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Messages - Acer18

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1
News & Updates / Re: Happy Birthday Corey!
« on: May 07, 2012, 11:02:23 AM »
Hey man, happy belated birthday... sorry it's late :)

2
Discussion, Suggestions & Feedback / Re: Tutorial GC
« on: January 30, 2012, 01:36:30 PM »
Hey Corey... excellent job on making a tutorial for your mod.

Also, excellent work on the installer you used. I've been playing mods for a decade and i've never seen an installer that works as flawlessly as the one you have here.

I don't use a mod launcher, only because no one has ever updated them and mods now-a-days are so much faster and larger than the original game.

I really wish there was a group of older modders that would set some standards for making any mod... like how to make or use a great installer... or how to set up the files so anyone can use them.

There are some mods that would with everything and others that are so picky and have multiple parts to installing the mod it's nuts.

I'm only talking about setting up a framework for all mods to work seamlessly together.

But, just wanted to say THANKS for making or finding one of the best installer programs out there.

The tutorial is fantastic... Thanks again for that.  :laugh:

Now off to play some hand   ;D   8)

and that's something hugh if you can get me to want to play someone else besides the rebels.  The hand is extremely interesting.

Thanks very much and i think you and the team deserve a much needed bit of rest... so go have some most well deserved FUN !!!!!    8)

3
Discussion, Suggestions & Feedback / Re: Acer's Feedback
« on: January 20, 2012, 10:36:29 AM »
umm, ok, i'll help you guys work on the AI thingie.

And, i'm still working on finding the mod which is really great at killing anything that the rebels has that can fly. The mod i'm talking about makes me NOT wanna even build flying units and i KNOW the extra strategic power of an air force.

But, yeah email me again Corey if you want me to help work on the ai thingie.

And i'll watch how i talk. I'm very sorry if i offended anyone. :(

4
Discussion, Suggestions & Feedback / Re: Acer's Feedback
« on: January 17, 2012, 12:39:32 PM »
thanks corey and the other person for teh quite nice and constructive replies. Yes i'm sorry, sometimes my replies do tend to sound like they are demands instead of a benign suggestion... let's blame that on a career in the military.

I do like your mod a lot. it's an extremely refreshing difference to the general game play with how you make players change their tech level is fantastic.

I've looked at those same stats concerning the skirmish mode and i can't figure out why ONLY your mod's skirmish mode is so much harder.... It's just weird.

As to the "my fighters go slower than the ai's fighters...." , no that was just  in skirmish mode and all i had at the time was fighters. I know that fighters if they are near to bigger ships fly out a bit then back to their "mother ships" supposedly to refuel".


5
Discussion, Suggestions & Feedback / Acer's Feedback
« on: January 16, 2012, 01:53:50 PM »
so i timed how long it takes for the actual mod to load... it takes only 28 seconds for the mod to load.. that's pretty good.

SO why does it take your fiery demise skirmish map 35 seconds to load?

also... what the hell is with the AI's ships moving twice as fast as the human player's ships????? You can see the fighters for the AI move considerably faster than the fighters for the human player.... This HAS to be fixed. It's not cool at all.

6
Discussion, Suggestions & Feedback / Acer's Feedback
« on: January 16, 2012, 01:40:42 PM »
ok, just started examining the beta.

1. On Skirmish mode, on easy setting cause this is a new mod without any guidelines.
skirmish ai get 100,000 credits on easy mode and the human player get 10,000.... Absolutely NOT.

Easy mode is for learning what you changed in your mod from what other mods are. It's the opening to your mod and if easy level is too hard or frustrating, then you loose many potential followers!

so redo AI credit down to 20,000 if you really need the AI to cheat so bad on the easy level. let it where u have it for medium level.

2. the splash screen for "fiery Demise" map is all "Missing".. this needs to be fixed.

3. it took 35 seconds for this skirmish battle to load up and i have a fast system.

AMD 4 core 965 black edition and Geforce 550ti card 4 gig mem for XP os.

4. Change the pop cap back up to where you had it in 1.2. If the don't like it that high then they can change it themselves or learn to like hugh space fleets in battle.

This is RTS, not tactical crappy commands like call of effing duty with a squad of idiots... sorry if i bashed first person shooter games, but them.

5. if i place a squadron next to a buildable, it takes me more than 5 seconds to get it to turn color and give me the buildable icon..... that's too long. reduce it to no more than 3 seconds.

