Welcome Anonymous!
We host quality Star Wars sites - inquire at The Star Wars Rebellion Network  
SW:Rebellion Network
imminent-bean
 

All times are UTC - 5 hours



Post new topic Reply to topic  [ 526 posts ]  Go to page 1, 2, 3, 4, 5 ... 36  Next
Author Message
 Post subject: SVN Update Log
PostPosted: Thu Feb 24, 2011 9:22 pm 
Offline
<!-- Grand Admiral -->

Joined: Sun Jan 14, 2007 8:22 pm
Posts: 1416
The purpose of this thread is to keep track of SVN updates, aka. I plan to post here whenever I do an update, and briefly mention what was done. The OP will also list when the SVN was last updated, along with the latest revision number. We are currently using TortoiseSVN to v1.7.x as our SVN program.

Latest Update: January 28, 2014 | Revision: 1125

_________________
Sins of a Galactic Empire staff.


Last edited by Lavo on Tue Jan 28, 2014 6:37 pm, edited 326 times in total.

Top
 Profile  
 
 Post subject: Re: SVN Update Log
PostPosted: Thu Feb 24, 2011 9:24 pm 
Offline
<!-- Grand Admiral -->

Joined: Sun Jan 14, 2007 8:22 pm
Posts: 1416
Update: Feb. 24, 2011.

Fixed some odd max resource asteroid counts, fixed the extra planet random maps (added some stuff to GalaxyScenDef for this). Edit: Updated again, as per the changes here.


Top
 Profile  
 
 Post subject: Re: SVN Update Log
PostPosted: Mon Feb 28, 2011 10:26 pm 
Offline
<!-- Grand Admiral -->

Joined: Sun Jan 14, 2007 8:22 pm
Posts: 1416
Update: Feb 28, 2011

Changed some GalaxySenDef values, attempted to improve/balance the Research AI (this will likely be an ongoing project), and a minor fix for the Interconnected maps.


Top
 Profile  
 
 Post subject: Re: SVN Update Log
PostPosted: Wed Mar 02, 2011 7:20 pm 
Offline
<!-- Grand Admiral -->

Joined: Sun Jan 14, 2007 8:22 pm
Posts: 1416
Update: March 2nd, 2011

Changed the weapons loadout of the Viscount a bit. Notably, the point defense lasers were removed and switched with missile batteries.


Top
 Profile  
 
 Post subject: Re: SVN Update Log
PostPosted: Fri Mar 04, 2011 5:52 pm 
Offline
<!-- Grand Admiral -->

Joined: Sun Jan 14, 2007 8:22 pm
Posts: 1416
Update: March 4th, 2011.

SSD and Viscount have had their shielding and armour notably decreased, metal cost decreased, credits and crystal costs increased. This was done in order to bring them in line with the other supercaps in terms of health and cost per capita. I'll post up the math which explains this later.


Last edited by Lavo on Sat Mar 05, 2011 7:02 pm, edited 1 time in total.

Top
 Profile  
 
 Post subject: Re: SVN Update Log
PostPosted: Fri Mar 04, 2011 6:40 pm 
Offline
<!-- Major //-->
User avatar

Joined: Thu Apr 21, 2005 12:00 am
Posts: 224
Woah woah woah. they are supposed to have more health. this is due to their size. you are messing with the crown jewel of this mod, be careful. math or no math.


Top
 Profile  
 
 Post subject: Re: SVN Update Log
PostPosted: Sat Mar 05, 2011 7:00 pm 
Offline
<!-- Grand Admiral -->

Joined: Sun Jan 14, 2007 8:22 pm
Posts: 1416
NovaCameron wrote:
Woah woah woah. they are supposed to have more health. this is due to their size. you are messing with the crown jewel of this mod, be careful. math or no math.

They still have considerably more health than all of the other supercaps. ;) And yes, I do realize I am playing with fire here, and these changes are by no means permanent. However, these two were just extremely under-priced (and they still have the best overall prices), I had three choices in order to not make them utter game enders. 1) Slash their health. (This was never an option, and for good reason.) 2) Up their costs a lot. 3) Do a middle ground between both, which is what I have attempted.

Part of why they had so much health is their high shield mitigation value, which is higher than all the other supercaps bar the Vong's. Anyways, the math, v2 refers to the re-balancing I did.

Image

In addition, if people have constructive criticism and/or ingame experience that they have with the SSD and Viscount after these changes, please, please post it. As it's only with these sorts of posts that I can help get a really good picture on these types of changes, plus of course playing a lot of Sins myself, and time is something that I do not have a lot of.


Top
 Profile  
 
 Post subject: Re: SVN Update Log
PostPosted: Sun Mar 06, 2011 11:34 am 
Offline
<!-- Grand Admiral -->

Joined: Sun Jan 14, 2007 8:22 pm
Posts: 1416
Update: March 6th, 2011

Some minor changes.


