SoGE-Team SoGE-Team

[MOD] Star Wars: Sins of a Galactic Empire (Current Public Release: 4.10.1 [Rebellion 1.82])

[MOD] Star Wars: Sins of a Galactic Empire (Current Public Release: 4.10.1 [Rebellion 1.82])

NOTE: For access to the most up-to-date version of SoGE for Rebellion, please follow these instructions.

Sins of a Galactic Empire (SoGE) 4.10.0 release for Sins of a Solar Empire: Rebellion 1.82+
A Star Wars total conversion mod for Sins of a Solar Empire
08-09-2015

For a full change log see: http://www.moddb.com/mods/sins-of-a-galactic-empire/news/soge-4100-release-notes

INSTALLATION
=============================================
The whole mod is around 2.2 GB in size, when extracted

Extract the contents of the zip file to your sins mod directory
Example for windows XP C:\Documents\\My Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.X
Example for Vista/Win 7/Win 8 C:\Users\\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.X

Next, before installing the mod proper, one must enable the Large Address Flag on Sins' exe.

This is is required for SoGE to work, or else it will not function correctly. This will not interfere with your ability play with other people (i.e. a person without an LAA exe can play with someone who has an LAA exe), nor does it break any rules set out by Stardock or Steam.

Step by step instructions:
1) Open "Large Address Aware.exe".
2) Select "Sins of a Solar Empire Rebellion.exe" to modify (click on the "..." button to browse). It can be found in the following folder:
...\Steam\steamapps\common\Sins of a Solar Empire Rebellion
3) Check the box specifying that you want to make the game large address aware.
4) Click on save to save the changes.

Full credit for this program goes to FordGT90Concept of http://www.techpowerup.com/forums/threads/large-address-aware.112556/

(See here for a more detailed walkthrough: https://www.youtube.com/watch?v=0hquH8iZXik
or: https://forums.sinsofasolarempire.com/381382/page/1/ )

To activate the mod, open the EnabledMods.txt file present in the previously mentioned folder and edit the file like so (this can be copy-pasted in):


TXT
Version 0
enabledModNameCount 1
enabledModName "SoGE 4.10.0"



The blank line must be present in order for the game to read the EnabledMods.txt file correctly.

An editted version of EnabledMods.txt has been provided with the mod; these instructions are here in the event that the provided file is lost.

The mod should be working fine if the only races you can select are Star Wars races. If this is not the case you have not properly installed the mod in your mods folder.

DO NOT ATTEMPT TO USE THE INGAME MODS OPTION PAGE TO ENABLE THE MOD, THIS OFTEN RESULTS IN A CRASH AND IS KNOWN TO CAUSE INSTABILITY.

ADDON INSTALLATION
=============================================
SoGE also has several addons available for it, which introduce various changes to the mod. Included in the main download is the "Squad Size Reduction" addon, which condenses all fighter squadrons into having a single super fighter and edits anti-fighter abilities to reflect that change. This addon was created primarily to reduce lag, for both singleplayer and multiplayer matches.

To install an addon, one must once again edit EnabledMods.txt, and place the addon above the main mod in the list like so:


TXT
Version 0
enabledModNameCount 2
enabledModName "SoGE Addon - Squad Size Reduction"
enabledModName "SoGE 4.10.0"



TEAM
=============================================
Lavo (Ship stats, abilities, tech tree work, rigging, interface icons)
Warb_Null (Models, textures)
Maxloef (Models, textures, particles, sounds, skyboxes)
starkiller623 (Maps)
Service_Disconnect (Interface icons)
Wawac (Interface icons)
mmeier1986 (Error/bug fixing)
Chimaera (Ship stats)
Many many beta testers, many who didn't do a thing, thanks to those that give us valuable feedback!

INACTIVE STAFF
=============================================
Evillejedi (Models, textures, ship stats)
NovaCameron (Planets; models, textures, and stats)
Psychoak (Abilities and tons of debugging [1.0E would have taken another year without his help])
Ludo Kreesh (SW Music, UI, interface icons)
Zoommooz (Tech tree additions/editting)
Evaders (Swrebellion.com Web support and general debugging)
sloosecannon (Coding, general debugging)
Ozwolf (Interface icons)
Pedro (SW Music)