This is skirmish mode, that means fast decisions and fast buildables too.

It also seems like the AI gets to build faster than the human does.... that's wrong once again for easy mode.

You want people to want to play the rest of the game. This mod is absolutely gorgeous video wise, and your concept that you advance in tech levels by killing off the opposing leader is excellent.

Oh, apparently, you have these rotten settings for even if the AI and human is the same side. Bad choice; unless you only want the under 20 crowd playing your game... 

Also if the mod is too hard to learn, they will just say Eff it.

I'm gonna try a GC now. I've NEVER had a crash issue with the 1.2

7
Discussion, Suggestions & Feedback / Re: 1.1 balance issues
« on: March 07, 2011, 03:58:57 PM »
 ;D ok on the balancing issue... I usually play a few games in skirmish, just to see how the AI behaves. But the AI on easy in v1.1.1 is way too aggressive.. again that's on the easy setting. even being quite aggressive, it's very difficult to get whomever i am playing to reach a paring with the AI on easy setting. easy should for learning what ships balance the other sides capabilities so one can build a good powerful, yet balanced fleet in the GC games.

It also seems that in the skirmish games the opponent has Much more credits than whatever i can have. Seeing as after a few weeks, the opponent goes through at least 3 upgrades, sends out bunches of their frigates, like 10, with like 40-50 fighters, then it starts making named cap ships and regular victory class star destroyers, sending 3-4 of those at me... the building of all these ships so fast would indicate that the opponent has available much more than the 6000-8000 that i get to start out with and i'n good at taking 80% of the available resource sites on a map and holding them.. so where the hell is the opponent getting all the credits for their hugh fleet? again this is on the easy level.

i only played "the hunt for Asini" GC map and only til Asini in his flagship started to gobble up my systems. I had a fleet of 4 star destroyers and 30 bombers and 30 x-wings with a level 5 star base and i still couldn't put a dent in his flagship!!! wtf?  besides the fact that the "new republic" doesn't even have a ship that is comparable to Zsini's flagship in the GC.. it's really not to good when there isn't a way to kill a single ship.

but this is a beta, so improvements can be done.

OH, just also wanted to say... i really do like the mod, just this balancing thing is the only negative thing i have to say about the mod!

good job man :)

8
Discussion, Suggestions & Feedback / Re: New Republic unit suggestions
« on: September 06, 2010, 03:25:27 PM »
i'll reply to 3 people..

first to Lucinator... I'm not insulting anyone and if anyone is shallow enough to think that I was then they should grow some skin! I asked a few questions is all.

next to Kalo.... I never said anything about escorting any Y-wings.. where did you get that idea? the aircraft in most other mods and the vanilla games just makes it easier to do recon and to give the bombers a good eye as to where the bombers will hit.

Finally to Corey.. thank you very much for actually answering my primary question...

The New Republic would have V-Wings, however the reason that all factions lack air units is because EaW can't handle them properly, targeting-wise. To make other units target air units at all, let alone autotarget them so that they don't just stand there and get killed by a passing speeder, would require a lot more work than one unit is worth, and we're not just leaving it the way EaW had it, because then the NR would essentially have a unit that is unbeatable.

Yes, it was a bit difficult to kill a NR aircraft, but the anti-aircraft turrets always killed every one.

But, if you think the NR aircraft would be an unbeatable unit in your mod.. that's fine. it is your mod after all.

ALso thanks much to corey for explaining the technical aspects as to why aircraft cant kill much in the game too. I'm not a coder, nor a modder, but i DO understand the technical aspects of logistics very well.

SO what is a "Rebel combat speeder" then??? as mentioned in the second post in this thread. That is what i had thought was a NR aircaft in the game. If I was mistaken.. sorry, but grow a pair and do not flame on me just cause I dont read every damn book in the damn star wars universe!

9
Discussion, Suggestions & Feedback / Re: New Republic unit suggestions
« on: September 05, 2010, 05:46:21 PM »
It's nice how the mod moderators forgot to reply about the rebels not having any kind of air cover or recon.

It's also funny how your mod is the only major (if any mod can be called a major thing) mod that doesn't have rebel aircraft.

Oh and byw, the original movies talked about the rebels having aircraft on land way before EAW even came out so don't go saying they aren't canon.

without aircover the idea of a bombing raid by the rebels is a joke.

Please put rebel aircover back in your mod.

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Those working on this mod do so in their own free time and for no pay.
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