Thrawn's Revenge

Imperial Civil War [Empire at War] => Discussion, Suggestions & Feedback => Topic started by: etra_kurdaj on March 20, 2017, 01:54:18 PM

Title: 2.2 Demo Feedback
Post by: etra_kurdaj on March 20, 2017, 01:54:18 PM
Love the game, put in about 8 hours over the weekend. Played as the Empire.

Allegiance battlecruisers are far too week. Their shields pop waay too easily and they're extremely vulnerable to fighter craft. For their cost, they aren't worth it. They need anti-fighter guns and ~ double their current shield strength. I understand the point - they should be vulnerable to fighter craft for the rock/paper/scissors balance, but you need to keep in mind the Allegiance is a ISD replacement in fleet composition, and I would rather have the ISD over the Allegiance for the strike craft. That decision needs to be reversed. Even in a fleet of 5 ISDs with an Allegiance to supplement, with that many ISDs I already have all the firepower I want, and the swarm of fighters will by themselves take out an enemy's Allegiance.

Gladiators - I understand they fill an intermediate role, but they feel useless. Aquitaines kill fighters better and ISD's kill everything-not-a-fighter quicker. And ISD's easily handle Gladiators. I don't know what the solution is, but I almost always just save the money to build ISDs instead of Gladiators. Also, Gladiators are slow. Whatever is done with them, they need a speed boost.

ARC-170s - for some reason, these launch with my ISDs. Sure, whatever. The problem is, when I CTRL+A to select my fleet, my TIE Fighters/Interceptors are lumped in with the TIE Bombers and Skiprays, and the ARCs are their own category. Please reassign strike craft type so TIE Fighters roll with TIE Interceptors, and the bombers (Skiprays, TIE Bombers, ARCs) roll with the bombers. Right now they're mixed and its very sub-optimal.

Thanks for all the work thats been done! The game is great!

Title: Re: 2.2 Demo Feedback
Post by: Bucman55 on March 20, 2017, 02:01:01 PM
1. Allegiances are much better at fighting frigates-capital ships than smaller craft. They are not (and never have been) an ISD replacment.

2. I agree for the most part. The Gladiator is best used in large numbers due to the torpedo launchers and don't forget they deploy Skiprays which is one of the best bombers in the mod.

3. The game groups units by what abilities they have. The only way to make it show up with the TIEs would be to take away the S-Foils ability and instead give it the Hunt for Enemies ability.
Title: Re: 2.2 Demo Feedback
Post by: Corey on March 20, 2017, 02:23:40 PM
Allegiance battlecruisers are far too week. Their shields pop waay too easily and they're extremely vulnerable to fighter craft. For their cost, they aren't worth it. They need anti-fighter guns and ~ double their current shield strength. I understand the point - they should be vulnerable to fighter craft for the rock/paper/scissors balance, but you need to keep in mind the Allegiance is a ISD replacement in fleet composition, and I would rather have the ISD over the Allegiance for the strike craft. That decision needs to be reversed. Even in a fleet of 5 ISDs with an Allegiance to supplement, with that many ISDs I already have all the firepower I want, and the swarm of fighters will by themselves take out an enemy's Allegiance.

They have a shield strength of 8700, ISD is 5000. The difference is that the Allegiance has a damage modifier specifically from bombers, similar to SSDs, that makes them particularly (and really, only) vulnerable to bombers. Even having a tiny amount of dedicated anti-fighter craft with them makes it pretty safe. They're also not ISD replacements, they're ISD supplements that require the use of anti-fighter support. The ISD is meant as a sort of jack-of-all-trades, the Allegiance is dedicated anti-ship. If you're taking out a few heavier targets, the Allegiance will always outperform.

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ARC-170s - for some reason, these launch with my ISDs. Sure, whatever. The problem is, when I CTRL+A to select my fleet, my TIE Fighters/Interceptors are lumped in with the TIE Bombers and Skiprays, and the ARCs are their own category. Please reassign strike craft type so TIE Fighters roll with TIE Interceptors, and the bombers (Skiprays, TIE Bombers, ARCs) roll with the bombers. Right now they're mixed and its very sub-optimal.

You're not playing the Empire, you're playing a splinter faction with regional proximity and some political associations with pirates as well as some of the Mid-to-Outer Rim territory planets that had outdated Imperial garrisons, called the Greater Maldrood (http://starwars.wikia.com/wiki/Greater_Maldrood), which is why they have ARC-170s available to them. As Bucman says though, the groups in the selection box are based primarily on abilities, not identifying tags.
Title: Re: 2.2 Demo Feedback
Post by: HobbesHurlbut on March 20, 2017, 02:48:27 PM
Lemme see what's the fluff on Gladiator Class Star Destroer.
Designed (repurposed by Kuat Drive Yards) to be long range patrol ships. They have 25 light turbolasers (light is nice to have...it mean smaller damage penalty against starfighters), 10 point defense laser cannons (hey! there's one we can slap Point Defense ability on for an Imperial faction ship), and 10 (medium) concussion missile launchers. Sound like a corvette bully and can ding up starfighters some. Can carry 24 starfighters, so that's 2 squadrons.

If you include SW Armada, there are two sub classes. The first is above. The 2nd apparently has better antistarfighter capability and better range (not increased damage).

If anything, they have cheaper population costs. So you can always use them to screen your ISDs (aka soak up damage while thinning out OpFor like say starfighters and fast corvettes).
Title: Re: 2.2 Demo Feedback
Post by: badaeu on March 21, 2017, 02:20:50 PM
Played the demo and finished the campaign as the NR.
Almost done as GM and started as Zsinj.
The grey colour for Zsinj could be changed. It is not the prettiest and it is hard on the eyes.
The Zsinj anti aircraft turret on land is not firing.
Third party attacks on space are always starting at the same point as attacking fleet and only helping defending forces.
Mc 90 and the generally all capital ships are too weak. They could be made more expensive but they should be more powerful.
Same goes fot SSDs.
With the exception of some firing fx on space, the mod is better than 2.1.
Keep up the good work.
Title: Re: 2.2 Demo Feedback
Post by: DarthRevansRevenge on March 21, 2017, 03:48:11 PM
Zsinj is Brown
i don't think the hyperspacing thing can be changed. i think each space map as exactly 1 jump point
they are working on nerfing SSDs, but whatever. i do agree capital ships should have a pop/cost/power boost
Title: Re: 2.2 Demo Feedback
Post by: Corey on March 21, 2017, 04:02:13 PM
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The grey colour for Zsinj could be changed. It is not the prettiest and it is hard on the eyes.

We're still trying to find a good colour to stick with Zsinj. It used to be a "richer brown," but colour blind people found it hard to distinguish between them, Maldrood and the New Republic. Takes a bit to find new colours we can use with how many groups we try to represent, and without introducing issues for colour blind people.

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Third party attacks on space are always starting at the same point as attacking fleet and only helping defending forces.

I disagree that they only help defending forces. If you're attacking, you have a few minutes to get out of the way, and they typically prioritize the starbase as a target. Eventually we want to add a separate marker in for them, but that means going through all ~150 maps, so we're waiting until we have everything we want done as far as map markers and edits so we can do it all at once.

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Mc 90 and the generally all capital ships are too weak. They could be made more expensive but they should be more powerful.

There was an issue with the New Republic in the demo release where their turbolasers didn't receive the same damage multiplier as the green turbolasers did. It's been fixed internally, and will be fixed in 2.2 (or if we decide to do another demo patch)

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Same goes fot SSDs.

SSDs certainly have more pronounced weaknesses, but they're still incredibly strong. SSDs have pretty much always been an instawin card for the player, which they still sort of are, but at least now it's not guaranteed.

Title: Re: 2.2 Demo Feedback
Post by: badaeu on March 23, 2017, 12:11:14 PM
Thank you for the reply.
Is it just me or the Zsinj anti aircraft turret on land is not firing?
Title: Re: 2.2 Demo Feedback
Post by: tlmiller on March 23, 2017, 03:12:19 PM
Thank you for the reply.
Is it just me or the Zsinj anti aircraft turret on land is not firing?

It is not just you, it's been reported by like 4 people before you.
Title: Re: 2.2 Demo Feedback
Post by: Leebeck3 on March 26, 2017, 02:15:38 PM
Can you make it so the empire doesn't spam interdictors? I don't know but the zsinj's empire just spams giant fleets of immobilizers and star destroyer interdictors and are really easy to beat then until they start building allegiances.
Title: Re: 2.2 Demo Feedback
Post by: Revalera on March 28, 2017, 07:33:00 PM
Love the mod, thanks for the demo! I've played GC on all 3 currently available factions so far ...

I agree with the issues that were mentioned before (grey colour of one imperial faction on ground makes it hard to distinguish from planetary bonus buildings, red turbolasers too weak etc.)
and I also have some suggestions

1. New Republic capital ships (home one type for example):

they should, in addition to the red turbolaser damage fix, receive better turbolasers, e.g. only heavy turbolasers on Home One Type, or even double heavy turbolasers since there aren't as many turret hardpoints - I know they are tanks, but their damage output is just really small given their size and cost. And with the exception of Admiral Ackbar himself, their Boost Shields ability is pretty useless, there's not much of a change, you might want to consider making it recharge the shields a bit more/faster.



2. New Republic Starfighters, or NPC fleets in general:

When I played as GM or Zinsj, it happened to me many times that, after a few ingame weeks (Admiral difficulty), the NR attack fleets were just massively "overcrowded" with starfighters. I had to fight fleets of 156 E-Wing squadrons *and* 120 Y-Wing Squadrons, plus Frigates etc.
Suggestion - if that's even possible, give fleet "stacks" a limit of max. 30 units of a type, e.g. max 30 squads of e-wings, y-wings, a-wings or whatever per attack fleet. It's just no fun to sit there and spam corvettes for half an hour watching one squadron after the other disappear (actually it is once or max twice but not the whole time, and yes, I love to take my time for GCs).

3. Just something I  saw, some planets (think there are two on the Hunt for Zinsj Map, I actually forogt which ones :/) do not *seem* have a direct hyperspace-route link to another but can in fact be accessed by that planet (which you can see by either being attacked from an unexpected direction or if you have a fleet on that planet and pull it to all the surrounding planets to see if there's a direct route). Think one of them was pretty much in the center of the map (close to roche asteroids or so)

Apart from these little "issues" there is actually nothing else I find bad in this mood, keep up the amazing work and the nice and entertaining vids on youtube!

PS: I really like that you made the Allegiance vulnerable to torpedos (fighter attacks) only, this stimulates strategic gameplay hehe ^^


Title: Re: 2.2 Demo Feedback
Post by: Lord Xizer on March 28, 2017, 09:38:06 PM
Zsinj AA turrets track targets but do not shoot at them.
Title: Re: 2.2 Demo Feedback
Post by: Bucman55 on March 28, 2017, 10:07:01 PM
Zsinj AA turrets track targets but do not shoot at them.
I think it's because the turret has not been assigned a projectile to shoot.
Title: Re: 2.2 Demo Feedback
Post by: the_trots on March 29, 2017, 12:43:45 AM
Love the mod, thanks for the demo! I've played GC on all 3 currently available factions so far ...

I agree with the issues that were mentioned before (grey colour of one imperial faction on ground makes it hard to distinguish from planetary bonus buildings, red turbolasers too weak etc.)
and I also have some suggestions

1. New Republic capital ships (home one type for example):

they should, in addition to the red turbolaser damage fix, receive better turbolasers, e.g. only heavy turbolasers on Home One Type, or even double heavy turbolasers since there aren't as many turret hardpoints - I know they are tanks, but their damage output is just really small given their size and cost. And with the exception of Admiral Ackbar himself, their Boost Shields ability is pretty useless, there's not much of a change, you might want to consider making it recharge the shields a bit more/faster.



2. New Republic Starfighters, or NPC fleets in general:

When I played as GM or Zinsj, it happened to me many times that, after a few ingame weeks (Admiral difficulty), the NR attack fleets were just massively "overcrowded" with starfighters. I had to fight fleets of 156 E-Wing squadrons *and* 120 Y-Wing Squadrons, plus Frigates etc.
Suggestion - if that's even possible, give fleet "stacks" a limit of max. 30 units of a type, e.g. max 30 squads of e-wings, y-wings, a-wings or whatever per attack fleet. It's just no fun to sit there and spam corvettes for half an hour watching one squadron after the other disappear (actually it is once or max twice but not the whole time, and yes, I love to take my time for GCs).

3. Just something I  saw, some planets (think there are two on the Hunt for Zinsj Map, I actually forogt which ones :/) do not *seem* have a direct hyperspace-route link to another but can in fact be accessed by that planet (which you can see by either being attacked from an unexpected direction or if you have a fleet on that planet and pull it to all the surrounding planets to see if there's a direct route). Think one of them was pretty much in the center of the map (close to roche asteroids or so)

Apart from these little "issues" there is actually nothing else I find bad in this mood, keep up the amazing work and the nice and entertaining vids on youtube!

PS: I really like that you made the Allegiance vulnerable to torpedos (fighter attacks) only, this stimulates strategic gameplay hehe ^^

1.  There is a discussion about the NR frigate lineup in another thread, related to your comment.  Long story short it appears doubtful we will see changes to NR ship armament.

2.  This happens in every FOC mod I have played, and I have been at it for some years now.  I can only assume there is nothing that can be done about it because nobody has resolved this issue after all this time.
Title: Re: 2.2 Demo Feedback
Post by: briG on March 29, 2017, 10:30:02 PM
Wall of text containing things I think should be changed in my opinion:
-NR frigates are bad excluding normal dreadnaughts and quasars. Hapan Battledragon is also pretty okay. They just don't really do anything and theres no reason to build them when you have Mon Cal ships to tank, Dreadnaughts/Hapans to deal the damage and strip the shields of frigates/capital ships. Quasars + their starfighters screen enemy starfighters and take out shields of capital ships. Main problems being: lack of armament, split armament(lasers/turbo-lasers on the same ship) and no utility abilities.
-IPVs need toning down. The range at which they can obliterate swarms of well shielded and armored NR fighters is nuts. They are quite nimble for something with that much firepower,  having a line of frigates usually just means when their shields are about to drop they turn around and run away.
-Pod Walkers need toning down. They have way too much firepower and hp to be just a light factory unit that only costs 200. Also doesn't need a dedicated anti-infantry vehicle with it since it can just squish infantry.
-Hailfire Droids are underwhelming for something that costs 1200. They have loads of HP(which out all of the units in the mod I find them having a huge health pool is strange) but they don't do all that much. Sad because I think they look great. They're not particularly good versus vehicles, and they aren't great against infantry either. Their big HP pool means they can take on turbolaser towers with some help.
I personally changed them to shoot 8 missiles at a time instead of 4 and upped their range a bit. Seemed pretty okay.
-The AT-TE's need some punch. Something so slow it should at least be able to take out T2-B tanks.
-X-wings in ground battles have comparable HP to TIEs but way less damage.
-Range on MPTL is obnoxious. SPMA range is kind of short. I think the SPMA damage seems a bit higher to compensate but it really doesn't feel much like artillery as a clunky long-range tank destroyer. You also have to be very careful with using MPTLs, because if you have one deployed and a scout trooper decides to drive into the middle of your blob of infantry you're going to have a bit of a problem on your hands. The projectiles will also collide with friendly AT-ATs if they are in the flight path.
-The sight ranges given to all artillery pieces make using other units as a spotter pointless. They're also good just to land for the basically free sensor array since it can see almost the whole map depending on where it's positioned.
-T1B hovertanks should have shields. They had them in SW:FOCOM, they die in almost one hit from a TIE Crawler or a Pod Walker even with shields. Shock troopers also tear them to pieces. Just this way normal infantry can't kill them easily.
-Luke Skywalker controlled by NR AI makes ground battles almost unresolveable. He can stay in force cloak 100% of the time. He stealths whenever he takes damage so he will just run around and stall infinitely unless you edit his ability so it doesn't have 100% uptime or auto-resolve.
-The infiltrator units seem to work a bit differently than they did in 2.1, and I'd like to see that come back. Previously you could move them and then attack-move and their shot would come out almost instantly and you could kite basic infantry around doing that. Now they seem to have picked up the bad habit of shooting at the same target that only takes 1 shot to kill.
-NR grenadiers have a habit of auto-grenading scout troopers if you forget to turn it off and kill half their own platoon. Funny, but still bothersome.'
-The Nightsister rancors are useless for almost everything except destroying buildings. The Drain life ability and its stun component is alright(it also works on vehicles for some reason).  They tend to just get chewed up by whatever anti-vehicle weapons the enemy has.
-Droidekas are also useless. They look amazing, but they're useless. Even a small infantry blob can kill them if you move them into an area where you don't have vision. It's better to just use an AT-ST or AT-PT for whatever you'd use a Droideka for. The speed isn't really needed.

