I've looked into it and I know it will be a tone of work, the Reqiuem guys had to pretty much rewrite a good chunk of all of the abilities to get it to work. If someone wants to take a hand at converting the current beta over to diplomacy it would be appreciated (we will have to talk about how to handle it on the svn)
EvilleJedi
exactly, people will complain about it being unfinished or whatever if it was easily available (even if it says beta, unfinished, under development etc), if we don't have at least some hoop for people to jump through to at least attempt to convince them to report bugs that would actually help us improve the product then all we will get is silence or unstructured forum drivel. congratulations though, you win the not often awarded award for meta complaining...
cool I think for the maps having some sector only maps would be great too, I personally like playing smaller games with 20-30 planets
Have you considered setting up planets similar to tower defense games? so basically there is a gate way system or two for each player that has a 'safe' area of planets behind it. I've been curious on how those types of maps would work
I probably won't get a chance to work on soge until june (and that might be questionable if work steps in) but I am looking forward to what novacameron puts together. If it is available when I get back into the modding groove I will definately integrate it (especially if the new planets have different modifiers and are in a SW map, either galactic or sectors would be great)
also sounds like a laptop, usually they have rogue power management systems that screw up performance, hopefully you are playing it plugged in on some sort of 'performance mode'
sorry that there have not been any updates for SOGE in the last month, lots of personal stuff going on, mid-late may things will calm down and bug fixes should roll out for entrenchment maybe diplomacy if I get aggressive
I haven't textured the freighter, but that is planned as for scale discrepancies, the ships that are purposely scaled improperly are as follows The executor represents its official length, not the old 8km number (though I have confidence that there are 8km SSDs of a different class out there) ships without known scales have been assigned sizes that fit with most descriptions but I may have taken artistic license (these would
Probably not for a while, you can test the current version in the beta test, however I have a lot of personal things coming up in the next month that pretty much make progress impossible, I'd be really appreciative of some help during this time frame on correcting some of the larger issues with the NR and vong (overall balance, interface and research) please post in the beta forums if you will have time in the next month to work on these types of things.
for performance I've been remodelling my strike craft in SOGE to around 100 tris seems to make a big difference ( I think sins is very flaky when it comes to switching out the meshes for icons and it is pretty awful about rendering EVERYTHING on cinema mode as you mentioned) granted Ihave no plans of poly reducing the bigger ships or hitting the texture sizes, but LOW poly fighters seems to help a lot on the frame rate issues
if you are in the beta test group and have SVN access the NR and vong factions are in a WIP state, go play with them, report bugs and give feedback!
the problem with a lot of abilities is that 'super capitals' are just capital ships that are physically bigger, there is no code differentiation. We had asked IC to build in exception lists into abilities but we didn't get that feature.
RAZZORLIGHT I suggest pressing your face to your monitor, that makes them bigger :-p
won't gaurantee 1.05 100% functionality, but it does work
won't gaurantee 1.05 100% functionality, but it does work
The Leviathan was modified to carry turbolasers and weak ones at that, probably every ship is shifted down a class level in fire power.
I think it works better on large maps, if you wou;dn't mind taking notes in your next MP game I'd be very interested if you did some scouting early on to establish sight with probes and let me know how the AI progresses and if the AI is building turrets, that is a big thing that we thought was broken if you can report on that as well I'd be very interested to find out the triggers (we certianly haven't seen it)
that is the essential problem, in HW for instance you could caputre ships but you had to put enough capture vessels out to subdue it and then drag it back to your mothership, there is no way of requiring X ships to capture an enemy vessel, you can't base it on health or AM either so having a capture ability is just impractical in sins unless it is a uber capture ability that is highly limited to a single ship
A few models that will probably never make there way into SOGE REASON: not very useful in the ship list http://warlords.swrebellion.com/g2/main.php?g2_itemId=5841 http://warlords.swrebellion.com/g2/main.php?g2_itemId=5844 REASON: will never get to this era<
well it seems like the galaxy scenario file is the culprit, one of you send the file to the other, for some reason it may be conflicting (I really don't know why) it is also possible that one of you is using the relase version and one is using the SVN version?
the vessel capablilities would be an issue and while there is just about enough to make full fleets, I don't have very many of them in any shape for being used, as stated before the main goal now is to finish off the rough edges on the existing ships and move into the NR and vong
hmmm interesting bug, I checked to see if there were any unreferenced sound files, so I'm wondering if it isn't a SINs bug in general
research: probably planet models: maybe, I've had issues in the past, but I'd like to do them dynamic movement: NO it really works like crap, I'd like to but it just causes a mess, maybe some of the really small frigates, but we have next to no control over the vessels behavior (can't make them circle a target, can't set the breakoff time/distance for a dive, etc) so unless IC gives us parameters to control it this won't happen
acclamators and botajefs for the republic gladiators and ISD I capital for the imperials gallofrees and capital diplomatic cruisers for the Alliance droid control ship and CIS carrier for the CIS
most of the abilities are set to auto and the ones you really want to control are on the capital ships, the capital abilities are a lot more effective and the cruiser abilities for the most part are designed to fire automatically, certianly you can micro more if you want, but that's an option not a necessity, I find myself usually moving the capital ships and letting the cruisers do their own thing once they are in the proper area. in the player files after the research