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Topic Summary

Posted by: Corey
« on: April 01, 2017, 08:05:40 PM »

I'm pretty sure what he means is does a laser itself being light or heavy affect damage values.

If it's a heavy turbolaser it does more damage, but the name of the hardpoint will reflect that, it's not based on the ship. Really, as far as the heavy/light shipyard designation goes, that doesn't reflect any quality of the ship other than size (and even then there's some fudging we did for some roles). Would really be more accurate to call them small and big frigate shipyards, but that doesn't sound as cool.
Posted by: HobbesHurlbut
« on: March 22, 2017, 07:26:04 PM »

I'm pretty sure what he means is does a laser itself being light or heavy affect damage values.
Please look carefully at the context. There is no "Light" laser cannon or turbolaser. He was responding to my statement which referred to a Light or Heavy Frigate.
Posted by: thdhted
« on: March 22, 2017, 02:02:28 PM »

In the mod Heavy/Light really just determines which level shipyard the craft is built from (i.e. Light Frigate Shipyard, Heavy Frigate Shipyard).

I'm pretty sure what he means is does a laser itself being light or heavy affect damage values.
Posted by: Slornie
« on: March 21, 2017, 01:31:07 PM »

What's the significance of being classified as light or heavy? Does it affect damage values?
In the mod Heavy/Light really just determines which level shipyard the craft is built from (i.e. Light Frigate Shipyard, Heavy Frigate Shipyard).
Posted by: HobbesHurlbut
« on: March 20, 2017, 05:03:20 PM »

Thanks for pulling up those numbers, so the two Marauders have effectively 48 turbolaser pulses while the other ships have 24, 24 + 3H + 1 missile, and 32. Considering how turbolasers are your bread a butter damage and laser cannons are junk against non-fighter, the two Marauders effectively have more firepower.

I know these ships have some laser cannons but I did some micro testing and they take quite a long time to take out a fighter squadron. They definitely due damage and will score some kills, but it won't chew through things like the corvettes do. The Marauders X-Wings should live long enough to trade out through most of the opposing frigate's fighters. Even the Assault frigate isn't that good against fighters because for whatever reason the accuracy on the Quad lasers are as unreliable as turbolasers against fighters, making them fairly useless. Send some of these ships against an undefended level 1 station if you can find one and see how long it takes for them to kill Tie fighters/bombers.

What's the significance of being classified as light or heavy? Does it affect damage values?
I think it simply mean that heavy frigate is more tougher (more shield, hull) than the light frigate?
Posted by: turtle225
« on: March 20, 2017, 04:45:12 PM »

Bear in mind that Nublon B/B2 (B2 has concussion missile also) and Assault Frigate has some laser cannons included in their weaponry. This will have an effect on the Marauder's X-Wing squadrons. Yeah, Assault frigate has a lot of laser cannons. Also, note that Assault Frigate is a heavy class while Nebulon B/B2 and Marauder are light class.

2.1 stats
Marauder has 24 (pulses)/1 (hardpoint) for her only weaponry. Multiply by 2. (48 "pulses")
Nebulon B; 12/2 turbolaser, 12/2 laser cannons
Nebulon B2:  12/2 Turbolaser, 3/1 Dual Heavy Turbolaser, 12/2 Laser Cannon, 1/1 Concussion Missile
Assault Frigate: 16/2 Turbolaser, 16/2 Laser Cannon, 20/2 Quad Laser Cannon

Thanks for pulling up those numbers, so the two Marauders have effectively 48 turbolaser pulses while the other ships have 24, 24 + 3H + 1 missile, and 32. Considering how turbolasers are your bread a butter damage and laser cannons are junk against non-fighter, the two Marauders effectively have more firepower.

