Thrawn's Revenge

Imperial Civil War [Empire at War] => Discussion, Suggestions & Feedback => Topic started by: Corey on January 31, 2012, 05:48:43 AM

Title: 1.3 General Review and Feedback Thread
Post by: Corey on January 31, 2012, 05:48:43 AM
Tell us what you think of the latest version of this mod. Write a review, tell us we suck or suggest changes. If you have a major suggestion (units, faction changes, planets, etc) feel free to start another thread.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Kratas on January 31, 2012, 10:27:47 AM
Well It is far better than I thought it would be after last years troubles and really like the different GCs,especially the hunt for zsinj.
However the empire don't really have any interesting new land units,theres the white speeder which i haven't found to be very useful. The ATPT is quite good,the zsinj exclusive units are great,but I keep finding myself falling back on ATATs whilst the rebels spam me with a myriad of speeders,but this isnt really that much of a complaint though perhaps the white speeder could have shields?

Infantry is far too weak,yes it's realistic but not necessarily great in terms of gameplay. Although if you just slowed down the main infantry rate of fire then this would probably be fixed,because Ive not seen the original films in a while but don't the infantry usually fire one shot at a time anyway,usually?
Oh and how about to make up for the reduced fire rates you could introduce units with the E-web blaster turret which could get the original,or faster,rates of fire.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Lucinator on January 31, 2012, 12:53:24 PM
hey not sure if the AI is changed in 1.3 but I find that when playing on easy the rebels have a very hard time in AOW light.  I mean it is easy I should not be losing world after world.  It might be the starting forces are two weak or because of the cost of golans or the fact that the rebels are spread out but I just cant seem to gain any ground in it.

PS: still find chis underpowered in space combat, I had one ion cannon two quasars, two dreadnoughts, and a couple of cor corvettes against a acendancy class, two phalanx class, one of the stardestroyer heroes and three Chafs and I won losing only one quasar and two y wings.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Slornie on January 31, 2012, 01:10:16 PM
If your EotH victory was also against an Easy AI, bear in mind that Easy means AI units do 30% less damage and have 30% less health and shield strength than normal.  Not to mention that powerful ground-based weaponry gives you a huge advantage over any fleet.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Corey on January 31, 2012, 01:44:53 PM
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hey not sure if the AI is changed in 1.3 but I find that when playing on easy the rebels have a very hard time in AOW light.  I mean it is easy I should not be losing world after world.  It might be the starting forces are two weak or because of the cost of golans or the fact that the rebels are spread out but I just cant seem to gain any ground in it.

Since we don't have any access to the actual AI files without saving them to Data, which we really didn't want to do becase it might have effects on other mods, the only way we could make them attack at all with the changes we've made to other aspects was really beefing the AI up, but since I seem to be finding myself typing this at least once a day we're going to change it anyways which should resolve that issue.


PS: still find chis underpowered in space combat, I had one ion cannon two quasars, two dreadnoughts, and a couple of cor corvettes against a acendancy class, two phalanx class, one of the stardestroyer heroes and three Chafs and I won losing only one quasar and two y wings.

We get half the people telling us they're overpowered, and the other half underpowered. Statistically the Phalanx is ranked 4th for Damage per second (451, coming after the three Supers), and Ascendancy is 7th, with 317. Dreadnaughts are 29th with 72. You'll find similar differences for health. If this is a common occurance the only possibilitity is that they have worse targeting for some reason, but despite my attempts I've never been able to recreate this.

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However the empire don't really have any interesting new land units,theres the white speeder which i haven't found to be very useful. The ATPT is quite good,the zsinj exclusive units are great,but I keep finding myself falling back on ATATs whilst the rebels spam me with a myriad of speeders,but this isnt really that much of a complaint though perhaps the white speeder could have shields?

The Chariot LAV, which I assume is the speeder you're talking about, isn't meant for direct front line combat, espwecially vs other vehicles. It isn't our design, we can't give them shields any more than we could to the AT-AT. If you want a more powerful new unit for the Empire, use the XR-85. It's only Era 3+, however.

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Infantry is far too weak,yes it's realistic but not necessarily great in terms of gameplay. Although if you just slowed down the main infantry rate of fire then this would probably be fixed,because Ive not seen the original films in a while but don't the infantry usually fire one shot at a time anyway,usually?

If you think they're too weak, why would you want the firing rates lowered? As far as guns go in SW, they aren't all one shot at a time. Some are auto or semi-auto.
Title: Re: 1.3 General Review and Feedback Thread
Post by: yutpaeksi on January 31, 2012, 01:57:15 PM
If your EotH victory was also against an Easy AI, bear in mind that Easy means AI units do 30% less damage and have 30% less health and shield strength than normal.  Not to mention that powerful ground-based weaponry gives you a huge advantage over any fleet.

Actually with 1.3, now that the Golan bug is fixed, I feel that ground based weaponry is overpowered when it's everywhere. Jumping into an IR system invariably leads to an opening blast from a hypervelocity gun. Especially since the EtoH lack both ground based weaponry and Golans, it feels a bit unfair at times. I propose that in 1.4, ion cannons and hypervelocity cannons be restricted to key systems, like the way Golan IIs and IIIs are. There's no way the IR would ever build a hypervelocity cannon on Pantolomin or the NR would put an ion cannon on Ukio. Tactically this also forces the player to make some difficult choices: make a stand over a less important system against Isard and the Lusankya or try to lure her to another system where an ion cannon can give you a great advantage?

In more general terms, I think the 1.3  AI is a little bit easier than 1.2. I've been playing AoW Lite a lot, and I feel like I'm being attacked a lot less often, especially with significant fleets. I suspect part of this is the priority being given to Golan building. The AI does build them, but the construction time lost to Golans is time taken away from fleet building. This is especially true at the beginning of GCs, when the AI seems to build things in this order: Light shipyard -> Golans -> Heavy frigate shipyard -> capital shipyard. So early on you can take several systems before the AI can even manage some kind of response.

I suggest beefing up the AI's starting force composition, perhaps a few more capital ships, especially for the IR. Even after the battle of Endor, there should still have been thousands of active Star Destroyers. While the warlords took a lot of them, when they banded back together into the IR, the Imperial Navy should still be a force to be reckoned with.

I also agree that some of the IR's build options are a bit redundant. The Chariot LAV is rarely useful. It's laser cannon is weak, and its only positives are decent speed and repulsorlifts. The hovertanks are much better. I rarely, if ever, find myself building the Chariots. As for the AT-PT, I've also found that to be a redundant unit. It seems to be a tougher, better armed version of the AT-ST, but so that seems silly. I'd argue that since the AT-PT was an Old Republic unit, it should instead be given to the NR, since the Rebel Alliance used a lot of Clone Wars era stuff. This would also help give the NR army more diversity. Also, I'm surprised you added the NR specialist. I sort of liked that only the IR had a repair specialist, since the NR has the infiltrator. Oh, and a minor bug thing, but the NR specialist has a weapon but the IR specialist does not.

Also, I noticed that you got rid of friendly fire damage from bombing runs. I wholeheartedly disagree with this. If you call for a bombing run, you should get your own troops out of the way or be more careful with the bombing runs.

The EtoH completely lacks static defenses, which i kind of like. It makes mobility and firepower their focus. I like the lack of ground based space weaponry and Golans, but I don't agree with the lack of build pad options they have in land battles. All they can build is a repair station (an expensive repair station at that) and a practically useless sensor node. This puts them at a disadvantage in defensive land battles because you can only have 10 units stationed, plus garrisons.

EDIT: However, the garrison composition of the EtoH capital shipyard seems to be on the low side. You get two Vigilances, two Decimators, and two Warlords, but no Karieks or Chaf frigates? Considering the fact that the EtoH don't get Golans or ground based space weapons, this is a really weak garrison...After all, the light shipyards already get one Vig, one Dec, and one Kariek in addition to the fighters...

All in all, 1.3 is a great improvement over 1.2, and incredibly fun to play as always. Great job guys.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Lucinator on January 31, 2012, 02:08:50 PM
Tried the camas crisis campain and found the same A.I. issue, i keep getting spam attacked before I can do any sort of defense building and the attacks just keep coming im not able to munt a proper defense or even get a force for a counter attack built.   It's kinda ruined the mod for me.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Corey on January 31, 2012, 02:31:44 PM
Also, I noticed that you got rid of friendly fire damage from bombing runs. I wholeheartedly disagree with this. If you call for a bombing run, you should get your own troops out of the way or be more careful with the bombing runs.

The problem here is that making them do friendly damage means they can kill the bombers themselves (and quite often do on maps like Jomark and Kuat), which results in the game crashing. I completely agree that people should have to be smart about the bombing runs, but it's hard for us to justify a crash as an in-game risk, especially when the AI has no way of knowing.

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I also agree that some of the IR's build options are a bit redundant. The Chariot LAV is rarely useful. It's laser cannon is weak, and its only positives are decent speed and repulsorlifts. The hovertanks are much better. I rarely, if ever, find myself building the Chariots. As for the AT-PT, I've also found that to be a redundant unit. It seems to be a tougher, better armed version of the AT-ST, but so that seems silly. I'd argue that since the AT-PT was an Old Republic unit, it should instead be given to the NR, since the Rebel Alliance used a lot of Clone Wars era stuff. This would also help give the NR army more diversity. Also, I'm surprised you added the NR specialist. I sort of liked that only the IR had a repair specialist, since the NR has the infiltrator. Oh, and a minor bug thing, but the NR specialist has a weapon but the IR specialist does not.
We're going to be focusing more on ground for the next version, but as far as the Chariot goes, that's supposed to be its function; it's only meant as a light scout/command type vehicle, so if you're using more than one company of them and for any other purpose it's probably a bad idea. It'll probably be smaller and faster (and less ugly) next version, but it's never going to be useful for direct combat against anything but infantry.