CREDITS
=============================================
GoaFan77 (Modeling, texture, and ability assistance, mainview icons, and other insight)
Burntstrobe (All planet textures in the mod, save for the Acid, Rusty, and Gas Giant planets)
myfist0 (Modeling and texture assistance and other insight)
RC-1290 'Dreadnaught' (Shield impact shader, bloom/star shaders)
Snowba11 (Most of the premade maps)
Mick666 (Re-scaling of most premade maps, creating and contributing to the SoGE wiki)
Arvis Taljik (Praetor, Malevolence, and other, textures)
NomeMD (Sentinel model and icons)
Republic at War team (Rusty planet's original texture)
ERock72 (Providence hanger shield particle)
Nomada_Firefox (Created the Endurance's mesh from EJ's Nebula SD)
the50first (Getting IA2/RaW's Malevolence's textures to work in SoGE)
KrdaxDrkrun (A number of particles in this mod originate from his mod TotalEffects)
axeldude (Planet.fx)
Egosoft (Skybox textures)
Cole_Protocol (Assault Frigate Mk.II's cloaking particle)
ZombiesRus5, harpo99999, soviet.belldandy (Various tools and code repositories which helped speed things up alot)
Valpheus (Experimental Exhaust Colour Mod; removing team colors from exhaust)
MrPhildevil (Interface icons)
husker98 (A few maps built off of Snowba11's large galaxy map)
Drone04 (Mon Calamari Heavy Carrier, Rejuvinator's original concept art)
AdamKop (Rothana Battleship's original render)
Valpheus (Vasari Deep Voice mod)
dolynick, Uzii (dolynick's Galaxy Mod was integrated at one point in time, some remnants are still around)

Probably some other people we are missing, thanks.

CONTACT
=============================================
Forum http://www.moddb.com/mods/sins-of-a-galactic-empire/forum
Moddb page http://www.moddb.com/mods/sins-of-a-galactic-empire
NexusMods page http://www.nexusmods.com/sinsofasolarempire/mods/5/
Steam community page http://steamcommunity.com/groups/soage
Sins forum https://forums.sinsofasolarempire.com/411648
Wiki http://sins-of-a-galactic-empire.wikia.com
IRC #SoGE @ irc.coldfront.net

COMPATIBILITY
=============================================
Sins of a Solar Empire: Rebellion 1.82+

Download Links
=============================================

NexusMods

2,196,081 views 747 replies
Reply #426 Top

Quoting Lavo_2, reply 424
What update are you referring to? And by "before the game starts", do you mean while loading the large map (which I assume is the 551 planet Star Wars map), or while Sins boots up?

 

When the game loads it mini-dumps about 9/10 of the time after the map selection and only 3 players/3 factions. Version 955 to 956 update.

Reply #427 Top

I've uploaded the R961 patch; it's currently awaiting authorization. It's a cumulative patch featuring everything from revision 956 to 961; once it's up for good I will take down the obsolete R956 patch.

Quoting kcirtap42593, reply 426
When the game loads it mini-dumps about 9/10 of the time after the map selection and only 3 players/3 factions. Version 955 to 956 update.

That's odd. Seeing as how, iirc, you have a paging file running, the game shouldn't MD that much. Though mind you, the SW Galaxy Map has a tendency to crash during loading due to how massive it is. Do you perchance have an nVidia graphics card? If so, updating your drives may help somewhat.

 

Reply #428 Top

I have a Intel 4000HD and its up to date. Though it runs good once it starts no problem.

Reply #429 Top

Hrm. I see. It might be that your computer simply cannot handle SoGE's largest map. Last possible aide I can think of is to lower all graphics to a minimum, turn off shadows, etc, at least when you are first loading a new map.

Reply #430 Top

Is there a reason you don't convert your entity files to bin Lavo? That could also help quite a bit, or at least reduce load times.

Reply #431 Top

Back around 2.0E, we had some weird issues crop up which disappeared after we stopped converting files to BIN. How exactly converting to BIN caused issues was beyond me, but it simply worked and notably increased the stability of the mod. That and it's easier to upload full versions without converting them; Evaders can just grab the latest revision, zip it up, and slap it on Moddb.

 

Reply #432 Top

Hey, I have a question. I don't post pretty much ever, and I'm not really knowledgeable on the techincal aspects of modding so apologies if this is a stupid question, and it might be.

Is there a way to be able to change the skyboxes with the mod enabled? I can deal with the one that it gets set to, but I've always wondered if you can use the default ones for the games. Mostly cause weapon fire tends to sorta get lost against the background. Something I've been wondering about for a while but never asked. Not a huge deal, though really.

 

Love the mod, by the way. Big SW fan and it's kept me entertained through all its releases. Keep up the good work 

Reply #433 Top

Quoting Konoha53, reply 433
Is there a way to be able to change the skyboxes with the mod enabled? I can deal with the one that it gets set to, but I've always wondered if you can use the default ones for the games. Mostly cause weapon fire tends to sorta get lost against the background. Something I've been wondering about for a while but never asked. Not a huge deal, though really.

