March 21, 200719 yr Author Frankie did the skin and conversion for the ISD http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
March 21, 200719 yr Hey JC I think teh Providence should be scaled up, ATM it is smaller than teh Reascaunt and thats terribly not true, i mean it shouldn't be that small http://i55.photobucket.com/albums/g154/codeuser/omgbar_membercopy.jpg
March 21, 200719 yr Author yes, well I am still working on things, give me time to get things right http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
March 21, 200719 yr Hey JC I think teh Providence should be scaled up, ATM it is smaller than teh Reascaunt and thats terribly not true, i mean it shouldn't be that smallYeah true, but JC is working on more important thing now, I think ;DIMO providence needs little redoin...I better not tell of what But it should have some torpedo launchers!!!
March 22, 200719 yr Bugs and other issues: a. the unit diversity is both a blessing and a curse, a blessing because it's nice to see these awesome new units in the game, a curse because with so many units, there is not enough room for all the units in the build selection menu(skirmish). I noticed this because I could not build the executor because there was not enough room for it on the selection area, even after all the hero units and upgrades were bought. I know the executor can be built in skirmish, because the ai in this mod once came after me with one in a skirmish. b. In skirmish, the rebel and imperial ais will go so fighter spam happy, i have no time to build anything because im already managing a battle, though i think thats just agression, so maybe its not an issue or a bug. It just took some getting used to, having so many units attack at once so quickly. Definitely kept things from being boring (It was a never ending battle, because we would kill eachother's units, and then we would both have more advanced units slugging it out by that time, till one of us got a star dreadnought sized ship, such as the executor in the ai's case.) c. some corvette class vessels are smaller than the missiles they fire it seems like, or the health bar blocks the ship, also making them near impossible to target for attack( best example is the IPV, though the gunship also does this.) d. Ion cannon fired from planet no longer works correctly, it just takes out shields and after that has no effect. Solution for ship build selection problem (suggestion): z3r0x put in shipyards not just for galactic conquest but also for skirmishes. Put some of the units to be built in a shipyard in skirmish.Other than those issues, the mod looks really nice, and i like the rotating turrets, though they always move too fast for me to actually see them rotate, but its still cool. Will soon check out the ground fighting and explore galactic conquest some more. PS: is dash rendar in skirmish? if he is, I can't build him, probably due to the same problem preventing me from building the executor in skirmish.Edit: The mediator class cruiser is the wrong size, it's tiny when compared to the Mediator. Also, you can build 2 Mediators, the prototype one, instead of one, which is what it probably should be. Edited March 22, 200719 yr by Jaydinator57
March 22, 200719 yr Frankie did the skin and conversion for the ISD Are the model/skin available to the public by request with credit given to the author? http://miniprofile.xfire.com/bg/sf/type/0/captainartenon.pnghttp://z4.invisionfree.com/The_Sith_Lords_EaW/index.php?act=Attach&type=post&id=5554600Alternate Sitehttp://i12.photobucket.com/albums/a245/loverdog/pffuserbar1.jpghttp://img228.imageshack.us/img228/6296/sweawuban0cg.pngPetition for Obsidian and Bioware to work on Knights of the Old Republic III together! 3926 Total Signatures and counting!SW Fanon Wiki entry - Captain Artenon"A fake news show on fox should have real news!" -Louis Black, The Daily Show.
March 22, 200719 yr Author Bugs and other issues: a. the unit diversity is both a blessing and a curse, a blessing because it's nice to see these awesome new units in the game, a curse because with so many units, there is not enough room for all the units in the build selection menu(skirmish). Like I said in a few post's earlier, it's a known problem, and I am working on re doing the skirmish stuff as I speak. (So to speak). I noticed this because I could not build the executor because there was not enough room for it on the selection area, even after all the hero units and upgrades were bought. I know the executor can be built in skirmish, because the ai in this mod once came after me with one in a skirmish. b. In skirmish, the rebel and imperial ais will go so fighter spam happy, i have no time to build anything because im already managing a battle, though i think thats just agression, so maybe its not an issue or a bug. It just took some getting used to, having so many units attack at once so quickly. This AI tends to do that, this is because of the script files I have such a file that makes enemy space units more aggressive and don't sit around and do nothing. I have made further adjustments to the AI for Alpha 7 however. So n its not a bug - an issue I would say, but this can be adjusted in the AI scripts. I have tweaked the AI further and I am working on skirmish at the moment, so bear with me on this. Definitely kept things from being boring (It was a never ending battle, because we would kill eachother's units, and then we would both have more advanced units slugging it out by that time, till one of us got a star dreadnought sized ship, such as the executor in the ai's case.) c. some corvette class vessels are smaller than the missiles they fire it seems like, or the health bar blocks the ship, also making them near impossible to target for attack( best example is the IPV, though the gunship also does this.) d. Ion cannon fired from planet no longer works correctly, it just takes out shields and after that has no effect. Remember that this mod is not just all about building what ever units you like and throwing them