Top
 Profile  
 
 Post subject: Re: SVN Update Log
PostPosted: Sun Mar 06, 2011 12:12 pm 
Offline
<!-- Major //-->
User avatar

Joined: Thu Apr 21, 2005 12:00 am
Posts: 224
Oh ok. That could work. I thought that the ssd had too high a metal count. Workable... *grumble*


Top
 Profile  
 
 Post subject: Re: SVN Update Log
PostPosted: Mon Mar 07, 2011 1:47 pm 
Offline
<!-- Grand Admiral -->

Joined: Sun Jan 14, 2007 8:22 pm
Posts: 1416
Update: March 7th, 2011

Seems I totally forgot to upload all of the Window stuff from Nova's planets addition when I added it to the SVN. This has been fixed... To all who have been playing while missing planet icons and such, I deeply apologize for this stupidity on my part. Also fixed a missing space in the Interconnected Trio map.


Top
 Profile  
 
 Post subject: Re: SVN Update Log
PostPosted: Mon Mar 07, 2011 7:43 pm 
Offline
<!-- Grand Admiral -->

Joined: Sun Jan 14, 2007 8:22 pm
Posts: 1416
Update: March 7th, 2011 (again)

Converted/re-saved a bunch of textures, with no loss of quality. As well, planets, 'roids, ships, etc were not touched.

The Stardock and Impulse splashscreens, loading screens (bar the SoGE leaders/characters), Refinery, Trade, and Construction ships, taken from The Sins Optimization Project, were added/pasted over which do have a slight loss of quality.

These changes should help with the lag a little.


Top
 Profile  
 
 Post subject: Re: SVN Update Log
PostPosted: Sat Mar 12, 2011 10:51 pm 
Offline
<!-- Grand Admiral -->

Joined: Sun Jan 14, 2007 8:22 pm
Posts: 1416
Update: March 12th, 2011

Carrack tractor beams no longer affect a ship once it has hyperspaced out of a system, as it should. Vong Hangar Defense and Golan III now spawn Vong fighters and bombers. The lack of any starting stuff for the Asteroid in all the Extra Planets Random maps has been fixed. ISD (capital) and Tectors have been slightly improved. Victory (capital) has been modified. Ship Graveyards have been added. Please note, these are not in any of the Random planetTypes. They have only been added to be used as a possible tool or addition in custom maps. Colonizer frigates (except: Gladiator for Imps, Ship Shr'a for Vong) can capture these ships. Edit (4:20 am EST): MC60's Torpedo Volley ability has been removed. BAC's Backup Shields have been removed, replaced with Torpedo Volley.


Top
 Profile  
 
 Post subject: Re: SVN Update Log
PostPosted: Sun Mar 13, 2011 9:38 am 
Offline
<!-- Grand Admiral -->

Joined: Sun Jan 14, 2007 8:22 pm
Posts: 1416
Update: March 13th, 2011

Backup Shields for the MC60, MC90, and Viscount have been nerfed. They're still quite useful, just not overpowering as previously. Also minor tweaks, etc.


Top
 Profile  
 
 Post subject: Re: SVN Update Log
PostPosted: Mon Mar 14, 2011 10:38 pm 
Offline
<!-- Grand Admiral -->

Joined: Sun Jan 14, 2007 8:22 pm
Posts: 1416
Update: March 14th, 2011

Well... Where do I begin... For starters, the Intercept ability actually works now, rather than sending a ship half-way away from where it's trying to go towards, or hopelessly making a massive u-turn, though it seems that with certain small distances, a ship can overshoot it's target and infinitely keep trying to speed to the target. Requesting feedback on this attempted fix.

The Viscount has had it's Defensive Tactics ability removed, Backup Shields slightly boosted (it peaks at 300 shield/second, which is what it formally started at, rather than the pitiful 150), and also costs a bit more Crystal. The SSD now has the Oppression ability, because well, it's pretty appropriate. Most capital ships have had a slight re-haul, the ISD Command and Tector in particular, which in addition to the re-haul, have had their Oppression ability replaced with Fleet Coordination and Alpha Strike, respectfully. The Lucrehulk now sport 12 squadrons, up from 8. The Victory capital has been removed... I'm sorry about this, it was a creation of mine, but it just didn't fit in with the balancing at all, plus the Reps already have 3 capitals.

The Providence, ISDI, ISDII, MC60, and Nebula SD cruisers have all been slightly adjusted.


Top
 Profile  
 
 Post subject: Re: SVN Update Log
PostPosted: Tue Mar 15, 2011 11:04 am 
Offline
<!-- Grand Admiral -->

Joined: Sun Jan 14, 2007 8:22 pm
Posts: 1416
Update: March 15th, 2011

Ion Volley abilities have been modified and are now useful.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 526 posts ]  Go to page 1, 2, 3, 4, 5 ... 36  Next

All times are UTC - 5 hours


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
cron

 
 
 
^Top 
Home Your Account Forums Downloads F.A.Q. Submit News Hosting Contact Us

SW:Rebellion Network Engine [SNE] © 2008 by SWRebellion.com. All Rights Reserved.
All logos and trademarks in this site are property of their respective owner.
The comments are property of their posters.
You can syndicate our news using the file backend.php

    Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group