Neither the Rebel Alliance nor the New Republic really used much Clone Wars era stuff, actually. For the AT-PT, it'll probably be edited like everything else when we do the balance adjustments, but as far as availability goes, I could only ever find mentions of the Empire using them after the Clone Wars, never anything about the Rebellion/NR. It makes more sense that way, too, seeing as the Empire was directly formed out of the Republic.

For the Specialists, healing and repairing is much more in the NR's modus operandi than the IR's.
Tried the camas crisis campain and found the same A.I. issue, i keep getting spam attacked before I can do any sort of defense building and the attacks just keep coming im not able to munt a proper defense or even get a force for a counter attack built.   It's kinda ruined the mod for me.

The AI is, if anything, less attacky than it was in previous versions. Like I said, we didn't want to actually edit it before because we didn't want to interfere with other mods, but it seems that some other mods are already doing it and people bring this up a lot, so we've decided to do it anyways and we'll release a patch when we've changed it. I've attached a DifficultyAdjustments.xml with way lower values for the AI. It should stop them from attacking you as much as the do, however they may stop attacking altogether (Which is why we chose the higher values in the first place).
Title: Re: 1.3 General Review and Feedback Thread
Post by: yutpaeksi on January 31, 2012, 08:37:10 PM
Also, did you get rid of capture bonuses for the EtoH in the Camaas Crisis? I've taken N'Zoth, Coruscant, Kuat and have received nothing...
Title: Re: 1.3 General Review and Feedback Thread
Post by: Corey on January 31, 2012, 08:38:40 PM
Apparently the file got switched, it'll be fixed.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Willhelm on February 01, 2012, 01:13:20 AM
Just did a battle over hapes in the into the cluster and well when i brought in a crimson command ship i was chocked to see that i was only a slightly pinkish hued grey... Is this a bug or how the map works orrr are they actually like that?

plus in description of modular task force cruisers it says they release 3 tie droid squadrons (works fine) and 6 tie bomber squadrons which im certain it doesn't spawn. is this just a bug in the description or the ship?

other wise im REALLY liking the mod so far good job and thanks
Title: Re: 1.3 General Review and Feedback Thread
Post by: Corey on February 01, 2012, 01:21:13 AM
Just did a battle over hapes in the into the cluster and well when i brought in a crimson command ship i was chocked to see that i was only a slightly pinkish hued grey... Is this a bug or how the map works orrr are they actually like that?

They all have Team Colour enabled for the whole thing, so if you're on a lower detail level the skin won't show up properly.
Title: Re: 1.3 General Review and Feedback Thread
Post by: fFoxfire on February 01, 2012, 02:57:21 PM
I will say this of the new GC's i've played I love Into the cluster it really seems to me the most balanced CG with no clear advantage on either side, Sucks to be Hapes as they dont stand a chance, but at least they can fight back.

As for Empire At War CG it seems a bit to easy for empire, the EOTH and Warlords seem to duke it out, allowing the small part of the empire you do have to build and easily take over, however it is a great CG that uses the minor factions greatly.

In the new Hunt for Zsjin I do like now how you can build hapen units it really does now feel like  coalition, and even on the Zsjin side now alot more challenging and not just a simple rush w/ SSD to win!

Also still a bit disappointed that there is still the HUTT planets in OP Shadow Hand when there is no hut faction giving the NR free planets.

Title: Re: 1.3 General Review and Feedback Thread
Post by: yutpaeksi on February 02, 2012, 07:24:15 PM
I've tried out several more of the GCs and i wanted to add my two bits here. I like the beefed up initial forces (I'm not imagining that, right?) for all sides. I recall starting a GC in 1.2 as the IR and fielding 30 lancer frigates and nothing else...

The Into the Cluster GC is really fun. It's short but a blast. It's a little strange the the NR would want to smash through Hapes to get to the IR but whatever, they're Jedi hating pirates anyway...

I also really like the Empires at War GC but I agree that the IR has a distinct advantage at the opening. Especially since the Eclipse's superlaser can take out the Pride of Yevetha in one shot...

Operation Shadow Hand is also a lot easier for the NR as they can take several neutral planets right away, and can seal off a border quickly.

But In each era GC, it's understandable that some sides have it easier than others. After all, canonically the NR starts weaker after the Battle of Endor and then grows into the galaxy spanning force it is by the time of the Camaas Crisis. In my opinion, the best balanced GC is still the Thrawn Campaign. And I like to play the era GCs as what I consider the weaker faction to start, makes it a bit more challenging.

One thing I'd like to bring up, that I'm surprised no one has mentioned, is the lack of surprise attacks by the CPU. I hated the old Rebel raiding option but it did force you to actually maintain garrisons in systems behind your lines. Also,  the EtoH Phalanx commandos are sometimes fun to use to try to take a planet by surprise, but the AI never even attempts this. I'd also like to propose the elimination of the early warning system of incoming fleets. There shouldn't be such a system in place all the time for every faction. Also this would make the EtoH's intelligence advantage even more distinctive.

Title: Re: 1.3 General Review and Feedback Thread
Post by: Willhelm on February 03, 2012, 09:56:43 PM
We're going to be focusing more on ground for the next version, but as far as the Chariot goes, that's supposed to be its function; it's only meant as a light scout/command type vehicle, so if you're using more than one company of them and for any other purpose it's probably a bad idea. It'll probably be smaller and faster (and less ugly) next version, but it's never going to be useful for direct combat against anything but infantry.
If your saying its going to be a command vehicle perhaps it could supply minor bonus's to troops making them slightly more tactically logical

Playing into the cluster GC and well my observations are coronas are REALLY tough, and i re-encountered the space commander spam and then got annoyed and quite :P

is there anything you guys can do to stop it?
Title: Re: 1.3 General Review and Feedback Thread
Post by: Corey on February 04, 2012, 04:07:33 AM
If your saying its going to be a command vehicle perhaps it could supply minor bonus's to troops making them slightly more tactically logical

Playing into the cluster GC and well my observations are coronas are REALLY tough, and i re-encountered the space commander spam and then got annoyed and quite :P

is there anything you guys can do to stop it?

Regarding the suggestion for the Chariot, we already have plans for another unit to have that kind of function. The Corona balance issue has been mentioned, it will be addressed. As for the commander spam, I'll look into it again.
Title: Re: 1.3 General Review and Feedback Thread
Post by: tlmiller on February 04, 2012, 10:15:09 PM
Just downloaded and installed this mod recently for the first time.  Gotta say, overall great job.  Wish it was a bit faster at going to battles and leaving battles, but the battles themselves usually go pretty good (although NR land battles go sluggish as anything, but that's to be expected when they have maximum units of those aac-170 or whatever they're called blasting me to death).  Definitely the most original mod I've ever played.  Just wanted to congratulate all the people involved in a job well done.  Makes one of my still favorite games that much more fun.

Oh, and AWESOME job on Empire of the Hand.  Hard to win as them as they really lack anything that can contest the IR's SSD's (in those eras they have them), but nevertheless absolutely awesome to play.  Still enjoy playing the IR best though.  Build my 3 Executors and that have Isaard comit suicide to get a real hero (GO THRAWNY!!).  I try to keep him well defended so I don't ever go past era 2 though.  Although the Reborn Emperor should be fun and building Sovereigns.  Those are my overall most favorite SD's other than the Pallaeon that's in whatever mod is that takes place in the Fell Empire timeframe.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Corey on February 04, 2012, 10:34:43 PM
Hey, glad you enjoy it.

The loading times are outside of our control, and the Nr's ground lag is because of a model bug for the infantry, it'll be fixed.

As far as the EotH goes, their ships of the line are more than capable of beating SSDs if used properly. If that werent true and we were just to put another SSD in for them, then every fight basically turns into an SSD race. Any faction can handle them if done properly, especially EotH
Title: Re: 1.3 General Review and Feedback Thread
Post by: Meyer on February 05, 2012, 02:21:46 AM
Should the NR be able to build K-wings during the Thrawn campaign? They were first used against the Yevetha during Black Fleet Crisis as far as I know
Title: Re: 1.3 General Review and Feedback Thread
Post by: tlmiller on February 05, 2012, 02:22:27 AM
Yeah, I know you can win as them, I'm just saying in so far as space superiority is concerned, their cap ships are generally the weakest.  Probably the coolest looking, but weakest.

Although that brings up a point.  Do the megamasers do more damage than turbolaser emplacements?  Or are they basically identical in terms of damage?
Title: Re: 1.3 General Review and Feedback Thread
Post by: Corey on February 05, 2012, 02:30:39 AM
Basically identical. I don't remember off the top of my head, but it's either identical or Megamasers are One point stronger. As far as strength goes, EotH is strongest per capita. Phalanx is actually ranked fourth in the mod, just behind the Sovereign, Executor and Eclipse. The Ascendancy is around seventh.
Title: Re: 1.3 General Review and Feedback Thread
Post by: tlmiller on February 05, 2012, 02:38:07 AM
REALLY??  Wow...didn't seem like the phalanx was that powerful.  Awesome to know, thanks!!

BTW, having a GRAND time right now in era 2 as the IR with a little army that's cut off from any starbases by about 10 NR planets.  My fleet trying to get connected consists of 20 Vindicator cruisers, 10 escort carriers, and a BUTLOAD of Carracks, Lancers, and Scimitar Assault Bombers.  I've never seen so many ships blow up in a victory before in playing the game.  it's hysterical.  Every time I defeat a planet, I have to set for so long to rebuild my fleet.  Can't wait to get connected to Kuat and get a few Impstar Dueces in there!!

