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 - Malanthor

Pages: [1]
1
Ascendancy Discussion / Re: I got a question who would you side with
« on: February 10, 2016, 05:58:01 AM »
As I'm not en evil prick, I would need to go with the new republic or maybe the hand. :D

2
Ascendancy Discussion / Re: Couple of suggestions.
« on: February 10, 2016, 05:56:26 AM »
Great to hear abouth the military bases. :)
And I do see your point abouth the skipray, but would it not make more sense to make it into a higher tier bomber to accurately represent it? As far as I understand the team do strive to accurately represent ships. But in any case its a small thing. :)
Also when I play remnant I feel like I pretty much only have tie defenders but maybe that is mostly due to my trend to mass build isd2's. :D

3
Ascendancy Discussion / Couple of suggestions.
« on: February 09, 2016, 07:37:54 PM »
1: Give the military base some upgrades that are actually usefull. Right now it is just an slightly tougher Golan3 with awful dps once fully upgraded and then it has cost you over 20k and a buttload of resources. The republic one is actually usefull due to the upgrade which resupply and repair but the others.. uhu...
I understand and applaud not wanting to make starbases into the super-defeat-a-whole fleet things they are in standard sins, however what abouth upgrades that give surrounding ships/stations more damage/longer range etc. It could be something like "High command", "Naval intelligence" "admiral staff" blah blah  "a centralized command structure lets naval assets work more effectively together" blah blah etc. 3% to weapon cooldown of military assets in a radius per lvl.

I think it would be better to do something like this instead of just beefing up dps. Also it would be a nice way to differentiate the two imperials factions even more by giving the starbases different upgrades.

2: Me thinks the skipray blastboat is too weak, its a huge bomber with loads of both concussion missiles and torpedos yet in game its torpedo dps is weaker than the tie defender which carry a lot less of said ammunition. Suggest beefing up its proton torpedo damage to 5.

3: a way to represent fighter shields would be to give them regeneration? Sure its not perfect but it is a slight representation of the regenerative qualities of a shield.

4: You prob know this but there may be some star wars sounds lying around on the net you can use for ship voices or other banter. Here is a link with a lot, I looked through em and found some that was quite nice. https://jkhub.org/files/file/1651-star-wars-sound-effects/

4
Ascendancy Tech Support / Re: 1.0 Beta -> 1.0 Full Changelog
« on: February 08, 2016, 07:51:05 AM »
The executors missile ability at lvl 3 has a much shorter range than the previous tiers.

Also the penatastar alignment protectionism research don't seem to work like it should, it only lists 2% but the description says it should stack 3 times and it is 2 tiers aswell so more likely 6 times.

The new rep smugglers den research says it has some upgrades for your ships, but seems to be missing that part.

The asdroni and vigiliance eoth frigates fires turbolasers and not lasers and don't seem to be able to target fighters.

The allegiance lists 72 fighter storage but it cant use figthers, should it not say zero?


5
Maybe its the lvl 4 that is bugged only <shrugs> that is what ive tested. If it works for others then my files must be corrupted or something which i doubt. But i do seem to recall it not working for lower lvl either, might be wrong there though. Anyway ive reported my find and thats all i can do.

6
Neither planet health nor population is damaged when you use the ability, unless there is something im not getting, its not working.
Unless the planetary shield prevents all damage? I do see a shield effect around the ai planet so maybe its that. <shrugs>

7
Good good. Couple of more which you may allready be aware of but hey it never hurts.

The Executor ability iron grip lvl 3 info is wrong (i assume) it reads that from lvl 3 to 4 it goes 12 to 15% extra damage but from 10 to 50% extra damage taken, i assume its meant to read 15 instead of 50.

The empire altor fleet tenders repair abillity seem to be the same regardless of lvl. (meaning the txt dont change as you lvl it up)

isd2 fleet officer reads isd1.

and the sovereign crack mantle ability does nothing. :)
Cheers.

8
Infrastructural capacity research for empire is bugged. If you research it and then loose the required 6 civilian labs it dont work any longer and if you then rebuild them you dont get the bonus. Atleast i didnt.
Also the planetary corruption bonus acted weirdly here, it gave me zero cash even though i should be at a high income type +20. The income was listed as beeing in the positive yet i had zero cash and it never went up. <shrugs> It seems to work now however, so dont exactly know what happened.
And thanks for new version. :)

9
Ascendancy Discussion / Re: Some stuff.
« on: February 07, 2015, 02:23:52 PM »
I am aware of star wars beeing very inconsistent with numbers. In some lore a couple of star destroyers is a big force in others several hundreds are.
Standard sins capital ships are what 50 points a piece i believe with 2000 beeing the max, so max cap ships would be 40.
In star wars the max number of lets say isd2 at 6 a pop would be like uhmm there are alot of research that inncrease pop but around 200 would be my guess.
Quite a big difference, especially beeing that the ships in star wars also seem much bigger or are much bigger in lore than the standard sins ships which seems more like beeing comparable in size to extra large ww2 battleships. :D

In any case, i guess you can always play on on the low fleet size setting.

