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Messages - Corey

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1
Discussion, Suggestions & Feedback / Re: Tutorials.
« on: June 24, 2017, 08:48:59 PM »
We do have a fairly basic tutorial already, and in general we're trying to improve documentation, and hopefully update and expand that dedicated tutorial to include some more of the new features, but really what that article emphasises is how to get that information across in more organic ways. IE, clear effects, clear documentation, that sort of thing, not necessarily a mess of very specific do-this-now-do-this setups like in that Driver example.

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I keep thinking of tutorials that show how to use VSDs properly, how to manoeuvre assault frigates so their shields are put to good use, or how to mix X-Wings and B-Wings in an assault wave and then retreat them for maximum effectiveness and preservation. Or Whatever.

Considering the breadth of the mod, I don't think there's much to be gained by trying to go through specific use-cases for every unit like that, that's more of an experimentation thing (especially when what we think of as the best use of  a unit may end up being incorrect). On top of that, there's not really tools within EaW for us to design a tutorial around that. It's more about better descriptions for units and abilities.

2
Imperial Civil War Tech Support / Re: Repeating Crash
« on: June 24, 2017, 02:24:49 PM »
We'd need more information on what's actually happening when it crashes. What version of the mod are you playing? What GC? What faction? What roughly is going on when it crashes (are you in tactical battles, galactic battles, any notable heroes just die)? 2.1 has no notable crashes that we're aware of if you have the patch installed, 2.2 Demo has one or two potentially related to emergent faction events that we're trying to track down. Alliance mod is not a good indicator for anything frankly, that mod is and has always been a broken pile of bugs.

3
Imperial Civil War Tech Support / Re: Icon Error
« on: June 23, 2017, 09:38:45 PM »
Ah thought you meant something else since we've never released a version that didn't use the original hardpoint icons. We have new ones for 2.2, but everything up to and including 2.1 and I believe even the 2.2 demo were the original ones.

4
Imperial Civil War Tech Support / Re: 2.1 Patch Downloading as Image?
« on: June 23, 2017, 09:19:38 PM »
Sorry, missed this thread. Is itgiving you a specific filetype, or does your computer just not recognize the .zip extension and assume it's an image?

5
Imperial Civil War Tech Support / Re: Icon Error
« on: June 23, 2017, 09:18:39 PM »
Do you have a picture?

6
What's happening? Can you go into the Data folder for the mod, copy the whole directory, and paste it here? Same for your Steam launch options.

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so wouldnt it also be easier to implant an auto installer to make it easier on us and you get to keep your sanity

We used to have one, but installers downloaded from ModDB tend to get false positives from virus scanners, a lot. People also still have to set the initial directory properly, so it doesn't solve everything. We're working on getting a launcher set up for 2.2 to hopefully make it easier on people, but who knows.

7
Discussion, Suggestions & Feedback / Re: New republic battleship
« on: June 23, 2017, 02:44:49 PM »
MC80B, MC90, Nebula, Majestic. Yes, they don't have many ships above a certain size, but that's because of how they operated in canon- their ships are disproportionately powerful for their size, and they're typically supported by the best fighters in the game. If the Remnant throws out a lot of Praetors, that's a ton of credits and pop cap. If you're a fan of large battleships instead of a few high-quality ships-of-the-line with fighter and bomber support, then the New Republic may just not be the faction for you. We don't want the whole mod to be about who can have the biggest ship- that would be both not fun and not a good reflection of the universe/factions.

8
Ascendancy Discussion / Re: Questions Regarding Capital Ship Balance
« on: June 22, 2017, 06:23:47 PM »
That's more Golans being super OP in 1.0 than anything, it's just their range is too short to notice most of the time.

9
Ascendancy Discussion / Re: Questions Regarding Capital Ship Balance
« on: June 22, 2017, 01:06:03 PM »
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In the next update they will be implimenting frigate and cruiser lvl ups

Veterancy for smaller ships most likely won't be in 1.1, unfortunately. There's a crash issue associated with them somewhere that I haven't been able to sort out, partially because it only happens several hours into the game. Hopefully I'll be able to solve it.

