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Topic Summary

Posted by: Mist
« on: January 24, 2017, 11:00:59 PM »

I find the visvia's firing weird too. I swear that it's main turrets do not fire unless you manually select the targets. Either way, some better more prominent shots would clear it up.
Posted by: Helix345
« on: January 20, 2017, 11:49:53 AM »

I did it by using fighters to fuck up their path finding and shooting the hard points while they were turned around. It takes micromanagement, but it happened.
Posted by: NeedleOfInquiry
« on: January 19, 2017, 11:47:35 PM »

Dude, I don't know what youre doing with your visvias, but Iv'e fought off a fleet with two executors when I only had  visvias and a level 2 ship yard. I think that they're plenty powerful as is.

2 Executors? With a couple of Visvias? Unless you're playing on easy, or you had a sizeable fleet supporting your Visvias, I call bullshit. Either that, or the pathfinding was so derpy that the Executors never made it to your shipyard and you just killed them with waves of bombers, in which case the Visvias would have had little to do with it. As it stands, a Visvia is a poor substitute for an Ion Cannon or a Hyper Velocity gun.
Posted by: DarthRevansRevenge
« on: January 14, 2017, 09:38:46 AM »

that 1 unit has a ridiculous range. either lessen it's range or increase everyone else's. because the PA/IR era 3 shouldn't be able to just artillery strike their opponents the entire battle
Posted by: Revanchist
« on: January 13, 2017, 09:34:20 PM »

i agree, draw the AI in, then smash them

Their only weakness tend to be Praetors because they completely outrange the Visvias.
Posted by: DarthRevansRevenge
« on: January 13, 2017, 08:35:01 PM »

i agree, draw the AI in, then smash them
Posted by: Helix345
« on: January 13, 2017, 07:13:17 PM »

I was going to make a thread specifically about the Visvia. I'll make a post here instead. I'm glad to hear that the Visvia is getting work done, because right now it sucks considering it costs 10,000 credits. No offense to the mod team, I really enjoy this mod, keep up the good work. :) Here are my humble suggestions:

1. Make the Tri-Masers function more like the Plasma Cannon that the Zahn Consortium gets for its space stations in the vanilla game. Just change the color of the blast from orange to blue. I'm not sure if this is possible, for coding reasons, but that change would make the Tri-Masers a lot more useful.

2. Give the Tri-Masers a 360 firing arc. This would be another way to buff them instead of/ in addition to the first suggestion.

3. Improve the range.

4. Make the Visvia itself bigger. Right now, it looks pretty puny compared to the Golan III. While you're at it, maybe you should buff the number of secondary guns, and increase the shield power.

I don't want the Visvia to be totally OP, just make it worth what it costs.

Dude, I don't know what youre doing with your visvias, but Iv'e fought off a fleet with two executors when I only had  visvias and a level 2 ship yard. I think that they're plenty powerful as is.
Posted by: Leytons odd angle
« on: January 13, 2017, 12:35:11 AM »

Thank you very much guys.

looking forward to the update. ^^
Posted by: NeedleOfInquiry
« on: January 12, 2017, 11:05:53 PM »

I was going to make a thread specifically about the Visvia. I'll make a post here instead. I'm glad to hear that the Visvia is getting work done, because right now it sucks considering it costs 10,000 credits. No offense to the mod team, I really enjoy this mod, keep up the good work. :) Here are my humble suggestions:

1. Make the Tri-Masers function more like the Plasma Cannon that the Zahn Consortium gets for its space stations in the vanilla game. Just change the color of the blast from orange to blue. I'm not sure if this is possible, for coding reasons, but that change would make the Tri-Masers a lot more useful.

2. Give the Tri-Masers a 360 firing arc. This would be another way to buff them instead of/ in addition to the first suggestion.

3. Improve the range.

4. Make the Visvia itself bigger. Right now, it looks pretty puny compared to the Golan III. While you're at it, maybe you should buff the number of secondary guns, and increase the shield power.

I don't want the Visvia to be totally OP, just make it worth what it costs.



Posted by: Corey
« on: January 12, 2017, 09:35:07 PM »

Puerto got a bit of it, but I'll just address everything anyways

1.) Is it just me, or is the Imperial remnants Tech progression working in everyones favor but heir own?

As the game even points out, advancing in eras is not necessarily a good thing. That's why progression is triggered by you losing your best hero at the time; your goal as the Remnant isn't necessarily to get to era 5. Era 3 is the obvious peak of Imperial tech, but it's also when the other factions really pick up steam. The era system is narrative, not a strictly tech-based system, and not meant to be equally beneficial to everyone; other factions want to hunt the Imperial head of state because they were all groups who were growing during this period, whereas the Empire wants to stop the further attenuation of their power. There will be changes that make it more costly for players to actually get to era 3 on the IR side, and more penalizing for them to lose Palpatine at that point (and also opening other challenges for people playing other factions against them).

And once she is killed you get Thrawn, who brings nothing to the table but flair. Just have him exit the scene immediately by sending him against his own faction (Welcome empeor pulps!).

Sure, you get access to one or two larger ships, plus the hero set is nice, however that's when the New Republic roster as a whole gets significantly better. Thrawn himself also gives a considerable combat bonus to all ships with him.


Quote
2.) The tri maser on the Hand defense station does not seem to fire at anything.

