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Messages - Corey

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1
News and Updates / Potential Demo Delays
« on: February 16, 2017, 05:02:36 PM »
'Ello everyone. We did say the Demo should drop in February, and that's still the plan. However some stuff has come up that could impact that, which may mean a March release, so just a heads up.

I've given a full explanation of it here:

2
Feature Discussion, Suggestions & Feedback / Re: Custom GC Posting?
« on: February 15, 2017, 11:30:55 PM »
I'm sure there'll be something. We're more concerned with making the utility itself, first. There'll probably still be a decent amount of technical knowledge required, especially in early versions.

3
Imperial Civil War Tech Support / Re: byss crashes the game
« on: February 15, 2017, 11:34:56 AM »
It comes with installation instructions.

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Feature Discussion, Suggestions & Feedback / Re: Quick Question
« on: February 14, 2017, 07:38:15 PM »
Yep, we've already ported the model from Ascendancy.

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Imperial Civil War Tech Support / Re: byss crashes the game
« on: February 14, 2017, 05:39:46 PM »
Downlaod this patch. The fix is not compatible with existing saves.

http://www.moddb.com/mods/thrawns-revenge/downloads/21-stability-patch-gc-fixes

7
Feature Discussion, Suggestions & Feedback / Re: Quick Question
« on: February 14, 2017, 01:58:23 PM »
It's been changed to bring them in line with the other ships, but it wasn't done as a balance thing initially. It was done because the bigger a ship is, the more the length of the ship took up its firing range, and the more those ships end up spinning when given an attack order.

8
Feature Discussion, Suggestions & Feedback / Re: Question about upkeep
« on: February 13, 2017, 02:07:45 PM »
If we ultimately decide to keep the upkeep costs, I'm going to try to do it through LUA, which will keep the costs even on enemy planets.

9
Feature Discussion, Suggestions & Feedback / Re: Quick Question
« on: February 13, 2017, 02:05:21 PM »
There's no traditional tech levels, killing the Imperial leader advances the era, which can change the ships you have access to. That's only in the era-progressive campaigns (the description before you start playing tells you what era the GC takes place in; only a few are progressive). Capital ships are built from capital shipyard planets, which is the level 3 station. The one you're playing, I'm assuming is From the Ground Up and not Empires at War, it's actually the hardes GC in the mod. In that one you start with a heavy frigate shipyard, so you won't be able to build capital ships until you take Ord Trasi, Jaemus or Yaga Minor (those are the closest shipyard planets, I forget which are present in that GC). The Alignment's only SSDs are two of their heroes, and there aren't any heroes in FTGU.

10
News and Updates / Re: Full Demo Rundown
« on: February 10, 2017, 12:28:51 PM »
EoTH ships getting a nerf? They were fine, that is going to make them much harder to play, especially without an SSD or ship of equal size.

EotH ships aren't getting an overall nerf. Their ground units are. Their ground units are ridiculous in 2.1 and previous versions, now they're more in line with the other factions. For space, we didn't mention it explicitly in this post, but with the new EotH ships being added, we're able to make them more specialized. You could see this as a nerf technically, in that they're going to have fewer jack-of-all-trades ships like they have now, but their overall power will be similar.


Speaking of SSDs, what "supership" will the hand get, if at all, all the other factions have some sort of SSD or ship of equal strength

SSDs go against their faction identity. Balance doesn't really mean everyone has access to the same thing.

11
Ascendancy Discussion / Re: Feedback
« on: February 09, 2017, 03:34:38 PM »
i'm not a modeller, but i believe i've seen that model before. if i could splice the models together and give it a more detailed bridge would you guys want/use that?

That's not what I meant; we made our Sovereign model, but we didn't design the ship. If we wanted the Sovereign to have that kind of bridge, we could do it ourselves, but the Sovereign didn't have that bridge style. Adding more detail on the bridge means more polies, which is a bad idea on this game engine.


Gonna address the lore stuff first:
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have you guys considered actually adding in a new order faction? since canon is shot at this point anyway it'd just be a different flavour of empire.
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 yes, but why can't you include the faction as a 'nod' like thrawn is in disney's star wars: rebels? thrawn is still legends, but he's also in disney canon to some extent, like bane is .

SW7 actually still makes some sense in legends canon if you ignore jaina never existing amongst other things. pentastar can pretty much even sue for peace in this mod, as well - which is what parts of the empire did in disney canon. even luke's jedi order went to shit at the end of jedi search, which is where kylo's character came from. the new order is just another warlord faction previously unmentioned. the truth is that disney and JJ more specifically are too inept to take into account developed canon. hence kelvin and jar jar timeline

If by canon being shot you mean the Expanded Universe, it's not shot, it's just finished. Plenty of series never get the same level of development as the EU got, and them not expanding it more doesn't mean what was there isn't there anymore. The fact that the Stargate universe hasn't received any new content for a long time and any attempts to expand it have been shelved doesn't make what's there any less valid.

