
Snowba11
Members-
Posts
177 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Blogs
Gallery
Events
Downloads
Everything posted by Snowba11
-
List and Observations in BETA testing MK II
Snowba11 replied to Planetkillerzz's topic in Beta Testing
Cool understood, so obviously each planet type has a different value for this or is there a giving number I could use for these in production >? Would it require input on every planet or could I just add it to the new default planet? And if I made a huge map with say 200 planets is it more work to fix that than a map with 10 planets or is it just the same ammount of lines need removing ? -
It's probably easier to update the old map to Rebellion standards. I can do it, but I'll need time, mainly due to being swamped by school. Ok, if your busy with other stuff Lavo don't worry for now. R/L is always more important I may just have a go at re plotting it all onto a new version. I would need to list all the planets>types>position then place them the same. It wouldn't take too long really probably a week or so max if I can find the time between other stuff. If I was going to update it, is not a case of adding an extra couple of lines in for each planet ? 2IRRC> Yes I hear what your saying in one sense, however the problem is I think keeping all the basic hyperlanes as cannon or as close as is essential to making it feel right. I think there are some valuable choke points if memory serves me right but with there being so many planets it always seemed to reach a long way out into the galaxy > at least for me from memory. It always seemed to take a good while into the game before encountering any true AI fleets. I think a couple of things could be doen to overcome this A> Add more players to the map make it maybe 12 players, downside is it may cause it to slow quicker- not sure. Or B> Give players a starting empire of planets to control.- I had plans to release 4 versions of the map which would have been 2/3 players with starting empires one from the clone wars era and one death star era either 1ABY or 4ABY with one being available for each of the major sides in the conflict. So REP vs CIS, CIS vs REP, EMP vs REB, REB vs EMP. Or C> the other thing I thought of was give pirates a much more significant role in the map, I know I often overloook pirates and barley ever include them in maps etc, but on a really huge map like this maybe strong pirate forces would make key defensive planets a must to stop invading forces. Out of memory key defensive planets from empires POV were Dorin to the North, Yag'Dhul to the South if you get that far, Brentaal to the East and Denon to the South East. That always closed off the entire Deep/Core Worlds to everything outside. To the North also there was a nice area around Imperial Space and the Corperate sector which could be easily closed off. With all the newer maps I have been doing recently there is scope to add a tonne more planets in which could as suggested create little mini sub sectors etc, just I'm not too sure hwo well Rebellion would handle any more planets added, is the whole lag issue a thing for anyone ? TBH I havent had lag on this for a long time now BUT I havent tried playing a map this size in a longtime. If everyone thinks it would be a good idea I will put the ball in motion, just please give me some ideas and thoughts to shoot at. Does anything I have mentioned sound good/bad please tell Is there a demand for this map to be back ?
-
Yes, I did have an idea about doing one recently full of systems/sectors etc but unfortunatly have put that on hold. I will probably do an updated version of the previous galaxy map. Im not sure if the previous one will be able to be updated easily to Rebellion rather than copying out a brand new one. Out of interest was there any problems or mistakes on the previous map, which could be improved on in any new version ?
