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Topics - yutpaeksi

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Hey TR team:

I was reading the manual and saw the capital armor (armour) type, but then I noticed that none of the capital ships use this type. Instead, they all seem to use Frigate armour types. The super ships use the SSD type, but is there a balance-related reason or some other reason for the capitals to use Frigate type?

Thanks for all the hard work! Loving the mod as always!

2
Just booted up patch 1.5, Survival Mode EotH...

And I just wanted to say, I LOVE THE BU'DIRECH and how you start with one and two vigilances. The consistency in design elements make the three ship line just look...fantastic. Great job guys, just...beautiful.

3
We're doomed!

To elaborate, SW games will now be made by the worst company in America (actual poll results). Granted, EA has published some great games (thanks Bioware) but their past practices lead me to believe the next SW game we get will cost 80 dollars, require day one DLC that costs another 10, and it will probably only be 30% of a game. The rest will be seven DLC packs that cost another 20 dollars each.

Oh and you'll have to always be online on their servers, which will be overloaded and make the game unplayable once you buy it (see: Simcity). They'll probably charge us money to use their servers and might even charge us money to get a slot of the overloaded servers...


We're doomed...

4
Imperial Civil War Tech Support / Hypervelocity Cannon on Yavin 4
« on: March 27, 2013, 12:06:49 PM »
The first time I fire the cannon, it takes a really long time for the projectile to emerge and for it to hit. Much longer than in other battles elsewhere. Subsequent attempts to fire the cannon (the timer resets, the audio FX "Hypervelocity cannon firing" triggers) but no projectile ever appears and my target is undamaged. I fired it 5 times on Niriz, and he still has full health. I watched him and the projectile just never emerged.

Has anyone else encountered this oddity?

EDIT: Actually what I think is happening is that the late emergence of the HVC projectile is causing it to miss wildly. I Just saw it but it was nowhere near the target (capital ship).

5
Star Wars Discussion / Disney buys Lucasfilm
« on: October 30, 2012, 05:01:48 PM »
The internet is about to explode.

I normally don't post here in the lounge, but by now I'm sure everyone has heard that Disney has agreed to purchase LucasFilms, for four billion dollars no less, and has announced they're going to make Star Wars: Episode VII.

Reactions? Joy? Despair? Anger? Fear of more Jar-Jar?

6
Imperial Civil War Tech Support / Syca Bomber won't dogfight
« on: October 24, 2012, 05:30:42 AM »
And also, the Syca Bomber, it's not engaging in starfighter combat. It will fly around and maneuver but its maser cannons never fire, and it never does damage to opposing fighters/bombers. While that's not its intended role, it would certainly be nice if they could defend themselves a little against opposing fighters, and supplement the rest of the EtoH forces in doing a little of starfighter engagement.

7
Imperial Civil War Tech Support / Discrepancies with in-game Tech Tree
« on: August 28, 2012, 08:47:37 PM »
In era 5, Pellaeon can't build the MTC or the Acclamator (and there's no reason why he should), but they're listed under him in the in-game tech tree.

Anyone else got others they noticed?

8
Imperial Civil War Tech Support / Not enough land RPs
« on: August 28, 2012, 05:16:10 PM »
With the reworked land battles, wherein you no longer start with 10 pop as an invading force, some of the maps may not offer the full 10 population points.

One such map is Wayland. I only get 7 total on that map.

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Imperial Civil War Tech Support / Novatrooper build limit
« on: August 28, 2012, 12:52:10 PM »
Umm the limit appears to be 1.

10
So in an attempt to get GCs started off a bit quicker, the team had decided to give systems capital shipyards to begin with (those that are capable of course).

However some of them don't seem to. If you notice any that don't (whether they be held by you or the AI), please post them here.

Final Imperial Push:
Bilbringi
Yaga Minor
Ord Trasi

UPDATED - thanks Corey.

11
Discussion, Suggestions & Feedback / Questions/Comments about 2.0
« on: August 28, 2012, 12:38:13 PM »
Surprised there's not a sticky already for this.

To kick it off, Corey I thought you were going to give the AI (and player?) capital shipyards to begin GCs. This doesn't seem to have carried over from the beta (I remember it being in place in patch 5).

The increased infantry speed works well, even if it looks absolutely hilarious at times.