3.) Planetary guns! Yes, the ones that really rip into peoples ships.  I noticed the hand does not get one of those.
Any reason for that of which i am unaware of? I mean PA and IR can fight from a position of strength wih those, debilitating value targts. Seems odd and out of place. Very non strategic to give up such a boon.

We're giving them extra stuff to make it more obvious that they are in fact shooting. The Visvia was the original reason we didn't also give them a planetary gun, however as we've mentioned in a few places, we're giving therm that in 2.2 as well.

Quote
4.) Did we talk about the double whammy of Jerrec and Kaine showing up together over your planet?
And the fact that the can endlessly spam Praetors? Call me silly, but i have not encountered a problem that was not solved by either dumping that duo or 10 preators on it. Also, patrol boat is hilarious (spam all the lasers!).

We've said in a few places we're splitting up Jerec from the Vengeance (which will need to be recruited separately as its own hero), which also means their entire power budget isn't spent on two ships for starting forces.


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5.) Is it me or are victory 2's Destroyers better than the ImpStar Deuce on a strict cost basis(money and deployment)? You can spam th silly things and drop em en-masse into battle. Then hit the "oh yes, fire everything" button and suddenly their firepower is enough to melt half the enemy fleet. You sure the are priced right? The Hand chaffs are essentially the same, but loads more expensive.

Not really. For one thing, the Chaf is significantly better (looking at only shields/hull, the Chaf is 3900 to about 3100 for the VSDII, though the Chaf is definitely overturned in some ways, like a lot of EotH stuff), and the price difference is only 200 credits. The ISDII and VSDII are pretty much proportionally the same value, however the pop cap is 3 for VSDII and only 4 for ISDII.



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All those turbolasers look awesome, sure, but they kinda eat performance as well. Why no dual/quad/octo mount solution?

The Praetor does this well.

Ships which are supposed to have duals or quads have duals and quads, but the SSDs aren't meant to. We have however redone all the projectile firing rates and particles to be less performance heavy (along with some other benefits); we've posted several pictures and videos which include them.


Posted by: Mr.Puerto
« on: January 12, 2017, 08:32:55 PM »

I'll attempt to answer some of your questions.
1) IR reaches there peak at era 3 with Clone palps, then the NR and EotH become much more powerful than the IR.
Its two SSDs there literally nothing but fighters, Ion Canons and path finding that can stop you.
Thrawn brings huge bonuses to your fleet.
200 of anything can defeat anything not just tie defenders
You can beat IR era one very easily with any faction.
The Tri maser does shoot it just doesn't have a different effect yet.
The Hands tri maser on the Hand space station is the ground to space gun equal.
Jerrec and Kaine are being fixed in 2.2, if they both show up above the planet just auto resolve and you'll defeat Jerrec since he is considered a ground unit.
Again if you spam anything youre bound to not have to many problems
I personally don't get any performance drops with SSDs on my PC, but its being fixed in 2.2 with the new redone effects
Hope this helps, I'm not a mod team member I have just been playing the mod for a super long time. 
Posted by: Leytons odd angle
« on: January 12, 2017, 08:01:51 PM »

I have spend time palying all the factions and made some observations.

1.) Is it just me, or is the Imperial remnants Tech progression working in everyones favor but heir own?

 Director Isard and her SSD+ spammy fighter support are essentially able to lock down an attack vector while the rest of the fleet guards the other lanes. Once you grab kuat, just save money and buy some more SSD's, no fleet will get past 2 of the damn things supportet by fighters.  Did we mention that Tie Defenders absolutely rock once you deploy 10+ of them?

And once she is killed you get Thrawn, who brings nothing to the table but flair. Just have him exit the scene immediately by sending him against his own faction (Welcome empeor pulps!).

Pulpot is the last Leader that brings something of value to the table (the ability to buy 2 sovs). The rest is just "eh.. why bother i have 200 tie defenders to crush the galaxy with".

The Rest of the galaxy gets access to the tools they actually need to really stand up to a very conservative IR. So it makes little sense for th IR to actually go and progress the timeline.
IR already has access to everything that they need from day one on.
Should they not get at least something out of giving others the ability to kick more ass?

2.) The tri maser on the Hand defense station does not seem to fire at anything.

3.) Planetary guns! Yes, the ones that really rip into peoples ships.  I noticed the hand does not get one of those.
Any reason for that of which i am unaware of? I mean PA and IR can fight from a position of strength wih those, debilitating value targts. Seems odd and out of place. Very non strategic to give up such a boon.

4.) Did we talk about the double whammy of Jerrec and Kaine showing up together over your planet?
And the fact that the can endlessly spam Praetors? Call me silly, but i have not encountered a problem that was not solved by either dumping that duo or 10 preators on it. Also, patrol boat is hilarious (spam all the lasers!).

5.) Is it me or are victory 2's Destroyers better than the ImpStar Deuce on a strict cost basis(money and deployment)? You can spam th silly things and drop em en-masse into battle. Then hit the "oh yes, fire everything" button and suddenly their firepower is enough to melt half the enemy fleet. You sure the are priced right? The Hand chaffs are essentially the same, but loads more expensive.

6.) SSD's again:

All those turbolasers look awesome, sure, but they kinda eat performance as well. Why no dual/quad/octo mount solution?

The Praetor does this well.



Sorry if this was brought up before.
Those working on this mod do so in their own free time and for no pay.
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