I'm probably one of the only people that absolutely can't stand the Executor.  Too big, too slow, no superlaser to instantly kill an enemy ship.  Just a total waste.  I'd much rather build smaller ships myself.  never use them in offensive fleets.  They get stuck around an important planet (Kuat, Coruscant, Fondor) and rot unless someone attacks one of those planets.
Title: Re: 1.3 General Review and Feedback Thread
Post by: yutpaeksi on February 05, 2012, 02:58:47 AM
EtoH ships are the toughest ships, pop for pop...I don't know what you're doing but EtoH is pure space superiority. Ascendancy SDs crush Vic deuces and Bothan Assault Cruisers, and Chaf frigates have the edge in a matchup with any other 3 pop ship. The Phalanx is the best 4 pop ship, by far. It's tough as all hell and armed to the teeth.

The Nsiss fighters are probably the toughest fighters pound for pound, and Furion bombers can devastate any capital ship...

If you're having trouble fighting with the EtoH fleet, you're simply not fighting well...
Title: Re: 1.3 General Review and Feedback Thread
Post by: Slornie on February 05, 2012, 11:06:45 AM
With trooper companies now coming in considerably increased numbers, shouldn't they cost more relative to the comparatively small commando/specialist units?  E.g. A Phalanx Trooper company contains five squads of six troopers, yet costs the same (350 credits) as a company of just two Phalanx Commandos.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Darth Stalin on February 07, 2012, 03:08:42 AM
What I like quite much is redone "technology tree" that a player can pop-up from his droid aide-de-camp  ;D - other mods usually skip that, being limited to just plain data of what actual forces/planets/income each side has; yet the authors of TR 1.3 made it so everyone cans easily see, what types of units and heroes are available in each era for each faction he plays.
Really Great!!

Haven't started any campaign yet, but I'm going to play again as an IR the complete Art of War full, through all 5 eras. And from my playing experience in 1.2 I would say that EotH fleets are NOT as "overpowered" NOR "underpowered" as people claim - the IR can make a fair use of its Executors as that ship provides a whole bunch of fighters and bombers, together with ISDs I and II - they are different ships and it's good to have BOTH of them in Imperial fleet; and crucial thing when fighting EotH is to have plenty of frigates - Lancers can really wreak havoc among EotH fighters, and Imperial player should just keep his bombers back under cover, while frigates decimate EotH fighters and Imperial fighters decimate EotH bombers. Then it comes the time for Imperial bombers that can pretty easily turn off EotH capital ships' shields (believe me, there's NO ship in the galaxy than can withstand a continous attack of 20-30 bomber squadrons at a single Shields hardpoint) and make a pretty damn well looking work for ISDs (and even the VSDs).
One more thing - the Executor himself can disable shields of most EotH ships, as it has enough firepower to break through shields and estroy the hardpoint. And Ascendancy (or Kariek or Chaf or even Phalanx) without shields is just a "banthas' feed" for ISDs or Executor. The only problem is to have 1-2 Interdictor cruisers (better 2, as the AI deploys them in strange manners, so 1 can be too close to the frontline and vulnerable) to prevent EotH ships from fleeing...

BTW: I don't know if anyone does that, but I usually increase the Tactical ship pop cap from 40 - after experiences with 1.2 (pop cap set to 100, then 80) I've decided to increase the cap from 40 to 60 - I jus LOVE great battles), which makes battles against EotH more challenging... and with more place to create a significant fleet.

BTW2: if as IR you have a Lusankya, try to gather a "Panzerfaust" strike fleet, with Isard and a bunch of ISDs and frigates, as well as Interdictor cruiser, and look after EotH Hero Admirals luring around -> in 1.2 I found three of them over Yevetha without any fleet! just 3 ships with admirals onboard... then my force took the by surprise, turned on gravity wells and my heavy ships finished the job. Thrawn was caught up somewhere else on the ground, leading an assault against my planet. And he was killed too... ;D
So remember: send out Probe Droids, keep your eyes open, maintain powerful strike force and even the EotH will not be a big trouble. Conquer them, establish strong bases and income sources, build 3 Executors, then send off Isard on a suicide run, and with Thrawn at hand consolidate the Empire to be ready for Emperor reborn. Build Sovereigns, conquer sth more, then kill Emperor. With Daala conquer even more, build Executors (if haven't build them yet) and kill her. And will all that stuff at hand get Pellaeon ready to wipe out any "Rebels" remaining from the Galaxy, that must be united under ONE Emperor when the time comes to repel the Yuuzhan Vongs!  :police:  ;D
Title: Re: 1.3 General Review and Feedback Thread
Post by: SLB1 on February 07, 2012, 12:00:21 PM
Great mod, several suggestions, including one from my bug list in Tech Support.  Please consider:
1. As the IR in AoW, I appreciate being able to build a hypervelocity gun on any planet with sufficient slots, particularly a junction planet.  After destroying six NR M80 Wingless before they arrived in striking distance of my Golans, I suspect the hypervelocity gun may be overpowered.  Depending on canon, increasing the reload time by 15 to 25% may be appropriate.
2. The EotH and NR have not built any significant money generating buildings.   If possible, this should be changed for the behind the lines planets.
3. If possible in a space battle, the positioning of the defending ships should be the choice of the defending player.
4. Over two turns, the NR launched four small waves against my heavily defended base on Porus Vida.  If possible, the AI should first assemble a large fleet.
5. The early warning system should be included unless the fleet includes an anti-detection ship.
6. The IR, NR and EotH should each have the raid capability.  The problem with the vanilla version was the Rebels only raided along the border planets and not deep within the Imperial system.  Also, if possible, I suggest that the defender is not aware of the raid until the raiders strike.
7.  The bombing run in ground combat is overpowered and should be reduced.  You should not be able to destroy everything in the bombing path including infantry, buildings, turbo towers and vehicles.
8. In the majority of battles where the NR is defending a planet, the NR AI does not build any AA.  With #7, the success of bombing is virtually guaranteed.
9. On Ketaris against a well defended EotH, I have found the sensor array and can use bombardment and aerial bombing to defeat the EotH with virtually no losses.  To counter this, I suggest that the defender has no fog of war regarding the location of buildings and build pads, and the attacker - unless the attacker has a cloaking vehicle.  The attacker should have a fog of war.  To counter the defender, I suggest a cloaking vehicle that masks the attackers units.

Thanks for changing the positioning of the Golans to something reasonable.
Title: Re: 1.3 General Review and Feedback Thread
Post by: SLB1 on February 08, 2012, 09:19:55 PM
Another suggestion: AoW, IR, medium difficulty, Week 38 - on Qat Chrystac, instead of the smaller NR fleet pulling back to defend the two Golans (which were well placed in the asteroid bottleneck - good improvement) they attacked my larger/more powerful IR fleet.  Again, recognizing your coding limitation, is it possible to make the defender less aggressive and more defensive.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Corey on February 09, 2012, 09:39:08 PM
9. On Ketaris against a well defended EotH, I have found the sensor array and can use bombardment and aerial bombing to defeat the EotH with virtually no losses.  To counter this, I suggest that the defender has no fog of war regarding the location of buildings and build pads, and the attacker - unless the attacker has a cloaking vehicle.  The attacker should have a fog of war.  To counter the defender, I suggest a cloaking vehicle that masks the attackers units.

We'll be looking into limiting the bombing runs, but as far as all of the Fog of War differences go, that isn't possible.
Title: Re: 1.3 General Review and Feedback Thread
Post by: yutpaeksi on February 09, 2012, 10:25:02 PM
KDY Corporation gives a bonus for the Impstar Deuce but not the Impstar Mk. I? Was that intended or a bug?
Title: Re: 1.3 General Review and Feedback Thread
Post by: Slornie on February 10, 2012, 06:36:17 AM
KDY Corporation gives a bonus for the Impstar Deuce but not the Impstar Mk. I? Was that intended or a bug?
That's a bug. The corporation has the wrong ISD-I entry listed in the xml.
Title: Re: 1.3 General Review and Feedback Thread
Post by: SLB1 on February 10, 2012, 08:59:06 AM
Thank you.

Recognizing that many of your previous messages involved the opposition's AI, in general, are you able to modify the AI's strategic or tactical behavior?  If as general rule, you are restricted to small tweaks, then I will not make those types of suggestions.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Darth Stalin on February 10, 2012, 12:12:32 PM
Quote from: Slornie
That's a bug. The corporation has the wrong ISD-I entry listed in the xml.
Is there any way to correct the .xml file or to ownload corrected .xml file from... somewhere?
Title: Re: 1.3 General Review and Feedback Thread
Post by: Willhelm on February 17, 2012, 04:30:04 PM
One really minor thing that I find kinda cheap, right at the beginning of operation shadow hand the IR can basically cripple the new republics heroes right off the start just by attacking corusant from byss and bang the lukasankya (thanks to palpatine), the corusca rainbow, and the fighter hero are dead, as well as any other heroes that are on the ground (about three for me).
Title: Re: 1.3 General Review and Feedback Thread
Post by: Willhelm on February 18, 2012, 11:04:13 PM
One other thing i find really annoying and really hope you change is how the A.I only attacks like super repeatedly with tiny fleets, it extremely annoying
Title: Re: 1.3 General Review and Feedback Thread
Post by: Lord Xizer on February 19, 2012, 06:30:51 PM
As to Palpatine being able to deal a terrible blow to the NR in the Shadow Hand GC that's kind of what happened really...The Shadow Hand Fleet exploded from the deep core and ravaged the Core and mid rim without warning and came near to wiping out the NR altogether, in fact it was reduced to the Rebel Alliance almost overnight due to casulties and loss of legitimacy from all the lost worlds the Empire took back.
Title: Re: 1.3 General Review and Feedback Thread
Post by: tlmiller on February 19, 2012, 07:53:59 PM
One other thing i find really annoying and really hope you change is how the A.I only attacks like super repeatedly with tiny fleets, it extremely annoying

I do agree with that.  You'll get 6 fleets incoming at once, and they'll all arrive within a 2 game-week timeframe.  None of them very large or powerful.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Willhelm on February 19, 2012, 09:51:16 PM
ah okay makes more sense now...