at an enemy AI. The Damage to Armour mod and other tweaks in the game is for realism, but not so much in the fact of the AI spamming. However you have an Executor Star Destroyer coming at you, - you have B-Wings and K-wing's in skirmish you can build that will own the Executors butt. Use your units wisely. This does not play like a stock FOC game OK, the Missile's in the game need resizing, I know about this, but it's at the bottom of the list - as its not breaking anything right now. Plus this is the general problem when you resize things in this game - you find other things need resizing also ! But thanks for listing them I will put them on my list to do at some point. But remember this game is in 'Alpha' - no where near ready for public usage. Solution for ship build selection problem (suggestion): z3r0x put in shipyards not just for galactic conquest but also for skirmishes. Put some of the units to be built in a shipyard in skirmish.Other than those issues, the mod looks really nice, and i like the rotating turrets, though they always move too fast for me to actually see them rotate, but its still cool. Will soon check out the ground fighting and explore galactic conquest some more. PS: is dash rendar in skirmish? if he is, I can't build him, probably due to the same problem preventing me from building the executor in skirmish. Ship yards being buildable the way I wanted to do them did not work. The AI does nothing .. I am working on other idea's I will get back to people, but it will change the skirmish play in SOTE for sure. Edit: The mediator class cruiser is the wrong size, it's tiny when compared to the Mediator. Also, you can build 2 Mediators, the prototype one, instead of one, which is what it probably should be. We have two different Mediator's. One is a Cruiser - it should be smaller in size to the 2nd version which is a Battle Cruiser. This is Fan Fiction, I made the cruiser smaller because it should not be confused with the Battle Ship version. I don't remember if I sent people the Alpha with the mediator cruiser with the new scale size, but it was resized to 3.0 from 0.7 JC Edited March 22, 200719 yr by jedi_consulor http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
March 22, 200719 yr Author Are the model/skin available to the public by request with credit given to the author? It's not a public model, you should get permission from Frankie to use any models and skins from his mod. He has said he doesn't mind people using them, but it's just the models and skins he will allow use of I think. http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
March 22, 200719 yr Author Important Changes to SOTE Skirmish Mode enhancements - Heroes and bonus Space units now built at Merchant DockMerchant Dock is no more in Skirmish Space Mode Renamed to Ship YardsMerchant Dock Model changed for Large Space Yard Model The above changes will mean that extra space units such as these types will now be built there instead. What can now be built at the old Merchant Docks (Now called Skirmish Ship Yards) Space HeroesSuper Captial Ships- (SSD's, Star Cruisers, Dreadnauts, Venator's, Acclamators, MC90, Mediator etc.Small Patrol ships such as Carrack Cruiser, and Bayonet Patrol Cruiser This frees up room on the command bar for the main Starbase where ever type of other ship will be built. You will still need to capture the construction yards in order to use them. There will be now two of them for every map. SOTE will now use its own custom skirmish map's instead of stock game ones. This is because extra structures will be added for better balance and game play in skirmish mode. Thanks. I hope this will appease the skirmish mode players and make capturing the 'Merchant' Docks more interesting as well. This is how the new model looks for the Construction Shipyard (formally known as the Merchant Dock in Skirmish) http://i37.photobucket.com/albums/e99/drone_pilot/Construction_Yards_Skirmish.jpg Each one is placed not so near but close enough for each faction to have the opportunity to capture it and then has the option for new buildable space units. I am making new Skirmish mode maps based on the originals so that each player has the opportunity to capture a shipyard and use it. By the way I'll add the Outrider soon. - well in fact I have added it to the new Shipyards structure with the other heroes. Edited March 22, 200719 yr by jedi_consulor http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
March 22, 200719 yr Very cool changes, I want these code now to test Are you re-doing all stock space skirmish maps? IMHO why all heroes are avauilable in shipyard only? I think that only heroes with big ships (ackbar, dodonna, executor) should be at shipyard, not starbase.
March 22, 200719 yr Author It's a fair point, but I am thinking on saving building space on the command bar for the Starbase at the moment. I think If I do it that way I would add people like Vader, Han Solo and Dash Rendar etc to the Starbase. Which for the Rebels takes two build slots up. Yes All the Multiplayer maps are being updated for SOTE. They will have two skirmish Shipyards that can be captured. The tricky thing IS is getting the AI to be bothered giving them a higher priority to capture them and build from them rather than chase after cash points. http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
March 22, 200719 yr Wait,i thought i was doing that??????? http://i55.photobucket.com/albums/g154/codeuser/omgbar_membercopy.jpg
March 22, 200719 yr Author Sat here twiddling my thumbs.. so I got bored and decided to do it. DV you have enough work to do for SOTE don't you think ? Like Sluis Van, and the Rebel ships. I thought of an idea that would make doing this less complicated to do than what I said to you. I am also working on other things too to sort out Skirmish Mode once and for all I hope. http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
March 22, 200719 yr So you get the units working in Merchant Docks? Nice to hear.Keep up your good work, SotE team.
