Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Grand Admiral Rufaan Tigellinus

Pages: [1] 2 3 4 5 ... 10
1
Discussion, Suggestions & Feedback / Re: Limitations of the engine
« on: October 23, 2018, 05:45:13 AM »
I don't see any issues with the screening thing, if anything, it's a helpful tactic, I've saved many a dying Star Destroyer (and various other ships) this way, by shoving a Praetor or an Allegiance into the line of fire.

2
Discussion, Suggestions & Feedback / Re: Maldrood ships advice
« on: July 25, 2018, 07:02:15 AM »
I  disagree that Maldrood is weak, they have a much better ISD fighter complement that is more versatile (TIE/ad and ARC-170) which is very useful for fighting other imperial factions and even the New Republics fighters.

In that specific aspect yes, they are strong. I don't rely on strikecraft in my tactics whatsoever, though. And was speaking only from my personal experience of playing as Maldrood.

3
Discussion, Suggestions & Feedback / Re: IPV versus Tartan.
« on: July 24, 2018, 04:16:22 AM »
The Lancer generally seems like a craft you keep close behind your SDs, then bring foreward as fighters fly past your capital ships. At close range, it can mow down large numbers of fighters simultaneously.

The IPV, as far as i can tell, has less cannons, but better range. Like the CR90 it can wear down fighters as they approach. (the CR90 essentially is a skirmisher, flying round the battlefield picking of attack craft from range)

The Raider is more average, but it gets the job done.

That leaves the Tartan. Any others with experience of it? *shrugs*

I've just began my first GC as the Imperial Remnant in 2.2, and I will say that the Lancer has improved vastly since 2.1.5, so perhaps I was a bit too harsh in my ranking, but I'd still prefer an IPV-1 over a Lancer any time, mainly due to the IPV's power to weapons ability, which the Lancer does not have. And you have already spoken about their superior range, which helps a lot.

I actually like the Tartan. Again, power to weapons shouldn't be underestimated, it transforms any anti-fighter ship into a killing machine, albeit briefly. But the cooldown for PtW is actually pretty short. Having said that, we know that Tartan is a temporary screening corvette for Eriadu, as it'll be replaced by the Vigil in 2.3. So, we'll see how Vigil fares in comparison. For now, Tartan is actually not too bad, I'd say that it still beats the Lancer for sure.

4
Discussion, Suggestions & Feedback / Re: Maldrood ships advice
« on: July 24, 2018, 03:59:42 AM »
My standard Maldrood fleet composition is:
2x Allegiance (1 if I have Okins as well)
1x Secutor (or 0, if I have Trier in the fleet)
4x ISD2
4x CCVSD2 (or Procursators when you exceed the CCVSD2 limit, but I use them anyway in some fleets, because they are pretty good as well, the only downside being the lack of a hangar bay)
2-3x Neutron Star (although I rarely use them in battle, and when I do, they usually stay behind protecting the Immobilizer)
5x IPV-1
1x Immobilizer 418
1x ISD/CCVSD2 space hero (T. Teradoc, Syn, K. Teradoc, Tavira, Gendarr, Pellaeon [Era 3.5]). Since Larm was downgraded from an ISD2 to a Carrack, he became pretty much a useless hero, but thankfully the only one, generally Maldrood's hero roster is one of the best in the mod.

Obviously this exceeds the limit of 60, so the actual ship composition I use in battle varies, depending on opposition. Thankfully Maldrood's roster allows significant versatility. I used to have different fleet compositions for the two Bellator fleets, namely I did not have Allegiances in them, but recently I have found that it is better to have an Allegiance or two even in a Bellator fleet, just in case, even if they stay in reserve most of the time. So now my Maldrood fleets are all pretty much the same, because this composition works brilliantly for me, and I see no point in changing it. As for Crusaders, I use them only to escort Bellators, due to their point defense system ability, because generally I do feel that they are inferior to IPVs, due to lesser rate of fire and range. But even then, I usually have 5x Crusaders and 5x IPVs. I used to be a huge Gladiator fan, back in the demo days, but now they've become a Zsinj-exclusive unit, and you only get a couple of them in your starting forces. Use them, of course, they are a great second-third line frigate, but know that you won't be able to replenish any losses if they occur, and Gladiators tend to die very quickly when they get into the line of fire, they only have 6 hardpoints after all.

