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Messages - Carnivore Jacques

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1
Some of KOTOR's fights weren't all that great.
On the Star Forge for example, I just cast Force Kill until everything died, got stuck in adhesive grenades, and healed every other turn. There wasn't much impact in fighting through dozens of dark side adepts.
On the flip side, Yuthura/Uthar/Revan was a great fight gamewise but wouldn't translate well into a movie.

2
Luke vs. Vader while the Emperor watches in RotJ.
That has the best piece of music ever written by John Williams in my opinion - probably the second best in the whole franchise.
I guess I like how the scene is laid out. Pan past the stairs onto the catwalk. It's a real short fight compared to most other duels. Probably thirty seconds before Luke starts wailing on the guy, and then it's all over.
As far as EU goes, Sion vs. Surik. Sion is such a cool character, and I love how every fight with him ties back to their respective relationships with Kreia.

3
The Lounge / Re: Random Chat
« on: July 23, 2014, 06:59:19 PM »
just watched a trailer for Rebels and was surprised in a few ways, if Disney is getting rid of Canon, why is the ISB and Inquisitors still there(I'm actually pleased they are) ... I've even heard rumors that the show's directors(While mainly targeting kids for the audience) will have some fan fav EU characters make appearances. Perhaps the show has a smidgen of potential.

I think that makes it worse. They're baiting people with the 'star power' of various EU people and organizations and the appearance of mcQ's paintings.
Aren't you worried that the ISB will look way more lame with that ridiculous Pau'an Sith Guy? What about when they fail to catch these goofballs week after week? As I see it, the cool Legends version of the Empire is gone. What they've replaced it with might just be kid-friendly bad guys with an Inquisition label slapped on.
But they know people will watch it because Zsinj is in it for five seconds.

4
Ascendancy Discussion / Re: Ascendancy Daily Screenshot Thread
« on: July 23, 2014, 06:15:59 PM »
It's certainly very well done, but I think it's somewhat less detailed than it should be (linked, huge):

http://starwars.wikia.com/wiki/File:Coruscant-AoTCW.jpg
http://starwars.wikia.com/wiki/File:Nar_Shaddaa_TOR_new.png
http://starwars.wikia.com/wiki/File:Tarisfull.jpg

Coruscant is definitely the most familiar-looking ecumenopolis. Things which I think make it look more plausible are noted: some of the circles have varying thickness, they have smaller circles and lines radiating in a crater-like fashion, some circles are tangent to each other, lines are typically short. Finally the contrast is much lower, and there are random smatterings of buildings just as bright as the rings.

I definitely love the smog. It's a nice touch, especially for places like Metellos, Skako and Vulpter.

5
Discussion, Suggestions & Feedback / Re: Questions/Comments About 2.1
« on: July 21, 2014, 10:17:58 PM »
I agree, Yevetha infantry can't use bunkers or build pads. If I remember right they can capture sensor arrays for some reason. Either one may be an oversight.

6
Bastions can be useful but does the PA need two?

E:

Sometimes as the IR I take down Zsinj and the Corporate Sector really early (I like to live dangerously). This creates a buffer between the PA and NR, maintaining a balance of power that is critical for an easy win.

7
Imperial Civil War Tech Support / Re: can not connect to online play
« on: July 19, 2014, 09:14:28 PM »
I would absolutely love to play with anyone here. How do I get Tunngle and use it with ICW?

8
Discussion, Suggestions & Feedback / Re: Questions/Comments About 2.1
« on: July 16, 2014, 06:31:45 PM »
The only way to script this tends to end up with them being able to immediately be brought back in, which is undesirable.

Would this work?

The self-destruct ability from vanilla is added to every ship. It is replaced with the 'jump to hyperspace' ability - it is disabled if engines are destroyed or interdictors are on. It does three things: reduces shields, reduces weapon power, and destroys the ship. The ship, when destroyed in this manner, doesn't explode or produce a deathclone, it just disappears. The game makes a record of which ships are hyperspaced.
Upon victory, when returning to galactic, the hyperspaced ships are recreated at the site of the battle, similar to how one gets free stormtroopers for taking Coruscant.
Upon defeat, the hyperspaced ships are recreated in orbit of a friendly planet, in the same manner that heroes are spawned at the beginning of eras.


It sounds like a lot of work for something so small, but I'm curious if it's technically possible.

