May 24, 201016 yr 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?
May 24, 201016 yr SWR Staff - Executive Neat - sounds like an worthwhile effort. Not sure what you mean by "innate color"I believe the starting facilities is a known issue (do other factions start with the Frigate Factory?) Evaders99http://swrebellion.com/images/banners/rebellionbanner02or6.gif Webmasterhttp://swrebellion.com/images/banners/swcicuserbar.png Administrator Fighting is terrible, but not as terrible as losing the will to fight.- SW:Rebellion Network - Evaders Squadron Coding -The cake is a lie.
May 24, 201016 yr Author 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.
May 24, 201016 yr SWR Staff - Executive Ah, all the icons do need to be worked on Evaders99http://swrebellion.com/images/banners/rebellionbanner02or6.gif Webmasterhttp://swrebellion.com/images/banners/swcicuserbar.png Administrator Fighting is terrible, but not as terrible as losing the will to fight.- SW:Rebellion Network - Evaders Squadron Coding -The cake is a lie.
May 25, 201016 yr Don't bother with balancing the abilities, they're mostly placeholder duplicates from other ships. When I stop being a lazy bastard, I'll start working on them.
May 25, 201016 yr There are no NR or Vong start setups in the galaxyscenariodef.entity. That's what's causing that issue. So it's an easy fix. Just add some. Sorry can't use mine, I've added planets to it so... meh. Hopefully I can upload some stuff soon. So you can start using my shiny new planets. Then I can go back to mapping... *sigh* umm one sec.... need updates...edit 3: ok... the NR and the Vong aren't in the galaxy file at all. This is a problem... Major problem, I'll work on it. just need to put more in than i thought. edit 4: Ok, edited the correct entity file and now the NR and vong have start ups. yay. here's the file:http://www.filefront.com/16551081/GalaxyScenarioDef.galaxyScenarioDef Have fun. oh and add to main download to... since I can't...
May 26, 201016 yr Ok fix added to mantis boards. Forgot about that... So now you can update the mod there.
May 26, 201016 yr SWR Staff - Executive Cool thanks Evaders99http://swrebellion.com/images/banners/rebellionbanner02or6.gif Webmasterhttp://swrebellion.com/images/banners/swcicuserbar.png Administrator Fighting is terrible, but not as terrible as losing the will to fight.- SW:Rebellion Network - Evaders Squadron Coding -The cake is a lie.
May 27, 201016 yr Author 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.
May 29, 201016 yr Author 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
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