mostly the help would be in icons, abilities, research, stuff that takes a lot of testing
EvilleJedi
in my experiece I'd delete all of the intermediate files you have each time you rexport them, and are you freezing after rescaling? the only freeze you need to do is 'freeze all transforms' anything else may reset it.
yeah I noticed that with the munifiscents copies, the intent is that they have the same hull and shielding but do no damage (and shouldn't be able to self replicate :-p ) megamanfan what video card do you have? I didn't put normal or lighting textures on most of the ships because of time and Iron clad did say that
http://warlords.swrebellion.com/g2/main.php?g2_itemId=6078 new gallery section up, I will add some shots from each race from testing in here soon
psycloak, you can make multiple buffs per ability and each buff can apply to fighters, frigates or capitals in any combination, so that is what I am planning to do mindseye, you're right the damage is independant of the effects, I think the turning to the side is actually the ship class stat count type.
I call it independance because I think that Home one is a battle specific designation rather than the ship name (I know all the official stuff just calls it a mc80) capturing neutrals I forgot to put in icons won't be for a while unless someone wants to do them for me, it is a pain in the ass I know which ships have bad hardpoints, but thanks currently slated for the update patch ion cannon fix
mods please lock this thread
okay I'll have to find a better solution for the ion cannons, at very least I will make them class specific (maybe they disable smaller ships, but just slightly cripple larger ships) the abilities are pretty confusing to work with kyogre, it's the last capital the rebels can build, the Indepenance the mc30c got a litle too overpowered heh I'll look into the geodreadnaught
n0n0 rename the file in the strings direcgory to French.str that should work spardason, try a mix of mon cals, especially the remonda and independance the4th1 dreadnaught is the proper spelling of the ship, any dreadnought is in reference to star dreadnought * mandator, executor, it was sp
yeah IA2 is getting all my models that I have completed zero damage or very little damage, a lot of the lasers are for killing strike craft, the game rounds it to the nearest value per second. suggestions are fine here I am going to read through it all.
The exe errors are probably because you don't have the latest version the mod will only work with 1.1 and up , it would be a huge amount of work to downgrade it to older versions and would take away from fixing bugs. ( I have to make a decision about entrenchment though, because I have it pre ordered and would like to use the new features, but I don't know how modding will change with it released.) I have no idea about a BSG mod, I
go here for new discussion https://forums.sinsofasolarempire.com/331584 mods can I please have this thread locked, it is no longer needed, thanks
12/12/2009 Sins of a Galactic Empire (SOGE) 1.0e release for Sins of a Solar Empire Entrenchment A Star Wars total conversion mod for Sins of a Solar Empire 12-12-2009 TEAM ============================================= Models, textures, ship stats: Evillejedi Abilities and tons of debugging: Psychoak (It would have taken another year without this help) Swrebellion.com Web support and general debugging: Evaders Interface icons: Ozwolf<br /
fighter bug squashed enough to make a release, no SW fighters for now, but at least they work now. check for a new thread shortly
depending on what time zone you are in I will at least upload something (stupid fighter bug) there is a lot of benefit to the delay though a lot of issues have gotten ironed out. though I haven't sat down and played a game (just been testing for 5-10 minutes at a time) so I don't know how stuff works out and I still haven't been able to get the AI to play without minidumping on the fighters without putting the fighter count to zero on every ship (trying to find some fix for that right now)</p
I'm still hoping to get it out, but this fighter thing is a big problem (the AI will build them so it will minidump all over the place)
There will be a new thread when it comes out so watch for that instead of here. I am simply giving occasional updates on the progress of the release here, but I won't be posting the link here. this will be repeated in the release notes in the new thread, but gives you some guidlines on what bugs to reportand which are already known. most of the mesh/texture bugs I wanted to squash have been ships in red on the ship list are
mounds of puppies and kittens
SpardaSon21 the Ex is just comical in its ability to fill an entire star system with death
I'm going to really try to get something out this weekend, but I hit a snag, no ship can build fighters without crashing!##@ there is a bunch of other things to work on, but this one has me stumped (the 1.11 patch also hasn't been tested so I don't know the impact of this)
the titan will be added to the empire at a future date, the NR and Remnant will be future factions, just didn't have time to put them in this release.
bulwark is up in the air at this point, I haven't decided. the wavecrest will be inspiured by that design, I like drone's work even if I don't like the overall designs :-p torpedo sphere is a yes, it is a dedicated capital just for seiging planets.
Badwolf: MC120 doesn't exist, if anything it could be the mediator, but I have plans for that Victories are heavy missile cruisers, they don't have big bays a shuttle and 3 fighter squads, the Imperator carries 24 walker barges and a prefab garrision. Praetor is bigger than an ISD, smaller than a Mandator (which is what you are thinking of) of course the only canon information is that the Mandator is a star dreadnaught and can take on 1000 recusan
http://warlords.swrebellion.com/SOGEunits.htm Here is the tenative unit list and even more tenative abilities (some of these are just renamed versions of abilities already in the game) I'll leave the rest to your imagination for this weekend
yeah it's also really easy to calculate, the only things that are not included in the calculation are how ships level up and manuvering rates (though those are going to be pretty standard, everything will have the same speed, just different accel) a few other statistics aren't in the pricing like culture protect and mitigation, but those are currently the same on all the ships in the same class. pricing abilities will be tricky, right now it is simply a flat cost plus t