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Messages - thatsashirt

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Discussion, Suggestions & Feedback / Re: Mandalorian Units
« on: December 08, 2019, 12:43:20 PM »
Yeah, if you get the influence level to 10 at Mandalore you can build Keldabes. Zsinj can also build Crusaders if he has a pirate base.

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Hey guys,

I'm encountering a strange issue while playing GCs in the latest version of the mod: there's no text feed in the top left of the screen, so I'm unable to see the influence level of planets or the news feed. It's also affecting raid fleets - they still spawn in and act normally, but the text warning in the top left is no longer appearing either. I noticed the problem first during a FTGU GC as Zsinj, and have replicated it in a couple of other era-progressive GCs as Zsinj and the NR (the government mechanics seem to be working fine though).

So far I've reinstalled the game and mod and made sure there aren't any other files that could be hanging around in the base game directory... seems like I'm still missing something. I've attached a screenshot of what it looks like on my end. Any ideas would be appreciated, thanks and love the mod!

3
Discussion, Suggestions & Feedback / Re: So, which units need rebalanced?
« on: January 18, 2019, 10:12:08 PM »
Fair enough. Since no faction gets both the Praetor and the Allegiance AFAIK, I kind of conflate them.

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Discussion, Suggestions & Feedback / Re: So, which units need rebalanced?
« on: January 17, 2019, 07:14:08 PM »
So does anyone else find the Allegiance class a bit weak. It costs iirc 4000 more credits than the tector, has many more gonna but only like 1000 more shields iirc. That and Its larger size (thus bigger target, plus lower speed) makes a big, expensive glass cannon. It's not bad, just doesn't seem cost effective given its size and population cost. It has Lower shield stats than several of the NR capitals with much less pop cost.
The only annoying thing about the Allegiance is it's pathfinding imo. I tend to not bring many just because of how slow they are and how much more versatile ISD IIs are, but that's kind of a preference thing. As a poor man's Praetor I think they fill their role pretty well.

Also about the MTC, since it was modular can we be given the option to build multiple types? Like a carrier focused type vs a frigate type with better armament etc.
They come with 9 squadrons as it is, seems like plenty to me. Their frailty and lack of killing power is the only keeping them from being an easy must-buy. They're also being shifted to the CSA in 2.3 so I imagine their fighter loadout may change.

Lastly on the ISD 2, I highly doubt that many of the capitals in the game can fire with both thier starboard and port guns simulataneously when the target is positioned specifically to one side, yet many do break this "law". Why are the ISDs an exception to this. Also the ISD is in a lower z level than all frigate type ships and similar. Just like how SSDs can bring all of their find to best of most targets due to their lower placement, both physically and in game, shouldnt all capitals be allowed this for atleast firing at frigates?

Have you noticed ISD's firing both port and starboard side weapons at one target? That seems like it would have come up before, because it would it would them totally broken. For the z level thing, I assume they chill at the same z level as other capital ships, which makes sense to me.

5
Yeah escort carriers are insane, just spam those early on and drown em in TIE Hunters until you have some breathing room for Tectors

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Discussion, Suggestions & Feedback / Re: Top 8 Faction Rankings
« on: October 04, 2018, 05:56:54 PM »
I worry about what will happen to Zsinj once he loses the Lucrehulk... Nebulon B spam sucks and the only other solid units he has with Raptors are ISDs and Quasars. I really enjoy the patchwork nature of his unit selection imo.

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It works, thank you sir!

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Hi,

I've noticed that the AV turrets for Zsinj don't seem to be working. I've got about 30/40 planets in the big era-progressive GC with 118 planets (blanking on the name) and I'm pretty positive that they worked before. Now, the just turn to face enemies and sometimes aim up into the sky for some reason. Not sure if the issue is with the turret itself or something else.

Let me know if you need any more details. Thanks for the mod btw, it's excellent!

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Megamaser Tanks are pretty ridiculous, but I think Corey knows about that one.

Nebulon B-2s don't seem to have much purpose, especially for Zsinj since he also has Gladiators and Quasars.

Lucrehulks could maybe have a small price bump?

AT-TEs seem a bit weak as well. Also, why did the Juggernaut lose it's transport ability outside of that one Zsinj hero?


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