Fitting the new Disney canon into the EU would require huge retconning. None of it matches at all. Even just taking Ep 7 and ignoring the new books, Rebels, etc, you're completely ignoring the EU character arcs of Luke, Han, Leia, Jacen, Jaina, Ben, Mara and Chewie. Chewie's busy being dead at that point in the EU, Han's definitely not being dead, Leia's not approaching being dead like she probably is for episode IX, Luke hadn't spent the entire end of the Galactic Civil War and Vong War in exile. Not to mention every other character. Jedi Order setup is completely different, New Republic and Empire's development are completely different.

Now, for the First Order as just a gameplay thing:

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have you guys considered actually adding in a new order faction? since canon is shot at this point anyway it'd just be a different flavour of empire. they'd probably be the high-tech "bleeding edge" empire, with lower ship counts but bigger superweapons and ships, and more khyber weapons - but since it's bleeding edge tech it all costs a lot more than the other factions, leading to a very slow start. - basically the opposite of pentastar

I've bolded thekey part here; the First Order doesn't bring anything new to the table other than some people might see "First Order" and think "ermagerd kewl" for no other reason than it's the First Order, and that's not a sufficient reason for us to make it. There's plenty of stuff we could expand on within Legends canon that gives us more options for different gameplay styles and units than a third Imperial faction does. The only new stuff we could do with the First Order is the Resurgent class, a new shuttle, and a TIE Fighter. The new canon simply isn't developed enough, and their playstyle would be basically just the Empire. Why go for that when there's things like the Vong, Ssi-Ruuvi, or Hapans that we have the opportunity to explore further?

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republic would be nice in this mod, even if it makes basicly no sense - since the venator is constantly referred to as a cruiser.

The Republic and CIS wouldn't fit in with the other factions. Their best ships are the cruisers of other factions (or their weakest capital ships as far as combat goes, in the case of the Lucrehulk). They'd be at such a disadvantage the only way to balance them would be allowing them to just build tonnes more ships, which would cause hoprrible lag. If the CIS and Republic were to be in the mod, they'd be far better off standalone as a separate Clone Wars mod, for both balance and resource purposes, but we have no plans of taking on another huge project like that at this point.






12
Ascendancy Discussion / Re: Feedback
« on: February 09, 2017, 10:12:25 AM »
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1) allegiance class is too dark. i don't know if it's meant to be black, but it'll be nicer with imperial class star destroyers in the same colour scheme.

The tangent maps were having issues, so shadows rendered backwards. It's been fixed, and we've also shown the updated model.

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2) unit icons are far too large. i understand that you want to display a lot of information but they are far too blocky.

It's not that we want to show a lot of information, it's that stuff in Star Wars tends to be similar shapes within a faction, so we have to add extra pips to at least have some differentaiation between triangle number 1 and triangle number 37.

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3) the planet icons should be reverted to standard sins. while i understand you guys want to make it your own
We have redone them ourselves since the version you're playing. You can see the new ones here.

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4) the bridge for the superlaser dreadnought looks unfinished, while the mod is WIP i understand this, but it'd be nice to see it replaced with a standard imperial bridge rather than like a horn-looking thing. i'd also suggest modifying the model's front to make it less blocky. it'd be nice to also have the multiple-beamed laser like on the death star, though i suppose this is impossible in-engine. i also don't remember hearing the superlaser sound, so that's another thing to consider.

We didn't make that design ourselves; it doesn't have a standard Imperial bridge, and the superlaser it has doesn't have the same dish that the Executor had, so it doesn't have the multi-beam. As far as it being blocky, we have to work within certain memory constraints with the game, meaning we only have so many polies we can reasonably work with.

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5) gas giants could be colonisable using a starbase, and upgraded by adding stabases. since bespin is a gas giant it only makes sense that you should be able to colonise them, and use them to collect extra tibanna gas - since this is what bespin produces. each starbase adds one of every type of upgrade to the planet, since it's adding one "cloud city"

Gas giants can already have starbases built on them, and they can/do have resource extractors on them. Making them colonizeable just makes them less distinct from other planets and gives them a tax base, which isn't really what they're there for.

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empire of the hand seems to need something juicy. while they can't use superweapons or titans, i'd suggest a "bismarck" style super-battleship which is the middle point between disney's kylo star destroyer and an imperial star destroyer 1 - the idea being that a small ship has the weapons to deal with any foe, fitting with the glass cannon idea. ironically the only thing wrong with this probably IS canon.

The Intego already fills that space as a tank, and at 2200 metersish (the Phalanx is 1800-1900ish), it does fit into that size class as well. Resurgent (Kylo's SD) is 3000 meters, an ISD is 1600.