Other than those things the mod is great. Maldrood is fantastic, Zsinj has a bit of trouble with ground combat but is quite doable. NR has problems all around but with fixed turbolasers they can manage. Most of the ground forces they can build are quite usable, can't say the same about their space lineup.
Title: Re: 2.2 Demo Feedback
Post by: HobbesHurlbut on March 30, 2017, 03:14:37 PM
Have the Enforcer Picket Cruiser received a boost to the Quad laser cannon pulse count? (2.1; it's only 2 pulses that I can see, whereas the normal loadout is 10 quad laser cannons) If so, scaling down the firepower of IPV can be justified.
Title: Re: 2.2 Demo Feedback
Post by: tlmiller on March 30, 2017, 03:40:06 PM
Wall of text containing things I think should be changed in my opinion:
-NR frigates are bad excluding normal dreadnaughts and quasars. Hapan Battledragon is also pretty okay. They just don't really do anything and theres no reason to build them when you have Mon Cal ships to tank, Dreadnaughts/Hapans to deal the damage and strip the shields of frigates/capital ships. Quasars + their starfighters screen enemy starfighters and take out shields of capital ships. Main problems being: lack of armament, split armament(lasers/turbo-lasers on the same ship) and no utility abilities.
While I agree, some of that will be mitigated when the red TL's are equaled to green TL's.

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-IPVs need toning down. The range at which they can obliterate swarms of well shielded and armored NR fighters is nuts. They are quite nimble for something with that much firepower,  having a line of frigates usually just means when their shields are about to drop they turn around and run away.
Given that in my testing a single IPV can kill 3 CR90's, I have to agree

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-Pod Walkers need toning down. They have way too much firepower and hp to be just a light factory unit that only costs 200. Also doesn't need a dedicated anti-infantry vehicle with it since it can just squish infantry.

Tone down or make more expensive.  I'd like to see them a little toned down, right now they are instadeath for entire squadrons of turbo tanks/m2 repulsor tanks.
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-Hailfire Droids are underwhelming for something that costs 1200. They have loads of HP(which out all of the units in the mod I find them having a huge health pool is strange) but they don't do all that much. Sad because I think they look great. They're not particularly good versus vehicles, and they aren't great against infantry either. Their big HP pool means they can take on turbolaser towers with some help.
I personally changed them to shoot 8 missiles at a time instead of 4 and upped their range a bit. Seemed pretty okay.

I'd actually like to see them cheaper instead of more effective.  3 squadrons are quite effective, but are just too expensive.

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-The AT-TE's need some punch. Something so slow it should at least be able to take out T2-B tanks.
The AT-TE is like an SSD in space.  Even the AT-AT is faster moving and gets itself "stuck" less.

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-Range on MPTL is obnoxious. SPMA range is kind of short. I think the SPMA damage seems a bit higher to compensate but it really doesn't feel much like artillery as a clunky long-range tank destroyer. You also have to be very careful with using MPTLs, because if you have one deployed and a scout trooper decides to drive into the middle of your blob of infantry you're going to have a bit of a problem on your hands. The projectiles will also collide with friendly AT-ATs if they are in the flight path.

Yeah, right now I'd agree the MPTL is simply MASSIVELY OP'd.  Can fire 1/2 the map away, and has INSANE sight range compared to anything else.
Title: Re: 2.2 Demo Feedback
Post by: briG on April 01, 2017, 12:56:06 AM
AT-ATs also probably need a buff. When I see an AT-AT I should think I need to throw all of my anti-vehicle forces to overcome it. However a small blob of T4-B tanks(or pod walkers) can tear them to pieces quite easily.

Even when I have the gunships from Zsinj used against me AT-ATs hardly stand a chance. Quite sad really.

Zsinj should have AT-AAs. As it stands currently the only thing that can actually deal with enemy aircraft is just ground TIE fighters.

The T3b tanks are just flat out inferior to the T4b tanks.  They are an upgrade, but the only reason to build T3Bs over T4Bs are either: nostalgic reasons or destroying a very light garrison consisting of mostly buildings because they have a better rocket armament than the T4Bs.

Possibly the T4B tanks could be faster than the T3Bs but have less firepower with similar HP?

But the only reason to actually bother with a tactical retreat with NR tanks is to repair with with specialists or repair stations. The specialists repair at a very disappointing rate. The AI doesn't tend to get that aggressive in ground combat until you destroy their buildings so I end up toggling fast forward to repair my tanks with specialists only. Perhaps they need a repair buff?
Title: Re: 2.2 Demo Feedback
Post by: silvermoon88 on April 01, 2017, 06:09:41 PM
In terms of non-bug related feedback on the mod, so far I'm greatly enjoying it. I love the new models for some of the ships, they look incredibly nice and cleaner than 2.1's versions. The new HUD in the galactic map looks quite nice as well, and 2.2 overall feels like a huge upgrade from 2.1. There are only two things I'm not liking so much, and the big one is the new infantry setup of all the troops being individually selectable. It can have slight advantages in some rare cases, perhaps, but overall to me it's just been a burden.

Infantry are incredibly slow to deploy now, I've suffered many battles where my deploying infantry get wiped out from rockets from an artillery or from an IDT just because they take far too long to deploy. The huge amount of health bars covering up the screen when selecting them gets in the way more often than not. The fact you get only two soldiers from a barracks instead of two squads when defending is a huge nerf, especially when it takes so long for them to reappear just to be slaughtered by practically anything. I do feel like there's a slight framerate drop when there's many units of infantry down as well, but I'm not 100% certain.

Overall I just prefer the infantry squads instead of individually selectable. The only real uses I can find for the new system is just sending one or two soldiers to cap something like a radar dish or CP, but I can't see it being a huge advantage. It draws out battles more with the AI spreading them around to randomly - just not a fan of that system, maybe I'm kinda alone here - I haven't seen any discussion of the infantry thing, maybe I just haven't found it.

The other thing I haven't liked is the engine situation with some of the new SSDs and all. I feel like 1 engine on a Bellator (it is just 1, right? I'm not crazy, am I?) and only 3 on an SSD isn't right when a Praetor has 3 and it's cheaper and smaller than either. I feel like those two ships should receive at least two more engine targets. Three hardpoints being able to technically kill something (if they retreat) that cost 40k credits doesn't seem right.

Otherwise, I'm really happy with the direction 2.2 is going. Every other complaint I can make now is just the previously mentioned bugs people have posted before.

Cheers,
SM
Title: Re: 2.2 Demo Feedback
Post by: Corey on April 01, 2017, 07:45:52 PM
A lot here, so mostly just directly responding to things that either I disagree with for a specific reason, or requires further clarification. Have read everything though:


We definitely agree on a lot of the points with the infantry, but them being individually selectable wasn't done for its own sake. If it were a question solely of individual vs squad, then I agree, squads are much better. The reason it's individual is because the infantry now fire while moving (which alone makes infantry hugely more useful) and this also requires the use of a specific locomotor type for the unit behaviour. This locomotor causes issues when garrisoning (among other things) which splits up the squad and causes problems when giving movement orders. It's possible to have units get stuck, and possible to have half the squad load into a bunker/transport while the other half gets stuck outside. Unless we're missing something big with the behaviour type, this is not soluble, and we think the benefits of soldiers that can fire while moving makes up for the drawbacks of units being separated into individuals (some of which are likely soluble, which we'll get into in a moment), where they have to stop moving and setup for a few frames before they can actually fire, making them significantly less useful and making stats between infantry matter far less, since it's basically going to come down to whomever stops moving first.

So, for the drawbacks:
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Infantry are incredibly slow to deploy now

There are ways to reduce this, but the way we were using to do it made the AI not want to use the infantry- for whatever reason, they didn't recognize them as valid units. We think we can make a workaround for this, but it'll require some work to make and test, which is why it's not in the demo. The workaround would also potentially solve the other issue which exists with squads but the individual units makes more obvious (as you mention), where the AI likes to send their infantry randomly around on the map (much like their fighters).

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The fact you get only two soldiers from a barracks instead of two squads when defending is a huge nerf

This isn't really connected, it's more related to how we were spawning them to work around the deploy times; basically, we had commander units that spawned the other parts of the squad using the fighter code. When we reverted back to full squads to stop the AI problem, we neglected to go back and revert the garrisons for barracks.

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I do feel like there's a slight framerate drop when there's many units of infantry down as well, but I'm not 100% certain.

This is a separate issue; the NR infantry in particular is way too high poly at the moment, so they can cause some frame drops.

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When I played as GM or Zinsj, it happened to me many times that, after a few ingame weeks (Admiral difficulty), the NR attack fleets were just massively "overcrowded" with starfighters. I had to fight fleets of 156 E-Wing squadrons *and* 120 Y-Wing Squadrons, plus Frigates etc.
Suggestion - if that's even possible, give fleet "stacks" a limit of max. 30 units of a type, e.g. max 30 squads of e-wings, y-wings, a-wings or whatever per attack fleet. It's just no fun to sit there and spam corvettes for half an hour watching one squadron after the other disappear (actually it is once or max twice but not the whole time, and yes, I love to take my time for GCs).

Even if we were to be more specific in what they have to use to attack, they're also only able to use what they have made, so instead of making them attack with different stuff, they'd just end up attacking with nothing. Part of this is the result of access to shipyards, though this is mitigated by AI's magic unit drops. They're fairly limited, and the AI wants to have as many units as it can get. More importantly, they only have so much pop cap, and fighters tend to make that more of a problem. Even if they build fighters at the same rate as capital ships/frigates, the AI will almost always retreat once the "actual" ships are dead, which means in any given fleet, the fighters are the most likely thing to survive. Then, if they're replacing those now-empty slots in the same proportion, losing battles, etc, they'll end up slow maxing out on fighters. This happens a lot more when people play passively, since they're attacking more and therefore more likely to retreat a lot. If we tried to do something in the script to occasionally cull the fighter numbers, then we'd be causing the selection freeze several months earlier in the game. What we're more likely to do is give fighters a max buildable count at any given time, which the player probably wouldn't ever hit but would mitigate this effect on the AI (40-50). The AI has a tendency to ignore build limits, especially for its magic spawns, but it should help a bit. It would also mean it's still possible later on, too, since they could theoretically just build 40-50 of multiple types, but it would be much later.

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3. Just something I  saw, some planets (think there are two on the Hunt for Zinsj Map, I actually forogt which ones :/) do not *seem* have a direct hyperspace-route link to another but can in fact be accessed by that planet (which you can see by either being attacked from an unexpected direction or if you have a fleet on that planet and pull it to all the surrounding planets to see if there's a direct route). Think one of them was pretty much in the center of the map (close to roche asteroids or so)

Some of them seem to not want to render for whatever reason. We're looking into them.

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-NR frigates are bad excluding normal dreadnaughts and quasars. Hapan Battledragon is also pretty okay. They just don't really do anything and theres no reason to build them when you have Mon Cal ships to tank, Dreadnaughts/Hapans to deal the damage and strip the shields of frigates/capital ships. Quasars + their starfighters screen enemy starfighters and take out shields of capital ships. Main problems being: lack of armament, split armament(lasers/turbo-lasers on the same ship) and no utility abilities.

Yeah, the NR's unit list already tends to fill those roles and once you get up into the twenties in your available units, there's not much differentiation that's even possible, especially when we're basing it on canon stats (which is why in Ascendancy, we're quite happy the engine only allows us a significantly pared down unit list, while also allowing abilities to vary a lot more than EaW really does). They're more available in this GC for story purposes. This is part of why we don't go along with the oft-suggested "everyone should be able to build [Star Destroyers/Battle Dragons/Mon Calamari Cruisers/Bothan Assault Cruisers/etc] if they capture [Kuat/Hapes/Mon Calamari/Bothawui/etc]." Once we do get into abilities, that will help a bit, although the basic roles will still obviously be the same or similar. The Battle Dragon, specifically, will be getting its interdiction mines, which should actually make it pretty unique (especially among the New Republic, in the few places where it's available to them).

Quote
-The infiltrator units seem to work a bit differently than they did in 2.1, and I'd like to see that come back. Previously you could move them and then attack-move and their shot would come out almost instantly and you could kite basic infantry around doing that. Now they seem to have picked up the bad habit of shooting at the same target that only takes 1 shot to kill.

Nothing has changed with them at all yet. They're still using the base game infantry logic, like they always have.


Quote
-Range on MPTL is obnoxious. SPMA range is kind of short. I think the SPMA damage seems a bit higher to compensate but it really doesn't feel much like artillery as a clunky long-range tank destroyer. You also have to be very careful with using MPTLs, because if you have one deployed and a scout trooper decides to drive into the middle of your blob of infantry you're going to have a bit of a problem on your hands. The projectiles will also collide with friendly AT-ATs if they are in the flight path.
-The sight ranges given to all artillery pieces make using other units as a spotter pointless. They're also good just to land for the basically free sensor array since it can see almost the whole map depending on where it's positioned.
Quote
Yeah, right now I'd agree the MPTL is simply MASSIVELY OP'd.  Can fire 1/2 the map away, and has INSANE sight range compared to anything else.

As for sight range, that's just a typo. It was meant to be 400, but instead it got an extra 0 and it's 4000. Its max range is being reduce, and its min range is being increased. We want artillery to be actual artillery, ie function at long range, not at short. The big change there will actually be recharge rate.


As for any rockets or bombs killing stuff from your own side, all of the friendlyfire scripts were meant to have been removed; I thought they were all gone (they're not in my folders), so i'll have to doublecheck ingame if there were some weapons that had it as default functionality from the base game. If it was installed over 2.1, they'd still be there, so that could be it, but I'll check again to make sure.