It takes time to build such expansive fleets, but thankfully Maldrood's starting forces are usually good enough to stand up to most fights (and you can always combine all of your starting forces into one massive fleet and kick any fleet's ass, if necessary, although your undefended planets would start getting attacked immediately after, on hard, so keep that in mind). I usually start with ISD2s, and make sure I have at least 3 in every fleet (4 is ideal, if possible), and then build an Allegiance for every fleet as well, and then a Secutor. When I get to the point where I have 2 Allegiances per fleet I know that I'm already doing fine. And you'd want to build your Bellators asap as well, but that varies for me, depending on a GC. Sometimes you'd have to rush at the start, to improve your position on the galactic map (which is always problematic for Maldrood, but that's another reason for their appeal - the challenge), before you have the time to build anything of note, relying only on your starting forces.

That's about it, but I will say that Greater Maldrood is my favorite faction in ICW 2.2, exactly because they seem like the weakest one. They lack in SSDs, other factions' Executors are stronger 1v1 than a Bellator, as is the Viscount. ISD2 is weaker than Eriadu's Tectors, and Allegiances are weaker than Praetors. But because of all this, it becomes so much more satisfying when you do start kicking butt as the GM, when you know that it was much harder to arrive to this point, than it would be with any other Imperial faction. But they do have the best frigates in the mod. CCVSD2, Procursators and Providences (which to this day I barely ever used, despite beating 5 campaigns as Maldrood already) is just too good to be true.

5
Discussion, Suggestions & Feedback / Re: IPV versus Tartan.
« on: July 20, 2018, 03:56:21 PM »
If I were to rank all screening/anti-fighter ships in order of preference (and their effectiveness in battle), I'd go something like this:
1. IPV-1 [GM]
2. CR90 [Zsinj, NR]
3. Tartan [EA]
4. Crusader [GM]
5. Lancer [IR]
6. Raider [PA]

Having said that, I am far too lazy, for the time being, to specify my reasoning for each ship's position. Also, that's not what you asked, t78, sorry, I'm a bit intoxicated right now.

P.S.: Haven't played neither as the EotH or the DL yet in 2.2, nor against them, so can't say anything about their stuff.

6
Ascendancy Discussion / Re: Random events
« on: July 20, 2018, 03:37:42 PM »
Random events have not been removed, and there's no automatic updates with Ascendancy so even if we had changed that stuff you wouldn't get any changes without downloading a new copy of the mod. You may just have the Sins DLC turned off.

Oh, that must be it, thanks!

7
News & Updates / Re: Fighter Rebalancing Preview
« on: July 19, 2018, 06:12:51 AM »
I think you forgot the link or the picture. I believe you said you inspired yourself from the tabletop X-Wing game and the old RPG sourcebook for some fighter stats. I'm curious to see what's the result.

Don't question the emperor.

8
Ascendancy Discussion / Random events
« on: July 19, 2018, 05:22:46 AM »
I've noticed recently that the "Random events" enabling tab no longer works in Ascendancy, and was wondering why was that the case, and what was the reason of the removal of this feature?

9
Just purchased myself a new PC, and from now on will be moving onto a string of much newer, possibly better games, so I guess my little problem with JA is no longer an issue. If moderators are reading this, you can delete this whole thread, because it does not have a purpose anymore. Thanks.

10
The Lounge / Re: Monster Hunter
« on: July 18, 2018, 04:19:26 AM »
Nope [3].

11
Forum Games / Re: What are you listening to right now?
« on: July 12, 2018, 05:09:03 AM »
I'm in a brutal mood today, lol.


12
Discussion, Suggestions and Feedback / Re: How to Install?
« on: July 11, 2018, 10:09:47 AM »
I mean, this is Thrawn's Revenge III: Fall of the Republic, a fully independent mod from Thrawn's Revenge: Imperial Civil War, and it is currently being developed by Corey and the team, with no release date in sight yet.

13
Discussion, Suggestions and Feedback / Re: How to Install?
« on: July 11, 2018, 10:00:31 AM »
This is not a mini-mod, but a full mod based on FOC that although uses some assets from ICW, I suppose, has otherwise nothing to do with it. The mod itself hasn't been released yet, so you'll have to wait a bit.  :laugh: Just like the rest of us.

14
Discussion, Suggestions & Feedback / Re: General gameplay questions
« on: July 10, 2018, 04:50:01 AM »
Everything that was said so far was spot on, so I would only want to stress the importance of pausing even further, both on the galactic map, and in battle. If you have some moral issues with it, thinking that it's cheating, well, you can find comfort in knowing that the AI usually never fights fairly either  :laugh:

But, in truth, I don't really think that it could be considered cheating in any way.

