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Messages - Corey

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1
Imperial Civil War Tech Support / Re: Daala still around in Era 5
« on: August 17, 2017, 12:26:59 AM »
Yeah, not every hero actually 'dies' when they die. There are one or two like Daala who still survived after they got defeated, and were still important characters.

But I think she should get a Imperial 2 Star Destroyer instead of a Venator or a Imperial 1Star Destroyer.

She's in a Venator because canonically, she was known to be in command of a frigate named Scylla. She was definitely not commanding an ISD.

The CCVSDs never really get mentioned a sfter that, but presumable there were at least a small handful left.

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Discussion, Suggestions & Feedback / Re: New Unit Ideas
« on: August 15, 2017, 09:25:25 PM »
They're not actually part of Star Wars, and there's no reason to use them so I'd say that makes them pretty far removed from perfection. The Imperials already have a ton of fighters ingame, and if we felt they needed more fighters, there's also plenty of canon options. No reason to just throw in a bunch of fanon units just because someone made them up. The only time we use any fanon elements is for factions which actually need units to flesh them out, like the Empire of the Hand and Hapans, and even then we try to base them as much off of the available information and what they would have used, and we make them ourselves.

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Discussion, Suggestions & Feedback / Re: Hero Ideas
« on: August 15, 2017, 03:11:24 PM »
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Qorl

Qorl didn't really do much, and we don't really directly deal with the Shadow Academy stuff either. He didn't end up leaving Yavin until 23 ABY, and the last GC in the mod is only set in 19 ABY. We make allowances for some stuff after that, especially tech, but a single really-late era 5 hero for the Remnant in Art of War who's primarily aligned with a subgroup we don't touch doesn't seem like it's worth it.

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Captain Jonus/Major Rhymer

The only notable thing about these guys is that they were at Hoth and evacuating the Death Star, and we don't even know if they made it out. I could see them maybe being relevant in a mod set before Endor, but even then there's plenty of other fighter squadron heroes with more background.

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General Tal Ashen

We typically only use Galactic Battlegrounds heroes when there's a lack of heroes for a certain type or era, but that's not really the case for the early-era IR so there's not much of a point to putting in Ashen. They'd pretty much all require making or commissioning a new icon.

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Grappa the Hutt

Grappa is a possibility for the Crimson Empire. We haven't fully discussed plans for them yet, though.

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Zothip

He's a possibility, but the lack of any icon or reasonable flagship holds him back.

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Flim

The Sinister Triumvirate is already in the mod as a hero. Tierce, Flim and Disra are grouped.

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Gareth Agamar

While Polis Massa is in sort of the right area for Eriadu, the last we know of this guy is from significantly before the mod in a project that didn't exist anymore, and Eriadu already has a ton of fighter-based heroes.

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Thalassa Tarkin

When Vader says he'lkl hold you personally responsible if something bac happens, it's usually not a good indicator for your survival. There's also not much she could do as a hero, and even worse than people who have no picture (where we can find someone who looks like they roughly match whatever description), she has a really bad picture which cuts off her head.

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Field Commander Alozen

Maybe as a ground hero since they're a bit limited in that, but in general we don't love using people of indeterminate survival and little note from before the mod's period.

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X1

We've talked about why X1 and X2's whole situation is one of the most inconsistent, worst thought out messes of the EU before. Nothing in that game is easily reconciled with other information, and X1 had his own faction so mixing them with Eriadu wouldn't really work. We're really just not touching Elite Squadron at all, because it doesn't make any sense.

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Sev'eere'nuruodo

She's a possibility, but the problem with her has always been more what she'd actually be doing, likely just an economic hero.

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Mosh Barris

I don't really see how Barris would know about anything they were doing, even if he did want to find Parck (and the only thing we really see of him and Parck is a disagreement over Thrawn in the first place).

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Lhagva

Since we already have Aurek 7 and Hand of Judgment, we want to avoid giving the Hand more Stormtrooper heroes.

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Bidor Ferrouz

He'd be a possibility as an economic hero, but not if we use Veeren.

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Kauf Ularno

Considering his only trait is that he's steadfastly loyal to the Empire, doesn't make as much sense to give him to a faction which spent years ignoring the Empire's issues because they wanted to be sure they could work with whomever won.

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Darcc, Pekt, Weebacca

We thought about them and even had them in before, but ultimately decided against using them. We may eventually reconsider, but for now we're leaving them out.

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Gaff, the Great Heep

We're not touching Droids. Those characters wouldn't work in the mod, and they're some of the absolute worst bits of the EU which we don't wanna touch with a 10 foot pole.

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Edda Gast

Not really much we can do with a scientist hero.

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Radaf Netbers

We do intend to put Netbers in at some point.

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Gara Petothel

Most of her notable stuff was when she betrayed Zsinj repeatedly by giving the New Republic information, or Zsinj false information, so I don't know that she'd make a great hero for them.

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Grave Tuskens, Pic and Gork

We don't want to go too deep down Jerec's forces for Pentastar heroes. they ahve a pretty big roster as it is. The 7 Dark Jedi are all options, but it depends more on whether or not we can make art assets for them.