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AT-ATs also probably need a buff. When I see an AT-AT I should think I need to throw all of my anti-vehicle forces to overcome it. However a small blob of T4-B tanks(or pod walkers) can tear them to pieces quite easily.

This is more a problem with T3/T4-Bs being too expensive than a problem with AT-ATs not being good enough.

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Zsinj should have AT-AAs. As it stands currently the only thing that can actually deal with enemy aircraft is just ground TIE fighters.

He'll be getting them. We were hoping to turn Hailfires into AA, but it seems like that won't be possible while keeping their missile movement, so we're going back on that.
Title: Re: 2.2 Demo Feedback
Post by: Bucman55 on April 02, 2017, 09:40:48 PM
Ground TIE Fighters may be OP. Playing as Zsinj, I took over 90% of Maldrood's territory using only ground TIEs. Part of the problem seems to be that very few of Maldrood's garrison units will even attempt to fire at them, so they often have free reign going around blowing up whatever they please.
Title: Re: 2.2 Demo Feedback
Post by: briG on April 02, 2017, 09:49:23 PM
Yeah the ground TIEs are really good.

Yeah, the NR's unit list already tends to fill those roles and once you get up into the twenties in your available units, there's not much differentiation that's even possible, especially when we're basing it on canon stats (which is why in Ascendancy, we're quite happy the engine only allows us a significantly pared down unit list, while also allowing abilities to vary a lot more than EaW really does). They're more available in this GC for story purposes. This is part of why we don't go along with the oft-suggested "everyone should be able to build [Star Destroyers/Battle Dragons/Mon Calamari Cruisers/Bothan Assault Cruisers/etc] if they capture [Kuat/Hapes/Mon Calamari/Bothawui/etc]." Once we do get into abilities, that will help a bit, although the basic roles will still obviously be the same or similar. The Battle Dragon, specifically, will be getting its interdiction mines, which should actually make it pretty unique (especially among the New Republic, in the few places where it's available to them).

I kind of had the feeling this was the case in light of my own tweaking of the Sacheen's armament today. I gave it a dual heavy turbolaser in place of it's pitiful lascannon, and while it certainly did better, I just kind of thought: I still have no reason to use this unless I made it better than a Dreadnaught. Then I'd just be exchanging one ship for another in the bad/outclassed ship category and that would be absurd. If ships were more strictly confined to more eras there would be a bit different flavor to playing NR where you have access to different ships that fill the same roles of one from a previous era but that wouldn't be in line with the lore.



If it was installed over 2.1, they'd still be there, so that could be it, but I'll check again to make sure.

That would be it.
Title: Re: 2.2 Demo Feedback
Post by: Michael on April 05, 2017, 01:14:43 PM
So I finely played all the way through 2.2 as the alliance. Been playing the game from 2.1 and having a blast but never finishing the game. It always got to a point where my forces just overpowered anything the AI could defend against, and would start a new campaign.

Aside from the Maldrood's Self-Propelled Medium Artillery range being oddly shorter then the Alliances artillery unit, I'm really enjoying the Mod.

The one thing I noticed was the Devs of this mod have not included credits form themselves at the end of the game. I feel they should give themselves credit for all the hard work they have put into this mod.

Thanks
Title: Re: 2.2 Demo Feedback
Post by: Bucman55 on April 06, 2017, 06:46:48 PM
Ground X-Wings seem a little weak. They feel inferior to the ground TIEs even though they have the same, if not better stats than the TIEs. 4 ground TIEs can defeat a Maldrood rocket squad in 1 strafe, 4 ground X-Wings cannot.

EDIT: I dug around some more in the code and found that the <projectile_damage> tag for the X-Wing was set to 8 while the same tag for the TIE was set to 60. I hope this was not intentional.
Title: Re: 2.2 Demo Feedback
Post by: Helix345 on April 07, 2017, 08:17:55 PM
I think that ground x-wings are affected by the bug where green lasers are twice as strong as red lasers.
Title: Re: 2.2 Demo Feedback
Post by: HobbesHurlbut on April 09, 2017, 03:42:26 PM
Got finally to try out Demo. As Greater Maldrood.
Less framerate intensive, SSD's weapon fires are actual laser bolts instead of fire hoses vomiting lasers.

Gladiator looks interesting, the choice of locations for torpedoes and lasers are a bit weird though. It feels like the launchers should be at the prow and the laser cannons in back on the top structure.

Looking at what the setting is saying about Arquitens cruisers, it seems like it's to be used in place of Carrack like on the cartoon Rebels. I feel that it's better to have one or the other rather than having both on the roster. I suggest for the Arquitens Cruiser to stay. Also no concussion missiles?
Title: Re: 2.2 Demo Feedback
Post by: Director Krennic on April 09, 2017, 07:12:25 PM
@ etra_kurdaj personally you need to remember a lot of the issues corey has talked about like the fighter issue which corey has adressed countless times.
Title: Re: 2.2 Demo Feedback
Post by: Helix345 on April 09, 2017, 08:05:08 PM
Gladiator looks interesting, the choice of locations for torpedoes and lasers are a bit weird though. It feels like the launchers should be at the prow and the laser cannons in back on the top structure.

I never thought about it, but I completely agree with you.
Title: Re: 2.2 Demo Feedback
Post by: GreyStar on April 21, 2017, 02:41:10 PM
I'd like to make a remark to Brig and say T3Bs are better then T4Bs and T4B lasers are terrible, the proton torpedoes, higher speed, and higher laser damage is fun. I'm assuming they're unchanged from 21.

X-Wings on the ground are... Strange. Health and less damage compared to a TIE fighter (wut) cost more then an Escort Carrier (makes sense) and the Skyhopper has shielding (wait what) where as the X-Wing doesn't.

ARC-170's do not make sense to me, despite being a 20 year old ship they have stronger hulls and shielding compared to X-Wings. Unless this is canonical I am stumped. In addition they appear to move faster then Rebel Y-Wings and are able to penetrate a CR90's shielding in one pass and destroy it in one pass with two squads, where as the modern New Republic Y-Wing cannot penetrate the shielding in one pass of a CR90.

The False 181st despite being composed of average pilots, droids, and a hologram actor survived the onslaught of two Assualt Frigates and 10 X-Wings all ganging up on it, despite being a TIE-Fighter hero.
Title: Re: 2.2 Demo Feedback
Post by: Bucman55 on April 21, 2017, 09:57:26 PM
ARC-170's do not make sense to me, despite being a 20 year old ship they have stronger hulls and shielding compared to X-Wings. Unless this is canonical I am stumped. In addition they appear to move faster then Rebel Y-Wings and are able to penetrate a CR90's shielding in one pass and destroy it in one pass with two squads, where as the modern New Republic Y-Wing cannot penetrate the shielding in one pass of a CR90.
I can see an argument for shields but why wouldn't ARC-170s have stronger hulls than X-Wings? The X-Wing was designed for all purpose space combat (though mostly geared toward dogfighting) while the ARC was designed to be more like a Bomber/Heavy Starfighter. ARCs weren't known for being exceptionally slow (though they are said to be quite slow), unlike Rebel Y-Wings which are said to move like a "sleepy Hutt". In the code, ARC-170s fire 2 torpedoes per volley whereas all other bombers only fire 1.
Title: Re: 2.2 Demo Feedback
Post by: briG on April 21, 2017, 10:48:16 PM
I'd like to make a remark to Brig and say T3Bs are better then T4Bs and T4B lasers are terrible, the proton torpedoes, higher speed, and higher laser damage is fun. I'm assuming they're unchanged from 21.

X-Wings on the ground are... Strange. Health and less damage compared to a TIE fighter (wut) cost more then an Escort Carrier (makes sense) and the Skyhopper has shielding (wait what) where as the X-Wing doesn't.

ARC-170's do not make sense to me, despite being a 20 year old ship they have stronger hulls and shielding compared to X-Wings. Unless this is canonical I am stumped. In addition they appear to move faster then Rebel Y-Wings and are able to penetrate a CR90's shielding in one pass and destroy it in one pass with two squads, where as the modern New Republic Y-Wing cannot penetrate the shielding in one pass of a CR90.

The False 181st despite being composed of average pilots, droids, and a hologram actor survived the onslaught of two Assualt Frigates and 10 X-Wings all ganging up on it, despite being a TIE-Fighter hero.

The lasers and missiles of the T3B and T4B are exactly the same. Whatever difference in performance you believe them to have is imagined. I've since modified my T3Bs to be slower, have more HP and swapped their projectiles for the ones the AV turrets use and increased the speed of the T4Bs.  I might have tweaked the pulse count per burst as well for the T4Bs so I'm not 100% certain but I believe they also have less firepower than the T3b in the laser department and definitely less than the T4b when it comes to the rockets. They fire 6 missiles every time they fire, T3b only fires 4.
Title: Re: 2.2 Demo Feedback
Post by: the_trots on April 21, 2017, 11:11:43 PM
Rebel Y-Wings which are said to move like a "sleepy Hutt".

Thanks for the memories.  Much of my youth was spent playing N64 "Rogue Squadron"

Still, I never bought "slow" Y-Wings.  Maybe sluggish in regards to maneuverability but not slow.  RofJ shows Y-Wings keeping pace and shooting down TIE Interceptors.   :o
Title: Re: 2.2 Demo Feedback
Post by: kucsidave on April 22, 2017, 05:00:19 AM
I can see an argument for shields but why wouldn't ARC-170s have stronger hulls than X-Wings? The X-Wing was designed for all purpose space combat (though mostly geared toward dogfighting) while the ARC was designed to be more like a Bomber/Heavy Starfighter. ARCs weren't known for being exceptionally slow (though they are said to be quite slow), unlike Rebel Y-Wings which are said to move like a "sleepy Hutt". In the code, ARC-170s fire 2 torpedoes per volley whereas all other bombers only fire 1.
The largest advantage of the ARC is the backwards facing laser cannon. It is a huge advantage that they can shot at fighters much faster and more manuvearable than them.
But yes, they still need to be nerfed and we are looking at it at the moment to get them more in linewith the other fighter squadrons of the mod.
Thanks for the memories.  Much of my youth was spent playing N64 "Rogue Squadron"

Still, I never bought "slow" Y-Wings.  Maybe sluggish in regards to maneuverability but not slow.  RofJ shows Y-Wings keeping pace and shooting down TIE Interceptors.   :o
Well, rougue Squadron never was the most reliable source. It many times had information that went against many other sources. X wing alliance on the other hand had the Y-wing considerably slower than the X-wing which was actually slower than both the TIE fighter and especially the Interceptor.
For me, if I wanted to shot down a Y-wing as a TIE interceptor I had to take my engines down to about 60% so I won't just fly past it or right into it. It has shields, TIEs... not so much.
As for RofJ which I presume Return of the Jedi, sometimes pacing needs some cheating
Title: Re: 2.2 Demo Feedback
Post by: the_trots on April 28, 2017, 12:32:56 AM
Well, rougue Squadron never was the most reliable source. It many times had information that went against many other sources. X wing alliance on the other hand had the Y-wing considerably slower than the X-wing which was actually slower than both the TIE fighter and especially the Interceptor.
For me, if I wanted to shot down a Y-wing as a TIE interceptor I had to take my engines down to about 60% so I won't just fly past it or right into it. It has shields, TIEs... not so much.
As for RofJ which I presume Return of the Jedi, sometimes pacing needs some cheating

My family's Packard Bell Pentium 75mhz could not run xWing Alliance but yes the Y-wing has always been described as slow.

It's just something that has always bummed me out.  Those two big ass engines, chasing down TIE Interceptors in Return of the Jedi...
Title: Re: 2.2 Demo Feedback
Post by: PhoenixC279 on April 30, 2017, 07:00:18 AM
Ok, a couple of things.

1. The Allegiance Battlecruiser is extremely slow.

2. The new individual infantry is annoying and makes infantry way less fun to use and less usable due to deployment times

3. THE CORONA IS STILL FIRING BACKWARDS WITH 1 turbo and 1 lasercannon.

4. there was another thing..
[Edit]
Oh yeah. I LOVE the new models for the ships. they are amazing
Title: Re: 2.2 Demo Feedback
Post by: kucsidave on April 30, 2017, 10:19:22 AM
The individual infantry is actually in progress of getting fixed. We are grouping them up.
They had to be taken out of squads to implement the turret effect on the guns, so that they can shoot while moving. Not all of the infantry was fixed up though, this was meant to be a test, but we are grouping them back together with a little bit different method.

The Allegiance was meant to be a slower ship than most. It is a slower, but deadlier ship, with no real counter for fighters.

About the Corona, I don't know if it is intentional or not... Sadly my work lies elsewhere...
Title: Re: 2.2 Demo Feedback
Post by: PhoenixC279 on April 30, 2017, 12:00:51 PM
I see. hen that's all good

And the corona problem is because of 2 fire bones pointing backwards, effectively cutting its firepower in half
Title: Re: 2.2 Demo Feedback
Post by: GreyStar on April 30, 2017, 12:39:56 PM
Where is everyone getting Coronas?
Title: Re: 2.2 Demo Feedback
Post by: PhoenixC279 on April 30, 2017, 01:06:46 PM
I check the code.

Title: Re: 2.2 Demo Feedback
Post by: RevanTheFireMage on April 30, 2017, 06:36:06 PM
Things that are good with 2.2

1. The new laser graphics make the game run at a faster rate and it's enjoyable to play and watch as ships get obliterated very rapidly

2. The Arquitens is a great all around frigate and I like how it's set up already as well as some other Clone Wars era units.

3. The Allegiance is a very powerful ship and it's a very powerful asset although it's range should match more of the Praetor's than just an ISD (in my opinion)
 Now some of the things I disliked.

1. The lack of heroes for the Greater Maldrood, Especially land heroes, the lack of heroes made it very bland at times but that's a minor complaint.

2. The Pirate Asteroid can only build two units, I wish there had been more of a pirate rough element to the Maldrood and I felt this could've happened with more pirate units such as Star Vipers,  or pirate ground units such as mercenaries.

3. The Hapan Battledragons seem very weak for some reason and I think they should be buffed and moved up to capital ships rather than frigates.

4. This is just a minor one but why can't the Maldrood have the Venator as a frigate/carrier? They have Arquitens and ARCS already. So it could make sense for them to have it in their roster as a patrol ship for some of their outer territories

That's all I have for now, and yes this is just a demo so I know things will be a lot different in the full 2.2 version. So other than that I like the direction that this is going. I could also do voice work if the modding team needs some voice lines.

"Rule through fear of aggression, not aggression itself." -Grand Moff Tarkin
Title: Re: 2.2 Demo Feedback
Post by: Helix345 on April 30, 2017, 07:03:31 PM
as to the battle dragons, they probably seem weak because they have a good amount of ion cannons, which can't hurt hulls. Instead of using them by themselves, use them to strip shielding and then use something else to do the actual killing.
Title: Re: 2.2 Demo Feedback
Post by: Corey on April 30, 2017, 09:19:38 PM
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1. The lack of heroes for the Greater Maldrood, Especially land heroes, the lack of heroes made it very bland at times but that's a minor complaint.

http://thrawnsrevenge.com/forums/index.php?topic=6184.0

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3. The Hapan Battledragons seem very weak for some reason and I think they should be buffed and moved up to capital ships rather than frigates.

