It is my pleasure to announce the release of SoGE 946392c! This release brings with it a number of changes, both in terms of gameplay and visuals.
Gameplay
- The AI has been reworked and buffed. Do not be afraid to try out Easy difficulty now, you might be surprised by the capabilities of the Normal AI!
- The range of all ships and abilities, plus the size of gravity wells, has been reduced by 25% for an enhanced cinematic experience and more enjoyable play.
- The cost of ships, structures, and research have been halved, and income rates have been adjusted. Further, the number of resource asteroids per planet has been reduced, income per resource asteroid increased accordingly. These changes have the two fold effect of giving SoGE a much more vanilla Sins feel, and facilitating planet management, while maintaining the previously established balance.
- The Alliance now has the Quasar Fire in their lineup
- For the CIS, the Droid Tri-fighter is now their advanced starfighter, replacing the Nantex, while the Advanced Droid Bomber now takes on the advanced starbomber role.
- The CIS, Republic, and Yuuzhan Vong have all received new civilian tech trees, a demonstration of what SoGE's next focus is in terms of gameplay changes.
- The Yuuzhan Vong faction has been completely reworked, thanks to their ships' health system being entirely redone, plus the new tech changes, the Vong are a force to be feared.
- Implemented Flagship victory mode.
- The descriptions for all ships in the game have been updated, to make the mod more accessible to those unfamiliar with Star Wars. Included in each description is the number of squadrons the ship is noted, if applicable, and for combat ships the targets per bank count of the primary weapon(s) has been included as well.
Visual
- Brand new UI, created by Ludo Kreesh.
- New capital ship explosions
- Virtually all weapon particles have either been rehauled or replaced
- Several fighter models have been replaced, new bump maps have been created for all ships/structures, and many ships have been given proper hard edges+tangents.
- The skyboxes in the mod have been replaced with new ones. Make sure you turn on colored skyboxes to see them!
- New bloom shaders have been included to make bloom much nicer.
- Shields are now visible when ships are hit by enemy fire. Small amounts of hits will make shields flare up briefly, while large volumes of fire will make ships light up like a Christmas tree.
- New ISD models by Max of STA3.
You made my day less boring!
You guys are awesome! Keep up the great work. :D
I was honestly surprised when the easy A.I attacked me at 3 separate, vital locations when my fleet was away in the outer rim, they managed to push in pretty deep and cripple my empire severely. To this I would have liked to have a little more defensive firepower, in the form of stronger Golan III starbases and other defensive platforms, it seems the A.I, even on easy, is capable of completely trampling a system armed to the teeth with golan platforms, hangars and other weapons platforms. I mean, Golan III's WHERE meant to destroy a small fleet, and could even slow down a sizable fleet of several SSD's (and their respective counterparts) All in all it's a really awesome mod, a giant step forward since the previous release.
9/10, would log over 400 hours again.
There are some REALLY heavily defensive planets under one example: had 6 Golan 3s(the tactical one) and 4 more starbase ones sitting at a choke point littered with mines. You really do need a fleet though since they are nothing without support :P
Uhm. Golan 3's were hardly what you say they were. They could maybe take on 2 star destroyers but that's it. Look up their stats, you will find they were not that impressive. :)+
Hello! Yes, this is Victus, Golan 3's are powerful. Now... 10 of them in the same place. Could take down entire fleets(and have done). They have huge damage and the actual starbase ones get some nice shiny upgrades ;)
Yes it seems I was fed some misinformation about the Golan III weapons platform. Even so, I had captured Kuat, a high priority world, and wasn't able to properly fortify it against an enemy attack. I had 1 planetary shield, 4 Golan III platforms (tactical ones) 1 Golan III starbase and some hangars, and they where completely overwhelmed in a matter of minutes, long before reinforcements could arrive.
Yeah I see where your going. In standard sins starbases and defences are a hell of a lot more powerful than in this mod. But I kinda like it, defences aren't supposed to be impenetrable. Also how hard is it to overcome a stationary enemy who has no mobility really. You can retreat out of range whenever your shield are in danger of being breached or use longer ranged weapons that they cannot counter, stationary defences are supposed to be used in tandem with a mobile force to be truly effective and I feel they have managed this in this mod. But I wouldent mind a tiny upgrade. Im somewhat of a turtle myself and like to have good defences. ;)
Proper defense nets in SoGE can very much stop enemy fleets cold; I've seen people take down an Executor purely with defenses. However, they take time and planning to properly construct, the former being a very precious resource that is often lacking.
Yup but then your not talking just golans. :)
Golan to soak up damage, turbo lasers to deal damage, ion cannon to put a stop to super vessels and a line of lancers safely behind it all to deal with pesky bombers.
Oh yeah and one SD2 command or similar vessel to give everyone a nice little command boost.
Then you can pretty much leave it alone vs the ai. May have to add a couple of turbolasers every once in a while.
If one could pull off a defensive line purely with Golans, that would be pretty boring, no?
Reading your setup has given me an idea for hangar defenses, to possibly make them more useful...