I'm not sure how I feel about the complete fog of war reveal in all space battles now. It makes player assaults a bit easier, you can send in a single vanguard unit then pick exactly where to hype in the rest of your forces too easily.

12
Discussion, Suggestions & Feedback / The Corporations
« on: February 15, 2012, 02:47:39 AM »
I must say, I love the inclusion of the corporations. It's a great strategic twist and is especially helpful in the early game.

However, the IR is often getting shafted as Kuat isn't in Imperial hands at the beginning of most of the GCs. This means they never get KDY, while Mon Calamari is always in NR hands, as is Syca, so those corporations are always in play for those factions.

I'd like to recommend that the KDY Corporation be given as a one time bonus for capturing Kuat, assuming it doesn't start in Imp hands. Forget the shipyard capture bonus, just give the Corp as a bonus. This would make taking Kuat early a critical factor for the IR. The same could be done for the NR and the CEC corporation on Corellia.

Also, seeing as how the NR get two corporations, how about adding Sienar Fleet systems? This would also allow for the addition of another planet, Lianna, where they have their HQ. If you add Sienar Fleet systems and Lianna, that could be a system the IR ALWAYS starts in control of. Or you could base it on Corulag, where they have their advanced research division. Sienar could offer bonuses for TIE Defenders, Scimitar bombers, TIE maulers, TIE crawlers, and the Immobilizer Interdictors.  (All info gleaned from Wookiepedia, I have too much time on my hands apparently...)

EDIT: Oh and Sienar also made the Vindicators, so that could be another unit for which they offer a bonus...

13
Have you guys given any thought to changing concussion missiles and proton torpedo behavior such that they don't pass through shields, while also adding missiles and torps to starfighters that canonically carry them like A-wings and X-wings?

This way, some fighters could do double duty against other fighters and capital ships. You could reduce starfighter laser cannon damage to help offset this, thereby making it much more important to field bombers or missile-equippred starfighter bombers...

I just find it unrealistic and a little silly that you are able to take down an Impstar's shield generator with a couple squadrons of bombers in a single pass, stripping it of shields...

14
Hey guys:

I believe I read that you guys are currently thinking of changing the EtoH tech trees across eras, since right now they basically have all the same build options across all eras. Since they're my favorite faction to play, I've spent a good deal of time thinking about their fleets and capabilities, and would like to recommend expanding their choices, era by era, as follows (everything not specifically mentioned can be consistently available):

Fleet Options:
Isard - Au'riette, Decimator, Vigilance, Chaf, Massias, Ascendancy, Nssiss, Furion, Krsiss
Thrawn - Warlord, Scarsiss
Palpatine - Phalanx, Syca (both to better handle Sovereigns and the Eclipse)
Daala - Kariek
Pellaeon -  Ascendancy Mk II (following the design strategy of the IR of beefing up current hull designs)

Army Options:
Isard - Phalanx trooper, rocket bike, RFT (any interest in swapping out the laser cannon for maser cannon?), Megamaser tank
Thrawn - Phalanx Commando
Palpatine - Kirov tanks
Daala - Flame tank
Pellaeon -  Mortar TAT

Such a separation would provide greater identity to the EtoH, especially in the earlier eras as they would have a lot less options. This would give EtoH players an actual incentive to hunt down the IR leader. Currently there's no reason ever bother chasing down Isard.



15
The companies were intentionally left out of Lite. As for the Heavy Frigate shipyards, they seem to have broken again somehow... I'm trying to fix it.

Might I ask why the companies were left out of Lite? Was it a debugging choice?

16
Discussion, Suggestions & Feedback / Katana Dreadnaught Limit?
« on: January 08, 2012, 10:23:02 AM »
Hey guys:

Is there a reason why there seems to be a limit on the number of Katana Dreadnaughts I can build? This seems to occur with both the NR and the IR. After building 15 or so, the icon simply disappears...

17
Discussion, Suggestions & Feedback / Removal of CC7700?
« on: December 13, 2011, 10:26:16 PM »
Hi guys, I noticed that in the version tracker updates for v1.3, you listed the removal of the CC7700 frigates. Does that mean the NR will lose interdictor capability? I see that you're adding the Corusca Rainbow, the Dominator Interdictor, as a hero to the NR, but is that the only interdictor the NR will have? Also, in what era does Illior come into play?

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