Capital ships are more delineated by size than anything, and Battle Dragons are only 500 meters. The smallest capital ships in the mod currently are 1200 meters.

Quote
4. This is just a minor one but why can't the Maldrood have the Venator as a frigate/carrier? They have Arquitens and ARCS already. So it could make sense for them to have it in their roster as a patrol ship for some of their outer territories

Because we need some variety in the rosters for all the Imperial factions. If we give Maldrood the Venator, we'd be removing it from someone else who has it, and that would give Maldrood too many carriers, so we'd have to remove another one. There's no reason to give it to Maldrood over any other faction.


Title: Re: 2.2 Demo Feedback
Post by: DarthRevansRevenge on April 30, 2017, 10:16:25 PM


Because we need some variety in the rosters for all the Imperial factions. If we give Maldrood the Venator, we'd be removing it from someone else who has it, and that would give Maldrood too many carriers, so we'd have to remove another one. There's no reason to give it to Maldrood over any other faction.


Personally, because of the faction, I'd rather see them have the Venator SD then the larger Secutor SD, since they are more frigate-focused

however, that would make them like PA, so i really don't know.

my honest opinion? less capital ships and more frigates for the GM, More outer rim/older tech for PA(accomplished), experimental for Zsinj(accomplished), and advanced for EA(accomplished)
Title: Re: 2.2 Demo Feedback
Post by: Mr.Puerto on April 30, 2017, 10:58:28 PM
I'd say GM is more of a capital support navy if anything. The frigates used in their navy are there to support the battle-cruisers and ultimately the bellator.
Title: Re: 2.2 Demo Feedback
Post by: the_trots on May 01, 2017, 12:21:12 AM

3. The Allegiance is a very powerful ship and it's a very powerful asset although it's range should match more of the Praetor's than just an ISD (in my opinion)


Is the Praetor's range going to be reduced?
Title: Re: 2.2 Demo Feedback
Post by: briG on May 02, 2017, 10:41:34 PM
I'd prefer the Praetor to keep it's range. It is the only thing that makes defending not absolutely cut and dry. When the Praetors come into range and start tearing down my Golans, to keep them intact I have to risk moving ships away from them towards the enemy to draw fire and eliminate anti-fighter threats before coming down on it with bombers. Ground based weaponry is also already quite a bit of a problem for them since Ion Cannon strips their shields outright and I'd imagine the HV can cripple one with repeated shots.
Title: Re: 2.2 Demo Feedback
Post by: kucsidave on May 03, 2017, 09:12:05 AM
If I am not mistaken, a praetor can survive 3-4 shots from one of those bad boys(HVG) which is more than enough time for it to get in range.
Also since the hardpoint destruction is quite random, if the shield is still one of the intact you can still be in trouble.
About the range, they were OP, so had to be nerfed a little bit to get in line with the other ships.
Title: Re: 2.2 Demo Feedback
Post by: Corey on May 03, 2017, 09:52:24 AM
The Praetor's range was in order to compensate for the tendency to spin, but it was just too much. This doesn't mean there won't be longer-range siege ships, but having the ship with basically the best attack and defense stats be that ship doesn't make much sense.
Title: Re: 2.2 Demo Feedback
Post by: RevanTheFireMage on May 03, 2017, 09:21:24 PM
Okay the Praetor's range makes sense but also some other thoughts I have for the GM and also Zsinj's  empire as well
1.  The IPV seems to be far superior to the CR-90, range and firepower wise, I don't know if it was intentional or not but if it wasn't then that is something that could be worked on
2.  Why does the standard Victory Star destroyer for the GM get ARCS instead of the Crimson Command version? This has bothered me because I want to use the unit so bad but their isn't very good fighter coverage for the cost and the Scimitar assault bomber doesn't even come close to the ARC but I mean the weaker fighters could balance the greater firepower of the Crimson Victory Star Destroyer (Discuss as you will)
3. The Secutor seems like a great asset for a very large price and very little firepower, the fighter support is great but with the lack of firepower I don't know if it should take up 7 population space, maybe about six would be better, otherwise the cost and fighters are great.
4. The Arquitens in this mod is great! And that may be a problem (maybe I don't know yet). The shields and armor on the Arquitens are fan-fricking-tastic (pardon my french) but I find that means it isn't very balanced. I would put an Arquitens right beside an Allegiance and it would take a while for it to die because of how good it's shields are.
5. The Rancor units are way, way, WAY, too overpowered, but that's a good thing in my opinion, I mean they are Rancor's after all. To make them a tiny bit more balanced I think they should cost slightly more and take a little longer to build and also they require a special building on Dathomir (That's my personal opinion though)
6. Reinforcement units for the GM are great, which makes sense since they are a frigate/cruiser based faction. But for Zsinj's empire and the New Republic they are very inadequate for defending stations and the unit rooster for these two factions needs to change.
7. New Republic AI needs to be reworked to not build all MC80-Home One types, The Independence cruisers are good, but it's boring if that's all the NR attacks you with. And their cost is not worth it because the ship deploys great fighters and has great shielding but the firepower is severely lacking, and that matches the legends continuity but it just isn't very powerful and the credit cost should be lowered by a little bit. Or just buff up the ship a little more so that it can be more of a proper capital ship
8. The Bellator is a good replacement for the Executor but something that I found is that, for me at least, the shields drop at a very rapid rate, and I don't know if that is a trade off for the waves of turbolasers.
9. The Providence is kind of a carrier for the GM, which is fine, it deploys good fighters and has good defense weapons. My problem however is the Zsinj equivalent of a carrier at that pop cap, the Quasar is a good carrier and makes sense for the fighter compliment, But it should be a pop cap of two because look at the Gladiator, it has a pop cap of two and it's got good fire power with turbolasers and proton torpedo launchers. As well as having two skipray blast boats with it. Drop the quasar down a pop cap and it'll be good all around.
10. There is a glitch where in battle at least when I hover over the Providence there appears to be a random hardpoint in the top left corner of my screen floating in space.
11. Could the Greater Maldrood have the Republic V-wing as it's space superiority fighter, where the ARC is the superiority bomber? Just a thought.
12. The Maldrood should be able to build Munificent's, they were the mainstay of the CIS fleet and the Rebellion and several pirate elements had some in their space forces, and if the GM can get Providence's I would assume they could get Munificent's as well.
13. This is a unit that should be added in my opinion for any faction, add the Gozanti Cruiser, it's a good light anti fighter frigate that could also carry a small number of TIE fighters, this would be perfect for the GM as they are a smaller ship based fleet.

Well these are my opinions on the mod, and they may be picky and critical but at the end of the day it is always the mod author's/team's/corey's choice on what goes in the mod and what doesn't. And either way no matter what happens with 2.2 I'm sure I will love it.
I still have more thoughts and ideas but I have some more tinkering around I have to do before I make another post. Also if the team ever needs a voice actor or two then I'm always available and on standby (not expecting a call any time soon though). So good day to all and keep up the good work with the mod!
Title: Re: 2.2 Demo Feedback
Post by: DarthRevansRevenge on May 03, 2017, 10:36:30 PM
Okay the Praetor's range makes sense but also some other thoughts I have for the GM and also Zsinj's  empire as well
1.  The IPV seems to be far superior to the CR-90, range and firepower wise, I don't know if it was intentional or not but if it wasn't then that is something that could be worked on
2.  Why does the standard Victory Star destroyer for the GM get ARCS instead of the Crimson Command version? This has bothered me because I want to use the unit so bad but their isn't very good fighter coverage for the cost and the Scimitar assault bomber doesn't even come close to the ARC but I mean the weaker fighters could balance the greater firepower of the Crimson Victory Star Destroyer (Discuss as you will)
3. The Secutor seems like a great asset for a very large price and very little firepower, the fighter support is great but with the lack of firepower I don't know if it should take up 7 population space, maybe about six would be better, otherwise the cost and fighters are great.
4. The Arquitens in this mod is great! And that may be a problem (maybe I don't know yet). The shields and armor on the Arquitens are fan-fricking-tastic (pardon my french) but I find that means it isn't very balanced. I would put an Arquitens right beside an Allegiance and it would take a while for it to die because of how good it's shields are.
5. The Rancor units are way, way, WAY, too overpowered, but that's a good thing in my opinion, I mean they are Rancor's after all. To make them a tiny bit more balanced I think they should cost slightly more and take a little longer to build and also they require a special building on Dathomir (That's my personal opinion though)
6. Reinforcement units for the GM are great, which makes sense since they are a frigate/cruiser based faction. But for Zsinj's empire and the New Republic they are very inadequate for defending stations and the unit rooster for these two factions needs to change.
7. New Republic AI needs to be reworked to not build all MC80-Home One types, The Independence cruisers are good, but it's boring if that's all the NR attacks you with. And their cost is not worth it because the ship deploys great fighters and has great shielding but the firepower is severely lacking, and that matches the legends continuity but it just isn't very powerful and the credit cost should be lowered by a little bit. Or just buff up the ship a little more so that it can be more of a proper capital ship
8. The Bellator is a good replacement for the Executor but something that I found is that, for me at least, the shields drop at a very rapid rate, and I don't know if that is a trade off for the waves of turbolasers.
9. The Providence is kind of a carrier for the GM, which is fine, it deploys good fighters and has good defense weapons. My problem however is the Zsinj equivalent of a carrier at that pop cap, the Quasar is a good carrier and makes sense for the fighter compliment, But it should be a pop cap of two because look at the Gladiator, it has a pop cap of two and it's got good fire power with turbolasers and proton torpedo launchers. As well as having two skipray blast boats with it. Drop the quasar down a pop cap and it'll be good all around.
10. There is a glitch where in battle at least when I hover over the Providence there appears to be a random hardpoint in the top left corner of my screen floating in space.
11. Could the Greater Maldrood have the Republic V-wing as it's space superiority fighter, where the ARC is the superiority bomber? Just a thought.
12. The Maldrood should be able to build Munificent's, they were the mainstay of the CIS fleet and the Rebellion and several pirate elements had some in their space forces, and if the GM can get Providence's I would assume they could get Munificent's as well.
13. This is a unit that should be added in my opinion for any faction, add the Gozanti Cruiser, it's a good light anti fighter frigate that could also carry a small number of TIE fighters, this would be perfect for the GM as they are a smaller ship based fleet.

Well these are my opinions on the mod, and they may be picky and critical but at the end of the day it is always the mod author's/team's/corey's choice on what goes in the mod and what doesn't. And either way no matter what happens with 2.2 I'm sure I will love it.
I still have more thoughts and ideas but I have some more tinkering around I have to do before I make another post. Also if the team ever needs a voice actor or two then I'm always available and on standby (not expecting a call any time soon though). So good day to all and keep up the good work with the mod!

so, this is a lot, but i'll give you my opinion
1. the anti-fighter ships should be more balanced, as it is annoying how the IPV shreks everything
2. Balance is probably why, but also the CCVSD is limited build, so if  ARCs were on it, and you ran out, then your stuck with building them, which no one builds fighters(besides defenders)
3. i feel the same with this and Endurance, but secutor is closer to heavy firepower than endurance, and its massive fighter count makes it 7 pop
4. didn't know this, but that might have been because the allegiance wasn't focusing it, though the shields might want to get nerfed
5. i think they should too
6. Spawns depend on station, faction, era, and tech, so it might be they are in a bad era
7. this already has been acomplished, look at the PA let's play of the mod at Corey Loses youtube channel, he came across the same thing and already fixed it
8. you might be jumping the Bellator in right on top of enemies, which is not good for any unit, but also the bellator is a weaker ship, so it won't last against a executor one-on-one, and fighters are REALLY powerful against Battlecruisers/Star-Dreadnoughts
9. yes, the quaser should be a 2 pop unit, this has been discussed already, but if it is implemented, i don't know
10. hum, that's quite a glitch
11. probably not. the V-wings were phased out first, as(i'm pretty sure) they had no hyperdrive, so they relied on Carriers, and the Ties replaced them, while the empire didn't get a hyperspace bomber for years
12. no, this is already a PA unit. if the Maldrood gets it, what will they lose,a and what will the munificent be replaced by in the PA ranks
13. they already have the IPV, so i don't see this unit being added, because the TR team doesn't already have a Gozant model, and they won't make one unless absolutely necessary.

hope these are helpful
Title: Re: 2.2 Demo Feedback
Post by: Helix345 on May 03, 2017, 10:45:18 PM
just to let you know about number 7, the red turbolasers do half the damage of the green turbolasers. This has been fixed, just not in the demo. it makes it so pretty much all of the rebel's ships are severely less powerful than normal.
Title: Re: 2.2 Demo Feedback
Post by: RevanTheFireMage on May 03, 2017, 11:04:28 PM
so, this is a lot, but i'll give you my opinion
1. the anti-fighter ships should be more balanced, as it is annoying how the IPV shreks everything
2. Balance is probably why, but also the CCVSD is limited build, so if  ARCs were on it, and you ran out, then your stuck with building them, which no one builds fighters(besides defenders)
3. i feel the same with this and Endurance, but secutor is closer to heavy firepower than endurance, and its massive fighter count makes it 7 pop
4. didn't know this, but that might have been because the allegiance wasn't focusing it, though the shields might want to get nerfed
5. i think they should too
6. Spawns depend on station, faction, era, and tech, so it might be they are in a bad era
7. this already has been acomplished, look at the PA let's play of the mod at Corey Loses youtube channel, he came across the same thing and already fixed it
8. you might be jumping the Bellator in right on top of enemies, which is not good for any unit, but also the bellator is a weaker ship, so it won't last against a executor one-on-one, and fighters are REALLY powerful against Battlecruisers/Star-Dreadnoughts
9. yes, the quaser should be a 2 pop unit, this has been discussed already, but if it is implemented, i don't know
10. hum, that's quite a glitch
11. probably not. the V-wings were phased out first, as(i'm pretty sure) they had no hyperdrive, so they relied on Carriers, and the Ties replaced them, while the empire didn't get a hyperspace bomber for years
12. no, this is already a PA unit. if the Maldrood gets it, what will they lose,a and what will the munificent be replaced by in the PA ranks
13. they already have the IPV, so i don't see this unit being added, because the TR team doesn't already have a Gozant model, and they won't make one unless absolutely necessary.

hope these are helpful
Okay fair points and the PA should keep the Munificent I agree so why don't they instead get the Recusant class light destroyer, or maybe even the Bulwark class capital ship?  They could be very good fleet carriers/support vehicles. Also I feel like the  Secutor is very underpowered for its size, maybe add a couple more turbo lasers or ion  cannons and it would be  worth the cost and pop cap.  And the Crimson command could use either the over shield button or all power to weapons button to make up for its higher cost with inferior fighters. And also, where are all the Victory II's at? In both the GM and ZE they only had the Victory I. Which makes sense as it saw more use than the later model but still I think ZE should have the Victory II at least
Title: Re: 2.2 Demo Feedback
Post by: Corey on May 03, 2017, 11:21:14 PM
1.  The IPV seems to be far superior to the CR-90, range and firepower wise, I don't know if it was intentional or not but if it wasn't then that is something that could be worked on

The IPV firing rate is far higher than it's meant to be, especially with PTW.

