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GrandMoffTarkin_warlords

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    Versailles, France

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  1. Ello all..With the interdictor it looks like it is possible to get it to disable hyperdrives within its aura radius (i changed some of the code for it and have been testing) it is far from perfect at the moment as the interdictor disables hyperdrive for a second or 2 then the aura drops off...then it goes back on after a second or 2..while that is enough to stop ships from jumping it, also currently applies the buff (thats what the effect is called) to only a few ships, if there are lots of ships within its area of effect it does not apply the buff at all..i will experiment more with it to see if i can get it to work as it should. Then ill send it Eville (provided he wants it, if this problem is alrdy fixed dont tell me i like fiddling) so that we can all get useful interdictors with the next upgrade (currently it also does not auto attack meaning that it doesnt move when it hypers in so u have to manually move it..and at the moment it seriously damages the balance of the game so maby it should be a toggled ability that drains antimatter overtime and perhaps slows the ship down considerably, will experiment with it some more to see if i can get that working 2) cya all
  2. Please bear in mind that some of what you are looking for might not be possible with the Sins Engine..i do not think that you can give a planet any ion cannons for example. Or that u can get structures to orbit a planet. Please also be aware that the Mod is currently in the beta stage, meaning that what we have is really for testing. A prebuilt empire option may not be possible but if you want you can build a map with multiple planets belonging to the players. Existing Galaxy: Have a map where you have all the SoaSE factions in there with the SW factions invading <---SW factions are currently 2 strong, would take a major balancing act to get the stock races to balance off with at least 2 new races, would be alotta fun if we could do it though. Note: I am not currently involved with the project but reading EvilleJedi's posts gives a reasonable idea on what he is creating. I might be mistaken about some things. but you do have some good ideas.
  3. yaa looking forward to blowing stuff up as the NewRepublic....er Empire!.. Looking forward to it. Ive been changeing the names of the stars,planets and ships in the English.str file (the string file found in the mod directory) just to add a little star warsian to the maps. Origionally got Star warsian names into the game by making maps with those names. Im asking Eville if he would like a copy to include in the next release provided that it hasnt already been done ;D..its crazy the number of names that are in this file..90 Imperial+NewRep names 222 Star names 291 planet names.....must read star wars books to find good names ;D ah well good night all..must go to work tomorro..do i chat about 2 much crap or what? (rhetorical question dont answer that pliz)
  4. I like this idea..need any help? If you want some campaigns, there are plenty of potential missions in the books: The Thrawn Trilogy (some book, some book and The Last Command by Timothy Zhan) for example, has perhaps a good imperial campaign since, if i remember correctly, they arnt fighting defencive battles all the time. Using the books as a guidline we could create our missions to reflect some of the activities that occur. Besides who woudnt want to watch the battles described in the books?
  5. ello all. In the expanded universe most if not all non alinged planets have some form of defence fleet, could this be implemented in the MOD? it would ad a touch of realism if non-aligned planets had some defence ships and perhaps some structures as well. Eg of this is the Pirate base in the stock game but it would be a little more realistic if a neutral planet had not only defensive structures but also maby some economic structures eg trade station that creates neutral trade ships and will go to every1's tradeing stations, would help the rebels from an economic perspective since they woudnt neccessarily need to take the planet. (yes would also help the Imps as well but maby the imps could make less money and the rebs more? and from a spying point of view if u have a ship that can place spies on other ships voila a spyship.) just an idea and i dont no if all of the idea could be implemented but it would make the mod very realistic i think.
  6. Ok i have no experiance what so ever in anything but am willing to try making some voice overlays using Audacity (If possible i would like to send a sample so that you can see if it is worth putting in). I belive the timezome im in is GMT-4 (1:41am Friday 23 May at time of post)..will start work in a week, so i have alot of time before then and will have some time on most evenings thereafter. Have been testing the mod out on a really awful computer (all settings are at its lowest just so it wont crash) i, however, realise that the most usefull of what i can contribute will be ideas (see http://warlords.swrebellion.com/smf/index.php/topic,281.0.html). I am eager to learn and be usefull in anyway possible. Thank you for any consideration given.
  7. The sins developer exe is a build of the game which has several helpful features for modders. works nicely it picks up some errors with textures for the stardestroyers (i shoulda wrote them down but will post them 2morro) but when i play using the developer build and just skip the errors it doesnt seem to crash (only tested once but was zooming alot, i need to test more b4 i can say definitively) The build can be found in the sins mod package 105 http://www.sinsofasolarempire.com/downloads.aspx download the forge tools (it says beta but it is updated to work with v1.05) great mod so far......
  8. i like it would be an understatement...the sound of the guns becomes a little annoying listening to the same things over and over,i think i have some old sound files nocking around that you could use mainly from the old star wars vs star trek armada mod i think (gotta check i no i have something tho) i love it. though there is 1 thing i noticed..2 capital ship classes have the same name the "Imperator SD Mk1"(i think that was it) when 1 of them i think is supposed to be the Vic mk2 but so far u have a standing ovation. What will be needed are some voice overlays..i have no experiance at all with it but im willing to try (note tested SOGE on SoaSE v1.04 worked well until a minidump crash roughly 20 minutes in)
  9. umm i have some ideas...for trade routes since the idea of trades routes is to make money how about using the phase lane texture to designate trade lines between planets and any freighters(tradeships) and refinery ships that use those routes gain 25% more cash/ore and cystal. And perhaps for the trade/refinery stations we could have completely neutral ships hyper in (this idea is seen in star trek armada) dock with the station u gain money and they hyper out to another planet. Would make the mod a little more realistic from an economic perspective since not every1 wants to fight but all want to make money

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