but what about the A.I and their annoying attacks... is this even fixable?
Title: Re: 1.3 General Review and Feedback Thread
Post by: Darth Stalin on February 21, 2012, 07:52:48 AM
One question about Hypervelocity Gun:
I can build TWO HvGs on a planet held by Imperial Remnant - however, what is the purpopse of having two such guns?
If I have 2 HvGs on a planet, does it mean that during space combat (defense of that planet) I would be able to shoot faster (i.e. the recharge time is shorter)? Or I could fire two shots one after another and only then recharge the gun?
Title: Re: 1.3 General Review and Feedback Thread
Post by: Senza on February 21, 2012, 11:20:38 AM
I would really like to see the selection radius on planets reduced, often times I'll have to move the cursor several inches above the planet in order to avoid sending them to the wrong planet.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Lord Xizer on February 21, 2012, 06:44:57 PM
As to having 2 hypervelocity guns, the benefit is double the damage to enemy ships. 1 HVG shot normally does about half a cap ships(mon cals) life of damage, two hits is almost always nearly a kill shot.
Title: Re: 1.3 General Review and Feedback Thread
Post by: yutpaeksi on February 21, 2012, 07:02:47 PM
Yes that's not true at all, about the hypervelocity guns. Having two halves the recharge time. It does the same damage. Sometimes it appears that it does more damage but that's a matter of aiming and the maneuverability/speed of the ship you targeted. If you target a ship and it begins to turn, sometimes the gun can miss or just barely hit, doing less damage than if it hit the target dead center.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Lord Xizer on February 21, 2012, 08:43:28 PM
Perhaps you are right. I always build two myself so I never compared recharge times with only one before.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Darth Stalin on February 22, 2012, 08:55:56 AM
OK, thanks, guys - now I know what to do on my "first line of defence" of my Imperial Remnant frontier with EotH :D - build additional HvGs on my planets  :police:
Though they've already done their jobs pretty well - Voss Parck, Dagon Niriz and Stent are gone; the remainig EotH renegades are Thraw and Siath...

And also my leading shipyards will receive double defence (as well as additional Golan IIIs) - Byss, Ord Trasi and Kuat; Fondor and Bilbringi perhaps too... (though they're rather not endangered by warlords, yet...).
Title: Re: 1.3 General Review and Feedback Thread
Post by: sebastian74 on February 22, 2012, 11:18:14 AM
I really enjoy playing this mod. ( hardly playing anything else ) Thanks for all the work you have done.

I have played the 1.2 version for about three months. The fleetcommander spam made it  impossible for me to finish most of the GC's.
( only the smaller GC's playing as the new republic didn't freeze  )

But with the new version, there are less fleetcommanders. ( hundreds instead of thousends )
And I am able to avoid the freezing up in galactic view. ( I also play a bit faster )
It still lags a bit. But when the fleetcommanders are gone the game is up to speed again.

So far I have played as the Imperial remant in the first 6 GC's. ( just finished Reunification )
I like the changes compared to 1.2.  ( I have not tried any skirmishes )

But I noticed that in every GC at a certain point the AI kinda 'rolls over and plays dead'.
Somewhere around the fifty fifty point ( the graph in the military power chart shows the lines close together ) the AI doesn't attack any more.
Mayby it has to do with the fleetcommanders.
Title: Re: 1.3 General Review and Feedback Thread
Post by: yutpaeksi on February 22, 2012, 11:30:09 AM
Actually I've also noticed that the AI rolls over at a certain point too. But I don't think it has to do with the fleetcommanders.

After you take enough systems, the AI is limited greatly by the galactic population (thus reducing its economic advantage), it loses the ability to build more ships. The AI also seems to like to attack with large numbers of capital ships, which is fine and makes for good battles. However, I suspect that this combination leads to the AI becoming passive in late game situations, as the AI's frigates and other ships that can be built from light and heavy shipyards are still sitting around, taking up galactic pop. Then after you take away a lot of the capital shipyard systems from them, they're left with the option of only building frigates, and in the case of the NR, fighters. The AI seems to then decide that these are underpowered fleets that can't quite go toe to toe with your capital ships, so it neglects to attack.

In my experience, by the time you hit this point, you really do own a colossal advantage anyway. I mean do you really enjoy taking on an NR fleet that has 70 E-Wing squadrons, 20 CR90s, and some Marauders? It might seem funny but at that point, the GC is pretty much over, you've won.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Corey on February 22, 2012, 11:58:25 AM
I posted a fix for the Fleet Commanders here: http://gutr.swrebellion.com/forums/index.php/topic,2086.msg32001.html#msg32001

Everything I've had reported has said that it works, there's only been one report of a single fleet commander we need to track down.
Title: Re: 1.3 General Review and Feedback Thread
Post by: sebastian74 on February 23, 2012, 09:20:15 PM
I posted a fix for the Fleet Commanders here: http://gutr.swrebellion.com/forums/index.php/topic,2086.msg32001.html#msg32001

Everything I've had reported has said that it works, there's only been one report of a single fleet commander we need to track down.

Thanks! ( I actually read that post, but I didn't see the link. I think I wasn't logged in
Downloaded and tried it.
Played Caamas crisis today. After 150 weeks the AI stopped attacking, and after 200 weeks --> still no fleetcommander.

I'll do some more 'testing' tomorrow, but: so far so good. :)

edit: finished Caamas Crisis, did not see a single fleetcommander.
Title: Re: 1.3 General Review and Feedback Thread
Post by: sebastian74 on February 23, 2012, 09:41:00 PM
Actually I've also noticed that the AI rolls over at a certain point too. But I don't think it has to do with the fleetcommanders.

After you take enough systems, the AI is limited greatly by the galactic population (thus reducing its economic advantage), it loses the ability to build more ships. The AI also seems to like to attack with large numbers of capital ships, which is fine and makes for good battles. However, I suspect that this combination leads to the AI becoming passive in late game situations, as the AI's frigates and other ships that can be built from light and heavy shipyards are still sitting around, taking up galactic pop. Then after you take away a lot of the capital shipyard systems from them, they're left with the option of only building frigates, and in the case of the NR, fighters. The AI seems to then decide that these are underpowered fleets that can't quite go toe to toe with your capital ships, so it neglects to attack.

In my experience, by the time you hit this point, you really do own a colossal advantage anyway. I mean do you really enjoy taking on an NR fleet that has 70 E-Wing squadrons, 20 CR90s, and some Marauders? It might seem funny but at that point, the GC is pretty much over, you've won.

I think you are right, it is not the fleetcommanders.
The vanilla game does the same.

When the AI stops attacking the game is more or less over. The thing that strikes me is that when it still has for example 40% of the planets it attacks like crazy, and then it looses one more planet and it is over. A human player wouldn't quit,  but the AI can probably calculate when it becomes pointless to continue.

In the hunt for Zsinj GC playing as the IR if you capture Kuat right a way, The AI is left without a level 3 space station. And without capital ships it is indeed rather embarrassing to see the NR attacking with all those small ships.

But if you have 40 preybirds you can take on quite some capital ships.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Lord Xizer on February 24, 2012, 06:43:18 PM
Perhaps giving the AI the option to honorably surrender to a the player at this stage might be useful.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Corey on February 24, 2012, 06:46:58 PM
That's not possible. Besides, the point of the game if to be played when the player wants to play it. If we let the AI surrender, what's to say it won't just quit because it wanted to play Checkers on somebody's iPhone instead?
Title: Re: 1.3 General Review and Feedback Thread
Post by: sebastian74 on February 26, 2012, 02:36:23 PM
Playing as the Imperial remnant in the art of war GC I experienced a bit of lag here and there nothing problematic ( no fleetcommanders ) until week 400 something I could not select units anymore.

It happened before with 1.2 ( I think it also happened with the vanilla game ).
I read it has to do with the total number of units in the game that are used/ killed.

The only solution is to try and finish the game quicker?

I do like the big fleets the NR builts! The one on mon calamari was close to a 1000.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Willhelm on February 26, 2012, 02:45:06 PM
personally i don't understand people who like battles that big... they take so longgggggg and really no game is meant to be played for that long... 400 weeks omg..
Title: Re: 1.3 General Review and Feedback Thread
Post by: sebastian74 on February 26, 2012, 06:32:54 PM
personally i don't understand people who like battles that big... they take so longgggggg and really no game is meant to be played for that long... 400 weeks omg..

It was the first time I played art of war. ( the game froze at earlier attempts in 1.2 ) I did 'auto resolve' a lot, and was only playing for one day.
I actually played all GC's last week as the Imperial remnant.  Finished all of them except art of war.

I do tend to 'take my time' playing the GC's. I guess I am a sore loser. Maybe I should consider adjusting my strategy so I can finish the GC within 400 weeks.

Title: Re: 1.3 General Review and Feedback Thread
Post by: tlmiller on February 26, 2012, 07:27:50 PM
If it's more than a couple dozen planets, I almost always take that long.  I've found that I have to run EVERY fight myself, because against the NR, if they have more than 5 units, I have a tendency to lose 1/2 a fleet even if the fleet were like 3 Executors + 3 Sovereigns.

So I won't really autocalc ever, and it takes a long time to finish off the larger GC's for me.

That and I have a tendency to play for 2 hours, then stop and come back a week later.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Senza on February 26, 2012, 09:18:00 PM
See, I tried to finish faster, and I ran into the bug SOONER, not later, when I played as the Hand. I've never even gotten close to week 300. Farthest I've made it is like week 160 something.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Corey on February 27, 2012, 07:38:29 AM
Well it's based more on what happens than the time spent from most of what we've seen, it's just that the sooner you finish, the less the chance that it'll happen.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Senza on February 27, 2012, 05:07:31 PM
Eh. Oh, I have something that's been bugging me for a while. What's with that ENORMOUS explosion after a hypervelocity cannon burst? I can understand an explosion but that thing is just irritatingly large, is it supposed to be that big or was it a typo in some radius field?
Title: Re: 1.3 General Review and Feedback Thread
Post by: sebastian74 on February 27, 2012, 09:01:53 PM
If it's more than a couple dozen planets, I almost always take that long.  I've found that I have to run EVERY fight myself, because against the NR, if they have more than 5 units, I have a tendency to lose 1/2 a fleet even if the fleet were like 3 Executors + 3 Sovereigns.