15
Ok, so I've purchased Jedi Knight: Jedi Academy on Steam now (I tried to install a retail version before), and it still doesn't run. Here's the message that pops up:

...failed to find an appropriate PIXELFORMAT
...restoring display settings
...WARNING: could not set the given mode (4)
...setting mode 3: 640 480 FS
...using colorsbits of 16
...calling CDS: ok
...created window@0,0 (640x480)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 16, 16, 0 )
...35 PFDs found
...GLW_ChoosePFD failed
...GLW_ChoosePFD( 16, 16, 0 )
...35 PFDs found
...GLW_ChoosePFD failed
...failed to find an appropriate PIXELFORMAT
...restoring display settings
...WARNING: could not set the given mode (3)
...shutting down QGL
...unloading OpenGL DLL
----- CL_Shutdown -----
-----------------------
GLW_StartOpenGL() - could not load OpenGL subsystem

Again, would appreciate any help. Thanks in advance.

16
The Hutts are coded in, bit not used anywhere except possibly some indigenous units. Mandalorians have a small fleet over Mandalore in several GCs.

Oh, that's interesting. Thanks for the info.  ;)

17
Discussion, Suggestions & Feedback / Re: SSD's Unplayable?
« on: May 30, 2018, 09:07:16 AM »
How do you get the choice to bring in the SSD?

Well, using SSDs without pathfinder units is utterly ridiculous and pointless, so there you go. If that's the case, you didn't really have to start this thread in the first place. This is like basic EaW 101 stuff.

There's a square in the top left corner of each fleet slot. If you put any unit in that square before attacking an enemy planet, that unit becomes the first (and the only one) to enter the battle. Every other unit in that fleet will remain within your reinforcements bar, and as soon as the battle starts you will have a choice to bring whichever unit you want, placing them whereever you want on the map (as long as these's no FoW, and the stations also have a reinforcement prevention radius in bright red), until you get to the unit limit of 60 total points. This way, you can jump in with a corvette, for instance, and drop your SSD as close to the enemy base as possible (reinforcement prevention radius is not that big, especially for the SSD range of fire). That's basically it.

18
Discussion, Suggestions & Feedback / Re: SSD's Unplayable?
« on: May 30, 2018, 04:03:20 AM »
The one thing I would add, is if you're going agsainst a fleet with a LOT of bombers, DO NOT drop the SSD in.  Bombers will shred the shields in milliseconds, far faster than an entire fleet could ever hope to.

Yep, you should always bring in loads of screening corvettes, and drop them right beside the SSD. You will lose some if there are enemy cruisers or frigates nearby, so my advice would be to drop 5 or 6 of them, and replace losses, if necessary. And you'd have to have 20-25 of them in the fleet, or 10-15 at the very least. In extreme cases you can drop every corvette you have. Playing against Maldrood and Pentastar I've noticed that Arquitens are especially keen on killing your corvettes, so you have to keep that in mind, and sometimes drop your corvettes directly in behind of the SSD, so that Arquitenses, Strike Cruisers, Vindicators, Gladiators, Nebulon-Bs, etc. (depending on the faction) will be killed by your SSD by the time they get to your corvettes. Don't forget about your other support ships, ISDs, VSDs, Procursators, etc., which can do the job of protecting your corvettes as well. I know that whoever is reading this probably knows all of this already, all I'm saying is that it's very much possible to keep your SSD relatively protected even against the worst of fighter/bomber swarms. You will lose some corvettes, for sure, but that's about it, if you play it smart.

19
There are only two "functionality" factions- Hostile and Neutral, both of which need to stay.

This is what it currently looks like:

1. New Republic
2. Imperial Remnant
3. Warlords
4. Neutral
5. Hostile
6. Hapans
7. Empire of the Hand
8. Free
9. Zsinj
10. Eriadu Authority
11. Pentastar Alignment
12. Greater Maldrood
13. Zero Command
14. Free
15. Hutts
16. Free
17. Yevetha
18. Corporate Sector Authority
19. Mandalorians
20. Free
21. Free

With most free ones, we have something we're reserving them for.

I knew less than I thought I did, which was to be expected. Thanks for clearing it up, Corey. Btw, I see "Hutts" at #15, I've never seen them in ICW, or not yet anyway. I've only completed Endor Aftermath and Reunification so far. Are they in era-progressive GCs? Come to think of it, I haven't seen Mandalorians either.

20
Forum Games / Re: Last Person to Post Wins
« on: May 30, 2018, 02:56:46 AM »
It's fitting that the page we are on is one hundred... and 69.


Pages: [1] 2 3 4 5 ... 10
Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!