I know these ships have some laser cannons but I did some micro testing and they take quite a long time to take out a fighter squadron. They definitely due damage and will score some kills, but it won't chew through things like the corvettes do. The Marauders X-Wings should live long enough to trade out through most of the opposing frigate's fighters. Even the Assault frigate isn't that good against fighters because for whatever reason the accuracy on the Quad lasers are as unreliable as turbolasers against fighters, making them fairly useless. Send some of these ships against an undefended level 1 station if you can find one and see how long it takes for them to kill Tie fighters/bombers.

What's the significance of being classified as light or heavy? Does it affect damage values?
Posted by: HobbesHurlbut
« on: March 20, 2017, 02:02:53 PM »

Played a bit more NR.

Ackbar's concentrate fire might be too strong. I'm not sure how it's coded to work (+ damage for anything against target?), all I know is that things seem to melt under it, and not just because the fleet is shooting at one target, this is different then just control-A right clicking on something.

I want to redact my criticism of the Marauder. I didn't realize that they come with an X-Wing squad and their turbolaser volley is probably around 16 or 20 (too lazy to check the manual). For a pop 1 unit this is decent enough. This is probably the best thing (Except CR90) you can get in a level 1 station.

For two population you could get two Marauders and two x-wings which I'd wager could outgun any of the following:
-Nebulon B + x-wing and y wing (2 pop)
-Nebulon B2 (2 pop)
-Assault Frigate + 2 x-wings (2 pop) - I have to admit though that micromanaging your frigate to do donuts around the Marauders could maybe swing this around.
-Mc40 + b-wing (3 pop)

Someone above did mention though that the green turbolasers do more damage than the red, and the Marauder has the green so that might be skewing things in its favor.
Bear in mind that Nublon B/B2 (B2 has concussion missile also) and Assault Frigate has some laser cannons included in their weaponry. This will have an effect on the Marauder's X-Wing squadrons. Yeah, Assault frigate has a lot of laser cannons. Also, note that Assault Frigate is a heavy class while Nebulon B/B2 and Marauder are light class.

2.1 stats
Marauder has 24 (pulses)/1 (hardpoint) for her only weaponry. Multiply by 2. (48 "pulses")
Nebulon B; 12/2 turbolaser, 12/2 laser cannons
Nebulon B2:  12/2 Turbolaser, 3/1 Dual Heavy Turbolaser, 12/2 Laser Cannon, 1/1 Concussion Missile
Assault Frigate: 16/2 Turbolaser, 16/2 Laser Cannon, 20/2 Quad Laser Cannon
Posted by: Slornie
« on: March 20, 2017, 01:35:51 PM »

p.s. how do you get links to work?

The syntax is like this:

Code: [Select]
[url=www.hereisyourlink.com]Here is the text that shows[/url]
Posted by: DarthRevansRevenge
« on: March 20, 2017, 10:11:42 AM »

Green edits added by me -DarthRevansRevenge

Some notes about the demo:

(1)Any way to decrease the credit income of a planet immediately after capturing it? After I capture a planet, I see the planetary income go from 0 to "X" value pretty quickly. Any way to slow that down to reflect the income disruption from a change of government? Maybe to 10 credits increase per week until it maxes out? E.g. if planet X has a max credit income of 100 per week, it would take 10 weeks for the new controlling faction to reach the maximum planetary income from that planet.

(2)For blockades, I suggest reducing the incomes of both factions involved. (the faction doing the blockading should have the pay to support their fleet in orbit, the faction under blockade loses income from that planet)

(3)Any way to bring back MDU's from the original game?
http://starwars.wikia.com/wiki/Mobile_Defense_Unit

(4)Any way to bring back the admiral unit from the original game? I understand that the AI tends to overproduce them en masse, but I'm hoping that that issue has been resolved (?)
On a related note, I applaud the team's decision to include a commander in the infantry unit, to act as the ground commander from the original game.