You can go into options, effects, and toggle "Use Colored/Deep Space skyboxes" to switch between skyboxes, mod or not. However, I believe Lavo took out the original Skyboxes to conserve space. So to getting the original skyboxes are probably not an option unless you mod them back in.

Reply #434 Top

Well I was wondering if planets having 20 resource asteroids in their gravity well is normal, or is my installation corrupted? 

 

I was playing on a Medium Large Random (Multi-Extra-Dispersed)  map.

Reply #435 Top

Yes, that's normal.  Your installation is fine.

Reply #436 Top

Quoting GoaFan77, reply 434
You can go into options, effects, and toggle "Use Colored/Deep Space skyboxes" to switch between skyboxes, mod or not. However, I believe Lavo took out the original Skyboxes to conserve space. So to getting the original skyboxes are probably not an option unless you mod them back in.

It was Nova who took out deep space skyboxes; he made new colored ones however. We do not have any plans of putting them back in, so one will have to do it himself if they want the skyboxes back in.

Quoting Rheinguard, reply 435
Well I was wondering if planets having 20 resource asteroids in their gravity well is normal, or is my installation corrupted?

Depends on the planet. What planet in question had 20 asteroids? The Huge Magma planet, for example, can have a maximum of 20 asteroids.

 

Reply #437 Top

A work in progress. I wonder what for?

Reply #438 Top

Quoting Lavo_2, reply 438
A work in progress. I wonder what for?

Pretty. If that's what I think it is, I guess you're not going for the retro movie look. But that's probably a good thing. ;)

Reply #440 Top

Quoting GoaFan77, reply 439
Pretty. If that's what I think it is, I guess you're not going for the retro movie look. But that's probably a good thing.

It is an ion projectile, if that's what you're thinking. This is mainly to get the color right; it's a heavily edited version of BLUE_BLAST.tga. I could use some reference pictures for the shape mind you; not sure what exactly to do with that yet.

Quoting redknightmare, reply 440
When are you going to make the mod compatible with rebellion 1.1 or is it already compatible?

SoGE is compatible with Rebellion version 1.04 and above.

Reply #441 Top

Quoting Lavo_2, reply 441
It is an ion projectile, if that's what you're thinking. This is mainly to get the color right; it's a heavily edited version of BLUE_BLAST.tga. I could use some reference pictures for the shape mind you; not sure what exactly to do with that yet.

Well I was thinking something a bit more specific than that. But I like the Star Destroyer Ion blasts shown in the Rogue Squadron series. If it's smaller than that they don't look that much different from laser bolts. And for large Singe cannons I'd base the shape on the ion cannon from episode 5, but just use the color of every other ion cannon in the lore.

Reply #442 Top

I had forgotten about RS! Yeah that would do the trick nicely; just need to make this projectile longer.

Reply #443 Top

Quoting Lavo_2, reply 443
I had forgotten about RS! Yeah that would do the trick nicely; just need to make this projectile longer.

Indeed, while there are some liberties taken with the technical details (by default I don't think either ISDs or ISD-IIs had all 8 of their main side batteries as ion cannons), its not a bad source for inspiration. I don't know if you changed this but from Requiem I think the ISD model had one 1 weapon point per turret (I just used a really big Ion blast but it wasn't the same). If you really want to duplicate that look you'll need two.

Reply #444 Top

Yeah, the ISDs still have one null per turret. Ideally I'd like to re-rig most the ISD from scratch, as many of it's weapon points are floating in mid-air.

The ISD-IIs had all of those main batteries either as ion cannons or Turbolasers, the ISD-I had 6 Turbos/2 Ions.

 

Reply #445 Top

Second attempt at ions. I'm quite happy with how this one turned out; the minor graphical distortion in the tga doesn't show up in Sins, thus allowing me to have stretched the projectile to this extent. The ion projectile, show next to a green heavy Turbolaser projectile, is slightly narrower, but much longer, than the latter.

Reply #446 Top

Yeah, especially with rebellion- FIVE weapons types per ship- you can really go all-out with new ship weapons.  Give these suckers a crapload of new weapons and such.  Cap. Ships in particular- they all should have some form of anti-fighter point defense (all big ships & structures, really) though of course some would be better than others, it would be one of many ways to diversify the fleets.

One of the issues I ran into in the few games I played was that nearly all of the planets nearby had a rather large stack of ships, i.e. on one map (can't remember which one right now, but...) both nearby planets- one ice, and one savannah- had four dreadnaught cruisers and three of the missile cap. ships (Broadside?  Can't remember) and a bunch of frigates.