14
News and Updates / Re: Pentastar Alignment Playthrough
« on: February 09, 2017, 10:02:34 AM »
1. For building turrets, is it possible to also include a faction build pad next to the buildings? That way, the player has a bit more flexibility in choosing turrets to outfit? Also, for production buildings, I suggest adding an associated repair facility. (i.e. barracks get a bacta tank, and vehicle factories get a vehicle repair unit)

Build pads are distinct from turrets. Putting a build pad on buildings may be possible because of how MDUs work, but I don't know for sure; the turrets are just regular hardpoints, not build pads, and things like bacta and repair stations work differently from that as well. If that did work, it would still cause issues with orbital bombardment and bombing runs, since they only would destroy the hardpoints (which is why turrets on the building are not not separately targetable).


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2. For space stations, I suggest adding space turret platforms next to the station (kinda like ground buildings). Again, it would be nice if space stations could come with a repair unit to heal starships.

Individual turrets would be essentially useless, that's why Golans exist. Having a turret on a building on ground makes sense because ground units tend to only have one or two weapons, but a single space turret in an environment where even the smallest ships have about 20 built in wouldn't be useful.

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Also, any way to increase space slots? Right now, most planets can only support 2x Golan I stations, is there a way to increase the number of slots?
Some planets have two, others go up to five.

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3. For land battles, I would like to advocate for increasing the toughness of indigenous forces. This can be done by simply increasing their number of structures, and slightly buffing their unit stats. This would make them a bit more challenging.
Now that regular infantry can run and shoot, we may end up using that as the differentiation and therefore be able to buff the actual stats of indigenous units up to regular infantry.

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For the orbital bombardment, is there a way to improve the graphics of the turbolaser hitting the planet? Right now, the seem somewhat uninspiring. On a related note, when placing the orbital bombardment, I suggest reducing the radius of the orbital bombardment graphic indicator(e.g., the graphic that shows where you would like the bombardment to take place) The radius is currently huge, yet the actual bombardment only really hits the center region.

It can actually hit the edges just as much as it can hit the center. Our goal with this was to have some actual difference between bombing runs and orbital bombardments. Bombing runs are more precise, orbital bombardments you use if you want to kill a lot within an area, but you're not guaranteed to hit any specific target. Their function is basically the same otherwise in the base game. The reason for the graphics being a bit less impressive for the individual shots is related to that. In the base game, they were using all the particles essentially for that one burst, and could cover stuff up within it. In the mod, we had to cover more shots without causing the game to lag because of too many particles. People have repeatedly complained about this though, so we're likely just reverting back to the samey OBs/Bombing runs from before we changed them.

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4. For the land fighter squadron; is that a unit that changes with era? In space, capital ships that carry squadrons change strike craft class (e.g. Imperial strikecraft include tie fighters, interceptors, etc, all depending on current era). Will the ground squadron class change with era as well?

No, the fighters changing between eras in space is tied to the carrier, on ground it's the opposite. You'd have to make an entirely different unit for a different ground versions, so the game can't really replace that between eras very efficiently. The stuff being used on ground tends to be things that don't go out of style anyways (X-Wings, TIE Fighters)


15
Strategy & General Discussion / Re: Your Best/Most Memorable Battles
« on: February 07, 2017, 03:13:12 PM »
Not intentional; it's actually the Survival stuff, which leaked into the other GCs but we didn't catch it before release.

As for the signatures, Joebob, you can find them here:
http://thrawnsrevenge.com/forums/index.php?topic=5584.0

If you want a different one, I can make it, but post it in that thread (I'm a little busy at the moment, so I can't do it right away, but if it's in that thread I'll get around to it as soon as I can).

16
Feature Discussion, Suggestions & Feedback / Re: Nebula Shields
« on: February 07, 2017, 09:53:06 AM »
It's intentional, they're meant to be glass cannons considering they're pretty much the best at everything else.

17
After you hit 0 credits, it doesn't continue to decrease. You just stay at 0 credits until you reduce the amount you're spending.

18
News and Updates / Pentastar Alignment Playthrough
« on: February 04, 2017, 08:44:29 AM »
As we've just finished the Greater Maldrood playthrough (click right there for the playlist) on my personal channel, I've started a new playthrough as the Pentastar Alignment on the reworked Stars Align GC. In this playthrough, along with general development topics, you'll get to see the new UI in progress, the new Bellator, Procursator, ground combat changes and a look at some other new Pentastar goodies. I'll be posting episodes tuesdays, thursdays and saturdays for those who are interested in seeing more and would like to subscribe. Everything will, of course, also be posted on the forums, Facebook and ModDB as it's done for those who aren't interested in this sort of longer-form content as well; these videos just tend to involve a bit more offhand/in-depth development discussion.



There will be more regular news posts coming up, however as I mentioned in the video, I'm dealing with some family issues at the moment. So far, we don't expect it to delay the demo, but it has temporarily prevented me from releasing some of the regular news posts that we intended

19
Properly, it's SW3T2RIC.

20
It's theoretically called The Warlords already. However, we tend not to use that too much because you end up with something really long.

Star Wars: Thrawn's Revenge: Imperial Civil War: The Warlords

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