So I won't really autocalc ever, and it takes a long time to finish off the larger GC's for me.

That and I have a tendency to play for 2 hours, then stop and come back a week later.

Most of the times a fleet of 10 star destroyers will do a lot of damage to the enemies fleet in auto resolve.
A lot more anyway compared to playing the battle. ( could be poor skills on my side though )

Some NR fleets are really massive. ( 200 or more )  I sent in 10 SD's, autoresolve, repeat a few times, thin out the NR fleet.
When the NR fleet is down to about 50 or less I'll go in and try to finish it.
The star destroyers look great, but they are pretty crap in taking on mon calamari cruisers.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Senza on February 27, 2012, 09:30:43 PM
Most of the times a fleet of 10 star destroyers will do a lot of damage to the enemies fleet in auto resolve.
A lot more anyway compared to playing the battle. ( could be poor skills on my side though )

Some NR fleets are really massive. ( 200 or more )  I sent in 10 SD's, autoresolve, repeat a few times, thin out the NR fleet.
When the NR fleet is down to about 50 or less I'll go in and try to finish it.
The star destroyers look great, but they are pretty crap in taking on mon calamari cruisers.


Its the shields. Their shields regen so much faster than the Star Destroyers and the power to shields there's just no way to get through them without a concerted effort from much of your fleet. I personally think the Mc80b is way too powerful for the fact that it can be built in era 1. Its slim profile makes it more difficult to hit than other cap  ships, its firepower is a little shy of an ISD, and its shields, man, its shields can take a truckload of punishment. Add to that the fact that its got a good fighter complement and decent speed and its basically the only cap ship worth building till you can get Nebulas. I think its damage needs to be maybe a little higher than the MC90, which is basically a worthless ship that can only take damage and nothing else, which, by the way, I think needs to have firepower more on the scale of an MC80b.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Corey on February 27, 2012, 10:51:20 PM
The entire mod has been rebalanced since 1.3 in order to make it more canon, so making balance suggestions at this point isn't really going to get anyone anywhere until we post the finalized stats publically (they're currently available in a mostly-finished state in the Admiral's Lounge), it's essentially talking about a different game.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Slornie on February 28, 2012, 07:22:18 AM
I think its damage needs to be maybe a little higher than the MC90, which is basically a worthless ship that can only take damage and nothing else, which, by the way, I think needs to have firepower more on the scale of an MC80b.
Eh? Why would the MC90 be worse than the MC80b?  The MC80b was only an interim design and canonically the MC90 has 43 more weapon emplacements (an extra 27 turbolasers, 10 ion cannons and 6 concussion missile launchers).
Title: Re: 1.3 General Review and Feedback Thread
Post by: Senza on February 28, 2012, 10:34:25 AM
I suppose you're right :P
Title: Re: 1.3 General Review and Feedback Thread
Post by: Willhelm on March 01, 2012, 08:19:41 PM
Ive been playing as the empire of the hand quite a bit lately and well they seem like they need some balance help the furion bombers really are wayyyyy overpowered for their cost and ease of production, players can simply spam them and kill everything, except for fleets of carracks and lancers but the a.i is rarely smart enough to use that counter, plus the empire of the hands two corvettes are both good but the devastator (or whatever its called) is practically unnecessary, the gunship is hand over first better and its duty and actually can hurt other vessels and is only like a measly 100 credits more exspensive
Title: Re: 1.3 General Review and Feedback Thread
Post by: Corey on March 01, 2012, 08:50:16 PM
The entire mod has been rebalanced since 1.3 in order to make it more canon, so making balance suggestions at this point isn't really going to get anyone anywhere until we post the finalized stats publically (they're currently available in a mostly-finished state in the Admiral's Lounge), it's essentially talking about a different game.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Senza on March 02, 2012, 03:24:41 PM
What I'm saying is that I would want its damage to be a little higher than the MC90's is in 1.3, and the MC90 get beefed up significantly, since in 1.3 the MC80b is  a better ship all around. How it is in 2.0, I don't know, but these are my thoughts on 1.3 :p
Title: Re: 1.3 General Review and Feedback Thread
Post by: Corey on March 02, 2012, 09:21:16 PM
Actually I've also noticed that the AI rolls over at a certain point too. But I don't think it has to do with the fleetcommanders.

After you take enough systems, the AI is limited greatly by the galactic population (thus reducing its economic advantage), it loses the ability to build more ships. The AI also seems to like to attack with large numbers of capital ships, which is fine and makes for good battles. However, I suspect that this combination leads to the AI becoming passive in late game situations, as the AI's frigates and other ships that can be built from light and heavy shipyards are still sitting around, taking up galactic pop. Then after you take away a lot of the capital shipyard systems from them, they're left with the option of only building frigates, and in the case of the NR, fighters. The AI seems to then decide that these are underpowered fleets that can't quite go toe to toe with your capital ships, so it neglects to attack.

In my experience, by the time you hit this point, you really do own a colossal advantage anyway. I mean do you really enjoy taking on an NR fleet that has 70 E-Wing squadrons, 20 CR90s, and some Marauders? It might seem funny but at that point, the GC is pretty much over, you've won.

It's less that it can't build things, more that it doesn't want to. Once it feels it's in an untenable situation, it'll just stop producing any units. I've watched it happen from their point of view. They throw everything they have at you, and once they decide they have too few units to do anything with, they'll stop building and then stop attacking, even if they have enough money to support reconstructing a huge fleet. Usually once I step in and build up to about a third or more of their population (or roughly where Sebastian said he noticed it), the AI will then take back over, rebuild even more and then go on to continue the fight. I even just had the Yevethans win the Black Fleet Crisis GC this way. I'm trying to find out where or if this can be changed to lower the threshhold for this.
Title: Re: 1.3 General Review and Feedback Thread
Post by: yutpaeksi on March 14, 2012, 05:25:07 AM
With the introduction of the Mortar TAT, I'd like to recommend that the garrison for the EtoH heavy vehicle factory be switched from the Megamaser Tank to the Mortat TAT, it's better suited as a defensive unit anyway.

I'd also recommend that the garrison for the light vehicle factor be switched to the Rapid Fire Tank as well, as that's a better standoff unit. The Kirov tanks are better suited for hit and run attacks...
Title: Re: 1.3 General Review and Feedback Thread
Post by: Senza on March 22, 2012, 01:01:44 AM
With the introduction of the Mortar TAT, I'd like to recommend that the garrison for the EtoH heavy vehicle factory be switched from the Megamaser Tank to the Mortat TAT, it's better suited as a defensive unit anyway.

I'd also recommend that the garrison for the light vehicle factor be switched to the Rapid Fire Tank as well, as that's a better standoff unit. The Kirov tanks are better suited for hit and run attacks...


I would have to agree with the former point here, the MMTs are a little overpowered in garrisons anyway. As for the Rapid Fire tank, I'm not so sure about that, never really liked that unit. What I want to know is what the purpose of the AT-CW is supposed to be!
Title: Re: 1.3 General Review and Feedback Thread
Post by: Corey on March 25, 2012, 04:52:41 PM
The purpose of the AT-CW is to be cut when we get a suitable replacement. Garrisons in general will be reworked along with ground starting forces for all 3 factions when we're farther along with adding the units we want to add, so we'd be happy to take any suggestions.
Title: Re: 1.3 General Review and Feedback Thread
Post by: yutpaeksi on March 25, 2012, 05:28:30 PM
I'm glad to hear you're reworking starting ground forces. In addition can you add infrastructure, especially on key planets like Mon Cal, Kuat, Syca? The AI doesn't seem to prioritize hypervelocity cannons or ion cannons, so maybe setting up some of these on those planets would help the AI a bit.

Also, having to build up heavy frigate shipyards and capital shipyards doesn't seem to make sense canonically. After all those systems are key because they have those resources/infrastructure. And it's crazy easy to take several systems early from the AI, when they're still building up ground infrastructure. The AI seems to prioritize building buildings before units early on. And a single barracks simply doesn't present much of a defense. I doubt you guys want to mess with the AI scripts too much so perhaps just giving border planets more buildings to start with could allow the AI to build units earlier.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Thrashia on May 01, 2012, 08:38:11 PM
Hello again,

I'm playing the Art of War Light version at the moment. And here are some more opinions and reactions that may or may not have already been addressed elsewhere.

1) Interdictor's should not be able to be built except with larger factories and in specific locations. Instead of being able to build on on practically every world, it would make more sense to have them only be built on such shipyards as Bilbringi, Yaga Minor, Kuat, Rendili, Corellia, Fondor, and Sluis Van. Although this may be countered by the fact that Interdictors are fragile and cannot be considered front-line ships...

2) Executor-class Super Star Destroyer is a joke. A Strike Cruiser has a better range and it can't fire forward in the same manner that an ISD can. I grew so frustrated with its performance that after using it a few times I just had it garrison Coruscant, instead making use of a mass ISD fleet for my main march of conquest. I would recommend lessening the number of hard-points perhaps, increasing its range to at least the same as the Strike Cruiser's instead of the knifing distance it now has, and increasing its arc of fire so it can actually fire forward and not spend minutes turning *just right* in order to fire.

3) Something I've been noticing is the speed of the standard TIE Fighter. It's too slow. It is barely faster than the TIE Bomber in the game, which isn't very accurate to the fighter itself. It should match the X-wing in its speed, at the very least.