 

I  remember having my squadrons of 20 bombers or so (Lucrehulk, Providence, one/two of the cruisers with mines and fighters...) wiped out in.. couldn't have been more than a minute.  The two lancers were the only ones capable of firing at fighter targets, right?  They were pretty tough, I remember them taking quite a bit of time to take out, longer than some of the heavier combat frigates or cap. ships, even.

Again, this was a while ago, but I'm not sure if this was intended, or if I was not recognizing the various ships' roles properly.  Speaking of which, even as a semi-star wars nerd I sometimes found it difficult to judge which frigate I could build, it seemed like there was a lot of overlap between their abilities and not much difference in their strengths from the stats.  I also didn't see much need to build fighters early game.

In general, having three varieties of Venators (for instance) is rather.. redundant.  There were really only two, the Clone Wars version and the Imperial version (three if you want the Jedi to have their own, though you could make that a hero unit, a lathe enhanced 4X mod) which would have different fighter types and different paint schemes, and perhaps slightly different weapons/armor/shield stats.

 

I'll admit I haven't touched the Republic yet- only CIS, a bit of Empire/Rebellion, mainly to look at the various unit rosters and research topics etc.

 

That said, for the Venator Destroyer I can think of several abilities.

The Open Circle Fleet (Anakin/Obi-Wan's ships) placed their artillery walkers (the guns on Geonosis in Episode two, that fired the blue beam thingies at the core ships) at the hangar bay entrances, in effect using the ground artillery as makeshift weapons batteries to protect the hangars.  This would, naturally, be a viable ability "SPHA gun cannons" or so forth, this could either be an active, instant damage ability (along the foreward firing arc) or a passive extra DPS/DoT.  The venator is supposed to carry a crapload of fighters, and have roughly the firepower (and/or shielding) of a Victory 1, but concentrated into fewer batteries, also they don't have missiles IIRC.  Having the overall stats be more or less the same but giving other ships i.e. the victory many more turrets/guns etc. would reflect this nicely, as I think this also means the Victory could fire at more targets (or is the targets-per-bank for the weapon type rather than the actual turret/gun?)

 

Speaking of the main batteries, an ability "power to weapons" a la Empire At War could also work well for cap. ships in general and the Venator in particular; I'd imagine a penalty to engines and/or shield regen but a massive damage boost for all energy weapons.

 

A passive ability similar to the vanilla battle meditation or something (i.e. boost fighter effectiveness) as it has a dual bridge, one for fighters, one for the ship.  Isn't the Jedi Venator a different ship?

The Venator can also directly land on planets, giving an obvious edge for ground assaults (who need drop ships?) not sure how that would be possible in game.. perhaps an ability (ultimate?) that would temporarily disable the ship (make it channeling, perhaps, also cause it to be invulnerable and/or take reduced damage, as it's "on the planet" and not in orbit and targetable) but after a short time period instantly capture a planet regardless of its health etc, or at least drain health over time, perhaps as a percentage or something.  Alternatively, it could "destroy" the ship or "remove it from play" somehow, for a lengthy duration.

As simply damaging planets over time isn't necessarily enough for an ultimate, it might give bonuses to colonization, i.e. reduced bombing damage or faster upgrade times, as you've basically insta-dropped an entire army gift-wrapped in the accompanying cap. ship onto the planet, so it should be a quick way to subdue the locals.

 

Finally, the ship's massive hangar bay took a while to fully open (and was vulnerable- hence the suggestion to place the artillery by the doors) but once it did it could launch all 500 or so fighters all at once.  The Halcyon's ultimate ability comes to mind- modify it by requiring a few seconds "charge up" and also increasing physical damage (this buff would only apply to missiles and the like, right?) but instantly deploying the  reserves.  Alternatively it could be a toggle ability that insta-builds fighters (perhaps) but has a significant damage penalty and a charge up time.

 

The different fighters could also be, well, different, in quality and quantity.  The ARC is a heavy multi-purpose fighter-bomber, has an Ion cannon, missiles, guns, sensor suites and a rear gun turret, but is bigger and more expensive, i.e. you carry fewer... I think the venator carries like 36 ARC-170s and about 200 each of the V-wings and Eta (Episode Three jedi fighters) Interceptors.  Note that the ARC was shielded, while the other two usually weren't.  Now, of course we can't shield fighters in game, but I get the impression that the shields are only as important as the plot demands, and more importantly IIRC Star Wars has two shield types, one for energy ("Ray Shields") and one for objects ("Particle Shields" and aside from cap. ships and I think droidekas only ray shields were used.