9
Discussion, Suggestions & Feedback / Re: Pirates?
« on: July 12, 2014, 10:00:04 PM »
Just a thought on the Pirates, what if you gave them their own little world, with something minor for income and their only ground building is a super powered cash multiplier to feed them. Then, let them build a fleet, with the bulk of their smaller ships being set as infiltrators so they can move mostly undetected. Leave them with a few larger ship options so they can build defenses too, but set their AI to favor the infiltrator units for offensive

I don't like this idea. Why?

They are criminals more powerful than galactic governments.
They have loads of money.
They are as powerful with one planet as they are with twenty-four.
They have stealth units that can go right past your fleets and attack you anywhere. You can't do anything about this except defend all your planets equally.

This isn't as severe as the Consortium but I could still see it being frustrating.

It's also not that interesting to defeat them. The AI is terrible at constructing elaborate defences and will instead spam whichever unit it likes best. Do you have any idea how boring it is to mow through two hundred squadrons of E-Wings? It's basically this.

10
Imperial Civil War Tech Support / Re: Unending Combat
« on: July 12, 2014, 09:36:11 PM »
I've had this problem in land combat. It happened when the AI had nothing but turbolaser towers. It's also a problem on Etti IV - the warlord there seem to have several platoons of stormtroopers but the only building on the ground is an abandoned heavy factory. I think the latter might be solved if minor faction AI is turned back on.

11
With all sides played I defo like PA most. It's most balanced of all, without possibility to spam fighters. I love EoH for obvious reason, but after initial problems with keeping the line when I get access to Furions, there is nothing AI can do to defeat me. Too easy.

What I would like to see is a tiny bit of variety in ships for PA. Tector in Era 4 and 5. Perhaps build-able Executor at Era 5.

As for planets. Bastion should really become a Bastion. It's just normal planet without anything special in space.

Bastion's advantages are in its ground map. It can be defended in a way to overcome all but a serious invasion.

12
Ascendancy Discussion / Re: On Planets
« on: July 08, 2014, 06:39:37 PM »
I think using allegiance to reflect this is a bit limited in scope. I'd prefer something more like what EaW does with restrictions on base sizes/logistics slots.

13
Discussion, Suggestions & Feedback / Re: Fall of the Empire GC
« on: July 08, 2014, 06:23:38 PM »
I agree with the Zaarin thing. Moff Kalast was a cool plot in vanilla, and fighting warlords is cool in TR. Having a Moff rebel would be cool as either a random event or part of the GC.

This includes when Shadows of the Empire was set, right? I think FoC went in the right direction by trying to include Hutt Space and Black Sun to a greater extent and I'd like some of those planets and units like Tatooine, Nar Shaddaa, the AEG-77 Vigo and Faleen's Fist if there's not too much work involved.

Suggestions for Imperial units/heroes:

TX-130T fighter tanks
Emperor's Hands and Royal Guards
Dark troopers (but no buildable phase III)
The Helmsman and Admiral Giel (but quite costly and time-consuming)
The Executor and Darth Vader (extremely costly and time-consuming - equal to the credit production of the whole map at maximum capacity)

For planets, Sullust is a must have. Where else is the Rebel fleet going to amass?

14
News & Updates / Re: What You Can Do in 2.2
« on: July 02, 2014, 07:06:00 AM »
I am so excited for this. Nice job on the new AF texture.
Did the Venator's rigging actually cause any problems? I hadn't noticed any.
I'd also be interested in watching the Let's Play.

15
Sins of a Solar Empire / Good Fleets
« on: July 01, 2014, 04:39:54 PM »
So I've been playing Rebellion whenever I get a chance the past couple weeks.
I still feel kind of lost as to which ships I should be building to fight enemy fleets.
I feel like I'm constantly flinging all kinds of ships at the enemy and losing.

Is there some sort of Rock/Paper/Scissors diagram I could take a look at? A list of all unit-provided buffs would be nice too.

16
Ascendancy Discussion / Re: Ascendancy Daily Screenshot Thread
« on: July 01, 2014, 04:16:08 PM »
Are you naming the planets with the Basic alphabet, or am I just reading the name badly?