4) I think the Era method of technological advancement is flawed. It's interesting and I liked it, but having to get your leader killed just to advance your technology seemed a bit...stagnant to me. Playing the Art of War Light on medium at this moment and I've re-conquered half of the galaxy, and I am still in possession of Ysanne Isard. I'm not sure how to do it within the functionality of the game, but it would seem pertinent that there should be some second pathway to getting other technological advancements than just by waiting for your leader to die.


Cheers,
Thrashia
Title: Re: 1.3 General Review and Feedback Thread
Post by: Thrashia on May 01, 2012, 11:59:51 PM
And just to add in one other thing: I think you re-include the ability to recruit Fleet and Army commanders. The Imperial Remnant had other officers and unsung heroes besides the main characters like Thrawn, Daala, Isard, etc. Same for the NR and EotH.


Edit: Also, Gilad Paelleon's "concentrate fire" little ability, never worked once. I would click it and attempt to select a target, but every target (even the big MCs) were "invalid targets"....it was annoying.
Title: Re: 1.3 General Review and Feedback Thread
Post by: tlmiller on May 02, 2012, 02:20:44 AM
3) Something I've been noticing is the speed of the standard TIE Fighter. It's too slow. It is barely faster than the TIE Bomber in the game, which isn't very accurate to the fighter itself. It should match the X-wing in its speed, at the very least.

Cheers,
Thrashia

Can't say I've ever looked, but from canon, Tie Fighter should indeed be the SAME speed as the X-Wing (with S-foils in attack mode).
Title: Re: 1.3 General Review and Feedback Thread
Post by: Corey on May 02, 2012, 03:33:47 AM
1) Interdictor's should not be able to be built except with larger factories and in specific locations. Instead of being able to build on on practically every world, it would make more sense to have them only be built on such shipyards as Bilbringi, Yaga Minor, Kuat, Rendili, Corellia, Fondor, and Sluis Van. Although this may be countered by the fact that Interdictors are fragile and cannot be considered front-line ships...
We've discussed increasing their price and potentially limiting the locations they can be built, but it doesn't really make sense for the Immobilizer-418 to require the capital level shipyards in order to be built, there's no reason that they should require bigger facilities than other ships of that size; the limiting factor is supposed to be cost, not space.

2) Executor-class Super Star Destroyer is a joke. A Strike Cruiser has a better range and it can't fire forward in the same manner that an ISD can. I grew so frustrated with its performance that after using it a few times I just had it garrison Coruscant, instead making use of a mass ISD fleet for my main march of conquest. I would recommend lessening the number of hard-points perhaps, increasing its range to at least the same as the Strike Cruiser's instead of the knifing distance it now has, and increasing its arc of fire so it can actually fire forward and not spend minutes turning *just right* in order to fire.
All ships have had significantly increased firing range and line of sight for 2.0. As it was in 1.3, however, its range was definitely longer than the Strike Cruiser and any other Imperial unit (1400-2000 for all other units, 3000 for the Executor), and we're definitely not lowering the number of hardpoints; the weapons in the mod are based on a representative system applied to all ships, and they most certainly could fire forward. Every firing bone on it is at a 45 degree angle, and  each hardpoint has a 160 degree firing arc from there. Besides, that turning to fire issue has nothing to do with the number, it's the space between them. It doesn't matter how much you increase the range unless you meake each hardpoint able to cover the whole map. There's enough space between the hardpoints that some are always going to be able to target things that others aren't and increasing the range doesn't change the size of that bubble of non-overlapping arcs, it just pushes is slightly farther out. It also has to do with basic pathfinding and targeting systems in EaW being absolute shit, but there's nothing we can do to modify those (nothing at all for pathfinding, and nothing significant for targeting, all that can really do is change priorities rather then tell it it's okay not to have everything firing at once).

3) Something I've been noticing is the speed of the standard TIE Fighter. It's too slow. It is barely faster than the TIE Bomber in the game, which isn't very accurate to the fighter itself. It should match the X-wing in its speed, at the very least.
The difference between speed in the TIE Fighter and X-Wing is currently 0.5, but I'll change it.

4) I think the Era method of technological advancement is flawed. It's interesting and I liked it, but having to get your leader killed just to advance your technology seemed a bit...stagnant to me. Playing the Art of War Light on medium at this moment and I've re-conquered half of the galaxy, and I am still in possession of Ysanne Isard. I'm not sure how to do it within the functionality of the game, but it would seem pertinent that there should be some second pathway to getting other technological advancements than just by waiting for your leader to die.
It's not a method of technological advancement, it's a method of chronological advancement. The era system is used to give the factions the heroes and units they could or would have built during that era, and under that leadership. There isn't "technological advancement" in the traditional sense at all. If we were to do what you seem to be suggesting and have a dual tiered system where you advance chronologically one way and technologically a second way, it would basically make no sense. You'd spend a bunch of resources as Isard trying to research your way up to the Tector, Praetor and Executor, and then lose them when the era changes to Thrawn who would never have used them, and then wouldn't have any of his higher tiered units of his at all at that point. So, you'd be screwed and have to research your way back up again, then if he dies you would lose all of Thrawn's better frigates without having access to any of Palpatine's units at all, rinse and repeat for Pellaeon and Daala. There's a huge difference between the Katana, Byss and Maw Irregular fleets, after all. Not to mention that the New Republic and Empire of the Hand would have no such problems during this time since neither went throuigh any kind of paradigm shift or regime change. The only way to have fair technological advancement like that is to just cut out the era system entirely, which I'm definitely 100% against. It makes no sense to have a single pool of heroes consisting of Thrawn, Daala, Pellaeon, Isard, Palpatine and whoever else while mixing Thrawn's Katanas or Vindicators with Palpatine's Sovereigns and Daala's Venators. We'd basically be cuting a metric ton of content in order to allow the build or research options to fit, for a much less satisfying result. It would essentially make the existing GCs essentially pointless (since you'd be playing the Thrawn campaign with a fleet of Sovereigns and Preybirds and Isard as a hero, which makes no sense). I've always found the diversified unit and hero loadouts between the different GCs to be infinitely more interesting than a research thing where you press one button and suddently you have the exact same options as you could have had otherwise. The only way it could make sense is if we designed an advancement system within the single-era GCs so you have to research your way up to capital ships and whatnot, but that means we'd just be adding a pointless section to each GC which you have to spend upgrading. As it is you get to jump in and get to the campaign you're supposed to be playing through as it was right away. It wouldn't be Operation Shadow Hand if Palpatine started at Byss with a VSD and a couple Carracks. To top it all off, the AI would have absolutely no fucking clue what it's doing, and it would never upgrade a single thing.

Quote
And just to add in one other thing: I think you re-include the ability to recruit Fleet and Army commanders. The Imperial Remnant had other officers and unsung heroes besides the main characters like Thrawn, Daala, Isard, etc. Same for the NR and EotH.
They've had to be removed because they cause a pretty obvious bug.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Thrashia on May 02, 2012, 05:02:18 PM
I'll have to take some screen shots, but I promise you that the Executor had shorter range than the Strike Cruiser and was not firing forward. I was literally almost on top of an enemy ship, the arrow-head of the Executor SSD pointing at the target, and it none of its hardpoints were firing. It wasn't until the enemy craft began to move past the SSD to its flanks that the hardpoints opened fire, and even then only at knife-fighting range.

Also, Gilad Paelleon's "concentrate fire" little ability, never worked once. I would click it and attempt to select a target, but every target (even the big MCs) were "invalid targets"....it was annoying.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Corey on May 02, 2012, 05:14:34 PM
The code and the model say otherwise on both counts, and even if it weren't true then the code and model are setup in the only way that would allow longer range (meaning having a bigger number than the Strike Cruiser hardpoint range lines) and firing forward (meaning the bones point in a direction and have a firing arc range that allows firing forward).

Regardless, here's some pictures of the Knight Hammer hardpoints forward as well as on top of itself.
(http://i67.photobucket.com/albums/h283/DArbiter/SWFOC2012-05-0217-10-31-44.png)
Yes this one's on an angle, but the ones from the left side are firing at something on the right side, which requires a firing arc that includes the forward direction, and they tracked the ship as it moved that way, I just didn't get a shot fast enough.
(http://i67.photobucket.com/albums/h283/DArbiter/SWFOC2012-05-0217-09-27-94.png)
(http://i67.photobucket.com/albums/h283/DArbiter/SWFOC2012-05-0217-10-52-28.png)



Asfar as the Pellaeon thing goes, we're aware. That kind of thing should be posted in the bug report thread (http://gutr.swrebellion.com/forums/index.php/topic,2118.0.html) (which it has been) and I believe you posted it in the 2.0 Wishlist thread as well. We read everything thet gets posted here, so if you post something once, don't worry, we've almost certainly seen it.

Title: Re: 1.3 General Review and Feedback Thread
Post by: Thrashia on May 02, 2012, 05:21:05 PM
I am referring predominantly to Isard's executor. For some reason, it was acting as I described above and not engaging units until they were literally on top of it. It might be a bug, I don't know.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Corey on May 02, 2012, 05:25:45 PM
Isard's Executor is the exact same as the Knight Hammer and the generic Executor. Same models, same code for both the base ship and the hardpoints. Every Executor in the mod uses the exact same hardpoint set and model, except Knight Hammer has a different skin applied and Wedge's version of Lusankya has two added planes with the NR logo on them.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Penegrin on May 03, 2012, 05:13:14 AM
Now that I played some GC I'd also like to add some thoughts :)

I played the game when it came out since I was a huge SW fan but the game really didn't attract me too long and I almost forgot it. A few weeks ago I came across it again and looked for some Mods. SInce the game is kinda old it was hard to fin anything after 2007ish. Then I checked youtube, found some videos with this mod and was like 'WTF IS THIS THE SAME GAME'?