An ability to reduce energy weapon damage could simulate shielding for fighters.  "Ray shields"

I'm not sure if you'd want to change the shield/missile dynamics (they work rather well, EAW did the same, i.e. Ion for shields only, projectiles ignore shields, so on) but between point defenses and the presumed particle shields, cap. ships weren't completely open to missiles... perhaps, if you have missiles work like phase missiles (have the "Level 0 research tech for all missile weapons have, say, 90-100% chance to bypass shields from the get go, then an ability that reduces Phase missile efficiency a la the adaptive shield, would help simulate the effects of point defenses.  Unfortunately there wouldn't be a way to tie that to point defense cannons...

If you go that way, then there's no reason for a similar ability for "escort" gunships to buff nearby allies in weapon range; it would certainly give added utility to anti-fighter type escort ships bristling with light lasers.

 

 

The Lucrehulk was noted as extremely massive, with the battleship requiring a "flotilla" of Venators just to drop its shields... it has a crapload of turrets (point defense and otherwise), a crapload of shields and armor, a crapload of fighters/bombers and a crapload of landing craft.  Basically a colony-carrier-battleship all in one, and correspondingly expensive.  There's a reason that we see more frigates and providence's in the opening of RoTS.

I get the impression that the droid control ship model was largely unused, either incorporated into the battleship model (a target that important might as well be that tough and expensive) but of course there's no reason that the CIS wouldn't have spares lying around.  Note that, in addition to being far, far weaker than the battleship it also has far fewer guns; it would certainly carry almost as many (perhaps just as many) fighters and landing craft, but far fewer weapons and far weaker guns.  It would also be less expensive, somewhat less than now perhaps, as it's clearly outclassed by other models, being obsolete a decade before the CW themselves.

In other words I like the current Lucrehulks, but think that they might accept a bit of tweaking stat wise, namely making the battleship tougher and/or have more guns (perhaps, haven't really fought against comparable fleets yet...) and the Droid command ship correspondingly weaker and slightly cheaper.

 

It bears repeating that all of the big ships had point defenses of some kind, some more than others.. for instance the Recusant Destroyer has a lot of point defenses and was generally good for defense and escorting (hihgly automated, relatively cheap/common- perhaps a synergy buff of some kind? but also prone to running into each other in big scraps, because of droid incompetence), and the Lucrehulk battleship got an insane number of guns (~200 point defense lasers alone, the Nemodians were understandably paranoid after Naboo

B) ).

The Munificent and Recusants had a rather powerful bow turbolaser battery; a gauss cannon type ability would simulate that quite nicely.  Both the Munificent and the Recusant could carry a squad or two of fighters and some battle droids, the Munificent in particular having a rather large complement of battle droids for "boarding or ground" operations.

 

As for the Providence, there were two variants, the carrier of doom a la the Venator, or a battle-ship (ish) variant that used some of the hangar space for extra reactors to power more weapons, shields, etc... just like you have it.

Remember RoTS, when the Invisible Hand was "crawling" with vulture droids?  Either type could have the "scramble bombers" ability to instantly release hordes of vulture fighters and/or Hyena bombers.  A "power to weapons" ability could also fill things in.

Finally, as far as neutrals and pirates go, there are plenty of opportunities for different ship types.  In particular, different weapon types.  In an Empire at War mod, the neutrals used mass drivers and railguns as the main armament and point defense respectively, both always ignoring shields.  They would also use disruptors a.k.a disintegrators which would likewise ignore shields.  Basically, the neutrals varied from pirate type ruffians0 few or no cap. ships, lots of fighters and a respectable scattering of frigates, but with weapons that ignored shields- to neutral planets with respectable defenses and modest fleets, including plenty of clone wars era ships or other "hand me downs" from the other powers, again lots of frigates and the odd outdated cap. ship or two, particularly from the CW era.  The 4X mod uses a very wide and fun blend of militia levels, so in theory this could work.

Reply #447 Top

Before I go on to address your post Trooper, there's one thing I want to point out. When it comes to a ship's firepower, there's one very key aspect that needs to be considered, one that the game doesn't tell you ingame; targets per bank. Or, in other words, how many targets a ship can target at once. The ISD/Nebula SD/Tector have 3, while most other smaller ships (ex. Venator, VSDs, Providence) have 2. This effectively increases the capabilities of a single ship, even if their raw firepower would suggest to the contrary.

Yeah, especially with rebellion- FIVE weapons types per ship- you can really go all-out with new ship weapons.  Give these suckers a crapload of new weapons and such.  Cap. Ships in particular- they all should have some form of anti-fighter point defense (all big ships & structures, really) though of course some would be better than others, it would be one of many ways to diversify the fleets.