17
The final mission is stealing the Eclipse at the Kuat Shipyards a couple days after Endor.
You just head in with a boarding party and take it while the Rebels show up to conveniently distract the Empire. Having been only partially completed, the Eclipse lies immobile in the top left corner, but a superlaser lets you destroy anything. The laser breaks or overheats or something and then an SSD shows up. You blow up the incoming SSD like you normally would and the game ends.
I had a save just before this mission started, but I foolishly deleted it. Now if I ever want to do it again I'll have to endure Dathomir and the terrible cutscenes and corruption missions and everything else that made the expansion's campaign bad.

18
Discussion, Suggestions & Feedback / Re: Questions/Comments About 2.1
« on: June 24, 2014, 06:23:01 PM »
As a matter of fact, the Chaf is amazing and the MC80b is rather weak as capital ships go. I think it's plausible that one of them could fight three ships. Did you send any fighters or bombers with it?

19
You've all made a few suggestions/requests for the Pentastar Alignment in other places, so I decided to consolidate it into one place. All of the other factions have some consistency to them, but the PA doesn't really feel that way at the moment. I'm not saying we're doing any sort of massive overhaul, but I'd like to get some feeback on how everyone who plays with or against them feels about them. So, are there any units you always use? Never use? Any roles they're lacking in? Any areas in which they feel too much like the Remnant? Anything else you want to mention about them?

I always use:

- Venator
- IPV
- Lucrehulk in place of the above two
- Praetor
- Probe Droids

- Hailfire
- A9
- AT-AA
- LAAT/i and Enforcers/Heavy Enforcers

I never use:

- ISD/II
- Imperial Escort Carrier. The Torpedo Immunity helps a little but there are much better carriers. Often the fog of war reveals itself so fast I don't need the Hunters to scout anything.
- Vindicator Cruiser. I use Enforcers and VSDs in its place.
- Munificient. It's nice that their bombers are victory relevant, but 3 pop for two squadrons?

- Jerec on the ground. My hailfires autoshoot any corrupted units, rendering Force Corrupt less useful than I'd like. It's not worth losing half my SSDs.
- Dark Jedi. They live fast and die in vain. Making sure they use their heal ability one at a time requires some pausing on my part. Bastion's income is worth too much to me at the start.
- Skiffs/AT-AP. Pirate vehicles were useless in vanilla. I never went near these.
- TX-130. These guys are able to go super fast. They don't do this enough.
- AT-AT. Slow hailfires that can't turn around and die when they get too far from their support vehicles.

I think the faction has a good deal of redundancy, and the shock trooper role was filled recently. I'd say there are no roles missing.
Their ground to space weapon feels the exact same as the Remnant's. Maybe it is.
I think they're the most fun faction to play as - the heroes are powerful and the economy is strong. I like how challenging they are for EotH and NR campaigns. I like the 'capture these planets, unlock these ships' thing that the Lucrehulk has and I wouldn't mind seeing it on other units. Jerec's ship also forgets that it's an SSD sometimes (you can deploy it very close to other things).

This faction is good.

20
Discussion, Suggestions & Feedback / Re: Questions/Comments About 2.1
« on: June 20, 2014, 10:29:18 PM »
On hard difficulty as NR on the big GCs, Isard always ends up travelling everywhere with up to 3 SSDs, which kinda makes the entire game impossible. Is there any way to avoid this?

At the moment shes stuck above one of my planets with 3 SSDS and refuses to move, on week 73 no less. So I can't change the era any more.

I think the mod does a good job of distinguishing the factions from each other with respect to gameplay. Most other factions start with conquering territory and building up a bigger fleet. This doesn't do you any good with the New Republic - any tempo you gain is lost when the SSDs show up. You can't really build a fleet that rivals the Remnant's anyway.
The situation is this: you have two powerful neighbours, and you're only getting weaker.
The avoidance is this: engage the Lusankya directly, as soon as you can, in the most favourable battle you can manage. I usually do this within fifteen weeks of starting, somewhere around Corellia. When I play NR I just can't wait to get Isard alone in a room with a fish tank and an ion cannon and do some nasty things to her, you know?


E:

Above are good suggestions for engaging SSDs directly. Keep in mind: ion cannons take a long time to build and you can only build one per planet. Sometimes you won't get the opportunity to face her over your planet, but if it's early they won't have Hyp-Vs and maybe you'll get the opportunity to fight her alone if you decide to do it over an Imperial system.

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