(5)For EoTH, having Nirauan allows them intelligence bonuses, and the ability to see enemy movement around the galaxy. Is there any way to give that ability to the Imperial Remnant?  After all, their intelligence operations were feared through the galaxy and arguably just as competent as EoTH. I propose a building that can only be built on Coruscant, the Imperial Security Bureau (ISB), that is a one-time building with a high cost, and grants similar spying properties as EoTH holding Nirauan.

(6)Lastly, on the galactic map, when there's a battle, there are only 2 options: Fight the battle in person, or autoresolve. Is there a way to insert a 3rd option of "retreat". A lot of times, an enemy force invades that I can't hold off, so basically, I just end up loading the battle, then retreating immediately when the retreat option opens up. This is sorta a waste of time, and I wish there's a way to just engage the retreat option from the galactic map directly, so that I don't have to load a battle map, et cetera.

so, while i'm not positive, i think i can answer some.

1. and 6. are hardcoded, i'm pretty sure, and i don't think we can change that.

2. the second half currently is in effect through upkeep, the other part is in a thread [url http://thrawnsrevenge.com/forums/index.php?topic=6360.0]here[/url]

3. i don't think very many more units will still be added this release

4. not likely, for the reason stated above. while i would love that, it just isn't feasible, for the fact that the AI doesn't pay attention to build limits, which is why they are over-produced

5. this would be cool, but it would have to be an Era 1-3 building only, as the ISB was destroyed in the Imperial Mutiny on Coruscant 10 ABY, if memory serves

p.s. how do you get links to work?
Posted by: Bucman55
« on: March 20, 2017, 01:16:38 AM »

Some notes about the demo:

Any way to decrease the credit income of a planet immediately after capturing it? After I capture a planet, I see the planetary income go from 0 to "X" value pretty quickly. Any way to slow that down to reflect the income disruption from a change of government? Maybe to 10 credits increase per week until it maxes out? E.g. if planet X has a max credit income of 100 per week, it would take 10 weeks for the new controlling faction to reach the maximum planetary income from that planet.

For blockades, I suggest reducing the incomes of both factions involved. (the faction doing the blockading should have the pay to support their fleet in orbit, the faction under blockade loses income from that planet)

Any way to bring back MDU's from the original game?
http://starwars.wikia.com/wiki/Mobile_Defense_Unit

Any way to bring back the admiral unit from the original game? I understand that the AI tends to overproduce them en masse, but I'm hoping that that issue has been resolved (?)
On a related note, I applaud the team's decision to include a commander in the infantry unit, to act as the ground commander from the original game.

For EoTH, having Nirauan allows them intelligence bonuses, and the ability to see enemy movement around the galaxy. Is there any way to give that ability to the Imperial Remnant?  After all, their intelligence operations were feared through the galaxy and arguably just as competent as EoTH. I propose a building that can only be built on Coruscant, the Imperial Security Bureau (ISB), that is a one-time building with a high cost, and grants similar spying properties as EoTH holding Nirauan.

Lastly, on the galactic map, when there's a battle, there are only 2 options: Fight the battle in person, or autoresolve. Is there a way to insert a 3rd option of "retreat". A lot of times, an enemy force invades that I can't hold off, so basically, I just end up loading the battle, then retreating immediately when the retreat option opens up. This is sorta a waste of time, and I wish there's a way to just engage the retreat option from the galactic map directly, so that I don't have to load a battle map, et cetera.


1. No idea.

2. The current upkeep mechanic takes income from the blockadees, but not the blockaders. According to Corey, they're going to see if it's possible to make the upkeep work via LUA scripting so you'll always be paying upkeep while keeping the drain on enemy income over a blockaded planet.

3. You should just be able to find the vanilla file containing the info about the desired unit and add it to your preferred faction.