March 22, 200719 yr Author hmm I have something else to reveal I have. This was requested and I finally figured this out from peeking at other people's code who got this to work so with out further a do, I want to now present Buildable Golan Stations from the Defence Satellites. (From Build Pads) http://i37.photobucket.com/albums/e99/drone_pilot/Build_Golan.jpg Now I know how this code works, I will extend the amount of things which can be built from them. We will see how it go's on the testing. Oh by the way, if you really dislike the way the AI seem's to spam you all the time, please delete the PGAICommands Lua file - to return the AI to normal. This was mentioned earlier today, I forgot to mention you can delete that Lua file - or modify it to change this behaviour. I actually like a challenge though so it suits me - but it won't suit everyone. http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
March 22, 200719 yr Cool, does this mean teh AI now builds Golans http://i55.photobucket.com/albums/g154/codeuser/omgbar_membercopy.jpg
March 22, 200719 yr Author Well sure - it should do. I added the structures to the buildable skirmish structures lua file also - so the AI should know what it can build http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
March 22, 200719 yr Hmm, guys, does stormie squads in your copy are messed up?:http://img441.imageshack.us/my.php?image=ordmantellpc4.jpgKingA have this problem. Also he says that, when invading a planet, a first unit on planet (is stands at middle of reinforcement point) can't move Golans is skirmish...looks cool Edited March 22, 200719 yr by shak4l 01
March 22, 200719 yr Work finr on My OIrd Mantell Map for Me http://i55.photobucket.com/albums/g154/codeuser/omgbar_membercopy.jpg
March 22, 200719 yr Boys Avenger has released a ISD vs VSD mod on filefront featuring an excellent ISD along with the Venator.I recommend to use that ships and ask Avenger for more. He has done an awsome work.
March 22, 200719 yr It's not a public model, you should get permission from Frankie to use any models and skins from his mod. He has said he doesn't mind people using them, but it's just the models and skins he will allow use of I think. OK, where can I contact him (does he have an account here)? http://miniprofile.xfire.com/bg/sf/type/0/captainartenon.pnghttp://z4.invisionfree.com/The_Sith_Lords_EaW/index.php?act=Attach&type=post&id=5554600Alternate Sitehttp://i12.photobucket.com/albums/a245/loverdog/pffuserbar1.jpghttp://img228.imageshack.us/img228/6296/sweawuban0cg.pngPetition for Obsidian and Bioware to work on Knights of the Old Republic III together! 3926 Total Signatures and counting!SW Fanon Wiki entry - Captain Artenon"A fake news show on fox should have real news!" -Louis Black, The Daily Show.
March 23, 200719 yr Yes I think he does. http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
March 23, 200719 yr Ok I have devoted some time to test this evening/night.So far I have found those bugs : 1. Vader Squad in MP is not scaled correctly.2. Formations are not respected when fighters are called in.3. Xwing too strong vs Imperial Fighters, even Tie/Av.4. Providence has too many weapons. For the rest by now I can say the Ai works correctly and builds even too much for my tastes. ;D
March 23, 200719 yr Hmm, guys, does stormie squads in your copy are messed up?:http://img441.imageshack.us/my.php?image=ordmantellpc4.jpgKingA have this problem. Also he says that, when invading a planet, a first unit on planet (is stands at middle of reinforcement point) can't move I have this problem on other maps too :Saleucami ,Gamorr,Muunilinst http://img502.imageshack.us/img502/5701/znaked4.jpg
March 23, 200719 yr Bug: In galactic conquest, vader can only be built once(executor), and then if it is destroyed, vader and ship are destroyed for good, not even a recharge up or rebuild. It is the same with Pellaeon. Also, the game lags on certain planets. I don't know why its specific planets, but it does. Also, the AI builds so many fighters in a tactical battle, it lags the game, even in movie mode, which usually has the least lag. I wish I could do a screen shot, but I forgot how, of how many fighters I encounter when attacking a normal defense planet. Its not just garrison units either. For less lag, how about cutting the squadrons back down to what they were in the original game, or something like that? Or perhaps get fewer garrison units for the AI. The funny thing is that while vader is a one time deal, Jerec will recharge if his ship is destroyed. Also, at random times, the galactic map will lag itself to the point where it seems my computer has frozen, but after waiting a few seconds, the game resumes. This has never happened before, so I don't know why its doing that, its either the mod or something to do with memory, but I have plenty of memory at the moment.
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