This Mod made me pay 20 bucks for a steamversion of EaW since I had language problems between EaW and FoC and so far I didn't regrett it.

The special effects are awesome and I can hardly believe what you did with the game. I have some issues with the audio though since sometimes when I click on a ship I get a respons with the wrong shiptype (I'll write it down the next time it happens to see what shiptype it is).

The gameplay on the other hand is kinda odd. I find Spacebattles extremly easy. I barely lose ships and the 'AI' doesn't the deserve the 'I'. Very often he attacks me with several small fleets within minutes instead of massing them. I also have the feeling he isn't very good at building and composing a fleet. The AI behavior is very predictable but I enjoy every single battle due to the amazing graphics and the whole atmosphere.

On land battles I have a hard time when they attack me really clevery with a well balance army and from several sides. In the later games I can't invade any planets since the AI spams the planets with factories and units.

Now I have some questions:
- can you limit the amount of free units you get per factory?
- is it possible that ships stay damaged after a battle and either need time (and a SY) or money to repair? I think I saw once a hero's ship (Lusankya??) which was still damaged from an earlier battle
- is it possible to start with less units? I feel like the IR is really powerfull in every GC so maybe it's psosible that playing on 'hard' not only makes the enemy tougher but also gives you less ships
- is it possible to get a GC where you controll just one or 2 planets from start? It'd be nice to build your own Empire from scratch :)

In short: the Mod is awesome and I can't wait for 2.0 (or 1.4?)
Title: Re: 1.3 General Review and Feedback Thread
Post by: Senza on May 03, 2012, 01:04:07 PM
The AI is apparently being fixed in  2.0 so it doesn't send half a dozen microfleets at you, and ground battles are being rebalanced.

On the subject of autoresolve, I think I may know what one of the big problems is. It seems to me that the Carrack cruiser has way more autoresolve power than it should. Frequently when I autoresolve when the enemy sends like, 1 carrack against my multiple capital ships, golan IIIs, and ion cannons, I end up losing a capital ship or two.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Thrashia on May 03, 2012, 01:14:05 PM
Also, penegrin, a lot of the ships were modeled on previous ships, like the Nebulon B frigate seems to have been the base upon which they modeled the Dreadnought cruiser.

@Senza: I would never auto-resolve any space battle if I were you.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Zeron on May 03, 2012, 01:33:50 PM
The AI is apparently being fixed in  2.0 so it doesn't send half a dozen microfleets at you, and ground battles are being rebalanced.

On the subject of autoresolve, I think I may know what one of the big problems is. It seems to me that the Carrack cruiser has way more autoresolve power than it should. Frequently when I autoresolve when the enemy sends like, 1 carrack against my multiple capital ships, golan IIIs, and ion cannons, I end up losing a capital ship or two.

Unfortunately, this is a fundamental flaw in the way Auto-Resolve works and not something we can fix. Autoresolve power and such is only used to determine who wins or loses. Ship losses are then calculated completely at random, with the winner having a slightly better chance at not losing ships than the loser. Your losses in autoresolve have absolutely nothing to do with how big your or your enemies fleet is, that only matters in determining if you win or lose the battle. You can change the ratios, but you can never create an accurate battle based on autoresolve.

Well, at least that's how much we've uncovered so far. It's not exactly well documented, and most of the systems behind autoresolve are known only to Petroglyph.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Corey on May 03, 2012, 01:45:25 PM
- can you limit the amount of free units you get per factory?
We've already said we're reworking ground, including garrisons.

- is it possible that ships stay damaged after a battle and either need time (and a SY) or money to repair? I think I saw once a hero's ship (Lusankya??) which was still damaged from an earlier battle
Nope.

- is it possible to start with less units? I feel like the IR is really powerfull in every GC so maybe it's psosible that playing on 'hard' not only makes the enemy tougher but also gives you less ships
Galactic Conquests have already been reworked to have fewer units at the start, but we can't change it based on difficulty level. There isn't a difference between how much you start with on easy, medium or hard.

- is it possible to get a GC where you controll just one or 2 planets from start? It'd be nice to build your own Empire from scratch :)
This has already been done, and discussed here (http://gutr.swrebellion.com/forums/index.php/topic,2229.msg33039.html#msg33039).

I do suggest reading through a few other topics before posting, it will give you a much better idea of what's alrerady been done for 2.0. It really is a huge change.

Also, penegrin, a lot of the ships were modeled on previous ships, like the Nebulon B frigate seems to have been the base upon which they modeled the Dreadnought cruiser.
What exactly do you mean by modeled on? If you mean the actual models, then no. If you mean the code, then yes. It'd be pointless to go through and completely rewrite the code when every unit has essentially the same parameters, and when very few of the lines actually matter. I don't see why it's relevant to anything.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Senza on May 03, 2012, 02:04:57 PM
Also, penegrin, a lot of the ships were modeled on previous ships, like the Nebulon B frigate seems to have been the base upon which they modeled the Dreadnought cruiser.

@Senza: I would never auto-resolve any space battle if I were you.

I try not to, but sometimes I get so tired of them throwing crap at me that has literally no possible chance of defeating my fleet even if I gave no orders at all to my units, I autoresolve. Often times it works out but sometimes it does not.
Title: Re: 1.3 General Review and Feedback Thread
Post by: yutpaeksi on May 03, 2012, 05:40:03 PM
I try not to, but sometimes I get so tired of them throwing crap at me that has literally no possible chance of defeating my fleet even if I gave no orders at all to my units, I autoresolve. Often times it works out but sometimes it does not.

I know what you mean, but honestly, by that point replacing a corvette or a frigate, or even a Capital ship doesn't hurt that much. Just think of auto-resolve as entrusting one of your dumber admirals to manage the battle. Maybe he decides to send one of your frigates all by its lonesome against a shipyard and its Golans to get blown up. You can make yourself feel better by imagining he was on that frigate and couldn't reach an escape pod in time...
Title: Re: 1.3 General Review and Feedback Thread
Post by: Senza on May 03, 2012, 05:50:07 PM
I know what you mean, but honestly, by that point replacing a corvette or a frigate, or even a Capital ship doesn't hurt that much. Just think of auto-resolve as entrusting one of your dumber admirals to manage the battle. Maybe he decides to send one of your frigates all by its lonesome against a shipyard and its Golans to get blown up. You can make yourself feel better by imagining he was on that frigate and couldn't reach an escape pod in time...

Lol...
Title: Re: 1.3 General Review and Feedback Thread
Post by: Corey on May 03, 2012, 06:33:44 PM
Well, when we did the rebalancing we recalculated all of the autoresolve and AI combat values for the ships, as well as made some tweaks to the AI adjustments (I wasn't being redundant there, tweaks to the adjustments are a real thing), and it seems to have made the autoresolve a little less weird than in 1.3, and I haven't had any problems with the single ship fleet spam. You still get the occaisional single attack like that, but it doesn't seem to get caught in a loop like it used to. On the other hand, I've been attacked more often by much larger fleets, so individual battles seem to happen slightly less, but when they do they're far more decisive.

I don't want to say any of this is a huge improvement and has solved those issues 100% for sure, because I did that with the Fleet Commanders and they decided to come back, but at this point I'd say I'm cautiously optimistic about it.
Title: Re: 1.3 General Review and Feedback Thread
Post by: yutpaeksi on May 03, 2012, 07:24:54 PM
I haven't had any problems with the single ship fleet spam. You still get the occaisional single attack like that, but it doesn't seem to get caught in a loop like it used to. On the other hand, I've been attacked more often by much larger fleets, so individual battles seem to happen slightly less, but when they do they're far more decisive.

That's great to hear, glad to know you guys are working on that weird low level attack issue...
Title: Re: 1.3 General Review and Feedback Thread
Post by: tlmiller on May 03, 2012, 07:41:00 PM
I tend to start autoresolving once it's a foregone conclusion that I'm going to win, at that point I just want to end it.

But yeah, I do have a tendency to lose more in the final dozen battles that I autoresolve than I do in the...say 60 before that.
Title: Re: 1.3 General Review and Feedback Thread
Post by: sebastian74 on May 04, 2012, 08:06:22 PM
I was playing Art of war light as the New republic yesterday.
And I was quite impressed with the AI. It attacked Wayland with Isard, 3 super star destroyers and about 5 more ships.

I thought it was really 'clever', it was the first time I experienced the AI showing up with all 4 ssd's. ( I hadn't played art of war light in 1.3.1 yet )
The defense fleet consisted of 5 MC80B's and 4 dreadnaughts plus some fighters so for a moment it had me worried.
That's what I like the best about this mod.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Revanchist on May 09, 2012, 03:19:30 PM
Don't know if anyone mentioned this, but when you order the New Republic infantry to take cover, one of them crouches and the others start running in place!! :o
Title: Re: 1.3 General Review and Feedback Thread
Post by: Lord Xizer on May 09, 2012, 08:59:46 PM
Don't know if anyone mentioned this, but when you order the New Republic infantry to take cover, one of them crouches and the others start running in place!! :o

But of course they do, exercise is important in the NR.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Revanchist on May 12, 2012, 09:30:35 PM
I just noticed something else weird. When you destroy a building (i.e. a barracks) that belongs to the warlords, and the garrison troops come running out, any warlord units will attack and kill them. I'm not really sure why, but am guessing that it has something to do with the fact that the warlord buildings are the same as the IR buildings, just labelled differently.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Corey on May 12, 2012, 09:57:15 PM
Yeah, were aware of that issue. It's being rectified for 2.0.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Lord Xizer on May 13, 2012, 07:29:29 PM
I just noticed something else weird. When you destroy a building (i.e. a barracks) that belongs to the warlords, and the garrison troops come running out, any warlord units will attack and kill them. I'm not really sure why, but am guessing that it has something to do with the fact that the warlord buildings are the same as the IR buildings, just labelled differently.