4. See above.

5. You can copy the code for the Hand of Thrawn building and just rename it and assign it to the Remnant.

6. If I'm not mistaken, auto-resolve often retreats from a battle that's unfavorable. I don't think there's a way to add a third option to that little menu.
Posted by: c7x8z4
« on: March 20, 2017, 12:58:28 AM »

Some notes about the demo:

Any way to decrease the credit income of a planet immediately after capturing it? After I capture a planet, I see the planetary income go from 0 to "X" value pretty quickly. Any way to slow that down to reflect the income disruption from a change of government? Maybe to 10 credits increase per week until it maxes out? E.g. if planet X has a max credit income of 100 per week, it would take 10 weeks for the new controlling faction to reach the maximum planetary income from that planet.

For blockades, I suggest reducing the incomes of both factions involved. (the faction doing the blockading should have the pay to support their fleet in orbit, the faction under blockade loses income from that planet)

Any way to bring back MDU's from the original game?
http://starwars.wikia.com/wiki/Mobile_Defense_Unit

Any way to bring back the admiral unit from the original game? I understand that the AI tends to overproduce them en masse, but I'm hoping that that issue has been resolved (?)
On a related note, I applaud the team's decision to include a commander in the infantry unit, to act as the ground commander from the original game.

For EoTH, having Nirauan allows them intelligence bonuses, and the ability to see enemy movement around the galaxy. Is there any way to give that ability to the Imperial Remnant?  After all, their intelligence operations were feared through the galaxy and arguably just as competent as EoTH. I propose a building that can only be built on Coruscant, the Imperial Security Bureau (ISB), that is a one-time building with a high cost, and grants similar spying properties as EoTH holding Nirauan.

Lastly, on the galactic map, when there's a battle, there are only 2 options: Fight the battle in person, or autoresolve. Is there a way to insert a 3rd option of "retreat". A lot of times, an enemy force invades that I can't hold off, so basically, I just end up loading the battle, then retreating immediately when the retreat option opens up. This is sorta a waste of time, and I wish there's a way to just engage the retreat option from the galactic map directly, so that I don't have to load a battle map, et cetera.
Posted by: turtle225
« on: March 19, 2017, 06:05:24 PM »

Played a bit more NR.

Ackbar's concentrate fire might be too strong. I'm not sure how it's coded to work (+ damage for anything against target?), all I know is that things seem to melt under it, and not just because the fleet is shooting at one target, this is different then just control-A right clicking on something.

I want to redact my criticism of the Marauder. I didn't realize that they come with an X-Wing squad and their turbolaser volley is probably around 16 or 20 (too lazy to check the manual). For a pop 1 unit this is decent enough. This is probably the best thing (Except CR90) you can get in a level 1 station.

For two population you could get two Marauders and two x-wings which I'd wager could outgun any of the following:
-Nebulon B + x-wing and y wing (2 pop)
-Nebulon B2 (2 pop)
-Assault Frigate + 2 x-wings (2 pop) - I have to admit though that micromanaging your frigate to do donuts around the Marauders could maybe swing this around.
-Mc40 + b-wing (3 pop)

Someone above did mention though that the green turbolasers do more damage than the red, and the Marauder has the green so that might be skewing things in its favor.
Posted by: HobbesHurlbut
« on: March 15, 2017, 01:34:15 PM »

Yes, but in the game the Assault Frigate is considerably less armed than the Dreadnought.
I had the time to go over the Assault Frigate Mk 1 wookiepedia entry. The refit from Dreadnought was focused on removing much of the outer structure, adding in droids and automation system. The modifications also increased the shield strength to compensate for some loss of durability by the outer structure modification. Her speed was improved and she retained the original weapon systems. The entry also indicated she carried more weapon emplacements (turbolasers) but that the additional demands on the main power system reduced their range and fire rate. That's what the fluff has to say about the ship.
Posted by: DarthRevansRevenge
« on: March 15, 2017, 10:47:21 AM »

hum.... no, because the tech remained about similar, they should have the same damage for balance
Posted by: Octavian Krieger
« on: March 15, 2017, 12:52:43 AM »

They deserve weaker lasers, Rebel feckin' scum.
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