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2.  Why does the standard Victory Star destroyer for the GM get ARCS instead of the Crimson Command version? This has bothered me because I want to use the unit so bad but their isn't very good fighter coverage for the cost and the Scimitar assault bomber doesn't even come close to the ARC but I mean the weaker fighters could balance the greater firepower of the Crimson Victory Star Destroyer (Discuss as you will)

The ARC is currently much stronger than it should be (partially a function of them having weapons with front and back firing arcs).

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6. Reinforcement units for the GM are great, which makes sense since they are a frigate/cruiser based faction. But for Zsinj's empire and the New Republic they are very inadequate for defending stations and the unit rooster for these two factions needs to change.

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7. New Republic AI needs to be reworked to not build all MC80-Home One types, The Independence cruisers are good, but it's boring if that's all the NR attacks you with. And their cost is not worth it because the ship deploys great fighters and has great shielding but the firepower is severely lacking, and that matches the legends continuity but it just isn't very powerful and the credit cost should be lowered by a little bit. Or just buff up the ship a little more so that it can be more of a proper capital ship

To the first point, the AI in EaW is incredibly finnicky. We're doing what we can to make them build more diverse fleets, but they're always going to have certain preferences and overproduce some stuff, even if that thing doesn't make the most sense for overproduction. With the NR in particular, for the second point, as others have mentioned, their units are currently erroneously about half as powerful as they should be.

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8. The Bellator is a good replacement for the Executor but something that I found is that, for me at least, the shields drop at a very rapid rate, and I don't know if that is a trade off for the waves of turbolasers.
There are a few factors for this. One, if you're just jumping them in, there's a significant damage modifier in the first few seconds against all ships, although people only tend to notice on SSDs. Secondly, the SSDs are especially vulnerable to bombers, which can shred their shields pretty quickly. Thirdly, in an effort to make SSDs less of an "I built this and now I never have to worry about anything else ever again" situation, we also shifted a lot of their health away from shields into hull. For more ships, it's closer to 50/50 hull/shields. On SSDs, it's closer to 75/25. This way, they keep the same total health but you get to the point where they start losing their firepower a bit sooner, rather than taking equivalent damage to the entire enemy fleet and still having 100% of their firepower left.

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9. The Providence is kind of a carrier for the GM, which is fine, it deploys good fighters and has good defense weapons. My problem however is the Zsinj equivalent of a carrier at that pop cap, the Quasar is a good carrier and makes sense for the fighter compliment, But it should be a pop cap of two because look at the Gladiator, it has a pop cap of two and it's got good fire power with turbolasers and proton torpedo launchers. As well as having two skipray blast boats with it. Drop the quasar down a pop cap and it'll be good all around.

A lot of pop cap values are changing significantly. We have to squish too much of a range in too few values as it is.

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10. There is a glitch where in battle at least when I hover over the Providence there appears to be a random hardpoint in the top left corner of my screen floating in space.

This is being fixed as we update all of the Providence's art.

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11. Could the Greater Maldrood have the Republic V-wing as it's space superiority fighter, where the ARC is the superiority bomber? Just a thought.
We really don't need to throw more Clone Wars stuff at the Warlords.

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12. The Maldrood should be able to build Munificent's, they were the mainstay of the CIS fleet and the Rebellion and several pirate elements had some in their space forces, and if the GM can get Providence's I would assume they could get Munificent's as well.

Being a mainstay of the CIs or Rebel fleets don't really have a bearing on the Greater Maldrood. This area is closer to the creators of the Providence than the creators of the Munificent, and we don't wanna oversaturate the unit lists with Clone Wars tech, so if it's one or the other, Providence is better for the faction.

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13. This is a unit that should be added in my opinion for any faction, add the Gozanti Cruiser, it's a good light anti fighter frigate that could also carry a small number of TIE fighters, this would be perfect for the GM as they are a smaller ship based fleet.

For the Warlords, there are plenty of directly Imperial-affiliated anti-fighter ships we can use, so there's no reason to go to something that was primarily pirate for them, especially when we already have the Crusader for that for Maldrood's connections to pirates.


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Okay fair points and the PA should keep the Munificent I agree so why don't they instead get the Recusant class light destroyer, or maybe even the Bulwark class capital ship?  They could be very good fleet carriers/support vehicles.

Plenty of Imperial hardware to use (these are Imperial factions, not pirate factions), and ICW isn't a Clone Wars mod- no need to use more Clone Wars ship in areas where it's already a stretch to use the ones we're using, and their rosters aren't exactly lacking in those areas.

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And also, where are all the Victory II's at? In both the GM and ZE they only had the Victory I. Which makes sense as it saw more use than the later model but still I think ZE should have the Victory II at least

Imperial factions are either being given the Procursator, or the Victory II, since they're filling the same space and there are 7 different Imperial factions to spread them out between.
Title: Re: 2.2 Demo Feedback
Post by: RevanTheFireMage on May 04, 2017, 06:27:55 PM
Also another quick question, (sorry if I'm pestering you I just enjoy this mod a lot)
Will there be a sign up post or form for people wanting to do voice work for the new update? Or does the mod team have enough voice actors as it is.
and will the Dushkan League have more units to choose from in this newer update
Thanks and have a nice day!!
Title: Re: 2.2 Demo Feedback
Post by: Corey on May 04, 2017, 06:30:11 PM
Once we have enough of the lines written, we'll be doing a post requesting voice actor submissions, and the Duskhan League has been expanded in several ways.

Title: Re: 2.2 Demo Feedback
Post by: Lord Xizer on May 05, 2017, 12:35:13 PM
I'll have some prototype scripts this weekend. Pending their approval I can produce scripts en masse.
Title: Re: 2.2 Demo Feedback
Post by: DarthRevansRevenge on May 05, 2017, 01:45:14 PM
Xizer, you might as well be the official voice-over/unit line person on the team
Title: Re: 2.2 Demo Feedback
Post by: RevanTheFireMage on May 10, 2017, 11:25:14 PM
And also can Thrawn's death line when he dies in fleet combat be "But it was so artistically done"
Title: Re: 2.2 Demo Feedback
Post by: Lord Xizer on May 11, 2017, 12:46:36 AM
Xizer, you might as well be the official voice-over/unit line person on the team

lol well official or unofficial I am kinda the voice of around 30 something units/heroes in game or recruited their voices. No need to get greedy. Just happy to help the mod in any way.
Title: Re: 2.2 Demo Feedback
Post by: GreyStar on May 12, 2017, 09:19:01 AM
Well. A fleet of 6 DP20s, 5 AFs, 2 MC40as, 3 Neb-Bs, 2 MC80Bs, and Ackbar against 7 Secutors, 2 Providences, and an Alligence worked out well. Though the DP20's preformance against TIEs was, passable, their damage against the bloody V-19s, ARCs, and Skiprays were amazing. Only lost like 12 DP20s, 2 AFs, 3 MC40as, and 3 Neb-Bs over the course of the battle.

Not seeing a need for changing the AF, DP20 could use a slight firepower increase.
Title: Re: 2.2 Demo Feedback
Post by: DarthRevansRevenge on May 12, 2017, 09:33:14 AM
are you using the unmodified lasers? because that could be why
Title: Re: 2.2 Demo Feedback
Post by: GreyStar on May 12, 2017, 12:43:48 PM
Didn't modify the turbolasers, set the difficulty to Admiral.
Title: Re: 2.2 Demo Feedback
Post by: HobbesHurlbut on May 12, 2017, 02:44:51 PM
Didn't modify the turbolasers, set the difficulty to Admiral.
So you didn't correct the error in the NR turbolaser data that halved their firepower compared to the imperial factions?
Title: Re: 2.2 Demo Feedback
Post by: GreyStar on May 12, 2017, 03:19:59 PM
I didn't.
Title: Re: 2.2 Demo Feedback
Post by: Avarice1987 on May 22, 2017, 09:37:17 PM
Can we see red lasers from the Lusankya and other Ex Imperial Ships now in NR Service?
Title: Re: 2.2 Demo Feedback
Post by: MaxL_1023 on May 23, 2017, 12:20:46 AM
I notice that the Allegiance has a lot of trouble actually attacking anything on its own - it has an annoying habit of circling backwards, only attacking broadside, or just not moving when I give it an attach order. It seems to be able to fire everything forward - shouldn't it act like a VSD and just point and shoot?
Title: Re: 2.2 Demo Feedback
Post by: Corey on May 23, 2017, 01:22:32 AM
It should, but EaW doesn't handle patching and targeting very well. The bigger the ship, the bigger the problem.
Title: Re: 2.2 Demo Feedback
Post by: MaxL_1023 on May 23, 2017, 12:57:39 PM
No wonder VSD-size ships seem so powerful - they are probably the largest vessels which can actually get all their guns in action. Also, how does the Procurasator (I probably spell that wrong - the "heavy victory") compare to the VSD-I? It seems underwhelming at first glance, although that might just be due to the insane ship to ship damage potential the VSD has.
Title: Re: 2.2 Demo Feedback
Post by: Lord Xizer on May 23, 2017, 01:01:39 PM
I notice that the Allegiance has a lot of trouble actually attacking anything on its own - it has an annoying habit of circling backwards, only attacking broadside, or just not moving when I give it an attach order. It seems to be able to fire everything forward - shouldn't it act like a VSD and just point and shoot?

Simple solution I find is NOT to target, just click nearby and the ship auto fires at enemies anyway usually focusing on a certain hardpoint and moving along.
Title: Re: 2.2 Demo Feedback
Post by: Helix345 on May 24, 2017, 11:05:18 AM
I think the procursator might actually out damage the vsd
Title: Re: 2.2 Demo Feedback
Post by: MaxL_1023 on May 24, 2017, 09:23:45 PM
If it does, the missiles and 2 squadrons make the VSD I seem much more effective. The Procurasator has no ability to engage strike craft at all - the missiles actually do pretty well, especially against bombers.
Title: Re: 2.2 Demo Feedback
Post by: tlmiller on May 24, 2017, 09:34:51 PM
If it does, the missiles and 2 squadrons make the VSD I seem much more effective. The Procurasator has no ability to engage strike craft at all - the missiles actually do pretty well, especially against bombers.

Yes.  Procursator will take out a heavy frigate faster than a VSD, but the VSD is a FAR more balanced ship that has no major glaring weakness.
Title: Re: 2.2 Demo Feedback
Post by: Bucman55 on May 24, 2017, 09:35:50 PM
True, though I feel the Procursator is better in direct ship-to-ship combat. That thing is fast for its size.
Title: Re: 2.2 Demo Feedback
Post by: Lord Xizer on May 25, 2017, 10:26:51 AM
True, though I feel the Procursator is better in direct ship-to-ship combat. That thing is fast for its size.

I prefer my VSDs
Title: Re: 2.2 Demo Feedback
Post by: Slornie on May 25, 2017, 01:00:56 PM
If it does, the missiles and 2 squadrons make the VSD I seem much more effective. The Procurasator has no ability to engage strike craft at all - the missiles actually do pretty well, especially against bombers.
Of course the utility of VSD missiles against fighters may or may not continue depending on what we may or may not do (http://thrawnsrevenge.com/forums/index.php?topic=6491.msg62709#msg62709) with them in future.
Title: Re: 2.2 Demo Feedback
Post by: Helix345 on May 25, 2017, 01:38:27 PM
I like the procursator more because it's different, and since the maldrood gets it and IPVs I don't feel particularly threatened by fighter groups as they are usually controlled by the ai and half are somewhere completely unreasonable.
Title: Re: 2.2 Demo Feedback
Post by: MaxL_1023 on May 25, 2017, 10:42:13 PM
For the Zinsj Campaign (as Zinsj)  I think the Iron Fist you start with should be the ISD-II version, with an option to build one SSD at Dathomir representing the Iron Fist being repaired after that whole second death shenanigan.
 
I think that getting to start with an Executor makes the Campaign a bit unbalanced - the AI has nothing which can stop it especially considering the support ships you have already. The Maldrood can't get anything that powerful, and Bellators take quite awhile to get to (since you have to take Kuat or Fondor which are both usually heavily defended). The NR can counter the SSD with fighters, but I don't think its enough to make up for it.
Title: Re: 2.2 Demo Feedback
Post by: Mr.Puerto on May 26, 2017, 01:20:21 AM
For the Zinsj Campaign (as Zinsj)  I think the Iron Fist you start with should be the ISD-II version, with an option to build one SSD at Dathomir representing the Iron Fist being repaired after that whole second death shenanigan.
 
I think that getting to start with an Executor makes the Campaign a bit unbalanced - the AI has nothing which can stop it especially considering the support ships you have already. The Maldrood can't get anything that powerful, and Bellators take quite awhile to get to (since you have to take Kuat or Fondor which are both usually heavily defended). The NR can counter the SSD with fighters, but I don't think its enough to make up for it.

I think in the first couple of minutes of Corey's Greater Maldrood playthrough he killed the Iron Fist pretty easily. Its quite a simple task to do, you don't need a Bellator to take it out.
Title: Re: 2.2 Demo Feedback
Post by: zealot4160 on May 26, 2017, 06:30:02 AM
1. I really like the ssd nerf, especially the engine hardpoints, it is going to make kiting them much riskier.

2. I really like a lot of the new GM ships. The Bellator is my new favorite SSD (is it GM exclusive or does the IR get it at some point?). I hated the Allegiance at first and found its shields really weak, but with a dedicated IPV screen they are very potent ship killers. However, their carriers seem rather lackluster and the Secutor seems pretty bad (and more importantly, ugly).

3. The gladiator might be too good of a garrison when you can suicide them to spam Skiprays.

4. The ground starfighters seemed bugged. Ground units don't attack them unless specifically ordered by the player. The AA turrets seem to ignore them.

5. Is the NR mission just a demonstration of the mechanic? It seems rather pointless when you can do it right at the beginning and there is virtually no chance of failure. I think it would be neat if other factions had a way to disrupt it.

6. I really like the breakaway factions mechanic, in this scenario it sort of punishes the NR for dealing with its main threat, but it does seem to retake all IR territory but Carida fairly quickly.

7. I liked ground-to-space cannons a lot better when only I used them.

8. I like that the AI is a lot less suicidally aggressive, even if it does make for much more difficult fights.
Title: Re: 2.2 Demo Feedback
Post by: Bucman55 on May 26, 2017, 10:56:01 AM
2. I really like a lot of the new GM ships. The Bellator is my new favorite SSD (is it GM exclusive or does the IR get it at some point?). I hated the Allegiance at first and found its shields really weak, but with a dedicated IPV screen they are very potent ship killers. However, their carriers seem rather lackluster and the Secutor seems pretty bad (and more importantly, ugly).

As far as I know, the Bellator is exclusive to the Pentastar Alignment and the Greater Maldrood.
Title: Re: 2.2 Demo Feedback
Post by: Corey on May 26, 2017, 11:08:10 AM
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5. Is the NR mission just a demonstration of the mechanic? It seems rather pointless when you can do it right at the beginning and there is virtually no chance of failure. I think it would be neat if other factions had a way to disrupt it.

