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 - carpemark

Pages: [1] 2
1
Discussion, Suggestions & Feedback / Re: faction bonuses
« on: November 09, 2018, 05:08:01 PM »
How about a bonus any group can build Lucrehulk-class Battleship if they control Bonadan, Ession, Etti IV? for me bonuses would be additional units.

Like Pirate Asteroid Base or Leonia Tavira popping up in The Art of War, Essence of War and Empire’s End for Malrood or whomever owns planet\Star system X

Bonuses that maybe beneficial or not depending on which faction you have chosen.

2
Intego-class ?? Anti-Aircraft turrets working for Imperials and Zinj? just askin'

3
Discussion, Suggestions & Feedback / anti-aircraft turrents - please fix
« on: October 18, 2018, 09:11:07 AM »
Seems they don't want to fire... Can they just set them back to 2.0 days? I actually liked using them to shoot objects other than aircraft :)

4
Empires at War using EoH on Admiral setting. Come to think of it not sure when i have seen AA batteries firing in 2.2.5.
Is there an easy fix?
I did search before posting this...

5
Imperial Civil War Tech Support / Re: Game Crashes Every Time I Play
« on: April 30, 2018, 07:32:34 PM »
Delete my previous Post - even disabling Write-caching Policy on C & D drives game still crashes when large fleets are in battle or leading battles. Sorry.

6
Imperial Civil War Tech Support / Re: Game Crashes Every Time I Play
« on: April 27, 2018, 04:09:57 PM »
2.2 Ran for quite a while without issue then crashed at different times. Large GC's especially.  Intel i7 2600 4 cores, 12 gigs RAM. Fresh install of EaW (disks) and FoC (disks) into a disk of its own (D:) and then Thrawns Revenge 2.2 downloaded and pasted into place (D:).  Examining Eventvwr.msc and an odd line seemed to correspond to the times of the crashes:
Log Name:      Application
Source:        ESENT
Date:          4/26/2018 11:36:40 PM
Event ID:      916
Task Category: General
Level:         Information
Keywords:      Classic
User:          N/A
Computer:      stream
Description:
svchost (3768,G,50) The beta feature EseDiskFlushConsistency is enabled in ESENT due to the beta site mode settings 0x800000.

Did a lot of search on the internet and it seems this is typical implementation by Windows 10 .
ESENT is a database in recent Windows OSes. Interestingly I first heard of this DB in Exchange 5.5...
Anyway to fix the TR Crashing I used Disk Management > D: Right-click Properties >  Write-caching Policy - Removed the check mark
So far so good - still testing the larger GC's and if i still crash along with the above log line i will update this thread - otherwise have a great weekend! Thrawn 2.2 is great! Please release the patch for non-steam installs sooner than later.

7
Excellent write up. Please note in the Disk install you state to create a Mod folder (step 5 & 6) please change to Mods as you state in later lines as well it matches up to the *.bat file

8
Discussion, Suggestions & Feedback / Feature Request - Level options
« on: April 13, 2018, 04:36:05 PM »
My apologies if this has been asked for previously:
This for all games but primarily for From the Ground Up.
1. Option to limit the tech levels of yourself and each faction.
2. Option to exclude Ships
Its to make it a bit more diverse and challenging for me playing primarily.
3. As well if possible for Player 1 to randomize each new game to start at a different location.
If its easier by editing a few XML files just point me in the right direction (Limiting Tech Levels). Disclaimer: I'm not a programmer nor developer but rather a lazy admin.
Thank you Corey, development team, and those on this forum that i have learned a lot from.
All typed while waiting for the download of 2.2 to finish.....
And now for DreamCrusher to earn his name :)

Please ensure this gets moved to EaW Discussion!

9
Discussion, Suggestions & Feedback / Re: Curious about fog of war
« on: March 22, 2018, 04:11:31 PM »
I am sooo guilty of jumping behind the ship yards and avoiding the Golans. Ends a battle faster. Send in a fleet to distract and draw ‘em to you, then jump in a few ships to take out the shipyard.

10
Put them in the forward line and sprinkled through and get ready to hit the “super shield me”. They are a fantastic distraction to keep your other ships from being shot at. The AI typically shoots per fighter or ship with a first come first serve logic. Use this against this as well other players. I’ve also used them as dog packs to surround, while the wolves strategically strike. Recall that just using the big guns waists space as all ships have a limit to how many other ships can be engaged at once. I like flooding space with a ton of mid to small ships to confuse the enemy and limit what’s being shot at. The updates to 2.2 brought in a few fun mid and smaller sizes that have been great to play.
VSD’s/Chaf’s are still my favorite ships of all... off topic....

