Player of EVE Online. 29, playing sins since release.

Comment History  (0 - 30 of 88)
Lord_Drokoth
Lord_Drokoth @ Sins of New Eden

Point 1 - we will not be adapting the mod to match each Eve release.
Point 2 - it is not an Eve simulator.
Point 3 - the slow down has been fixed.
Point 4 - the use of offensive terms (this is AIDS man so AIDS) etc will not be tolerated. This is not jita local or nullsec local.
Point 5 - missile DPS is calculated both at the launch point and hit.
Point 6 - domi fitting - I know full well how to fit ships. The fact you are/were in pl is irrelevant.

I think I've made my point.
Keep it clean.
L.D

Good karma+6 votes
Lord_Drokoth
Lord_Drokoth @ Sins of New Eden

While it's true that under T.E.B battle would indeed last longer. Though not nearly as much as us anticipated. It certainly wouldn't take 150 dreads 5 mins to kill a Titan. More like 30 seconds (seriously those things are squishier than you might think)

But there are other challenges. Such as structure warfare. That would be more of a pain.
For now at least, T.E.B will be just something I personally am thinking about. But am not actually doing it at the moment... There's other content to work on. And I just figured out how to fix and use the mesh resize tool!!! \o/

Good karma+1 vote
Lord_Drokoth
Lord_Drokoth @ Sins of New Eden

With EVE balancing applied, The moment you make any change that modifies that will mean it's no longer true to eve. So it's a fine like to me bedding with them once applied...

Regarding Triage and Siege.
Im unable to find a way at the moment to make the ship untargettable by abilities whilst in siege/triage without also making it completely invulnerable to all DPS.

Good karma+1 vote
Lord_Drokoth
Lord_Drokoth @ Sins of New Eden

Another fine bit of feedback!

I'll touch base on one specific point for now..
True eve balancing.

I want to do this. And have been wanting to since we began the mods rebuild. For the time being we kept the balancing to be a rough equivalent match due to a number of issues which would be encountered.
The first is sins fonts cannot support the larger figures that Eve has. Though we now know how to adjust them. All of the researches would need to be completely re modelled to perfectly match every skill that affects ship combat in sins to match those in EVE. Capital ships would be enfuriatingly slow. Another thing is economy. If for example a Titan would be as strong as they are in eve etc they would also need to have things like their cost and build times adjusted to suit. And a very expensive Titan breaks the ai (you can test this by raising the cost of a Titan to 10x its current figure (true eve costs would be applied to the ship with true eve balance) and watch the ai sit and do absoloutely nothing.

It is now possible for us to undertake a true eve balance (I would input this personally)
However! Such an undertaking would take a VERY long time to complete. Especially as every ship would need to be re specced to match whatever specific EFT fitting is chosen as a base.

At the moment we're pretty intent on getting the remaining two factions added, which is already a very time consuming process.

L.D

Good karma+1 vote
Lord_Drokoth
Lord_Drokoth @ Titanyard

Beautifully done Sab!

Good karma+1 vote
Lord_Drokoth
Lord_Drokoth @ Sins of New Eden

Typo = Fixed.
Drone Recalliing = Will be inspected, fixed if possible.
Triage levels = Just train it :P.
early game cap issues = rorqual.
ECM Battery = now has change to jam.
Unkillable siege-triage = will revisit values.
Execuror behaviour = odd. they seem fine, will have a look.
Web Stacking = noted to fix.
Useless Vexor = fixed, 2 drones added. Drone B revisit and fix.

Capital ships have had their speeds and physics revamped.
they are sopposed to be heavy and slow ships that are hard to just throw around the map without thought.

Build times have all been changed.
Research costs are already noted to re work.
Capital ship levelling noted for rework.

Keep the feedback coming! this is exactly what were looking for!
L.D

Good karma+3 votes
Lord_Drokoth
Lord_Drokoth @ Sins of New Eden

Answers...
1) No, not in the plan at present
2) Possibly in the future, but for the time being we will stick with BS
3) we have the models for them so that will be a yes eventually.
4) No, we have other plans involving structures.
5) It is not present in eve so we thought it be appropriate to replace it with one that is. the ECM Battery. the model will likely be used as a maintenance bay to support ships near it in some way.
6) If by that you mean the deployable ones, we have an idea for that to be deployed from some sort of field command ship, or the flagship.