While there are indeed plans to put in more weapons for some ships, this requires rigging, which requires time I do not have. Further, most large ships and structures already have anti-fighter guns! While it isn't that clear in the public version, most 0-8 damage "Laser" weapons are in fact point defense batteries.

I  remember having my squadrons of 20 bombers or so (Lucrehulk, Providence, one/two of the cruisers with mines and fighters...) wiped out in.. couldn't have been more than a minute.  The two lancers were the only ones capable of firing at fighter targets, right?  They were pretty tough, I remember them taking quite a bit of time to take out, longer than some of the heavier combat frigates or cap. ships, even.

Again, this was a while ago, but I'm not sure if this was intended, or if I was not recognizing the various ships' roles properly.  Speaking of which, even as a semi-star wars nerd I sometimes found it difficult to judge which frigate I could build, it seemed like there was a lot of overlap between their abilities and not much difference in their strengths from the stats.  I also didn't see much need to build fighters early game.

Nope, Lancers are not the only ships that had anti-fighter guns, or even anti-fighter abilities. However, Lancers, and all other exclusively anti-fighter ships (ex. Patrol Frigate, DP20), have a Flak Burst ability that allows them to eliminate swarms of bombers at once. As such, even having 2-3 of these in a single fleet can be extremely dangerous. It was this ability that likely slaughtered your fighter squadrons.

As for frigates; as of 2.0 there's a nice little description as to what frigates/cruisers can do. It's fairly simple (ex. if the ship has fighters, is meant for combat, etc), but with some slight experimentation, you should be able to figure out what ships work best. Though, admittedly, there is overlap, but that was the case in SW proper. The ingame stats are also extremely misleading; for example they won't tell you if a ship's weapons are 95% all forward firing, or if they are good in all directions.


In general, having three varieties of Venators (for instance) is rather.. redundant.  There were really only two, the Clone Wars version and the Imperial version (three if you want the Jedi to have their own, though you could make that a hero unit, a lathe enhanced 4X mod) which would have different fighter types and different paint schemes, and perhaps slightly different weapons/armor/shield stats.

If you looked at the Venators themselves, they all have the same base stats, other than antimatter reserves, effectively making them all the same ship! The key difference is twofold; abilities (ex. the Jedi version has Force-derived abilities, while the Command variant has CNC capabilities) and level-up bonus (the special/unique/hero/etc versions of a ship benefit notably more from leveling up).

The Open Circle Fleet (Anakin/Obi-Wan's ships) placed their artillery walkers (the guns on Geonosis in Episode two, that fired the blue beam thingies at the core ships) at the hangar bay entrances, in effect using the ground artillery as makeshift weapons batteries to protect the hangars.  This would, naturally, be a viable ability "SPHA gun cannons" or so forth, this could either be an active, instant damage ability (along the foreward firing arc) or a passive extra DPS/DoT. 

The SPHA was previously in the game, as an ability on the Venator SD-C. It was removed due to the AI being absolutely unable to use it, and to make room for it's Invasion ability, which was added in order for the AI to not absolutely crap itself. There are no plans to add it back in at this time.

The venator is supposed to carry a crapload of fighters, and have roughly the firepower (and/or shielding) of a Victory 1, but concentrated into fewer batteries, also they don't have missiles IIRC.  Having the overall stats be more or less the same but giving other ships i.e. the victory many more turrets/guns etc. would reflect this nicely, as I think this also means the Victory could fire at more targets (or is the targets-per-bank for the weapon type rather than the actual turret/gun?)

The Venator and Victory I SD have equal shielding and firepower as of all the SoaSE: Rebellion builds... What version of the mod are you playing? If it's for Entrenchment, then it is horribly outdated. The Ventor also did have 4 proton torpedo launchers, and the VSDs do have more firepower than the Venator. The VSD-I does roughly 100 total DPS, excluding rear weaponry and anti-fighter guns, while the Venator does roughly 80 total DPS, excluding rear weaponry and anti-fighter guns.
 

Speaking of the main batteries, an ability "power to weapons" a la Empire At War could also work well for cap. ships in general and the Venator in particular; I'd imagine a penalty to engines and/or shield regen but a massive damage boost for all energy weapons.

Some ships do have such an ability, it's called Volley Fire. Not all ships have it, in part due to them having full slots, due to it possibly being very OP, and/or as the AI would not use the ability effectively, possibly to the point of shooting itself in the foot.