11
News, Dev Diaries & Announcements / Re: [ICW 2.2] Era Progression Overhaul
« on: February 21, 2018, 06:04:21 PM »
This sounds amazing. I like the forced era/hero changes as this is supposed to be a galactic battle and that would ensue.  Please nerf SSD’s as they are way too powerful.
Perhaps Empire of the hand get some sort way to scout a neighbouring planet? Hate going in blind but so be it. Part of the fun.
Well done and a great exciting effort on the developers.

12
When I lost AT-AT's it was due to moving the attack group too fast. They have a speed - sloooooow - match it and know when to stop to decimate an area /walk over enemy forces.
AT-ST eat infantry
AT-PT - better than AT-ST for vehicles and air - can anyone explain what they log before an attack that seems to do nothing. I joke that they are spitting tobacco before an attack.... making the sounds as if they are spitting into a spittoon...


13
Discussion, Suggestions & Feedback / Re: Emergent factions query.
« on: September 28, 2017, 01:19:23 PM »
Reminds me of Start Wars: Rebellion - an awesome game 1998 - Social unrest or espionage could turn a system and it can even just go independent.
Typically we've been building a few fleets and a grouped army to take over planets. It would be nice to have a system that's undefended suddenly turn over and go it alone.
Space is chaos as well as war.
I for one welcome our new exulted overlord.... ahem, whats your name again?
I don't think the pirates should be linked - may be too difficult to program...

14
Imperial Civil War Tech Support / Re: Constantly being attacked
« on: September 18, 2017, 03:54:55 PM »
Your the Admiral/Moff of this game. So consider this as a bonus.
Any repeatable tactic by an enemy is something to be learned of and exploited. Not the way you think, but rather by the way the enemy behaves.
Ok so I love it when the AI does this because it can become an area of the game where I have drained an AI of money. No really, the enemy fleets are dwindled and defending armies are small.... and I get bored and start a new game.
First is to really decide if you need to control the area of space in a system. If you are not ready to defend it, don't. If the AI has decided it wants that SPACE you then decide if you want to waist resources to hold it. In most cases its your ego that wants to control the SPACE but it is not actually useful. No you don't need to build ships everywhere not even if its a level 2.
If you must have the SPACE - only to learn about strategy - go ahead and build up fighters just to learn. Fusion and Tie Defenders and top craft will end up eating anything that comes, Viscounts SSD's dont care, they will. You will need to build 5 at a time on several stations. Then toss them all into the theater that you find particularly hard to hold.
Bilbringi is a blast! One time I gave up counting the number of Viscounts i destroyed having slowly building up Tie Defenders to defend it. In one battle two Viscounts jumped in the first wave, then another followed suite. 7+ Viscounts if I recall were churned through. I was mad as hell wasting ships on the system but ended up learning from it.
For Planets once again do you really need the Planet OR will you use it to burn the enemy armies into carbonized metal? Have your strongest and fastest (flying is good) defenders ready to rush to the landing point of the enemy. Get there and churn through the enemy.
So it is a great opportunity to learn of what units are best for defending a planet/city, or rush to a landing point to finish off the attackers. Each is different and great to learn.
Remember, you can learn how the Enemy/AI is acting so you can "distract" it by having battle for what it wants, versus you then going out and attacking what it is barely concerned with.
I've sometimes had a nominal fleet nearby that jumps into a system that the AI camps on just dumping units trying to take the planet so to have a fun time with it. the fleet jumps back out after the battle to do it again.
It can get boring and repetitive so perhaps taking over that system another time might be better.
HINT Starting a new game can bring about different results as well. :) Oh yes, dont auto resolve but rather hit fast forward

15
Discussion, Suggestions & Feedback / Re: Your Best/Most Memorable Battles
« on: September 14, 2017, 03:59:36 PM »
My most memorial battle was my first run at 2.2 beta as Malrood. I was attacked by a rebel fleet. No biggie. But when I saw rebel fighters & frigates supported by Star Destroyers I actually jumped out of my chair cursing! A fleet of the best star fighters followed by nightmare SD's...... I retreated as soon as i could losing a VSD or two..... what a nightmare sight though.... never played the Zinj in the regular one. It was worth it just for the reaction though...

