a quick note on why mitigation is important for specifically how this game engine handles damage the basic problem with high shield regen rates is that then the small ship needs to be able to kill itself, with a high regen rate you force the weapon dps to be higher so that two small ships can kill each other, with mitigation you are limiting the maximum damage from multiple targets to make the gang up effect less prevelant without increasing the small ship DPS
EvilleJedi
depending on which model you go by the venator can bring all of its hevay guns forward (the one in clone wrs cartoon is a thicker hull than the one in the movie) the venator can also bring all of its guns to the front with about a 6 degree down angle, so it it is a favored angle of attack especially since it is a smaller profile to hit. Though TBH it is more of a broadisde vessel in general usage. mitigation is bascially required in the game unless you want to have thou
The remnant (when added) will use Defenders much more, TBH defenders were a pilot program by Thrawn during ESB and it wasn't until after the Remnant was established that they really used the starfighter in any real number outside elite units.
If JasonFJ checks his PMs and gets ahold of me then yes, if anyone knows of a way to reach him outside of his forums or here?
yes I do plan on backporting changes, however it will primarily be models and stat fixes
I'd say performance is an issue especially on older computers for sins in general, I wish that the mindump files would be more useful because when I ran the mod with a debugger I found that a lot of the minidumps occured on memory deallocations or register moves, might be interesting to know what was being moved or deallocated and why performance is a factor.
I pm'd him a few days ago I think he may have gone on vacation or something waiting for a response
working on it :-p I can't say when at this point I'm still bug squashing
just stopping in to let you know I still exist and still have plans for the mod, just tied up with house renovations that made it next to impossible to spend any time online or on the computer in general. More updates soon.
thanks for the zoom issue and shield rendering fixes it will help a lot
I will try to port models and textures backwards and any abilities I can get functional, no gaurantee on everything though
finally got past the insta crash issues and back to work.
really the only good counter for going against an SSD is a large fleet really trying on getting an entrenchment release out, but there are some aspects that are not cooprerating with files causing minidumps that weren't a few days before (and going to the backups doesn't help) argh
also the mod does not work on versions prior to 1.15 so please update if you can.
yes, though they are unchanged, so they really don't present a threat to the larger alliance and imperial capital ships.
we are shooting for the entrenchment release and an update to vanilla to be around when the new patch comes out, hopefully in two weeks (if IC is longer on this then we may release it in two weeks) no garuantees though
and therefore the millenium falcon being the example shows that engines do not have to be circular, many EU ships do not have circular engines and to say it is 'un star wars' is basically showing that you either have a strict definition of what is really star wars (the movies, which btw is a perfectly acceptable viewpoint) or that you have had very limited exposure to the EU.
we are wroking on getting an entrenchment release out at the same time, but we are also rebalancing again to make sure the research and abilities work better, that's a major part of the delay
necro post? please go here https://forums.sinsofasolarempire.com/331584/page/28
to the best of my knowledge that dictates what the AI builds, not how it uses it. until ironclad relents and puts a LUA or similar scripting engine with hooks to the AI we won't be able to actually modify the behavior of the computer players or alter the actual gameplay logic right now what we can really do is tweak the constants in the formulas that they have exposed A good analogy would be like Ax^2 + bx +c we can set A B and C as constant floating
I took a look at it, but I don't know if it can be done and there is next to no way to modify the AI at this point.
I will release a patch for vanilla sins before an entrenchment version. I want to get 'most' of the mini dumps out. I haven't gotten there yet, but I've fixed a lot of them.
made the bug tracker a little more accesible, see the first post in this thread for the change log and bug tracker (you still need to sign up for an account to report bugs)
yes maybe I have, but the problem is a lot more complex than that, I already removed all of the abilibties as the first step a few days ago and I still got minidumps
okay at least one of the major alliance issues is due to the player file, I'm still testing this but something is really messed with it. current status is using a proxy race file adding things back one by one to the alliance to see what breaks it.