Yeah by all means. :) I never wanted that in the first place im quite happy with how things are right now.
What kind of idea, I must admit I don't find all that much use for hangar defense right now, nor do I find it for missile launchers due to the time they actually take to kill stuff compared to lasers. (atleast it seems that way)
Good anti-starfighter capabilities.
This comment is currently awaiting admin approval, join now to view.
how prettyyyyy :D
BTW by buffed do you simply mean the ai cheats? I went allied with the cpu and he was just pumping out endless warships.
Computers have an AI only tech that gives it a number of bonuses and buffs. In the sense of, "does it get resources that a human player does not", then yes the AI is cheating. However, while an AI may produce vast numbers of ships, they will lose these ships far faster than any human player, and consistently make poor tactical decisions. Seeing as how the AI in Sins is entirely hardcoded, and the experiences with the previous build's AI, this is the only way for modders to modify the AI in any way.
Very nice, just spent 2 hours trying it out. Great stuff. :)
So i was doing my thing playing the update and i found out that the holo net system no longer works. this was with the Republic andi researched everything and built relays on every planet but my ships insisted on jumping 1 at a time. i know this is a bug but is it a mislabel or is holo net not working properly?
Ship AI take the fastest route, sometimes that isn't a direct path. I'm unsure if you can force jump them to somewhere.
It appears you've found a bug my testers all missed. For whatever reason, the Republic's culture center was not properly labeled to use their unique HoloNet ability.
I'll put out a hotfix in a few days from now to fix up whatever issues pop up over the next couple of days.
Wait it's actually broken?!
>.>
<.<
In my defense culture sucks and I never use it :P
Is it just me or can anyone else not build the Imperial Executor-class?
I researched the tech, clicked on the planet - still says I need to research additional... then checked the supercap facility and it says the same - ressources are there, tech is there, what am I doing wrong?
Hello, if you are reading this message, it means that you are asking a question that has already been answered via ingame research/ability/unit descriptions or through one of the following documents included with the download:
Installation Instructions - SoGE 946392c
SoGE How to Build Supercaps
SoGE FAQ
Please refer to those, thank you!
So you were annoyed so much by that kind of thing you made a pre made copy paste message? wow that's pretty cool.
There's a certain group of questions that I always get, that are already answered in provided documentation, so I made that copy/paste message which I update from time to time.
This comment is currently awaiting admin approval, join now to view.
as far as I see the new version is a bit smaller than the old one! didn't you add stuff?
I did, however this release I combined all factions into one folder, instead of having them all separate. That results in the mod being more space efficient, and thus slightly smaller.
Ehh not to be a debby downer but I don't like the new ISD models. They look blander than the original ones. Just my opinion though.
New effects on all weapons? did you guys just fix my only issue with this mod? gj best update :)
Some times ago you spoke about flagships. Do you still intend to implement them ?
They've been implemented in this version. Forgot to mention that in the change log it seems!
I can't seem to win a game against even the easy AI! SOmehow after a certain amout of time they just start to mass spam a giant fleet into one of my systems and I can't win these super battles no matter what I do! And I am by far no noob to this game but this mod really makes me feel like one! Anybody got some advice for me?
Feeling the same Pain. Never ever won one single Game against the easy AI.
Really liking the mod so far, but its simply to challeging.
This comment is currently awaiting admin approval, join now to view.
I just played another game vs a Normal Agressor and almost the same story. 3min into the game the AI was down to 600ish credits then one minute later they had 89000 or so!!??
(I was the guest that just posted) IT WAS NORMAL not easy level I was talking about! I did beat the game on easy. My mistake, but the edit time limit expired, whats up with that. Anyways I wanted to also add that it would be far better if there were either more difficulty levels to choose from or better yet a field to enter a percentage of maximum difficulty.
But nonetheless it's a great mod Lavo! Im not sure what effects other than resource adjustment changing the difficulty has but either a percentage or just fields to enter the AI starting resources would allow very precise control over difficulty. Even one field for starting credits and the software automatically sets the other two resources as a fraction of the starting credit value. Maybe the software would not support that easily I do not know.
This mod is just the best but please fix the squadron size reduction it doesn't work :(
It does work; make sure your mod order is correct. What is your mod order?
Just a comment to say -- awesome mod! I'm having a blast with it. Keep up the good work!
So I seem to be having a problem with the AI where it sometimes doesn't do anything. It seems to be more often than not. It will send out scouts, but it will not make any ships or attempt to expand. Am I running into a common problem? Awesome Mod by the way! One of my favorite Star Wars mods ever!
I hvnt played ths mod in awhile nd i wanted to try easy so u know i could get back into it. A nice relaxing game...NOPE i did Cis(me) republic(easy ai). Hoooolyfuvck. The fleets it send after me. It took all my worlds except my capital i created a fleet of soooo many battleships. Nd send them jumping from republic world to another as their forces destroyed my worlds i continued jumping then i found their capital nd bombed the crap out of it. Thats the only reason i won. The ai is so overpowered..like wtf -_- ON EASY. Its just pure evil.