There's not really a way to make other factions be able to interfere with it, the AI can't really have any idea it's happening, the only thing we could do is make it stop if Maldrood or Zsinj conquered the whole thing, but there's nothing you as the player can do about that, since you can't defend it. It'd be up to chance, which to me seems a bit worse than having it as a reliable story event. The idea with that one is to ultimately make it take longer and end with a specific mission after the alliance forms, which would have a chance of failure. Largely though, we're trying to inject a bit more story into the GCs to give them a bit more context and some separate stuff to do than a constant rinse-repeat of conquering the same planets repeatedly. Sometimes this will be more in-depth and have more direct gameplay than others (ie the Katana fleet mission line or the Bacta War, compared to Courtship of the Hapans). The more of a framework we can set up now, though, the more we'll also have the option to expand later. With the amount of faction-GC combinations there are, even doing single events in each takes a considerable amount of time
Title: Re: 2.2 Demo Feedback
Post by: DarthRevansRevenge on May 26, 2017, 11:29:27 AM
don't you mean the Courtship of Princess Leia? because it wasn't Leia courting the Hapans, Isolder Courted HER when she was building a alliance with the hapans
Title: Re: 2.2 Demo Feedback
Post by: Corey on May 26, 2017, 11:32:37 AM
The Courtship of Princess Leia is the name of the book. The Courtship of the Hapans is the name of that mission line in the mod, as a reference to that book, because you, as the New Republic, are 'courting' the Hapans for an alliance.
Title: Re: 2.2 Demo Feedback
Post by: DarthRevansRevenge on May 26, 2017, 11:36:05 AM
ok fine
Title: Re: 2.2 Demo Feedback
Post by: MaxL_1023 on May 26, 2017, 12:26:40 PM
I think in the first couple of minutes of Corey's Greater Maldrood playthrough he killed the Iron Fist pretty easily. Its quite a simple task to do, you don't need a Bellator to take it out.

I was speaking from the perspective of the Zsinj player - the SSD Iron Fist makes the campaign much easier compared to the Maldrood or NR factions. The AI can't really handle an SSD anyway - the pathfinding is iffy and they tend to just go in circles or stop dead. On many maps the SSD doesn't even try and attack my shipyards.

Would it be possible to have SSDs ignore any space obstacles - shift them further down in the Z-axis? They are slow enough as it is, but they should at least be able to get somewhere in a reasonable time frame.
Title: Re: 2.2 Demo Feedback
Post by: DarthRevansRevenge on May 26, 2017, 12:59:42 PM
something tells me either A. the obstacles cover the whole thing, or B. it would STILL be iffy, and all to easy for the human player
Title: Re: 2.2 Demo Feedback
Post by: Corey on May 26, 2017, 01:28:34 PM
I was speaking from the perspective of the Zsinj player - the SSD Iron Fist makes the campaign much easier compared to the Maldrood or NR factions.

The pop cap changes should help with this a bit. We also wanna adjust the AI use of fighters and bombers, since a lot of the AI's power is wasted (along with trying to make them more sensible about defending structures).

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The AI can't really handle an SSD anyway - the pathfinding is iffy and they tend to just go in circles or stop dead. On many maps the SSD doesn't even try and attack my shipyards.

Would it be possible to have SSDs ignore any space obstacles - shift them further down in the Z-axis? They are slow enough as it is, but they should at least be able to get somewhere in a reasonable time frame.

We've made them a bit smaller and shifted them down with pretty much each release. We'll likely try shifting them down a bit more, especially with the randomized z-layers for other ships, but as RevansRevenge says, there does seem to be some universal impact.


Title: Re: 2.2 Demo Feedback
Post by: MaxL_1023 on May 26, 2017, 02:18:32 PM
Would it be possible to make the maps larger, or scale down all ships by a factor? The maps do get crowded. Maybe the movement speed (not turning) of ships could be buffed a bit to help with straight line travel.

Also, are shipyards supposed to be as small as they are? The Capital shipyard is smaller than an ISD - could they be maybe ~50% larger?
Title: Re: 2.2 Demo Feedback
Post by: Corey on May 26, 2017, 02:26:01 PM
It's all proportional, those options come with other, worse problems. There's always plenty of empty, unused space on maps as it is.

Shipyard sizes will be increased when their art assets get remade.
Title: Re: 2.2 Demo Feedback
Post by: MaxL_1023 on May 26, 2017, 02:34:58 PM
I guess SSDs just push the limits of what the game can handle. Not much you can do in that case.
Title: Re: 2.2 Demo Feedback
Post by: WarlordOfWildSpace on May 27, 2017, 01:15:02 PM
Hey guys, just found this mod a couple of weeks ago, downloaded the demo and have been absolutely loving it.  The attention to detail and the effort you put into expanding upon a relatively poorly known and poorly represented part of the Star Wars story is awe inspiring.  Admittedly the only books from this period that I had read before were the Thrawn trilogy, the Jedi Search trilogy and the novel 'Return to Ord Mantell', but all the characters and concepts you including have gotten me looking into it a lot more, and enjoying the level of detail in the legends canon. Thank you guys so much for this mod!

I have a couple of questions/fan requests, and while I am trying to catch up with forum posts and Corey's video playthroughs, forgive me if I ask something that has already been answered.  Thank you in advance for any of these that you have time to answer and keep up the amazing work!

1: I found this interesting quote when reading up on the warlords, "The Empire has broken into six, maybe ten major fragments, ruled by warlords and governors." Apparently attributed to Luke Skywalker in 12 ABY, so it got me looking into how many notable Warlords there were.  The internet is not particularly helpful on this account.  You have already included/plan to include 9 of the most notable warlord factions, and I only found one other of any interest.  How many have you come across in your research/development?

2: As a continuation of the previous question, the only other warlord I found so far is the inspiration for my user name, and I really hope you guys will include him as a minor and/or acquirable faction in 2.2 or 2.3.  The Warlord of Wild Space was a Moff named Delurin who commanded a unique battleship named the Galaxy Dragon that literally had a draconic look to it.  He conquered a planet named Bormter to the Galactic north of Endor that was home to a reptilian race who he used as 'Dragon troopers'.  He also controlled territory all the way over near Ruusan at one point, on the other side of the expansion regions and he tried to take on the New Republic but was a little less than successful.  Also, he is never stated to have died or lost his territory as far as I can tell, unless he was at that meeting where Daala gassed everyone.  Check out his page on Wookiepedia, he seems like a cool side character.

3: You have teased a couple of times that a future 2.3 might focus on non-imperial factions.  What kind of factions would you guys like to work on if you had the chance?  Some of my favourites include the Hutts, Zann Consortium, Ssi-Ruuvi Imperium and the Chiss Ascendancy.

4: With the addition of the Bellator and Night Hammer capital ships to the existing Executor, Eclipse, Viscount and Vengeance, you have covered almost every major dreadnought class ship.  With only a couple types left, do you intend to include them all? I think all that remains are the Assertor Class, Mandator Class and couple of one off types.  Will other super weapons like the 'Eye of Palpatine' or the Death Star prototype be considered?

5: Some small requests for types of small craft to flesh out the outer rim factions and differentiate them.  The TIE Punisher heavy bomber as a recruitable squadron, the old BTL-B Y-wings from the Clone Wars as a launchable squadron from some of the older ships, ETA-2's as a launchable elite fighter in the interceptor slot if you ever make the mandator SSD (I like the idea proposed in legends canon that they were the inspiration for TIE fighters and given to elite imperial pilots), Old Republic V-Wings, TIE Advanced/avenger as a recruitable squadron since they had hyperdrive capability, Shadow Squadron (The last surviving squadron of TIE Phantoms)  And you said in one video that you were trying to find a replacement for the patrol craft for the PA, if you have not found one yet, have you considered using the VT-49 Decimator? or having the VT-49 as a separate unit?  It is about the size of the Millenium Falcon and served as a raider/transport/bomber/escort vessel.  It would do well against fighters, but be more maneuverable than most anti-fighter craft, and possibly even classified as a fighter itself (not sure if the YT freighter is a fighter), giving it a unique role in a ship lineup.

6: Lastly, I heard you comment about not having the manpower to pursue working on new-canon ships with all of the stuff you currently have on your plate, but if you did want any new-canon ships, what are some of your personal favourites/ones you think would help out your ship rosters?
Title: Re: 2.2 Demo Feedback
Post by: Corey on May 27, 2017, 01:41:18 PM
Happy to hear you're enjoying it. As for your questions:

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1: I found this interesting quote when reading up on the warlords, "The Empire has broken into six, maybe ten major fragments, ruled by warlords and governors." Apparently attributed to Luke Skywalker in 12 ABY, so it got me looking into how many notable Warlords there were.  The internet is not particularly helpful on this account.  You have already included/plan to include 9 of the most notable warlord factions, and I only found one other of any interest.  How many have you come across in your research/development?

There's this (http://starwars.wikia.com/wiki/Category:Imperial_warlords). The ones who controlled the most amount of territory, enough to be considered real threats for significant galactic powers, would be the ones present in the mod as playable factions. People like Harrsk and some of the Grand Admirals were smaller, but not quite insignificant. There were some like Prentioch or Getelles who tended to control only one sector, as well.

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2: As a continuation of the previous question, the only other warlord I found so far is the inspiration for my user name, and I really hope you guys will include him as a minor and/or acquirable faction in 2.2 or 2.3.  The Warlord of Wild Space was a Moff named Delurin who commanded a unique battleship named the Galaxy Dragon that literally had a draconic look to it.  He conquered a planet named Bormter to the Galactic north of Endor that was home to a reptilian race who he used as 'Dragon troopers'.  He also controlled territory all the way over near Ruusan at one point, on the other side of the expansion regions and he tried to take on the New Republic but was a little less than successful.  Also, he is never stated to have died or lost his territory as far as I can tell, unless he was at that meeting where Daala gassed everyone.  Check out his page on Wookiepedia, he seems like a cool side character.

Since we try to make sense of canon as a whole, we tend to leave out stuff that either has too many weird elements to properly fit in with the whole, or was too insignificant to impact the wider galaxy. Unfortunately, this fits into that category- nothing from it, to my knowledge, was ever referenced outside that particular roleplaying story, and even then they had minimal impact, especially considering how many new assets that would be for a faction that doesn't really fit into any other conflict. If we're gonna be doing dinosaurs, it'll be the Ssi-Ruuk.

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3: You have teased a couple of times that a future 2.3 might focus on non-imperial factions.  What kind of factions would you guys like to work on if you had the chance?  Some of my favourites include the Hutts, Zann Consortium, Ssi-Ruuvi Imperium and the Chiss Ascendancy.
It all depends on what we have the time and resources to do. Definitely won't be the Zann Consortium though (the rest are possibilities), since Petroglyph wrote themselves into a corner. FoC was set pre-Endor, before the mod starts, and they set up this apparently big plot that nobody ever took over, which wouldn't have made much sense because that part of galactic history was pretty dense already- there wasn't really room for another major threat or war. The (thankfully) few times the ZC has been mentioned since, it's been essentially implied they disbanded.

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4: With the addition of the Bellator and Night Hammer capital ships to the existing Executor, Eclipse, Viscount and Vengeance, you have covered almost every major dreadnought class ship.  With only a couple types left, do you intend to include them all? I think all that remains are the Assertor Class, Mandator Class and couple of one off types.  Will other super weapons like the 'Eye of Palpatine' or the Death Star prototype be considered?

We don't plan to include them all. Maybe one or two more, in very limited capacities, but that would also mean edging out other ships. Honestly, EaW can't handle superweapons or even superships in a satisfactory way. I don't really like having to include them at all. They're a huge resource sink for something that tends to have a more negative than positive impact on the game as a whole.

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5: Some small requests for types of small craft to flesh out the outer rim factions and differentiate them.  The TIE Punisher heavy bomber as a recruitable squadron, the old BTL-B Y-wings from the Clone Wars as a launchable squadron from some of the older ships, ETA-2's as a launchable elite fighter in the interceptor slot if you ever make the mandator SSD (I like the idea proposed in legends canon that they were the inspiration for TIE fighters and given to elite imperial pilots), Old Republic V-Wings, TIE Advanced/avenger as a recruitable squadron since they had hyperdrive capability, Shadow Squadron (The last surviving squadron of TIE Phantoms)  And you said in one video that you were trying to find a replacement for the patrol craft for the PA, if you have not found one yet, have you considered using the VT-49 Decimator? or having the VT-49 as a separate unit?  It is about the size of the Millenium Falcon and served as a raider/transport/bomber/escort vessel.  It would do well against fighters, but be more maneuverable than most anti-fighter craft, and possibly even classified as a fighter itself (not sure if the YT freighter is a fighter), giving it a unique role in a ship lineup.

We don't want to put even more CW assets into the mod, most were incredibly outdated and some like the Eta-2 were never really seen again. Stuff like the CW Y-Wing had been completely superceded by the more modern Y-Wing, which itself was almost entirely superceded by this timeframe. We've already basically overused them. When we were looking for a PA IPV replacement, we were posting a poll between a few options- the problem is really just that there's too many, not necessarily that we couldn't find one. Other TIEs are an option, but they tend to be pretty low priority as far as assets go.

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6: Lastly, I heard you comment about not having the manpower to pursue working on new-canon ships with all of the stuff you currently have on your plate, but if you did want any new-canon ships, what are some of your personal favourites/ones you think would help out your ship rosters?

I like most of the new ships except that new heavy bomber. The reason we don't pursue new canon assets, though, has more to do with the fact that it's a completely separate timeline, and none of those ships exist in L:egends. We'd have to make an entirely new mod, stripping out all of the EU ships, characters, campaigns and basically start fresh in a universe with, currently, far fewer ships and options generally.

Title: Re: 2.2 Demo Feedback
Post by: MaxL_1023 on May 27, 2017, 04:22:34 PM
Looking at the files, the Secutor's quad turbolaser hardpoints only have one pulse each. Is this intentional? It seems a bit undergunned compared to its population cost and the lack of dominant starfighters like the NR E-Wing, K-Wing or the IR's TIE Defender.

I figured it should have about the same firepower as an ISD-II, with the extra fighters accounting for the cost increase. Either that, or make it a pop-count 4 or 5 unit.
Title: Re: 2.2 Demo Feedback
Post by: Helix345 on May 27, 2017, 04:27:28 PM
The thing about the secutor is that it kinda never runs out of fighters. If you use it as a carrier and support it properly I've found that it will give you long term fighter superiority in almost any situation.
Title: Re: 2.2 Demo Feedback
Post by: MaxL_1023 on May 27, 2017, 04:37:59 PM
The fighters it carries (besides the Arc-170) seem a bit underwhelming though - TIE series in general get shredded by almost anything else. I find fighters (besides the Defender and E/K wings) to be of limited utility if there are any anti-fighter ships in the enemy fleet - they seem to go down too fast. It could just be me however.
Title: Re: 2.2 Demo Feedback
Post by: Grand Admiral Rufaan Tigellinus on May 27, 2017, 04:39:37 PM
The Secutor deploys 32 squadrons, 8 at a time. So you have to lose them all 4 times over to run out. I'd say it's worth its price.
Title: Re: 2.2 Demo Feedback
Post by: Grand Admiral Rufaan Tigellinus on May 27, 2017, 04:51:07 PM
The fighters it carries (besides the Arc-170) seem a bit underwhelming though - TIE series in general get shredded by almost anything else. I find fighters (besides the Defender and E/K wings) to be of limited utility if there are any anti-fighter ships in the enemy fleet - they seem to go down too fast. It could just be me however.

