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Messages - Magus

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1
Discussion, Suggestions & Feedback / Re: Maldrood ships advice
« on: August 15, 2018, 11:18:01 AM »
Tier V
(i.e. Tier Jankwad)

2
Spaarti cylinders.
<http://starwars.wikia.com/wiki/Spaarti_cloning_cylinder>

3
Discussion, Suggestions & Feedback / Re: Maldrood ships advice
« on: July 25, 2018, 09:51:16 AM »
Strike cruisers.
Maldrood can build Loronar Corp on Antemeridias, making Strikes (already a great ship that punch above their weight) suuuuper cheap. Spam 'em.
Fill out the rest of your ranks with CCVSDs, Procursators, IPVs, and Neutron Stars, plus a couple big boi space triangles (Allegiance, Secutor, ISDII, but not more than four or so at a time because of their pathfinding derps).
GM really has the best space roster.

4
So, I recall that locking units as eras change for IR+NR+EOTH is done via .lua scripting ("story scripting" in this case, right?), but I've been poking around for a while in ICW's mod files and I'm not finding the file that controls what units are locked when. Any pointers? (I checked Data\Scripts\Story first, but I've really checked everywhere in \Scripts and \XML\ICW and I haven't found what I'm looking for.)

5
Discussion, Suggestions & Feedback / Concussion Missile Tactics
« on: July 13, 2018, 01:37:30 PM »
Several kinds of starfighters/bombers use concussion missiles (A-Wing, TIE Raptor, Scimitar, Furion, Torrent...). When assigning these units targets, do you prefer to prioritize targeting fighters or targeting capital ships?
(Probably relevant: I remember there being talk about implementing two types of concussion missile, one for anti-fighter and one for anti-capital. Has this been carried out?)

6
Dauntlesses are quite tough, yeah, especially for being considered frigates and not capital ships.

7
Forum Games / Re: What are you listening to right now?
« on: July 05, 2018, 01:36:57 PM »
This new single by Reg3n
<

8
Discussion, Suggestions & Feedback / Raid Fleet Composition
« on: July 05, 2018, 01:32:47 PM »
How is the composition of a given raid fleet determined? Is it pulled from a list of possibilities, or generated piecemeal?

9
Am I correct that only IR, NR, and EotH (primary three factions) have units that lock/unlock based on era?
Is this due to an engine limitation?

10
Discussion, Suggestions & Feedback / Individual Unit Names
« on: June 22, 2018, 09:36:36 AM »
Is it just me, or are the same individual ship names re-re-used in EaW? Like, it feels like every time I look at an ISD it's the "Allecto" or "Basilisk" (and every Allegiance is the "Akk" or "Event Horizon," etc.)
Are there not enough names for the engine to choose from?
Or is the engine itself flawed, and tends to choose the same few names?

11
Forum Games / Re: What are you listening to right now?
« on: June 17, 2018, 05:52:40 PM »
I think they've been defunct for over a decade unfortunately, haha.

12
Forum Games / Re: What are you listening to right now?
« on: June 14, 2018, 10:29:15 AM »
Trna - "Lose Yourself to Find Peace"

13
Changes don't show up on the chart immediately; give it a little bit of time

14
Perhaps it wasn't clear, but Corey was saying that 2.2.3, 2.2.4 etc are Steam-only. You can get 2.2 on ModDB, and you will be able to get 2.2.5 there when it's finished, but the incremental patches in-between are Steam-only until 2.2.5 is released and they are incorporated into the ModDB download.

15
Imperial Civil War Tech Support / Re: Performance
« on: May 28, 2018, 08:02:15 AM »
"Freeze" upon initiating battles is due to the game autosaving, which simply takes a long time since Petroglyph patched it (side effect of some bigger problems that WERE fixed). You can disable autosave functionality by following these instructions:

16
I think it's a description error at this point. The new limit seems to be 20, unfortunately.

17
Bug report from:
The Hunt for Zsinj as Greater Maldrood
Steam 2.2.2

Bugs:
- When Leona Tavira is building a pirate base, any of my ships passing through the system in question cancelled the build :( (I believe this was Metalorn?)
- I took the space over Levian II; I believe there was an Empress station that I attacked but did not finish off before I allowed the rebels to retreat. Upon being counter-attacked, I had an Empress station under my control (see third screenshot). Upon taking the planet's ground, an Empress station showed up under the rebel's losses.
- Human civilians spawning from the single skyscraper on Carida came in as a grey team (neutral?)
- Maldrood Gladiators do not deploy bombers
- While battling Wedge Antilles, a jank-ton of green particle effects appeared (see first screenshot). I couldn't tell for sure, but it almost looked like it was around my own fighters? Furthermore:
- After Wedge was killed, his hero icon remained in the upper left of the screen at ~0% health (see second screenshot). He did not show up in "enemy units destroyed" after the rebels retreated and the battle concluded.
- Mercenary buildings don't do anything?

Balance:
- Gladiators have single-unit retreat, but no engine hardpoint that one can shoot out to prevent said retreat
- Kashyyyk ground map only allows five units
- Commenor ground map is a deathtrap. There's only one path out of the starting area, and that path is glitchy and janky as all get-out (elevation issues make hitting anything on the way up or down very difficult)

Lore:
- GM starts with several Gladiators (at least 4) but cannot build more
- Kosh Teradoc commands "[MISSING]"

Other:
- A civilian-spawning building is just cut off from the NE edge of the aforementioned Commenor ground map, spawning civilians and having a bounty objective attached to it, but unable to be seen or reached. (I believe a holdover from when that map was bigger?)


I hope reports in this thread are still of use.

18
Anyone else finding Victories I and IIs under performing in 2.2 at least vs just build more SC's?

I'm playing Maldrood right now, and Crimson Command VIIs are great. I have Rendili StarDrive on Mon Cal, so I get that sweet 30% discount. CCVIIs put in a lot of work for four population points, though I'm supplementing with Neutron Stars (also discounted) for fighters/bombers.
With other factions, I prefer Acclamators (fighter/bomber spam) or Procursators (pure firepower) to Victory-class.

19
I have grudgingly given the Strike Cruiser a prominent place in my fleet since 2.2 came out. I really loved the durability of the similarly-priced Dreadnaughts in 2.1, but it seems they are a bit squishier now, and buying the Loronar corporation (for, like 500 credits, I think? haha), as you point out, makes SCs dirt-cheap. Loronar can even be found on multiple planets!

20
Discussion, Suggestions & Feedback / Re: Tips and Tricks for 2.2!
« on: April 26, 2018, 10:32:01 AM »
For economy structures, it seems like the credit value of a given planet is more important than its proximity to the frontline (as long as it's not literally ON the frontline, at least) now that such structures have a build limit. I rarely find myself building mines on planets with a base value of 60 or less.

I've also gotta agree with Zardnaar that there's no way I'm spending 500 credits (at minimum) for a 5% production boost, especially when formerly frontline planets will be backwaters in 10 weeks or less. (The ONE exception is barracks on Wayland, because you'd better believe I'll milk those one-credit infantry.)

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