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Post by Admin on Oct 20, 2019 8:58:59 GMT
Well, the last list of improves/changes is a return to the past and what the fuck I was making some changes. I should not have reduced the range of fire from starships because it adds as explosivemegumin told ships firing only shooting at point-blank range. With this the ships with more powerful weapons, the lost all the advantage against the less powerful ships. By this reasons, I have returned to previous settings. With some changes. Space stations have not a very long range, specially the Golans. However, the ships with customized turrets have a mix of different weapons and by this reason, we can see weapons firing more far in them than others. Other changes are several improves in the AI. I go to tell you a old story discussed in the old forum about the AI. Previously the AI did not attack too much because in the mod, you can build several defense stations and other ground buildings, all these things, even the unarmed stations were counted by the AI as defense structures and it did not attack too much because it did not find a weaker planet. Next, I edited the attack equations and I removed the equations analyzing the defenses in some type of attacks. It increased mostly the attack rate from the weaker attack as you could see. And now I have removed the same in all the other type of attacks. Increasing more the different attacks and the scale of them. In addition, I am testing a old big improve in the difficult settings, it is to increase the amount of credits given to the AI. It gives to it more of everything, the unique point can be if it does not generate lag in galactic mode. At least, I have not seen it. With credits the AI build more and more. In addition, I have made the smaller attack a bit restricted at conditions. At few words, it is a thing under testing but it should work better. Another thing which it must be studied again is the movement because some ships have problems making movements in planets with more obstacles, by example the MC85/MC120, they are many times stopped in one place. I must see what I can do with them. There are many other fixes and improves in the mod. Mostly is what I make now. I want add some new units but I must improve everything more.
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Post by Admin on Oct 20, 2019 23:09:49 GMT
From this game, there is a piece of shit which I have been trying improve for years. It is the main gun from the Black Sun starbase. It has a big problem, one single shot and one hardpoint each time. It can not be changed, I have tried all the possible options. By this reason, I have added a new weapon to the Black Sun starbases, well, it will be more of one, it will be additional options.  It is better than the main gun for sure, it will be expensive but very useful in comparation.
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Post by Admin on Oct 22, 2019 13:31:41 GMT
Today I have added the Gozanti Carrier. This unit can deploy 4 TIEs and obviously, I can not remove them after they are deployed but......if it loses the Hangar hardpoint, you will not see any longer the TIEs under the Gozanti. 
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Post by Admin on Oct 23, 2019 14:47:09 GMT
This is one of the new defense weapon for the Black Sun's Starbases. Of course, it is not new in the game but the place and how it was added in this Starbase is new. Obviously the Hypergun is the other additional weapon. These two will come to increase the poor defense capabilities from the Starbase main gun playing with the Black Sun. There is another addition, a turbolaser ring with mass drivers. Ah the space in the map has several additions as the planet view.
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Post by Admin on Oct 24, 2019 19:13:24 GMT
It is a example about two defense weapon in the Black Sun Starbase but.....I do not go to add them because clearly they do not run as they should be. It looks as if the neccesary MuzzleA_00 would be a bit blocked in the Black Sun starbase. But do not worry, there are two options more in process, one similar to this but with one change, the other a bit different but very impressive. One of them will be the chosen. As you can watch, both do not make any or very few damage compared to the other versions from these starbases which you can get with the Super Star Destroyers shipyard. At my opinion, there are things heavily coded relationated with the main weapon from the starbase and it does not let to run other things like these.
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Post by Admin on Oct 25, 2019 11:56:26 GMT
The EX-F is a experimental weapons platform created by the Empire. Originally I took the idea from the books The Black Fleet Crisis Trilogy where the Imperial fleet inside Koornacht Cluster had the prototipe. Lately, I have added movement to the other turrets from this ship. Probably, even you will be thinking because it has this big and special turret from the center. It has a good reason, this turret as you see can damage enemy ships as the hypegun launcher, affecting to several hardpoints. From other way, it would not run from this way.