Well wouldn't YOU switch sides if you had a choice when your side is losing?
Title: Re: 1.3 General Review and Feedback Thread
Post by: Zsinj on May 20, 2012, 09:30:40 PM
It has to do with the Watlords using Imperial Buildings and the explosion survivors are set to being aligned to the Empire.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Lord_jacob on May 22, 2012, 07:08:58 PM
i personally think this the best Star Wars Foc mod out there. its also the best maintained. but it would be nice to have 2 or 3 new eras. like maybe the Yuushan Vong war. also, it would be nice if Bakura had Bakura-Class Destroyers as a bonus for owning it.
Title: Re: 1.3 General Review and Feedback Thread
Post by: subame on June 18, 2012, 01:47:09 AM
any idea why the NR a.i spams gallafrees so much? i killed 43 of the things in under an hour
Title: Re: 1.3 General Review and Feedback Thread
Post by: Zsinj on June 18, 2012, 07:48:51 AM
They are part of a potential invasion of a Planet so the Ai puts them there while they make more.
Title: Re: 1.3 General Review and Feedback Thread
Post by: subame on June 18, 2012, 03:54:59 PM
it was in skirmish, it was weird, i havent seen em spam one unit like that that often, did the same thing with the jedi.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Zsinj on June 18, 2012, 04:23:12 PM
Yeah and sometimes the Ai forgets that they are there i dont know how since the ai is all knowing and they send their fleet along with some galofrees. I always save some fighters to go and look for them and have an interdictor ready to stop them from escaping.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Corey on June 18, 2012, 04:28:10 PM
Pretty sure he's talking about the Troop Transports since he said skirmish.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Lord Xizer on June 18, 2012, 04:31:27 PM
Yeah and sometimes the Ai forgets that they are there i dont know how since the ai is all knowing and they send their fleet along with some galofrees. I always save some fighters to go and look for them and have an interdictor ready to stop them from escaping.

A good strategy. I have also noticed the AI doing this.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Zsinj on June 18, 2012, 04:32:48 PM
He said skirmish oh i thought he was talking about the GCs.
Title: Re: 1.3 General Review and Feedback Thread
Post by: subame on June 19, 2012, 12:23:08 AM
sorry for not being clearer
Title: Re: 1.3 General Review and Feedback Thread
Post by: Mdog1217 on June 21, 2012, 10:19:30 AM
I think this mod is awesome. The battles againest infantry are faster so they die quicker. The maps are bigger and more complex which is good and bad. Good because we get to explore more things in the Star Wars universe. Bad because it takes longer to eliminate your enemies. Still, good job on the mod.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Lord Xizer on June 21, 2012, 08:19:35 PM
I think this mod is awesome. The battles againest infantry are faster so they die quicker. The maps are bigger and more complex which is good and bad. Good because we get to explore more things in the Star Wars universe. Bad because it takes longer to eliminate your enemies. Still, good job on the mod.

The true joy of War is in the battle not the victory.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Zsinj on June 21, 2012, 08:20:19 PM
Well said Xizer
Title: Re: 1.3 General Review and Feedback Thread
Post by: tlmiller on June 21, 2012, 09:34:40 PM
Yes, but if battle takes too long, then you can't finish slaughtering rebel scum before you have to leave for work.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Rissien on July 06, 2012, 02:22:42 PM
Thats what the save button is for! Tho I agree, its not a battle anymore when your just hunting down infantry units scattered around the map just drawing things out.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Lord Xizer on July 06, 2012, 06:43:51 PM
Thats what the save button is for! Tho I agree, its not a battle anymore when your just hunting down infantry units scattered around the map just drawing things out.

Indeed
Title: Re: 1.3 General Review and Feedback Thread
Post by: Newrepublic-woodie on August 12, 2012, 12:30:28 AM
Tell us what you think of the latest version of this mod. Write a review, tell us we suck or suggest changes. If you have a major suggestion (units, faction changes, planets, etc) feel free to start another thread.

Was just curious Corey.

Is the Acclamator oversized or on a near enough correct scale?
Title: Re: 1.3 General Review and Feedback Thread
Post by: Corey on August 12, 2012, 12:48:51 AM
Correct scale.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Lord Xizer on August 12, 2012, 04:27:23 PM
Corey would there be a way to tweak the bombing runs to say represent a squadron instead of only three bombers? Say wider saturation but four times the amount it takes to recharge?
Title: Re: 1.3 General Review and Feedback Thread
Post by: Slornie on August 12, 2012, 04:46:18 PM
Corey would there be a way to tweak the bombing runs to say represent a squadron instead of only three bombers? Say wider saturation but four times the amount it takes to recharge?
Would one normally commit an entire squadron to a single target? In the novels i seem to recall that squadrons (e.g. Rogue Squadron) tended to be divided between three or four targets..
Title: Re: 1.3 General Review and Feedback Thread
Post by: Lord Xizer on August 12, 2012, 06:45:44 PM
Would one normally commit an entire squadron to a single target? In the novels i seem to recall that squadrons (e.g. Rogue Squadron) tended to be divided between three or four targets..

I would  =D, because why just blow something up when you can LEVEL IT ALL!!!(Also the Rogues used X Wings for precision strikes not bombing, Salm's Y Wings went in with two flights or 48 Y Wings to bomb Grand Isle's Imp base)

I'm just saying Bombing runs tend to be saturation attacks in combat. they work well now, don't get me wrong.
Title: Re: 1.3 General Review and Feedback Thread
Post by: yutpaeksi on August 12, 2012, 07:33:28 PM
Let's not re-overpower the bombing runs again...It seems like they're finally decently appropriate now in the beta...Logic at times must give way to gameplay mechanics. After all, if we stuck with logic, why wouldn't Star Destroyers from orbit just level everything with bombardment without needing to land ground forces at all. Oh right cause the game would be broken...
Title: Re: 1.3 General Review and Feedback Thread
Post by: Lord Xizer on August 13, 2012, 03:18:35 PM
Let's not re-overpower the bombing runs again...It seems like they're finally decently appropriate now in the beta...Logic at times must give way to gameplay mechanics. After all, if we stuck with logic, why wouldn't Star Destroyers from orbit just level everything with bombardment without needing to land ground forces at all. Oh right cause the game would be broken...

Well now I think they are a bit underpowered, I did a bombing run over a NR light vehicle factory and it took off a third of the health but killed none of the little scout tanks at all. I understand making the run recharge longer so one doesn't overuse/spam bombing runs but now it's practically useless. I thought, why do I even HAVE bombers now?
Title: Re: 1.3 General Review and Feedback Thread
Post by: Corey on August 13, 2012, 03:59:48 PM
I've not had any problems destroying specific targets with them, and in my opinion the nerfs to both orbital bombardments and Bombing Runs did exactly what theys hould have. Sure, it's cool to watch them come fly across the map or shoot down out of space and destroy something, but the basic fact of the matter is it's completely toxic to gameplay. They're free and there's literally no downside to using them, all they require is waiting for the cooldown. The defender has virtually no recourse, either. Previously they weren't a way to support your units which were winning the battle, instead the units were just used as a way to scout out a location to bomb, and that is not good. People would just camp and wait out the timer on the boming runs because they were the most efficient and easy ways to win the battle.

Asking why you even have bombers isn't even really a question. It's not like people are building ships for the purpose of having bombing runs and orbital bombardments, they come as a side effect of just having even the most basic fleet in orbit anyways. It's not like you spent all these resources getting that feature and now you don't think it's worth the input; that's impossible. You're putting in literally 0 resources and getting a huge advantage out of it, even with the nerfs.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Lord Xizer on August 13, 2012, 04:54:12 PM
Extending the area of coverage by the Base Shield generator would also accomplish this as well as make sense, as it is the Base shield is fairly small and may cover one or two buildings if they are very close together.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Corey on August 13, 2012, 04:58:01 PM
Base shields aren't in every battle, bombing runs and OBs are.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Slornie on August 13, 2012, 05:23:22 PM
Even so, he makes a fair point about the base shield size.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Corey on August 13, 2012, 05:37:51 PM
Not necessarily. Most of the maps were designed around it being a specific size, especially Qui and Med8r's. This goes not just for the shield itself, but the actual shield structure. It'd mean redesigning the bases of probably 2 dozen maps.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Lord Xizer on August 13, 2012, 09:03:03 PM
Well I suppose limiting the Bombing Runs power and recharge is simpler than that...
Title: Re: 1.3 General Review and Feedback Thread
Post by: Rissien on August 17, 2012, 03:04:06 AM
I agree about nerfing the bombing runs. Like Nirukiis lets play. All he does in land battles is land an artillery unit and ground vehicles. Then sits back untill he finds the sheild generator using the spotters abilities and drops a bombing run on it. Then he pushes out.
Title: Re: 1.3 General Review and Feedback Thread
Post by: rumiks on August 21, 2012, 01:54:20 AM
great game cant wait for the next one and if you need people to test the mod ask me lol
Title: Re: 1.3 General Review and Feedback Thread
Post by: ArcHeavyGunner on August 22, 2012, 10:37:17 PM
I agree about nerfing the bombing runs. Like Nirukiis lets play. All he does in land battles is land an artillery unit and ground vehicles. Then sits back untill he finds the sheild generator using the spotters abilities and drops a bombing run on it. Then he pushes out.
How else are you supposed to win as the NR?
Yes I know there are different ways, I was being sarcastic.
Title: Re: 1.3 General Review and Feedback Thread
Post by: Senza on September 13, 2012, 06:09:46 PM
There's also the fact that base shields do not actually protect against bombing run bombs, they simply make it so you cannot target areas within the shield with the run, if the end of your run hits the shield, the bombs impact the shield, but it seems bombing run bombs will hit anything within their radius, regardless of vertical distance, hence why they can destroy aircraft, leading to them impacting the shield, but still damaging stuff underneath it.