-
List and Observations in BETA testing MK II
Snowba11 replied to Planetkillerzz's topic in Beta Testing
All of these, I believe, can be traced back to the new map version. Remember how I said that maps by default now force you to put in building placement/hyperspace settings? That could be causing this issue. I will try to kill these strings in Snow's maps to fix them. Though Snow should never try to edit these altered maps, just give me unaltered versions straight from the GalaxyForge. Zoommooz m8 thats fine Im glad you manage to isolate the problem, I have no problem what so evr taking a bit critism. Np Lavo, so I must not edit the maps correct? No problem. If you don't mind could you explain exactly what the problem was, sorry didnt quite pick it up in your previous post - sorry probably just me being thick. Has the problem occured since I edited the maps and removed the other stars or has it been a problem on the maps from the originals. Is there anything I must be doing using Galaxy Forge for future maps to prevent this happening again or should I just process the maps to yourself ? -
List and Observations in BETA testing MK II
Snowba11 replied to Planetkillerzz's topic in Beta Testing
Not too sure if im honest, if it is a problem with gas giant titan I can easily change them to gas giants, if needed let me know. The structures thing I have never really noticed as 9/10 times I use auto placement. The one thing I did notice once was the size of the gravity wells - this maybe has something to do with my zoom problems, which should be sorted will test later if I get a chance after the system changes. Have the gravity well sizes been chnaged at any point ? There is one other theory to this could the maps scale be out significantly to be causing a slowing of travel between planets ? If this is the case again let me know and I will take a look at reducing the scale of the maps - usually I set the main star to approx 3000 radius. To increase sub light speed it would require chnaging every individual ship, correct ? Or is there one of the researchs (forgot name atm - far jump drives??? roughly was tier 3 had a green/blue/black icon) that allows far distance travl could that be tweaked to effect all ships and eliminate the problem ? -
List and Observations in BETA testing MK II
Snowba11 replied to Planetkillerzz's topic in Beta Testing
I was getting soem similar issues to this last week when playing a few games but put it down to the multi system maps which I was playing as between different systems it happened better/worse depending on their position from the playershome planet, thus the chnage in maps. You weren't playing these on the older map versions by anychance? If not there must be soemthing else causing this. Sometimes when I zoomed right in on the gravity well the odd ship was visibley firing at soemthing howver unless I zoomed as close as it would go I could not see any ships or even icons of what it was shooting at. -
Cheers for the feedback zoommooz .... but too late Already changed them, it was annoying the hell out of me last night especially the deep core map. All the maps which where effected by this have been sorted and changed to a single star map. This should eliminate this annoying bug, in future I will stick to the singular star route. Download pack for the maps to update with is here, could you please add them to the SVN Lavo when possible ? Thanks. http://www.gamefront.com/files/22279410/Galaxy.rar
-
Out of interest is anyone ahving any issues with the zoom level on any of the maps ? I have found a few issues with them on a couple of the maps, the issue stems from teh different systems(stars) being on different heights than each other. If this is a problem for others I can set at changing this immediately by removing the different systems instead sticking with only the one star. I find having space battles within planets of different systems that the zoom level is not right and I cannot see my ships until I zoom right in. Is anyone else noticing this ? Is it worse on maps with more systems ?
-
Yes the maps are as correct to canon as can be with some slight tweaks to make them play well within the game. Every planet is researched via wookiepedia and placed accordingly by using available maps, some maps do contradict each other though. If theres any mistakes let me know and I can change them as needed. As for the star systems please let me know if you like it or not? It is a feature that can possibly be used more or less depending on feedback, personally I quite like it as some systems have more than one inhabitable planet thus grouping them together makes sense and also allows travel between systems without having to daisy chain your way through every planet if not needed. There are some cons to the systems too, but I would like to know what people think? The newest map with lots of systems The Deep Core may need changing at some point as I was not entirely satisfied how it looked, but please let me know.
-
Newest map files available here: http://www.gamefront.com/files/22224577/SOGE-Maps.rar Hutt Space has been updated as per NovaCamerons suggestions for Nar Shadaa and Nal Hutta. All maps that had the dodgey starting positions should be sorted now and be classed as Home planets. Also two new maps: 1> Ardan Cross > Much smaller version Gordian Reach, 2 player, random starting, 20 planets approx. 2> The Deep Core > 6 player map, a lot of planets 50+, random starting, lots of systems. Please leave any feedback good or bad, then I can update accordingly. Im currently working on 4 large maps: The corporate sector, Modell sector and neighbours, Greater Javin and Arkanis Sector. Ludo are you still around m8? If so which maps you working on, the list doesn't seem to be present anymore? Lavo, would you include these in the next update/revision for people to try, then let them leave feedback?
-
New 5 player map, welcome to The Gordian Reach including Yavin etc. Rougly 40/50 planets, a few systems, random starting points, no pirates. Download link http://www.gamefront.com/files/22210763/Gordian+Reach.rar Please leave me feedback, out of interest how do people feel about there being no pirates in most of the maps I make ? Good/Bad ?
-
Just out of interest, have the issues with Hutt Space been sorted with the chnages I made ?
-
np m8, It was just a general question to everyone I know we cannot ask you to do absolutly everything Lavo
-
Any feedback on any of the maps ?
-
What parts of the mod are you using ? Waht are your system specs ? Just to let you know LAvo all my issues are sorted it was a previous version leaving files in the background that was causing problems with my previous install.