A passive ability similar to the vanilla battle meditation or something (i.e. boost fighter effectiveness) as it has a dual bridge, one for fighters, one for the ship.  Isn't the Jedi Venator a different ship?

I don't follow you. What are you trying to say here?

The Venator can also directly land on planets, giving an obvious edge for ground assaults (who need drop ships?) not sure how that would be possible in game.. perhaps an ability (ultimate?) that would temporarily disable the ship (make it channeling, perhaps, also cause it to be invulnerable and/or take reduced damage, as it's "on the planet" and not in orbit and targetable) but after a short time period instantly capture a planet regardless of its health etc, or at least drain health over time, perhaps as a percentage or something.  Alternatively, it could "destroy" the ship or "remove it from play" somehow, for a lengthy duration.

This would be extremely OP and would not work well with Sins' current mechanics. I have to flat out say no to this; it would be even more powerful than many supercapital abilities!

 

Finally, the ship's massive hangar bay took a while to fully open (and was vulnerable- hence the suggestion to place the artillery by the doors) but once it did it could launch all 500 or so fighters all at once.  The Halcyon's ultimate ability comes to mind- modify it by requiring a few seconds "charge up" and also increasing physical damage (this buff would only apply to missiles and the like, right?) but instantly deploying the  reserves.  Alternatively it could be a toggle ability that insta-builds fighters (perhaps) but has a significant damage penalty and a charge up time.

You can't truly implement the opening of the Venator's hangar bay doors in Sins as a passive ability (it would have to be passive), and more importantly, one Venator uses all of it's ability slots, so this cannot be done.

 

The different fighters could also be, well, different, in quality and quantity.  The ARC is a heavy multi-purpose fighter-bomber, has an Ion cannon, missiles, guns, sensor suites and a rear gun turret, but is bigger and more expensive, i.e. you carry fewer... I think the venator carries like 36 ARC-170s and about 200 each of the V-wings and Eta (Episode Three jedi fighters) Interceptors.  Note that the ARC was shielded, while the other two usually weren't.  Now, of course we can't shield fighters in game, but I get the impression that the shields are only as important as the plot demands, and more importantly IIRC Star Wars has two shield types, one for energy ("Ray Shields") and one for objects ("Particle Shields" and aside from cap. ships and I think droidekas only ray shields were used.

Erm, what? The ARC-170 did not have ion cannons. The V-Wings were also all shielded; they were much closer to being a Clone Wars A-Wing than say a Clone Wars TIE Fighter due to their shielding, even if they were in truth an inspiration for the TIE-series. Further, ray and particle shielding were common on most frigate sized ships and above; anything with a deflector shield could have ray shielding, particle shielding, or both. Further, as of the latest public Rebellion release, a mechanic for fighter shielding has in fact been implemented; a constant 0.5 hull regen (as fighters cannot have "shields" in Sins).

I'm not sure if you'd want to change the shield/missile dynamics (they work rather well, EAW did the same, i.e. Ion for shields only, projectiles ignore shields, so on) but between point defenses and the presumed particle shields, cap. ships weren't completely open to missiles... perhaps, if you have missiles work like phase missiles (have the "Level 0 research tech for all missile weapons have, say, 90-100% chance to bypass shields from the get go, then an ability that reduces Phase missile efficiency a la the adaptive shield, would help simulate the effects of point defenses.  Unfortunately there wouldn't be a way to tie that to point defense cannons...

Not really possible; missiles simply cannot entirely bypass shielding, and EaW's interpretation was absolutely wretched. Thanks to particle shielding, ships DO have some innate protection against physical attacks. While it's true that missiles can bypass shielding to an extent, they cannot do so entirely.

The Lucrehulk was noted as extremely massive, with the battleship requiring a "flotilla" of Venators just to drop its shields... it has a crapload of turrets (point defense and otherwise), a crapload of shields and armor, a crapload of fighters/bombers and a crapload of landing craft.  Basically a colony-carrier-battleship all in one, and correspondingly expensive.  There's a reason that we see more frigates and providence's in the opening of RoTS.

Which is exactly why outside of the later Star Destroyers (ISD, Nebula) and Vong ships it's the most powerful capital ship, in both health and sheer firepower.

I get the impression that the droid control ship model was largely unused, either incorporated into the battleship model (a target that important might as well be that tough and expensive) but of course there's no reason that the CIS wouldn't have spares lying around.  Note that, in addition to being far, far weaker than the battleship it also has far fewer guns; it would certainly carry almost as many (perhaps just as many) fighters and landing craft, but far fewer weapons and far weaker guns.  It would also be less expensive, somewhat less than now perhaps, as it's clearly outclassed by other models, being obsolete a decade before the CW themselves.