16
Discussion, Suggestions & Feedback / Re: Star Destroyer suggestions
« on: September 14, 2017, 10:55:59 AM »
i dont know how to explain it but the "size" of the Procursator seems off. I mean that when it tries to "path find" its way around it seems to lumber around like it needs the space of a full size star destroyer. It needs a lot of coaching to move to where you want it to go. Its to the point that I rarely ever build them because in the end they take too much hand holding to direct them in a battle. Yes I am the admiral and must direct them but it seems more the "bastard child" in its behavior. Hope that makes sense... :P

17
Just voicing that I as well am a fan of build pads. Great for anti-aircraft support and more logistical movements. I also think the AI needs them to keep users from just surging all over the map. If anything the maps need to be tweeked to make it harder to move large number of units, and build pads placed in areas they can take down units better (AKA higher elevations, covering entryways).

18
Discussion, Suggestions & Feedback / Re: Guide: How to kill an SSD
« on: August 24, 2017, 03:36:48 PM »
Some key points I have used against SSD's
If they warp into a system with your fleet warp out and then back in. Take on an SSD on your terms.
First ship warping in should have fast engines, why?  After hunting and destroying enough of them I have found and SSD will go after the first ship that warps into a system. Make it chase after the ship - use the environment in the map to your advantage and make it turn or stuck around comets. While it is chasing that ship its up to you : do you swarm it with fighters?
When I first warp in I send the ship off to a corner - this leaves me time to access the environment as well the MAP will show itself once the ship goes a certain distance. Strategy over everything else. If the first ship is getting hit warp in another somewhere else to avoid losing the battle OR your not ready and come back anther day.
Recommendation: If there is a supporting fleet take it out first. You wont last long against all the guns on an SSD trying to take it down and having a supporting fleet do the same to you. Be patient. Now analyse your ships, yes attack the SSD from behind BUT you have to take down its shields first. Thats where Ion cannons help you. Open the PDF for the game and see which are best in your fleet and bring them in.
Warp in Carriers a bit away and launch fighters into the fray.
Warp in an Interdictor into a corner farther from but keep an eye on the SSD direction should it inadvertently lumber over to the ship. Small interdictors can cross comets without damage - thats why I like them over their SD counterparts.
But the SSD has so many fighters! Ignore them, they are gnats in comparison to the damage of the SSD weapons. Everything attacks the SSD BUT when you need a anti-fighter to protect your big gun ships from bombers.
I typically do not fill in the full 40 population as you never know what you may need in a situation. I may leave 4 or less to allow for a surgical strike or opportunity.
Remember = your the Admiral. Pause often and access then simply, wipe them out. Your going to lose ships, with experience this will lessen.
I once played from a single planets then got spammed with 6 Viscounts over a single Planet...... Tie Defenders held the day I hate to admit it. Fighter spam gets boring though Furion/tie defender swarms are fun to watch.

19
name: Ultretch
Affiliation: EoH
Command: Warlord Class, Bu’direch-class Heavy Cruiser *Concentrate Firepower
Era: 1 Warlord Class, Era 2 Bu’direch-class Heavy Cruiser
Ultretch originally was a pirate in the Unknown Regions. The fleet grew until its region encompassed a System of 3 inhabitable Planets and multiple star lanes. Eventually this became known to the Chiss Expansionary Defence but was not a true threat to them but was of great concern. This information was relayed to Admiral Thrawn who sent Admiral Voss Parck to investigate. Admiral Voss Parck examined the behavior and actions of the League of Ultretch and realized the so called pirates did not subjugate their worlds and infact the "fleet" trained repeatedly against various applicable and perceived threats (Chiss and Imperial included). Admiral Voss Parck reported this back to Admiral Thrawn who decided that various tests would be done to see if the League of Ultretch would be eliminated or otherwise. A disabled ship was "lost" in the Leagues region and was sent back repaired, proving that the Pirates were not mindless nor simply profit hungry. Then a distress call was sent from Admiral Voss Parck Victory Star Destroyer that appeared to be under attack from Chiss elements. The League's fleet of 5 ships hyper spaced into the conflict but communicated to all ships one word "Why?".  To this Admiral Voss Parck replied simply "To assess your intentions. You passed. You have few options; rather than immediate death... Join the Empire of the Hand and your territory joins ours under its protection. Or sign a treaty with the Chiss promising non-aggression and trade, you go away and fade into history. Or test out your theories in battle but in the end you and your ships will be pieces of metal smaller ships may need to avoid when moving through this sector. Chose within the hour." The Chiss easily decrypted the secure chatter from the 5 ships amongst one another, advising of either fight or flight. In 10 minutes an answer came back from the largest pirate ship "We will join the Hand and be remembered, perhaps celebrated in your history."

20
Frouro-class Cruiser - Family: Chiss (Formerly Kariek-class) - I rather liked using the 1 pop point for bring in a ship as well 1 fighter. It brings about a harder justification for building the Frouro (accountants)...
The additional star base defense options are welcome!
Thank you all!

Pages: [1] 2
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!