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San Hill

An EaW oddity, not really a character. Was probably meant to be a Muun and related to the other San Hill but PA doesn't really need another economic hero anyways.

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Gaen Drommel, Reder

If we were to use him, he'd be better off as his own minor faction. Giving the PA access to yet another SSD hero wouldn't be great, especially when that SSD becomes important for its actual uses later on.

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New Republic Hero

Nantz and Sovv are in, and Page's Commandos we'd like to do but actually making them is trickier than it seems. People like Rendar, Zuckuss and Se'lab who are either relevant earlier than the mod starts or never more than very minor characters wouldn't be sued. The New Republic is overflowing with heroes, and the issue with them is always cutting down to an appropriate number, not trying to find more.

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Ciutric Hegemony

Most if not all of these are already in for the Isard's Revenge GC.

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Zero Command

Until we expand Zero Command in a future version, we only plan on using Harrsk.

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CSA

Several of these will eventually be in the mod, but like with Zero Command, expansion of the CSA is not planned until at least 2.3.

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but with existing models and skins, some of these units could continue to add to the wonderful diversity in ICW.

We don't like using more vanilla assets than we have to because it adds to the inconsistency problem. More units is also more chances for issues to arise and more moving parts, so unless there's an actual reason to do something beyond just unit diversity for its own sake, ie they fill a role not currently filled within a faction, or is a reasonable way to not have the same unit across too many factions, it's typically more harm than good.


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Tartan Patrol Cruiser, Broadside Cruiser,  TIE Scout

We've mentioned we're putting the Broadside cruiser back in. For the Tartan, there's an overabdundance of Imperial options for anti-fighter ships, so we don't currently plan to use it. The TIE Scout would be practically useless since FoW reveal isn't exactly a necessity in space battles, and there's plenty of better fighter options.

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Aggressor Class SD, Vengeance Class Frigate, V-Wing - As pirate additions to Maldrood

We considered this before, but we'd need to remake the entire models, so not exactly a high priority.

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Assault Frigate Mark II, MC30c - New Republic

The MC30c will be in, the AFII will not. No point in remaking it, and the NR has so much stuff in that range they don't really need another ship like it.

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TIE Advanced, TIE Phantom

We're not putting the TIE Phantom anywhere. We've been on the fence about the TIE advanced, and the Lancet will likely show up somewhere in the future.

4
Imperial Civil War Tech Support / Re: trade routes
« on: August 15, 2017, 01:58:29 PM »
That is correct. There's a line in (I think) GameConstants which controls the range you ca travel between planets, but honestly we changed it so long ago I don't exactly remember what it is. Then you just have to make a bunch of trade routes.

5
Discussion, Suggestions & Feedback / Re: New Unit Ideas
« on: August 14, 2017, 11:20:09 PM »
Those are all fanon.

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Welcome to the Boards / Re: Heyo!
« on: August 13, 2017, 07:41:45 PM »
Hello and welcome to the forums

7
Imperial Civil War Tech Support / Re: 2.1 Bug Report
« on: August 12, 2017, 08:25:51 PM »
The Thrawn GC is only set in era 2. The GC descriptions tell you which eras are available in them.

8
Discussion, Suggestions & Feedback / Re: Pirate faction
« on: August 12, 2017, 08:40:56 AM »
While that's mostly true, it's not entirely true. While the Kajidic system was predominantly in place over tens of thousands of years since the war with Xim the Despot, the Hutts had the capacity to militarize very quickly, and did to some extent a few times when things got tense in the galaxy. During the Cold War in the TOR period, they had at least some dedicated military ships like the Ajuur and Azalus. During the Galactic Civil War, they had some stuff introduced by FFG in 2015 (since those games tend to rely so heavily on Legends, we usually treat their stuff within that realm as part of Legends) like the Dor'bulla and Kossak, or the Dunelizard from Galaxies. Then, when they fully re-militarized after the Vong War, they were using ships which were identical to those used by the Hutts against Xim, like Batils and Tarrada Cruisers, so they clearly kept at least the option open of re-militarizing should they deem it necessary.

We did discuss an idea internally which I feel would allow us to stay true to the Kajidic as their main philosophy while still letting us represent that latent power which controls such a large portion of the galaxy in some GCs, but that'd have to wait for after 2.2. If we all feel comfortable with it, we'll discuss it more (I really only just brought it up with the team today).

9
Discussion, Suggestions & Feedback / Re: New Unit Ideas
« on: August 12, 2017, 08:26:56 AM »
Part of why the CR90 is set up how it is is because they were very versatile, and tended to be outfit in many different ways, so we went with what would make them useful. As others have pointed out, a turbolaser version of them would be pretty much useless. There's still plenty of units which don't quite have that niche, but this is an area where we had the opportunity to counteract that, so we took it. Stuff like the DP20 (concussion missiles) is typically meant to take on smaller groups of fighters faster than the laser-based ones, which tend to take fighters out more slowly but also more consistently.