That's the balance in-game. Fighter/bomber swarm isn't really the Empire's tactic (and this goes to other Imperial factions as well). And if every Imperial carrier carried Defenders that would make them OP. You can build them separately as a player, the AI usually wouldn't. And considering they weren't used that heavily in legends anyway it's only fair. The Imperial factions get SSDs, Praetors, Allegiances, etc., they don't need to also have the best fighters and bombers in the game. And TIE Defender is both the best fighter and bomber, so its use had to be limited.
Title: Re: 2.2 Demo Feedback
Post by: Helix345 on May 27, 2017, 08:46:25 PM
Investing in a secutor also gives you an anti fighter force that is much less squishy than a corvette. It's not the quality, it's the quantity.
Title: Re: 2.2 Demo Feedback
Post by: Mr.Puerto on May 27, 2017, 08:47:29 PM
V-19s are super powerful if used correctly. So I wouldn't disregard the Secutor's squadrons right away.
Title: Re: 2.2 Demo Feedback
Post by: MaxL_1023 on May 29, 2017, 06:38:18 PM
Is there a way to re-orient ships without moving them? My Star Destroyers love to flash their engine bells at the enemy. (This might be a neophyte question, if so I apologize)
Title: Re: 2.2 Demo Feedback
Post by: MaxL_1023 on May 30, 2017, 12:26:39 AM
Looking in the XML files, the Bellator seems to have 54 turbolaser batteries with 10 pulses each, 54 heavy turbolaser batteries with 10 pulses each and some missiles + ion cannons. It is supposed to have this much armament? AFAIK, this is what the Executor-Class carries (at least in terms of turbolasers).

Would it be possible to replace some of them with quad mounts (with fewer pulses) to match the visual model of the gun turrets?
Title: Re: 2.2 Demo Feedback
Post by: Corey on May 30, 2017, 12:53:57 AM
You are correct, we'll be fixing that (we had to redo the Bellator armament anyways, since as you say, we built it off of singles when it's meant to have more duals/quads).
Title: Re: 2.2 Demo Feedback
Post by: WarlordOfWildSpace on May 30, 2017, 03:25:53 AM
Thanks for the response Corey!

Happy to hear you're enjoying it. As for your questions:

There's this (http://starwars.wikia.com/wiki/Category:Imperial_warlords). The ones who controlled the most amount of territory, enough to be considered real threats for significant galactic powers, would be the ones present in the mod as playable factions. People like Harrsk and some of the Grand Admirals were smaller, but not quite insignificant. There were some like Prentioch or Getelles who tended to control only one sector, as well.

Since we try to make sense of canon as a whole, we tend to leave out stuff that either has too many weird elements to properly fit in with the whole, or was too insignificant to impact the wider galaxy. Unfortunately, this fits into that category- nothing from it, to my knowledge, was ever referenced outside that particular roleplaying story, and even then they had minimal impact, especially considering how many new assets that would be for a faction that doesn't really fit into any other conflict. If we're gonna be doing dinosaurs, it'll be the Ssi-Ruuk.

Thanks for the link!  Don't know how I missed this before, but there are a lot of them, something like 30 in the first year alone.  And a number of them are far weirder and more powerful than the Moff Delurin fellow I found.  I had fun and made this map for ABY 4-5 because I enjoy making maps.  ;D
http://imgur.com/XChQRGF (http://imgur.com/XChQRGF)


Also, didn't the Empire of the Hand recruit reptilians from Kariek or one of their planets?  If you ever made the Ssi-Ruuk in years to come it would be a neat resource crossover, assuming they looked at all alike.

We don't want to put even more CW assets into the mod, most were incredibly outdated and some like the Eta-2 were never really seen again. Stuff like the CW Y-Wing had been completely superceded by the more modern Y-Wing, which itself was almost entirely superceded by this timeframe. We've already basically overused them. When we were looking for a PA IPV replacement, we were posting a poll between a few options- the problem is really just that there's too many, not necessarily that we couldn't find one. Other TIEs are an option, but they tend to be pretty low priority as far as assets go.

I had only thought of it as a good doubling of resource use with FotR being worked on, but you make excellent points.  Still hope to see the VT-49 in the future, one of my favourite ships in Fantasy Flight's X-Wing.

I like most of the new ships except that new heavy bomber. The reason we don't pursue new canon assets, though, has more to do with the fact that it's a completely separate timeline, and none of those ships exist in L:egends. We'd have to make an entirely new mod, stripping out all of the EU ships, characters, campaigns and basically start fresh in a universe with, currently, far fewer ships and options generally.

It seems unfair that new-Canon can take whatever it likes from the EU, but that the reverse does not apply.  There was a statement at one point from a Lucasfilm employee that all EU characters still exist in Canon, but their stories don't.  This seems like a strange blanket statement since it clearly doesn't always apply, what with Kylo Ren/Ben Solo being an amalgamation of Jacen Solo and Ben Skywalker or Jyn Erso being a new version of Jan Ors.  Still, it seems a shame that those working with EU material cannot apply that logic in reverse to take any planets, ships or even characters they want.

Also, wasn't the Raider developed by a collaboration between Lucasfilm and Fantasy Flight after the Disney buyout and the beginning of new-canon?  Wouldn't that make it a Canon only ship, and therefore not usable in your mod?  Not that I am complaining, I really like seeing the Raider in your mod, just curious.
Title: Re: 2.2 Demo Feedback
Post by: Corey on May 30, 2017, 05:43:59 AM
Nice job on the map.

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Also, didn't the Empire of the Hand recruit reptilians from Kariek or one of their planets?  If you ever made the Ssi-Ruuk in years to come it would be a neat resource crossover, assuming they looked at all alike.

Yes, the Eickarie. They were probably more reptilian in the Trandoshan sense than Ssi-Ruuvi- they were at least humanoid enough that they could fit into stormtrooper armour and not be conspicuous.

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It seems unfair that new-Canon can take whatever it likes from the EU, but that the reverse does not apply.

That's really just because one's ongoing and the other's not. The EU is also a lot more dense, it's hard to insert any major storyline in the GCW or afterward without causing issues. That's sorta why the Zann Consortium had to just fall apart, that was an impossible storyline to develop.

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Also, wasn't the Raider developed by a collaboration between Lucasfilm and Fantasy Flight after the Disney buyout and the beginning of new-canon?  Wouldn't that make it a Canon only ship, and therefore not usable in your mod?  Not that I am complaining, I really like seeing the Raider in your mod, just curious.

There's some ongoing stuff like TOR and the FFG stuff which seem to have at least one foot in Legends still (possibly both, with TOR). The Raider was built into and around existing Legends lore, including being designed by Lira Wessex. The non-sequel era stuff in that game seems to be pretty much Legends material considering for it to be canon, it brings almost the entirety of Legends into canon (both characters and storylines), although that will likely change with Rogue One.
Title: Re: 2.2 Demo Feedback
Post by: WarlordOfWildSpace on May 30, 2017, 07:01:23 AM
Makes sense.  With all this legends content to look at, what would you recommend?  (I have read the Thrawn trilogy and the Jedi Search trilogy)

Also, don't know if there is a place for it in the rosters of ICW, but the Gozanti cruiser/carrier has appeared in the prequel movies and the 2008 Clone Wars cartoon, admittedly not in use by the Empire, but would that place them far enough into Legends territory to be used if you ever wanted to?
Title: Re: 2.2 Demo Feedback
Post by: DarthRevansRevenge on May 30, 2017, 09:30:28 AM

Thanks for the link!  Don't know how I missed this before, but there are a lot of them, something like 30 in the first year alone.  And a number of them are far weirder and more powerful than the Moff Delurin fellow I found.  I had fun and made this map for ABY 4-5 because I enjoy making maps.  ;D
http://imgur.com/XChQRGF (http://imgur.com/XChQRGF)



lovely job on the map, but a few suggestions:
1. the PA. it is show on your map only half it's size, so maybe add attack lines or modify it to symbolise it's greater size.
2. similarly, the Cuitric hegemony looks a little big for 1 sector.
3. you mentioned the Oplovis sector, but didn't fill it in.
4. can you add the NR attack movements of the first two years, to show it's growing size
great job over all though.
as a side note on this, could you make a serious of  maps for the rest of the civil war?

edit: scratch the PA size comment
Title: Re: 2.2 Demo Feedback
Post by: Bucman55 on May 30, 2017, 10:00:32 AM
Is there a way to re-orient ships without moving them? My Star Destroyers love to flash their engine bells at the enemy. (This might be a neophyte question, if so I apologize)

Select the desired ship, right click, hold and move your mouse either on the unit or where you want it to go to reveal an arrow. Point the arrow in the direction you want that unit facing and win battles.
Title: Re: 2.2 Demo Feedback
Post by: tlmiller on May 30, 2017, 10:26:16 AM
Select the desired ship, right click, hold and move your mouse either on the unit or where you want it to go to reveal an arrow. Point the arrow in the direction you want that unit facing and win battles.

AT least, when it doesn't want to spin 340* to orient itself in the direction instead of turning 20*...
Title: Re: 2.2 Demo Feedback
Post by: WarlordOfWildSpace on May 31, 2017, 01:30:34 AM
lovely job on the map, but a few suggestions:
1. the PA. it is show on your map only half it's size, so maybe add attack lines or modify it to symbolise it's greater size.
2. similarly, the Cuitric hegemony looks a little big for 1 sector.
3. you mentioned the Oplovis sector, but didn't fill it in.
4. can you add the NR attack movements of the first two years, to show it's growing size
great job over all though.
as a side note on this, could you make a serious of  maps for the rest of the civil war?

edit: scratch the PA size comment

The Ciutric Hegemony's size is based on its control of the two planets you can see on the map, Ciutric and Axxila, each faction is also basically a fair amount of guess work, many of them may have owned more or less territory between ABY 4-5, but they are all roughly in the right place and the right size. 

The Oplovis sector is that green section between the PA and Ciutric, there is white line connecting the area to the title, but it is accidentally in the same layer as the green territory marker, and so is at the same transperancy, might fix in future.

I'd love to make more maps, no promises, but I will have a look at it.

Edit: @Corey:  Has anyone ever asked you guys to make the Nar-Shadda type star destroyer seen in the Force Unleashed games?  It also appeared up in Zinj's territory at Raxus Prime and would make for a unique mid-range star destroyer being between a victory and a venator in size and utilizing design elements from the Imperial and Venator SDs, meaning that it could likely be cobbled together from existing models.  Just a thought.

On that note, the Imperial Remnant has no ship between the levels of ISD and SSD, like the Praetor for Eriadu and PA or the Allegiance for Maldrood.  If that is intentional then disregard the following, but if they should have a ship in that class, there a couple of options.  There is the Tagge battlecruiser, named after the Core Worlds based company that built it for the Empire, and were supposed to be bigger than ISDs, but not SSD size.  There is also a Praetor II variant that appears without a name in Admiral Giel's secret armada, it is 90% a Prraetor, but has truncated bow like a Gladiator which could make a carrier, similar to the Secutor, or a missile battery battlecruiser. There is also a battlecruiser of unknown type with a unique design captured by the pirate Crimson Jack after it was damaged in a battle against rebels, and the cruisers Praetor mark 1 and Procurator, but no images outside of fan imaginings exist for them.

2 other thoughts, I know the Zann are essentially a FoC only creation that doesn't fit well, but has the team ever thought about using the Aggressor-class star destroyer from that faction that was, supposedly, a design stolen from the Imperials.  It probably doesn't work for any of your factions, I am just curious.

Lastly, the Twilight incident from early in the Galactic war saw the use of a modified Victory class Star Destroyer with a weaker version of the Death Star's superlaser embedded in it.  This ship then just vanishes and is never mentioned again.  It is likely something that would never come to pass as there are more pressing issues, but it would be neat to have this ship appear as a rescuable mission/event in the wild space territories up near the Empire of the Hand as it was last spotted up that way.  Again, likely never to happen, just interesting that this ship and its plot thread were never completed in the EU.
Title: Re: 2.2 Demo Feedback
Post by: MaxL_1023 on June 01, 2017, 01:22:13 AM
Just wondering - is the Allegiance supposed to turn as slowly as it does? It seems to be slower than a SSD in terms of turn rate, which seems backwards (like they love to face when not micromanaged).

Also, why is the Providence so torpedo heavy? AFAIK in canon it was primarily armed with turbolasers and fighters.
Title: Re: 2.2 Demo Feedback
Post by: Bucman55 on June 01, 2017, 01:45:03 AM
Just wondering - is the Allegiance supposed to turn as slowly as it does? It seems to be slower than a SSD in terms of turn rate, which seems backwards (like they love to face when not micromanaged).

Also, why is the Providence so torpedo heavy? AFAIK in canon it was primarily armed with turbolasers and fighters.

If one looks at the canonical armament of the Providence (according to wookieepedia) one finds that it is very torpedo heavy.
Title: Re: 2.2 Demo Feedback
Post by: thdhted on June 01, 2017, 04:14:37 PM
Besides, the number of Torpedoes it has gives it more viability than it would otherwise. It's a Carrier that can also pull duty as a bruiser that can actually hold its own in combat.
This is opposed to the Venator which is a support carrier that does most of its damage by piggybacking off of a ship with Ion Cannons.
Title: Re: 2.2 Demo Feedback
Post by: Jorritkarwehr on June 01, 2017, 06:44:19 PM
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On that note, the Imperial Remnant has no ship between the levels of ISD and SSD, like the Praetor for Eriadu and PA or the Allegiance for Maldrood.  If that is intentional then disregard the following, but if they should have a ship in that class, there a couple of options.

The Tagge Battlecuiser is actually planned for Maldrood. It's being merged with the Sorannon-class Star Destroyer and will presumably also show up as the EX-F for the Duskhan League and the Remnant.


Considering all the Warlords have two battlecruiser-sized ships (PA: Praetor, Secutor; Zsinj: Allegiance, Lucrehulk; Maldrood: Allegiance, Secutor; EA: Praetor, Torpedo Sphere), I'd like to see era 1 Remnant get something in that range as well. Perhaps the Allegiance, with Maldrood getting the Tagge/Sorannon instead.
Title: Re: 2.2 Demo Feedback
Post by: MaxL_1023 on June 01, 2017, 07:39:20 PM
I think the Tector is supposed to fulfill a battlecruiser-like role when it is available - AFAIK it has 8000 shields/hull and similar firepower to the Allegiance.

There were a lot of smaller SSD designs floating around (like the Bellator) - maybe the IR could have two SSD designs (one about half size) to compensate for the lack of a BC. The Empire was always an ISD + SSD fleet AFAIK - most of the mid-sized ships ended up in the rim.
Title: Re: 2.2 Demo Feedback
Post by: Mr.Puerto on June 01, 2017, 09:16:07 PM
I think the Tector is supposed to fulfill a battlecruiser-like role when it is available - AFAIK it has 8000 shields/hull and similar firepower to the Allegiance.

There were a lot of smaller SSD designs floating around (like the Bellator) - maybe the IR could have two SSD designs (one about half size) to compensate for the lack of a BC. The Empire was always an ISD + SSD fleet AFAIK - most of the mid-sized ships ended up in the rim.