-
Any ideas Lavo on why the Alliance and Republic wouldn't work ? I have tried using previous revisions but no joy. I have also tried updateing the Core and other s but again no joy ? I did notice something strange in the folders all the ones that do work have red SVN markers next to them but when tried to play work fine, where as the other two which don't work have green. This is extremey strange and yet when I try a full revision still no change on any of them ? Could something be missing out of the core folder for them or would it need to be something within their own folders ?
-
You havent added any maps to the default galaxy.manifest within the default SINS install ? Or there aren't any other files in the default install which could be causing it ? The maps are located within the Galaxy Folder within only the CORE folder ? None of the others ? Im seriously scratching my head ... all my in game settings are default ? it couldn't be an old galaxydefscenario file causing a problem ? Which maps have you got listed in your galaxy.manifest did you say soemthing like 84 ?? I think that maybe way too many for what should be in the one for the mod .. though I would like that clarified tbh as Im not 100% sure.
-
Maps for me at least seem to running fine @ 1.04 and revision 909. I do however have a galaxy.manifest file within the Core installation, that should be the only one. Mine currently only has 11 maps enabled, if needed I can send a link to my manifest file and also my galaxy folder with all maps included, if this would help? Please make sure there are no other instances of galaxy.manifest dotted around which could be affecting the one you use for SOGE. I do not use the default one or any of the default or old maps as I found some of those were causing problems occassionally.
-
ok heres where Im at I have updated everything 1.04 and revision 909. The maps all seem to run fine on my end. Where is your galaxy.manifest file at? Is that also in mods104>SOGE>COre etc ... ? I suspect it has something to do with either your manifest file being in the wrong place or in too many places ? have you also got a copy of it in the CIS, Alliance etc folders ? Right after the install I do have a small issue however which is seperate to the maps problem, for some reason the Alliance and Republic mods won't work I keep getting minidumps when trying to enable them. The rest work fine, Core was activated first etc, tried re updating them sections a few times and no joy ... ?
-
Im not 100% sure I can help right now, as tbh my game/install mod ect is not upto date. Once I have it all upto date I will see if there are any issues I can see on my end. Is everyone else's game playing the maps ok ? What exactly has the 1.04 update done to the maps ? What seems to be the issues ? Is it the NU planets ? Have you placed the maps in the correct directory ? Is the galaxy.manifest file upto date to include the maps and the total ammount of maps at the top ? To me from what you have said so far about the victory/defeat screen it sounds like an issue to do with this, but like I said I need to update myself to check on my end first.
-
Ok finished a small map pack it inlcudes 3 new maps. They are: Mandalorian space shootout: A 4 player map, decently large approx 50 planets, starting locations Mandalore, Taris, Bandomeer and Boordii, random starting locations. Taris Defence: A 2 player map, starting location Taris, Approx 30 Planets. Mandalorian Invasion: A 2 Player Map, starting location Mandalore, approx 30 planets - reversed Taris Defence. Download Link: http://www.gamefront.com/files/22181864/Mandalorian+Map+Pack.rar Had a very quick play around which everything seems to be ok. All the planets are correct, however I did not have a detailed system by system map to use for the mandalore space so soem systesm may be slightly off within the sectors though all the systems are correct to that sector and thus the map. If there are any more detailed maps I would update accordingly but tbh I dont think there too far away in anycase and should make for better gameplay. Any problems please let me know ASAP. Gordian reach should be next but it may take about a week, then I was thinking maybe a core worlds map ?
-
Have the maps been added to the galaxy.manifest list ?
-
Sorted, download here: http://www.gamefront.com/files/22177783/Galaxy.rar hope thats better
-
http://www.gamefront.com/files/22177783/Galaxy.rar Thats the link to the 5 maps so far, they have all been updated to include proper starting locations as requested (Every starting planet is now set to HomeClass). Ifs theres any other problems please let me know. I will try to get a few more maps done maybe this week or next should be slightly less chaotic then, any particular requests ?
-
Hey sorry I aint been about much, ok the maps need fixing please point me in teh right direction > is it just a case of making all starting planets home planets ? Let me know ASAP and I can get them sorted this week, I finally have a small amount of spare time and might also get another couple of maps finished.