Good karma+1 vote
Lord_Drokoth
Lord_Drokoth @ Sins of New Eden

I need to know a bit more about this plz...
Whether you're running 32 or 64 bit OS,
Whether you have applied the LAA fix,
How much ram you have...

I'm presently looking to see if there's a pattern.

Good karma+1 vote
Lord_Drokoth
Lord_Drokoth @ Sins of New Eden

Those relate to POS towers which are indeed on the "stuff to be done" list :)

Good karma+1 vote
Lord_Drokoth
Lord_Drokoth @ Jumpbridge

Awesome!! It'll finally have a skin! Awesome job!

Good karma+1 vote
Lord_Drokoth
Lord_Drokoth @ Machariel

2b loadout Moa. Hmm.

Good karma+3 votes
Lord_Drokoth
Lord_Drokoth @ Sins of New Eden

Its only designed to work with 1.82 so yep.. Im building it into that version.

Good karma+1 vote
Lord_Drokoth
Lord_Drokoth @ Sins of New Eden

Probably not a bad idea. for the time being i need to get the patch notes fixed up and back up to date again and the meshes over to bobic who is looking at the mesh work.
In the mean time id like to get the current version polished up a little more and ready for release.

Good karma+3 votes
Lord_Drokoth
Lord_Drokoth @ Sins of New Eden

Oops. Pressed the wrong vote button!
Yes. It is.

As of a few weeks ago we have a new mesh man who is currently figuring out the meshes.
Meanwhile my home move is complete and can now resume development.

Good karma+5 votes
Lord_Drokoth
Lord_Drokoth @ Sins of New Eden

I have the extracted client with all the models and textures. But I need to get it packed and sent to you somehow.

Good karma+1 vote
Lord_Drokoth
Lord_Drokoth @ Sins of New Eden

I need the following meshes.
Super capital production array.
Citadel torpedo launcher.
Silo.
Moon harvesting array.
Amarr control tower.
Gallente control tower.
Minmatar control tower.
Caldari control tower.
Bhaalgorn.
Vindicator.
Nightmare.
Rattlesnake.
Levitathan.
Erebus (the one I have is mini and black)
Mobile lab.
Ogre.
Praetor.
All the current stations resized to be 4x their present size. Minmatar gallente and caldari stations (highsec types) to the same size spec (to replace planets w outposts)

And that's just the start.

Good karma+1 vote
Lord_Drokoth
Lord_Drokoth @ Sins of New Eden

Generic game info changes and additions take mere seconds to minutes.
I completely built a new drone automation system in 8 mins and it worked spot on.

It's just the mesh and music stuff and certain 2d work.
Originally I planned solely to do "final assembly" which is to put the pieces together and build the game info structure to fit.
I've also done a significant amount of particle work. Which I quite enjoy doin. And am improving at greatly.

Good karma+1 vote
Lord_Drokoth
Lord_Drokoth @ Sins of New Eden

Ultimately, a mesh man. Someone who can texture, correctly size and add the turrets and points to complete a .mesh file for final assembly into the mod. I need a LOT of meshes.
They need to come from an older build before co changed the texture shading methods as it made the conversion process much more difficult to do.

Haiyooo has been unable to create them so far.
The build as it stands has most of gallente in. Using amarr structures. Some more research subjects are needed.
Several new effects. (Bubbles, explosion revamp, hybrid weapons)
New ships (bhaalgorn, using the geddon mesh for now)
Most of eves pos meshes and the pos modules.
A load of missing minmatar and caldari meshes for later work. Etc.

I can do final assembly and balancing, effects etc. but I cannot do the following.
Mesh work,
Music changes, (I just can't get that to work ever)
Certain 2d work. But can do most types.

Good karma+1 vote
Lord_Drokoth
Lord_Drokoth @ Sins of New Eden

I have been asking for a new "mesh man" for months.

As I have said 3 times prior to this.
The development has slowed massively due to multiple serious IRL problems on my end (and a lack of meshes) . I am the one carrying out final assembly of the mod at the present.

Good karma+1 vote
Lord_Drokoth
Lord_Drokoth @ Sins of New Eden

Work does continue but sadly it has had to be sidelined significantly due to serious RL issues which I have to focus time on.
I do occasionally get time to work on it and test features out.
But for now what I'm going through has to get priority.

It's possible to release now but it will be an incomplete build.