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1. Spread Fire seems to make Capital Ships 3 times stronger - as far as I can tell ships which have it will deal full damage to  three targets at once, with the weapon animations literally splitting into three identical streams.

Yeah, when we were doing 1.0 we didn't know exactly how it portioned out the damage with that. We've been making adjustments accordingly.

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2. Capital ships seem too strong compared to their supply cost. The largest capital ships (besides the Praetor, which is in a class of its own) cost about 16 supply, while most top-end cruisers cost 8. Since mid-end game fleets are limited more by supply than resources, there ends up being no reason to use anything except for capital ships. The boost from attaining higher levels, capital ship abilities and generally superior durability make them more powerful than the equivalent cost in frigates or cruisers.

They're meant to be, partially as a way to make the AI actually able to build them. Once that bit is solved more effectively, we'll be able to raise the supply costs more (or before then, since we're
more concerned with multiplayer). Capital ships are more meant to be gated by the capital ship crews (which are being significantly reduced) as opposed to regular supply.

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3. Titans are not that durable - as one per fleet flagship units I would like to see them stronger (in terms of durability, not firepower) and perhaps more expensive.

With titans we've always erred on the side of making them less powerful and scaling them up as we go (especially with abilities being added). If they're underpowered, that just makes them less useful If we start with them overpowered and everything else is fine, you get the same problem base Sins where titans are pretty much all that matter.



10
Discussion, Suggestions & Feedback / Re: assertor and bellator
« on: June 22, 2017, 01:00:18 PM »
Ok better question what made you guys pick doing the Bellator over the assertor

The Bellator was chosen because, as others have said, it's different from the existing SSDs, ebing half the size of the others, whereas the Assertor is more in line with the Executor.

As far as the art limitation for the Assertor, I was commissioned to make it and am doing it for less on the condition that we get to use it if we like, so we will at least have one. Whether we ultimately use it for something, who knows. In general, we want fewer SSDs. I know a lot of people think they're cool because they're giant ships, but from a gameplay standpoint, they don't cooperate with the game very well, and the AI can't use them or kill them anywhere near as effectively as players.

11
The top post explains exactly how the process is going to work. It will be out soon and open to anyone.

12
We typically don't post personal stuff of our team not related to the mod, however one of our 3D Artists had some serious medical issues recently. If you could take a moment to read, share, or if possible, support the gofundme, we would all appreciate it.

https://www.gofundme.com/jakes-appendicitis-emergency-fund

13
Discussion, Suggestions & Feedback / Re: Wraith squadron
« on: June 20, 2017, 12:08:17 AM »
I mean more the actual mechanics of having a space squadron with a ground unit attached. The game isn't super cooperative with that.

14
Discussion, Suggestions & Feedback / Re: skyhooks
« on: June 19, 2017, 11:07:59 PM »
Would be kind of redundant with the other kinds of structures available. Can also make it a bit harder for us to effectively handle the economies (we'd have to take into account all the planets that can build them on top of other types of income structures).

15
Discussion, Suggestions & Feedback / Re: Wraith squadron
« on: June 19, 2017, 11:06:06 PM »
Depends on what we're functionally able to do with them, really.

16
Discussion, Suggestions & Feedback / Re: New ground unit ideas
« on: June 19, 2017, 11:02:14 PM »
We have no plans to do any of those droid types. They're very rare and obscure, don't really offer that much functionally, and with the limited amount of infantry we have the resources to make, we have much better options. As far as stuff like snipers, we're trying to diversify infantry functions a bit, but the problem with snipers when we've done them in the past is that units don't account for terrain differences while targeting, which gets more problematic the farther away they get. Most times, snipers tend to just shoot the ground.

18
Not really, all you can really do is try to reduce fleet sizes. SoaSE lag comes primarily from CPU tracking all the entities (especially fighters).

19
Star Wars Discussion / Re: Question about a New Hope Episdoe IV
« on: June 17, 2017, 07:58:31 PM »
Astromech droids can do the maintenance on any mechanical or computer systems they had, and since Tatooine was heavily based around the space port and their clientele, they would have needed a protocol droid to talk to potential customers for their big bottles of moisture.

20
Are other mods still working?

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Those working on this mod do so in their own free time and for no pay.
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