Yup I also think this was the case, I would be okay if the IR only had the Tector in this instance. Maybe I would be good with a couple Allegiances lying about but not build-able making them much more valuable. But the IR (in my opinion obviously) would be way overpowered if they had a committed build-able battlecrusier.  The IR already has way too many SSDs, you have the Executor class then the Sovereign, Then the Eclipse and hero SSDs. That's already enough.
Title: Re: 2.2 Demo Feedback
Post by: WarlordOfWildSpace on June 01, 2017, 09:44:57 PM
I agree that the SSDs get extreme, but maybe only the player should be able to build them, and let the AI build a battlecruiser?  I just have to sigh every time I fight a fleet of 3 executors.  But I think what would maybe round out their roster more would be the Praetor truncated variant as a carrier battlecruiser, like heavier version of the Secutor.  It would fill a different role in their roster, that of a heavy carrier, and wouldn't have the sheer fire power or mass of other large ships, but more mass than a secutor.
Title: Re: 2.2 Demo Feedback
Post by: Mr.Puerto on June 01, 2017, 09:57:21 PM
I agree that the SSDs get extreme, but maybe only the player should be able to build them, and let the AI build a battlecruiser?  I just have to sigh every time I fight a fleet of 3 executors.  But I think what would maybe round out their roster more would be the Praetor truncated variant as a carrier battlecruiser, like heavier version of the Secutor.  It would fill a different role in their roster, that of a heavy carrier, and wouldn't have the sheer fire power or mass of other large ships, but more mass than a secutor.
That'd be pretty boring of a game though. SSDs are pretty easy to take down so locking them would be pointless.
Title: Re: 2.2 Demo Feedback
Post by: Corey on June 02, 2017, 12:07:42 AM
Edit: @Corey:  Has anyone ever asked you guys to make the Nar-Shadda type star destroyer seen in the Force Unleashed games?  It also appeared up in Zinj's territory at Raxus Prime and would make for a unique mid-range star destroyer being between a victory and a venator in size and utilizing design elements from the Imperial and Venator SDs, meaning that it could likely be cobbled together from existing models.  Just a thought.

People have asked, we've always said we have no plans of doing that. It's not a unique role, and there's no information on it aside from a design (and honestly, it's a pretty ugly design). Not really worth the amount of work we'd have to put in for another relatively-samey mid-range Star Destroyer variant, which are effectively a dime a dozen as it is.

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On that note, the Imperial Remnant has no ship between the levels of ISD and SSD, like the Praetor for Eriadu and PA or the Allegiance for Maldrood.  If that is intentional then disregard the following, but if they should have a ship in that class, there a couple of options.  There is the Tagge battlecruiser, named after the Core Worlds based company that built it for the Empire, and were supposed to be bigger than ISDs, but not SSD size.  There is also a Praetor II variant that appears without a name in Admiral Giel's secret armada, it is 90% a Prraetor, but has truncated bow like a Gladiator which could make a carrier, similar to the Secutor, or a missile battery battlecruiser. There is also a battlecruiser of unknown type with a unique design captured by the pirate Crimson Jack after it was damaged in a battle against rebels, and the cruisers Praetor mark 1 and Procurator, but no images outside of fan imaginings exist for them.

The Remnant does have ships in that range- at different times, they have access to both the Praetor II (even in 2.1) and the Allegiance (nobody had this before 2.2), plus one other thing we haven't mentioned yet. In any case, that size range isn't really a "must fill" for any faction, so it's true that some eras will remain without it, but that is intentional. For those that we decide would benefit from it, the Praetor, Secutor and Allegiance are all perfectly fine, as far as we're concerned.

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2 other thoughts, I know the Zann are essentially a FoC only creation that doesn't fit well, but has the team ever thought about using the Aggressor-class star destroyer from that faction that was, supposedly, a design stolen from the Imperials.  It probably doesn't work for any of your factions, I am just curious.

We have thought about things like it and the Kedalbe, Vengeance, etc, and some of them may come into play later, but we also would need to make new art assets for them.

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Lastly, the Twilight incident from early in the Galactic war saw the use of a modified Victory class Star Destroyer with a weaker version of the Death Star's superlaser embedded in it.  This ship then just vanishes and is never mentioned again.  It is likely something that would never come to pass as there are more pressing issues, but it would be neat to have this ship appear as a rescuable mission/event in the wild space territories up near the Empire of the Hand as it was last spotted up that way.  Again, likely never to happen, just interesting that this ship and its plot thread were never completed in the EU.

If there's plots about stuff being actually lost, ala Outbound flight, that's more likely to be something we try to pick up and do something with. If there's something like the weird superlaser VSD that jsut weren't talked about again, that's not quite the same. Honestly, usually something being brought up and never talked about again like that is an indication that it wasn't the best idea for them to have made in the first place, and a superlaser-equipped VSD from right at the end of the Clone Wars (almost 20 years before the mod starts) is an area where I think the best move is to forget that plot was ever a thing..
Title: Re: 2.2 Demo Feedback
Post by: GreyStar on June 02, 2017, 01:18:11 AM
Quote from: Corey
If there's plots about stuff being actually lost, ala Outbound flight, that's more likely to be something we try to pick up and do something with. If there's something like the weird superlaser VSD that jsut weren't talked about again, that's not quite the same. Honestly, usually something being brought up and never talked about again like that is an indication that it wasn't the best idea for them to have made in the first place, and a superlaser-equipped VSD from right at the end of the Clone Wars (almost 20 years before the mod starts) is an area where I think the best move is to forget that plot was ever a thing..

Well we could always add the Force Unleashed Nebulon-Bs that could one shot the Imperator Class. Or the proton beam cannons from EaW.
Title: Re: 2.2 Demo Feedback
Post by: Mr.Puerto on June 02, 2017, 01:45:37 AM
Well we could always add the Force Unleashed Nebulon-Bs that could one shot the Imperator Class. Or the proton beam cannons from EaW.
No TFU plz
Title: Re: 2.2 Demo Feedback
Post by: MaxL_1023 on June 02, 2017, 12:25:54 PM
I think the larger ships (anything bigger than an ISD) should be more minor aspects of gameplay - the engine can't handle them, they can't really move around and with the unit cap they are hard to balance and reduce the variety in fleet composition.

SSDs should be a flagship-type unit - something unique which is only rarely seen. I don't like the factions being able to spam them like a normal unit. The AI can't use them properly to begin with - Zsinj must be drunk behind the wheel of his SSD, as it spends most of the battle randomly meandering around the jump-in point.

I can live with Battlecruisers - the Alliegance and Praetor are good counters for the VSD/ISD type ships while being rightfully vulnerable to bombers. Secutors and Lucrehulks are well-defined units with a role - maybe not completely balanced but they can fit on the map.

SSDs can basically zerg-rush almost anything. They have twice as much effective HP just due to overkill damage against destroyed hardpoints - that negates a lot of the weaknesses against volley-type attacks like bombers. Not to mention that they often have trouble getting to the battle to begin with - I just jump one into the middle of everything and let loose with the 1000+ turbolasers. Even if it takes damage, it is worth WAY more than 18 pop points before it goes down.

Call it the Thrawn doctrine.
Title: Re: 2.2 Demo Feedback
Post by: Slornie on June 02, 2017, 01:00:35 PM
Lastly, the Twilight incident from early in the Galactic war saw the use of a modified Victory class Star Destroyer with a weaker version of the Death Star's superlaser embedded in it.  This ship then just vanishes and is never mentioned again.  It is likely something that would never come to pass as there are more pressing issues, but it would be neat to have this ship appear as a rescuable mission/event in the wild space territories up near the Empire of the Hand as it was last spotted up that way.  Again, likely never to happen, just interesting that this ship and its plot thread were never completed in the EU.
I'm personally tempted to treat the Twilight mission Star Destroyer as being the same vessel later known as the Conqueror (http://starwars.wikia.com/wiki/Conqueror_(superlaser)) (destroyed, 1 ABY).  I know the back-story for the latter implies it's post-Death Star but testbed to revived substitute terror weapon isn't too much of a stretch there.
Title: Re: 2.2 Demo Feedback
Post by: WarlordOfWildSpace on June 02, 2017, 07:37:05 PM
I think the larger ships (anything bigger than an ISD) should be more minor aspects of gameplay - the engine can't handle them, they can't really move around and with the unit cap they are hard to balance and reduce the variety in fleet composition.

SSDs should be a flagship-type unit - something unique which is only rarely seen. I don't like the factions being able to spam them like a normal unit. The AI can't use them properly to begin with - Zsinj must be drunk behind the wheel of his SSD, as it spends most of the battle randomly meandering around the jump-in point.

I can live with Battlecruisers - the Alliegance and Praetor are good counters for the VSD/ISD type ships while being rightfully vulnerable to bombers. Secutors and Lucrehulks are well-defined units with a role - maybe not completely balanced but they can fit on the map.

SSDs can basically zerg-rush almost anything. They have twice as much effective HP just due to overkill damage against destroyed hardpoints - that negates a lot of the weaknesses against volley-type attacks like bombers. Not to mention that they often have trouble getting to the battle to begin with - I just jump one into the middle of everything and let loose with the 1000+ turbolasers. Even if it takes damage, it is worth WAY more than 18 pop points before it goes down.

Call it the Thrawn doctrine.

That's the main reason I would love to see the entire roster of battlecruiser ship types before the remaining SSDs (Assertor and Mandator I think)  even though SSDs are awesome in their own way, the battlecruisers are way more maneuverable and handled by the engine far better.  They allow my fleet to have a solid anchor or powerful command ship that doesn't take up all of my pop points or 3/4 of the screen.  Also, if we ever got the Praetor variant, unlikely as that is, it fills the same role as the Lucrehulk and secutor, but theoretically with more armour, which could be interesting.

I do like how, even though they all big command vessels, each SSD has some sort of unique role/strength.  Assertors are there to deal massive firepower, Bellators are supposed to be the fastest, executors the biggest carrier/mobile command, Mandator is meant to take a beating and the Eclipse and Sovereign have those giant lasers of doom.  I just find it interesting that they aren't complete carbon copies of each other, but each designed around a different main function, except maybe the Vengeance, other than being scary and black, it is just kind of an Executor with less fighters and overall mass.

I'm personally tempted to treat the Twilight mission Star Destroyer as being the same vessel later known as the Conqueror (http://starwars.wikia.com/wiki/Conqueror_(superlaser)) (destroyed, 1 ABY).  I know the back-story for the latter implies it's post-Death Star but testbed to revived substitute terror weapon isn't too much of a stretch there.

That would make sense, and make for an interesting story of the Empire saying, "No, we never had a super-laser ship before . . ." shifty eyes, "This one is completely new"


On the topic of actual feedback about the Demo though, I don't know if this is a base game thing or because I am using 'More submod for Thrawn's revenge'  but has anyone else noticed that Quasar ships get listed as casualties in almost every battle, despite usually not being present?  I think I shall have to reinstall the Demo as just its vanilla form and test that.
Title: Re: 2.2 Demo Feedback
Post by: Corey on June 02, 2017, 08:49:05 PM
That's a side effect of the ground fighters doubling as the space carriers, which we're removing.
Title: Re: 2.2 Demo Feedback
Post by: WarlordOfWildSpace on June 02, 2017, 10:05:38 PM
Oh, ok. Another strange glitch I just started experiencing as the PA, sometimes when I load up my save I find that the game is treating 1 of my ISD2s as a separate unit from the rest, or doing the same with some if my stormtroopers, or even sometimes changing some if my stormtroopers into pentastar enforcers.
Title: Re: 2.2 Demo Feedback
Post by: Corey on June 02, 2017, 10:12:30 PM
Typically we don't comment on anything to do with submods (after all, stuff was disabled for a reason- we don't wanna get roped in to doing tech support for stuff we didn't intent for people to play yet, or that other people made), but that's because units for different factions are different units, so the ones you build are the proper variant and the starting forces are likely belonging to a different faction.
Title: Re: 2.2 Demo Feedback
Post by: lordoflinks on June 04, 2017, 06:25:10 AM
How are Providences recruited? I cannot find them anywhere...
Other than that, will the main menu be changed; it is a bit immersion breaking for the new bridge to have the same scenes as the fighter as it gives the impression the Star Destroyer is moving around like a fighter.
Very impressive otherwise, congratulations.
Title: Re: 2.2 Demo Feedback
Post by: Bucman55 on June 04, 2017, 11:34:38 AM
How are Providences recruited? I cannot find them anywhere...

As Maldrood, you buy them like any other heavy frigate.
Title: Re: 2.2 Demo Feedback
Post by: lordoflinks on June 04, 2017, 02:24:37 PM
I mean for Zsinj as they are listed in his roster here:
http://thrawnsrevenge.com/forums/index.php?topic=6408.0
Title: Re: 2.2 Demo Feedback
Post by: Corey on June 05, 2017, 02:25:01 AM
They're not actually available to him, that's an error in the documentation.
Title: Re: 2.2 Demo Feedback
Post by: MaxL_1023 on June 05, 2017, 11:31:50 AM
Where can Zsinj build Lucrehulks? Are they limited to certain planets?

Also, the Zsinj AI seems to spam Dominators, especially when attacking. It seems a bit weird, since they are basically worse ISDs considering their ability is never actually used by the AI. Is there a way to tone back the use of them, or to make the ability passive?

The smaller interdictor could still have to stop and use the ability, but the ISD-scale model could reasonably have the same capability without stressing the power systems to the same degree considering the larger reactor the ISD carries.
Title: Re: 2.2 Demo Feedback
Post by: Bucman55 on June 05, 2017, 11:35:03 AM
Where can Zsinj build Lucrehulks? Are they limited to certain planets?

Also, the Zsinj AI seems to spam Dominators, especially when attacking. It seems a bit weird, since they are basically worse ISDs considering their ability is never actually used by the AI. Is there a way to tone back the use of them, or to make the ability passive?

The smaller interdictor could still have to stop and use the ability, but the ISD-scale model could reasonably have the same capability without stressing the power systems to the same degree considering the larger reactor the ISD carries.

Those can only be built on Corporate Sector planets.
Title: Re: 2.2 Demo Feedback
Post by: MaxL_1023 on June 05, 2017, 12:12:08 PM
I thought so - do they need a capital shipyard?
Title: Re: 2.2 Demo Feedback
Post by: Bucman55 on June 05, 2017, 01:05:08 PM
I thought so - do they need a capital shipyard?

Heavy Frigate Shipyard. In the demo, the only planet that fits the bill is Etti IV.
Title: Re: 2.2 Demo Feedback
Post by: Corey on June 08, 2017, 04:21:48 AM
Gonna start splitting off some topics from this thread that don't specifically relate to demo content, since there's a bunch of mini-discussions about general suggestions for the mod in this thread.
Title: Re: 2.2 Demo Feedback
Post by: tlmiller on June 27, 2017, 04:57:22 PM
Not very important given how late in the game you'd be building them, but gneric Executors for Zsinj don't spawn fighters/bombers (not sure if this was so pre-patch).
Title: Re: Suggestions.
Post by: BradTheDestroyer on July 08, 2017, 04:12:31 PM
stay in your fleet till they are killed? Also, could you add it so there could be an uprising against different planets with their goverments and civilians and when that happens you can control the civilians if they are fighting for you faction? And also when you take over the planet could join your faction.