10
Discussion, Suggestions & Feedback / Re: thrawns revenge 1.0 and 2.1
« on: August 12, 2017, 08:24:15 AM »
We've never really envisioned anything specific for that. The ones in the base game were fairly generic, even FoC abandoned it. If we had the capacity to animate scenes like that, we'd be more likely to do other stuff with it.

11
EaW and FoC Mods / Re: Newgamemodders question thread
« on: August 10, 2017, 08:54:06 AM »
Specialstructures and Specialstructures_Underworld are the buildable faction buildings (barracks, factories, etc).

12
Discussion, Suggestions and Feedback / Re: Better model suggestions
« on: August 10, 2017, 08:33:57 AM »
We strongly prefer our own models for the Venator and Lucrehulk (honestly I've never loved the art style of the models RaW uses, especially for the textures- they look very grainy), and we're making an improved version of our own Munificent since it's one of our older assets from the original FotR run. We very rarely use models from other mods, and we have no intention to start any time soon.

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I've done a video version of (essentially) the information from the announcement post, with our first in-game look at the Republic and CIS.


14
Imperial Civil War Tech Support / Re: space maps
« on: August 09, 2017, 03:59:55 PM »
The map editor loads from the base game's data. The skydomes were added by the mod. You'd need to put the mod's data contents into your base data folder for the map editor to load them.

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well it was built and the common imperial knew of it when it was destroyed, I just want to see it be a hero unit unique to a certain gc that explains its importance to thrawn.

We realistically have far more storylines from Legends to cover than we ever can without resorting to making up new ones, so that wouldn't be anywhere near our radar. For that example in particular, Thrawn also wouldn't have liked it- he found superweapons to be wastes of resources.

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p.s. did you watch revenge of the sith the providence at least has decent broadsides. I know its old but it seemed effective against other ships of its size and power.

Yeah, and if you were to use the Providence agaisnt those ships, it is about that effective. Its armament is even based off of the more advanced Invisible Hand armement than the standard PRovidence, but it is still an older ship. The ships introduced in the Imperial period were far superior to the Clone Wars, however. You see the same sort of thing with the Venator and Acclamator. For reference, the VSDI was introduced towards the end of the Clone Wars. It's a lower end Imperial ship, but compared to the Providence when it was introduced, it was very powerful.

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keep up the good work and good night --cr90captain

We appreciate it

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corey, I noticed that the providence does not have the weapons of a capable cruiser/capital ship. is this intentional or maybe been overlooked?

Its armament is accurate. It's an old ship. It's good for a ship of its size, too.

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also the demo has a missing ship by the way, at least in my opinion. it is the conquer class star destroyer working as the imperial death star. your free too take this into mind: worth 400,000 credits, fires 1/4 the strength of the death star (1/4 the damage) can destroy buildings (barracks, factories, turbo laser towers, hypervelocity cannons) cannot target individual ground units, can fire only every 60 seconds, vulnerable to other capital ships. can only build one at a time.

That was an individual ship, not a class. It had been destroyed before the mod even starts, so we have no plans to include it.

17
Imperial Civil War Tech Support / Re: Battle crash
« on: August 06, 2017, 08:46:39 PM »
Does it happen for every battle? That would mean your missing all the maps.

18
Ascendancy Discussion / Re: How can I play 1.1?
« on: August 04, 2017, 09:19:54 PM »
It's in the board called "Ascendancy 1.1 Testing Board"

19
Ascendancy Discussion / Re: "All-Around" SC (and weapons banks question)
« on: August 04, 2017, 07:41:26 PM »
The lasers on something like a TIE Bomber and TIE Fighter aren't any different except in some damage and sometimes firing rate. All bombers should be using their other weapons while performing bombing runs if something flies into their range, as far as I know (and it wouldn't be possible to make them not do it).

As for double weapons on other ships, those are used for when a ship had some different combination of singles, duals, quads, etc of the same weapon type. The text tooltip comes from the weapon type, so the text will display the same, but you'll notice some of their bursts have different graphical effects.

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Discussion, Suggestions & Feedback / Re: Production
« on: August 04, 2017, 07:35:06 PM »
For the pay as you go model, we used to use that as well but dropped it after initial builds. I kind of prefer it how it is.

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also, it had units that gave more money in addition to that. can we see like freighter ships that give more money you have to protect, and refugee(or passenger) ships that give more population?

While we're exploring different methods of getting money, part of the overall goal is to make sure it stays as a challenge for the player and doesn't become so easy to get your economy rolling, especially compared to the AI. There's a few problems with units doing it in this capacity. For one thing, we'd have to balance the economy around them being used, which means reducing the other methods of income. If they're used as a percent increase, certain planets with high credit values would just become incentivized to stack all of them. If done as a flat bonus, the right move would always be to buy the max amount and stuff them as far back as possible, so a significant amount of your economy would always be there and never be at risk, which isn't a behaviour the AI would emulate.

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also, can we see the space stations get some defensive guns of their own? not many, but enough to hold off a few annoying fighters and corvettes

Defense stations already have that, but shipyards are not meant to be defense stations.

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