Its just preference in any case, i cant claim that my wish of longer build times, higher costs and less cap is any more right than the reverse. And it beeing your mod i guess its all up to you hehe. :D

In any case, very nice mod, and thank you for replying. :)

10
Ascendancy Discussion / Some stuff.
« on: February 07, 2015, 07:54:30 AM »
Planet defenses: Planets go down like a lead balloon. I suggest upping the HP of planets quite a bit. Also when it comes to planetary shields some other mechanism should be used than the normal -build a orbital shield generator that lasts for 5 sec and then the planet is without a shield. Star wars have lot of effective planetary shields lorewise, and i think that the standard sins planetary shield method is somewhat lacking in this regard. One solution could be to make the shield generator invulnerable if it has to be built in orbit, in this case the shield would only stop a percent of incoming damage offcource.

In any case, my real issue with the mod is the HUGE number of ships in action.
Take the nebula for instance, only 10 existed in 17 ABY, with a projected 1 beeing built each year. They were hoarded in core sectors because they were valuable. In this mod i feel like im mass producing cheap plastic toys. Ships build fast, they are cheap and the biggest issue of all: they take up hardly any population cap. 16 worlds and 150 star destroyers! The low cap is linked to alot of other areas like planet vulnerability. The more ships you can field the faster a world goes down. Pretty logical. Reducing this amount would make worlds last longer, it would also help with lagg and memory issues. Not that i have them but im sure some must have. :D

Besides these issues i think the mod looks great. Thank you for making it, i am looking forward to many hours of fun playing it.

11
Ascendancy Discussion / Re: Ascendency Speed of Combat vs. SoSE Rebellion
« on: January 10, 2013, 02:47:59 PM »
Aint one of the reasons that combat in sins is slow the way the shield system works, with the shield growing stronger as it takes damage, called shield mitigation. When shield mitigation starts at 20% and goes up to like 75% it essentially means a ship lives 3 times as long as without the rising shield mitigation crap. I assume not having it go up would be more fitting for star wars and would also serve to make combat go faster.

By the way i think i remember a sins modder, zombierus(something like that) that among other made sins of the fallen on moddb was talking abouth dooing a mod with ships that actually did less damage the more they got damaged in sins, maybe he have it figured out by now and you could use hes method or something. But im sure you are able to figure it out on your own, so no offence meant in suggesting it. :D

12
Discussion, Suggestions & Feedback / Re: 2.1 and You
« on: January 07, 2013, 09:25:49 PM »
You misunderstand me, that is now what i am implying. :)
I was merely saying that even though it may have allready been "fixed" it is still a problem (although a very minor one) by all means you can easily kill them using lasers. I would put it far down on my to-do-list personally.

13
Discussion, Suggestions & Feedback / Re: 2.1 and You
« on: January 07, 2013, 08:21:11 PM »
Even if it was worse before i still think it could use a tweak.

14
Discussion, Suggestions & Feedback / Re: 2.1 and You
« on: January 05, 2013, 11:16:16 PM »
Hehe, i dont want SSD's for EoTH. Not at all it wouldent fit with thrawns doctrine. :D
But im hoping their 2 platforms wont stand back from the golan1-3's.

15
Discussion, Suggestions & Feedback / Re: 2.1 and You
« on: January 05, 2013, 10:50:56 PM »
Yeah. 2 would be perfect for it. It would reduce lagg alot simply by dooing that.

How abouth improving jedis and dark jedis a bit. They feel kinda gimpy right now, as in not worth building.

Also i hope you make the new station for eoth pretty strong. At best the other factions can have 2 golan 3, 2 golan 2 and 1 golan 1. That is pretty much impossibly for the ai to go through (for the ai) with a little fleet helping. Ive held off 200 cap fleets with those defences and a small fleet of my own. I hope eoth will have an equally strong defence. They allready lack SSD's, and thats fine, but come on: no need to nerf them even further. :D

Also i noticed that missiles fired at the corona tend to go haywire all over the place. I had 12 tie defenders all targeting them repetedly and they missiles just went spinning around the vessel not hitting much at all. Took me ages to kill one (and im aware of the power to shields feature)

How abouth implementing the fleet commander and ground commander again. Heroes tend to die off way to easy (especially for the ai) and then they are left just running the ships or land forces on their own without any bonus. Its easy to keep a good commander alive as a player, but the dumb ai just send them to die in stupid suicide actions. The base mechanism was silly with immortal heroes but taking into consideration that otherwise youll just kill off heroes really fast and see nothing special ever again it wasnt all that bad i reckon. Maybe you could make some base grunt heroes that respawn, people with a title instead of a name, just a different take on the commander i guess.

How abouth speeding up the projectiles abit. I assume it would make the game a bit less laggy? maybe im totally wrong here, im sure you know how this works better than me. In any case, no biggie.


Pages: [1]
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!