Command's forward batteries do 106 damage, the MC90's do like 40. I've been trying to play as the NR against the Empire and the ships just simply cannot compete in terms of firepower.
  25. Another question - in this new version, there are "string not found" errors on practically every other line of text. I would like to help correct this (it's a small fix, but it's substantial), but I don't know what files those codes are located in. Any help?

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