Good karma+2 votes
Lord_Drokoth
Lord_Drokoth @ Sins of New Eden

Every option and idea that I have tried has a side effect that is undesirable. I really liked the capital jump drives and the way they worked. But the issue of fleets landing around the target well presented too much of a problem.

There are no possible ways to create a truly "EVE" like jump cybo and warping mechanic so I have to just get as close as I can and be happy with it. I keep making changes though as I'm not sure what end result I'm most happy with yet.

Wormholes have a unique object classification that is hard coded as the only object that can teleport ships instantly from one place to another.
Even if I made an ability which allowed a ship to instantly move from one place to another at infinite speed, it wouldn't actually be "in" that gravity well until it carries out a standard jump.

For the time being this is as close to Eve movement as I can get sins to do.
I have been exploring the possibility of having ships simply "warp" in system and "jump" between stars. But overall that will mean less red flashy things during hotdrops.

Good karma+2 votes
Lord_Drokoth
Lord_Drokoth @ Sins of New Eden

That is hilarious!
It's not finished but Im planning to try and get it uploaded and ready by the end of this week. Though it is NOT a complete release... Serious RL issues have severely hampered my time available to mod at the moment.

Good karma+4 votes
Lord_Drokoth
Lord_Drokoth @ Sins of New Eden

It will apply to every entity in game that wields any launchable drones.
I do believe I've now got it working how I want it to, it's made a massive difference to the game.
It would not effect any changes you may have made to the default supply values.

Good karma+2 votes
Lord_Drokoth
Lord_Drokoth @ footymd

I'm aiming to get an early gallente release finished within two weeks. Though it won't be as complete as the smart release was it will have the work I've done so far all in one package.

Good karma+1 vote
Lord_Drokoth
Lord_Drokoth @ Sins of New Eden

Ok everyone... I know you've all been wanting and waiting for a long time for the next release so I'm going to accelerate the release and try to get it done by the next 2 weeks. It will for the time being require that I use amarr structures for gallente as placeholders for now and the researches won't be complete but it will be playable so there's still fun to be had.
Please note that after this version is released I will be diverting my efforts from mod progression to mesh work and see if I can learn how to do the meshes myself. Then I'll really be able to make this look good. Hopefully.

L.D out.

Good karma+3 votes
Lord_Drokoth
Lord_Drokoth @ Sins of New Eden

That is not quite the same. For triage carriers the fighters are disabled upon entering triage mode. However the desired effect for the new drone management is to force them to dock when there are no hostiles on the same grid. Then automatically launch them when enemies appear in the grid. The squadron management addon mod does work but it has one major flaw, the buffs are called and checked so many times that in the mid to late game you get spikes of fps lag each second that over time gets worse. I've made improvements to this and I am now just trying to fine tune it to be as stable and reliable as possible.

Good karma+2 votes
Lord_Drokoth
Lord_Drokoth @ Sins of New Eden

There is a good reason for this. When there is an ability occupying that 5th slot and the user launches the mod using the Dev exe, when they select that capital ship it will trigger an error message loop which is impossible to stop.

Good karma+1 vote
Lord_Drokoth
Lord_Drokoth @ Sins of New Eden

Ok. Ive got it. and i do believe I can input this with relative ease. The only drawback I can see is that since this appears to require the use of an ability slot. some of the capital ships that already have all ability slots occupied will need to face some changes. at first glance that appears to feature Supercarriers and Triage Carriers.
That is to say that the Aeon might need to lose its energy Neutralizer while the Triage Archon might have to have its remote repairers combined together into a single ability. The same also involves the Triage Thanatos and the Nyx which would also need to lose their second rep and Neut respectively.

However, the reason the second remote triage repairer was even added was due to the odd and inconsistent behavior of the remote reps. since that has been improved, it shouldnt be a problem. as for the Supercarrier Neuts. Id say its less of a problem since neuts wouldn't be hugely missed on them anyway.

This could be quite significant, so I will begin testing this immediately.

Good karma+2 votes
Lord_Drokoth
Lord_Drokoth @ Sins of New Eden

The files that make the fighters behave like that are undoubtedly one of the abilities and connected buffs to that ability of a ship that has fighters. I'll look into this and try to add this.

Good karma+1 vote
Lord_Drokoth
Lord_Drokoth @ Sins of New Eden

Where can I find this? Sounds like a brilliant idea, but I can't find it.

Good karma+1 vote
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