EvilleJedi

EvilleJedi

Joined Member # 2408531
13 Posts 404 Replies 1,367 Reputation

if anyone is willing to take up the task of converting the models I will add it into the existing mod.

5 Replies 4,903 Views

It looks like the ISD I/II are too powerful because the refire rate is so high, however I am shooting for about 10 dreadnaughts to equal one ISD so eventually they should balance out better planet bombardment was just a plug number, it is ridiculously fast especially with more than one ship.

1,324 Replies 1,498,105 Views

MrWho: I currently have it disabled because the fighter spam was getting pretty crazy, once I finish adding in abilities and such it should return (though probably very limited) ParrotPatrol: you are right, I prefer simulations a lot more.

1,324 Replies 1,498,105 Views

the interdictor should be fixable ParrotPatrol: then you have stated your course of action, you should wait and see if I implement it poorly and then you can have reason to make comments about Sins, I really don't care about EAW because in my opinion the game was crap to begin with and I really don't want to waste time thinking/reading about it.

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interdictor is bugged, the ability seems to break it.

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I fail to see the 'problem' with having units that are later outclassed or have limited utility in a mod. If it is because of substandard implementation then it is just dead weight, some of the ships are from different eras and are superior, your example of the clawcraft is sorta silly when taken into context of other viewpoints. Many people believe that the prequel ships are a waste of space and would rather see effort spent elsewhere, I also don't see any pointless fighters on the sepretist sh

1,324 Replies 1,498,105 Views

ParrotPatrol: I appreciate your concern about the scope of the mod, however I have a defined scope that I am implementing and it is your right to not play the mod if you feel it doesn't represent what you want to play. welcome constructive feedback as well. Additionally all of my models that are released are open for others to use in their own mods, so you are at the mercy of your own ambition. As for a separate thread I posted that I would do that when it was necessary and I when I fe

1,324 Replies 1,498,105 Views

West end games stated the 1200m number a long time ago for the role playing game, they also stated the 8000m number for the SSD, it was repeated ad nauseum in other references and finally corrected a few years later. I am of the opinion that each Mon Cal vessel is unique and that the 1200m number is an average of the distribution of the vessels (some could be 900m, some 3 km) the wingless cruiser is about 8% shorter than the winged cruiser because of reconfigurations of its fantail in the model,

1,324 Replies 1,498,105 Views

http://theforce.net/swtc/mcc.html#dimensions I don't argue with the math, if you want to claim TARDIS that is fine, but personally it makes the survivability of the craft attacking the Executor a heck of lot more plausible and fits what my eyes see. Hack78: 1) acclamators are troop ships and armed with light turbolasers, the ISD II is bigger and beefier than the ISD I, no surprise that it chewed the Acc apart. The relative power of the ships are where I want it to be excludin

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all mon calimari cruisers up to the MC-90 series are unique, direct scaling puts the Home One at between 3.2 - 4.8 km, the Liberty really should be 1500m, the 1.2km was stated and repeated just like the SSD length of 8km, it doesn't hold up compared to the variety of sizes shown in the movies as for future work. some bug fixes and rebel ships are on the plan.

1,324 Replies 1,498,105 Views

fighters/bombers are entirely dependent on the IronClad devs, otherwise the only option is to give different ships different fighters (ISD II's getting interceptors and gunboats etc)

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raledabetic: not a mistake, I scaled from the fighters on up so that's where the capital ships will be, I still have ships like Home One and the Executor to go well above an ISD Mostly I'm concerned about pacing. I stated the capital ships to last about 5 minutes vs each other one on one, more vessels will obviously kill things a lot faster. Part of the lack of use for the small ships is that abilities are not implemented yet for the most part so that is on the way. Also the cost and co

1,324 Replies 1,498,105 Views

Thrawn: CEC Corvettes are used by nearly every military in the galaxy, the modified corvettes are used extensively by the empire for system patrols as wells as convoy protection.

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If IC fixed the build limits I would consider rearranging what is a frigate and cruiser, the problem is that you can't give cruisers experience related abilities yet. so for right now they are capital ships until IC fixes some stuff(besides I don't have enough big ships to put in as capitals modelled yet) yeah play against imperials

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grab the really beta initial test release [link="http://warlords.swrebellion.com/sins/SOGE.rar"]Here[/link] Discuss it in the Warlords forum [link="http://warlords.swrebellion.com/smf/index.php/topic,278.0.html"]Here[/link]

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depending on time, effort and future changes to build limitations there would be the following races Empire/remnant Alliance/NR/GA Republic Separatists Sith/mandalorians Unaligned forces Vong the republic is the tough one, all of the other factions have a short histroy or very few ships to begin with, the republic has a decent amount of stuff from the KOTOR eras and then in the clone wars, still have to figure that one out. This is a lot of work to get

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personally I'd not a have problem creating a mandalorian faction, but it would be old republic because they actually were a galactic conquering force and worthy of having a faction. From a practicality stand point I can't waste my time on 2 fighters for a faction unless they have a fleet behind them. The Mandalorians capability to shift the balance of power in legacy is what makes them important, not the fact that they a have a tremendous amount of firepower (and honestly if they had th

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quick update on the status of the mod if all goes well by the end of the week the first release version will be posted. It looks like it will be around 70mb (mostly texture data for the ships) there are some definite graphical issues because of both the art pipeline and lack of knowledge about the engine. it will be empire ONLY and missing a few ships, but have the majority hard pointed and for the most part playable with weapons and stats. the main sins races are untouched and

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once I release I'll open a new thread and ask for this one to be closed. The official name is 'Sins of a Galactic Empire'

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currently still stuck with the crash issues, if I can get it to not minidump (it does it a lot) against the AI then I will push it out. right now targeting the end of may

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shipyards that can build more than one ship at a time, make it as simple or complex as you want for an interface, but a large shipyard with multiple berths would be desirable in some mods.

33 Replies 24,200 Views

right now abilities are going to be put in at a future date, ion cannons are the only ability that is working right now (simply because how the game handles it) currently the only thing keeping the current version from release is a persistent crash bug that just results in a minidump with no log or message. I'm not sure how to approach it, I even tried building the mod back up file by file and wasn't able to distinctly identify it. it has to do with something that the AI builds or selec

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significant relaxation of hard code limits for buildable ships/facilities, fighters per ship, abilities, weapon types (or at least a new settings file that sets the limits so that a mod can then modify them at its own risk for performance) reasoning: pretty obvious from a content perspective however, it would be nice to have more abilities to have additional passive abilities (I don't necessarily need more GUI room for abilities if they are passive) multiple planet module / shi

69 Replies 62,219 Views

oh could do a Republic and sith race, but don't have anything done yet, that's a long ways off...

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