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Messages - Corey

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Feature Discussion, Suggestions & Feedback / Re: 2.2 Demo Feedback
« on: March 21, 2017, 04:02:13 PM »
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.

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.

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)

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.

Ascendancy Tech Support / Re: Strike craft won't build
« on: March 21, 2017, 03:54:52 PM »
Using fighters takes up supply. If you run out of supply, you can't deploy more fighters. Using refueling stations and fleet tenders will keep your fleet supplied (the MTC and Altor have resupply abilities for the Remnant). The infocard for each ship shows how much supply they have left.

 The big problem with multiplayer GCs is that they can't use story scripting, which means the era aystem (and therefore any progression in the mod, and the majority of the features we've added) are out the window. So, the few we've done for multiplayer have been those which don't have too much pushed off the build bar. Having more than two factions would mean a lot of autoresolving since the game only allows two players and doesn't let you play out player vs AI matches, but it isn't  why those other maps aren't there.

Feature Discussion, Suggestions & Feedback / Re: 2.2 Demo Feedback
« 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.

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, 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.

Imperial Civil War Tech Support / Re: Missing file
« on: March 20, 2017, 09:46:42 AM »
It will be wherever you extracted the file you downloaded to.

Troubleshoot compatibility.

Feature Discussion, Suggestions & Feedback / Re: Question about upkeep
« on: March 19, 2017, 12:24:24 PM »
This is my solution, it'll always draw the same amount, no matter where the ships are.

      <Abilities SubObjectList="Yes">
         <Planet_Income_Bonus_Ability Name="CR90_maintenance">

We're not talking about making it pull the same amount of credits regardless of the planet it's on. That's set up the exact same way ours is. The problem is that if you move that fleet to an enemy planet, the enemy is now paying that ship's maintenance, and if you have the fleet in transit, you're no longer paying for it, even with the code you posted. This code ties it to the planet, even if it's an absolute modifier; if it's not your planet, it's still tied to it, and if it's in transit, it's not tied to a planet and therefore doesn't cost money. As Kad said, LUA's a much better solution for this.

Imperial Civil War Tech Support / Re: Anti-Virus problem
« on: March 19, 2017, 11:36:53 AM »
False positive, but you can delete the file anyway if you're worried. Its just from an old version of the text editor.

Imperial Civil War Tech Support / Re: Mod used to run
« on: March 18, 2017, 01:12:56 PM »
Run it in compatibility mode for Windows XP service pack 3, or Windows Vista.

Is the art folder inside of any other folders when it's extracted, or is it just the Art folder on its own?

If you double-click the file instead of extracting it (which should let you explore it like a regular folder structure), what's in it? Also, what's the name of the file you downloaded?

Grunt, get the updated version; it fixes that issue.

What did you do with the defreezer, and what happened afterwards? It should have fixed it if it was used on the correct save.

Does it actually crash (as in, do you get an error) or does it just sit on the loading screen? As has been mentioned, it can take a while to load.

Imperial Civil War Tech Support / Re: The game doesn't want to start
« on: March 15, 2017, 03:45:50 PM »
In your base corruption/Data folder, yeah. Not in the mod's folder.

Imperial Civil War Tech Support / Re: The game doesn't want to start
« on: March 15, 2017, 12:40:28 PM »
First, try going into corruption/Data/

Delete the folder called Scripts, and the folder called XML. Then try and see if it happens again.

Feature Discussion, Suggestions & Feedback / Re: Question about upkeep
« on: March 15, 2017, 09:09:05 AM »
That part of it we like, which we could try to keep in a scripted version. But the way it currently is, it also means if you have a fleet in transit between planets when it ticks over to the next week, you're also not paying upkeep for them.

The Lounge / Re: Personal avatars?
« on: March 14, 2017, 11:37:32 PM »
Any image should work, you just have to host it somewhere and get the URL. Imgur works.

It's not really an issue of care, especially with multiple arcs. EaW treats the different hardpoints as their own thing, so quite often it'll start turning to get into range and it'll start shooting with one, then let the opportunity targeting take the rest. Even if you only allow them to target capital ships, and the player gives specific targeting instructions, you'll end up spreading and wasting a lot more shots than you like, and with a minute long recharge time, that would get frustrating.

Having a current build limit but no lifetime build limit completely negates the purpose for having a build limit in the first place; you're pulling from a pool of existing ships that made their own entire fleet, it wasn't something that was interspersed in other groups over a long period of time and then replaced as they went away. There was canonically a maximum amount of CCVSDs that could be used, but there's no reason only a few of those would have been used at the same time.

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