That's exactly how it's portrayed currently. The DCS has MUCH less firepower than the Battleship variant, and costs a good deal less. Though now that I look at it, I see that it somehow has 3 targets per bank, which it should not have. I must have missed this in during the capital conversion project, reduced it to 2.

The Munificent and Recusants had a rather powerful bow turbolaser battery; a gauss cannon type ability would simulate that quite nicely.  Both the Munificent and the Recusant could carry a squad or two of fighters and some battle droids, the Munificent in particular having a rather large complement of battle droids for "boarding or ground" operations.

The Munificent previously had a gauss-like ability, it was removed as it was made redudant by the fact that much of it's firepower is from the actual weapon representing it's frontal firepower; it's first weapon exclusively does damage in the Front.

As for the Providence, there were two variants, the carrier of doom a la the Venator, or a battle-ship (ish) variant that used some of the hangar space for extra reactors to power more weapons, shields, etc... just like you have it.

With the ion cannon project in the works, I have plans of making the two Provindences more different; currently the Invisible Hand-like version has more fighters than the standard version.

Remember RoTS, when the Invisible Hand was "crawling" with vulture droids?  Either type could have the "scramble bombers" ability to instantly release hordes of vulture fighters and/or Hyena bombers.  A "power to weapons" ability could also fill things in.

The Providence is rather full when it comes to abilities, and has rather good ones at that. I'm not sure changing these would be a good thing, either for better or for worse; the ship is already really powerful.


Finally, as far as neutrals and pirates go, there are plenty of opportunities for different ship types.  In particular, different weapon types.  In an Empire at War mod, the neutrals used mass drivers and railguns as the main armament and point defense respectively, both always ignoring shields.  They would also use disruptors a.k.a disintegrators which would likewise ignore shields.

Weapons that entirely ignore shields will not be put in the mod. To be frank, much of that is EaW bullshit, and other than the Maw Irregular Fleet, exotic weaponry of that kind was not in general use. Or, in some cases, some of EaW's unique weaponry was somewhat wrongly utilized. For example, mass drivers made their name in Star Wars history not as ship-to-ship weapons, but as planetary bombardment weapons.

Reply #448 Top

Howdy!

 

Been trying your mod today, nice work! looks like there is a lot of effort behind it!

 

I would like to make a couple aesthetic suggestion if possible!

 

First, the skybox as 2 very clear line on it, I'm guessing it's temporary ^^ and I know this one is hard to fix. Planets also have the same issue but it's a minor issue.

 

On the same theme, I've noticed your ship models are significantly smaller then the vanilla models (or planetary objects are significantly bigger), which is great I think because it makes planets looks like they are actually gigantic. The has 2 unfortunate draw backs:

- Ship revert to Icons so quickly that it looks like ship are fighting distant Icons unless I manually move them closer to their targets. This makes the fights look a bit less epic.

- The skybox is too saturated, which makes ships hard to see on the background. Even capital ships are relatively hard to see. Using a darker less saturated skybox would probably also make the lines less visible.

 

Moons do not display shadow properly, no matter the angle, I always seem to be looking at the side facing away from the star. They also rotate very fast on their axis. (the ones that are not colonization just outside a planet gravity well)

 

 

 

Other then that, nothing really game breaking beside the tweaks and balancing mentioned on your know issue list. I'll keep reporting if I find anything else!

 

I realize this is a work in progress but I can already enjoy it! Hope you keep improving it!

 

Cheers!

Reply #449 Top

Skyboxes won't be changed unless Nova decides to change them. 

The scale of ships has been addressed before. No, it will not be changed. It means less of the graphical details will show, but it fits the larger distance of ship battles the mod is intended to play.

Reply #450 Top

Quoting Sicarii, reply 449
First, the skybox as 2 very clear line on it, I'm guessing it's temporary ^^ and I know this one is hard to fix. Planets also have the same issue but it's a minor issue.

Those are pretty much difficult, to the point of being nearly impossible, to fix. I'll admit I personally have no idea how to take a stab at them.
 
- The skybox is too saturated, which makes ships hard to see on the background. Even capital ships are relatively hard to see. Using a darker less saturated skybox would probably also make the lines less visible.

Skyboxes are pretty much set; changing them is beyond my knowledge and Nova's happy with them.

 

Moons do not display shadow properly, no matter the angle, I always seem to be looking at the side facing away from the star. They also rotate very fast on their axis. (the ones that are not colonization just outside a planet gravity well)

This is an issue with the game engine, unfortunately, and thus cannot be fixed or tweaked by us.

Glad to see you're enjoying the mod!