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Post by Admin on Oct 25, 2019 22:23:10 GMT
Before ends the month, I will update the mod as I have made more or less each month. This time I will add several fixes and many improves, some of them in the graphics and others in the AI. There are many small changes, some of them can be considered as always a work in progress. One of these improves in progress is the engine lights from ships. I have improved them but with an amount so big from different units, it will take some of time improve each unit. However, the improve is here and you can see how some units look better and others will need more work. Easily I could to think in to wait more and release the mod with everything finished but it is not my way of work. I prefer smaller updates each few time. It is better for everybody. 😉
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Post by Admin on Oct 26, 2019 23:12:02 GMT
I have been thinking and I go to add some of the music from Han Solo film to the Black Sun. And before I upload the next update, I would like to add a new unit, a ground unit for the Black Sun. One thing funny.
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Post by Admin on Oct 27, 2019 9:40:30 GMT
Probably looking the last turrets with movement additions in the Mon Calamari, you think this. Are they too small? really no if we compare them the size from turrets in a ISD. More or less, it is the size in all ships. Because the ship be bigger, the turrets are not bigger. This is a comparation between a turret in the MC108 and the turret from a ISD, both in the same scale.
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Post by Admin on Oct 28, 2019 11:29:31 GMT
With the Gozanti Carrier, it will be in the new update from the FOC Alliance, today or tomorrow
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Post by Admin on Oct 29, 2019 23:58:20 GMT
I have updated the mod few moments ago with the October update. A lot of improves and some additions. This is mainly the list of changes/additions but really it is bigger because not always I write all the changes. -Fixed SSD at construction death animation. -Fixed infantry without animations in Kuat ground map. -Improved laser impact particles at space. -Improved AI in Galactic Conquest. -Improved balance in Galactic Conquest. -Fixed missing trade routes in several multiplayer GCs. -Added turrets with movement in the MC80B. -Added turrets with movement in the MC80C. -Fixed Command Viscount space population. -Improved MC112 abilities. -Improved MC90B, both versions, abilities. -Fixed Halffire small laser. -Improved Chandrila ground map, building spawn units positions. -Improved Smarck ground map, building spawn units positions. -Improved Hapes ground map, building spawn units positions. -Improved Aargau ground map, building spawn units positions. -Malastare space fixed Pirate units. -Dagobah space improved brightness. -Kalaan space improved planets. -Borleias space improved planets. -Aargau space improved planets. -Added turrets with movement in the EX-F. -Added Imperial Gozanti Carrier. -Added turrets with movement in the MC108. -Added turrets with movement in the MC90B. -Added Sandcrawler MKII. -Improved Bellator death animation. -Improved Defender SD MKII animation. -Improved Defender SD MKII engines. -Improved Nebula SD MKII engines. -Increased space weapon ranges to the older values. -Improved AI space combat. -Improved AI ground deployment. -Fixed and improve MAF. -Improved IPV MKII engines. -Improved Interceptor IV and Pirate Frigate engines. -Fixed EX-F movement.
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Post by Admin on Oct 31, 2019 9:16:17 GMT
Some news here. There were some things which I did not like, the blast ability in ships is one. In ground units, it is useful for some special abilities simulating a maximun power fire. But in space, it is a shit because when it is activated, the units need a lot of time targeting and it does not fire the other weapons at the same time. Now I have changed it. I have made it automatic and it fires other ships. Even probably it is more destructive. Other thing is the Centaur and Medusa Cruisers, I do not like them because they are from another universe. It is not the unique game from other universe which it is in the mod and very probably, I will replace them with the past of the time by better things.  Today I published a video showing the EX-F in action adding movement in the secondary turrets. I was added in the last update.
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Post by Admin on Oct 31, 2019 11:23:28 GMT
This is my idea for the Centaur Heavy Cruiser. Now I must make the new Medusa and the Advanced Centaur.
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Post by Admin on Nov 1, 2019 23:00:19 GMT
More news. In addition as you could see in the main page from the web site. I remade the missile ship and the upgrade from the Centaur. In fact, I did not like too much the Centaur and I remade it a big.  Even I added these units with turrets. They are not finished for be released because the addition from a single model takes many time but I can play with them and check things as the weapons.   The last Centaur is more similar to the Medusa but inverted and with additional engines, when you see it, you will understand what I say. All these three ships are very imposing inside the game as they must be. 
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Post by Admin on Nov 1, 2019 23:16:39 GMT
This is the new Centaur Heavy Cruiser. 
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