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Messages - Roachbugg

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1
Discussion, Suggestions & Feedback / Re: Your Best/Most Memorable Battles
« on: September 21, 2017, 08:57:28 PM »
Most of my most fun battles always seem to happen when I'm playing the Eoth and fighting the NR for control of Coruscant. One I fought just a few minutes ago was particularly satisfying. Playing 2.1 with the Balance and Flavor sub mod as well as more imperialised Empire of the Hand, the NR launched an assault with what had to have been their entire navy.

Fleet compositions were something like this.

EotH
Fleet Commander: Thrawn Clone

6x Ascendancy class Star destroyers
3x Chaf class heavy cruisers
12x Clawcraft Squadrons
3x Asdroni Corvettes
3x Vigilance Gunships
3x Bu'direch class heavy cruisers
1x Modified Victory II class star destroyer
1x Modified Sovereign class Dreadnaught
1x Massias Class Interdictor
1x Au'ritte class light carrier. (Is that meant to be pronounced like alright? because if it is that's funny.)
1x Modified Imperial I Star Destroyer
2x Visvia Orbital Weapons platforms
2x Brask Defense Stations



NR
Fleet Commanders: Booster Terrik, Coran Horn, Gial Ackbar

6x Mc90 class cruisers
7x Endurance class fleet carriers
48x Sacheen class corvettes
21X Corana class frigates
12x Bothan Assualt Cruisers
2x Mc80b class cruisers
7x Nebula Class Star Defenders
52x X-wing squadrons
48x E-wing squadrons
13x B-wing squadrons
4x Mc40a Light Cruisers

The end result was a total loss for the NR every single ship destroyed.

My losses were.
12x Clawcraft squadrons
1x Chaf
1x Au'ritte
1x Massias
2x Asendancys
1x ISD
1x Vigilence

Over all i think it was a pretty fair trade.

2
So you have to make all the heroes permadeath not just certain ones? That sucks I only really have a problem with the SSD heroes. 

3
Empire at War and Forces of Corruption / How do you make Hereo's Perma Death
« on: September 20, 2017, 01:42:18 PM »
I've been playing my other favorite Mod for FoC AOTR a lot lately, and I'm getting sick and tired of running around the galaxy killing Arc Hammer and Executor. So I was wondering If anyone could give me a brief tutorial of what I need to edit in the XML's to make Arc hammer and executor stay dead.

4
Imperial Civil War Community Mods / Re: 'New Jedi Order compilation' mod
« on: September 18, 2017, 01:58:35 AM »
I am really looking forward to this I've been wanting to fight the Vong ever since Z3r0x left me feeling totally unfulfilled with just a taste of Vong in his 3.5 mod. I've been looking over the ModDb page and certainly like what I see! It will be fun to test the Mettle of the NR fleet VS the Vong. Shame I won't be able to ram Lusankiya into a word ship xD


5
Just a little Immersion thing I'd like to see a bit of, species diversity in New Republic infantry squads. It feel's odd that they are all human the Empire is meant to be the speciest ones.

There also seem to be a lot of ground unit's that don't really have a real niche. The EoTH flame tank is a good example it doesn't really bring anything to the table the RFT doesn't.

I'd also like to see the effectiveness of Turbolaser towers be tuned down a smidge, especially since the AI builds them on literally every planet. They just counter to many unit types. Leaving the only effective ways for neutralizing them, artillery. Which some factions simply don't have and can be impossible due to their placement on some maps. Killing the power gen which varies in difficulty based on the map. Some maps the power gen can be effectively neutralized without obscene losses other your only real method of taking it our is a sensor ping and bombardment/bombingrun. The final method is trying to overwhelm the Turbo laser before it can slaughter your units. Which some factions can do well others cant. 

 

6
Discussion, Suggestions & Feedback / Re: economy buildings
« on: September 17, 2017, 09:18:39 AM »
Mining facilities are enough. I'd wager they might need to be nerfed because once you control a decent number of planets with large numbers of slots to mass one type of unit production building on so it's quick, you can just spam mining facilities on every other planet that doesn't need any fortification. After doing that for awhile, you basically have infinite money to throw around.

The problem with Nerfing them is on smaller GC's is it can become nigh impossible to build a fleet. The small GC's in EaW RE have this issue where even the AI can't afford to send more than Heroes stacked by walls of Corvettes. I think the Limit of 3 per planet is the is fine the way it is. Once you have a large empire with a lot of resources, you should be able to steamroll. There becomes a point in any RTS title where you hit critical mass, and there is very little chance you are going to lose. Also, ships having upkeep helps to alleviate this problem a bit. I think the current system is fine as it rewards you for aggressively expanding to unify your border into a few choke points so you can build up to conquest the galaxy.

7
Pretty sure the AI having the sensor node doesn't actually affect the way they behave. Pretty sure they can always see your stuff FoW be damned, but that bears testing.  I know in most Strategy games the AI simply cheats such things like scouting are just something they pretend to be doing. You'd have to ask Corey or one of the Mod team if the AI had the sensor relay affects their behavior. I haven't noticed them acting any differently when they have it.

8
I don't mind build pads around the power generator and id say 2-4 so you can have 2aa turrets and one each AV and AI. What I don't want anywhere near the power gen is the shield generator or any of the turbolaser towers. Not being able to bombard or bombing run the power gen to keep from suffering losses to Turbolaser towers is always annoying. Honestly, i never understood why there is fog of war on ground maps. I have ships in orbit with sensors that should be reylaing realtime enemy troop movements to my boys on the ground. So I'm all for Sensor arrays, in fact, place them right behind the Initial LZ. Shouldn't be FoW on ground maps anyway.

Some other things I would avoid. Don't scatter base structures all over the map group them in a centralized base. It's supposed to be a base not a smattering of military facilities spread over a kilometer of ground with no way to efficiently provide support for each other. No sensible commander would lay out a base like that anyway but some of the vanilla maps especially are really bad about that. Also, try and keep from making enormous maps. That's ok for a skirmish map where you may have multiple players throwing down. But for a GC map where you already have to fight potentially hundreds of tedious ground battles chasing that final infantry squad around the map with the benny hill theme playing in your head is even worse when the map Is huge. Small straightforward maps with a couple different angles to attack a base from being ideal.

Any way that's my two cents on map design.

9
Imperial Civil War Community Mods / Re: Corporate Sector Authority Submod
« on: September 16, 2017, 06:59:59 AM »
Right, I forgot the Espos were called boys in brown by smugglers. I'm forgetting my smuggler slang! That makes the Use of the NR soldiers make more sense, I'm still going to chuckle at the big NR logo on their shoulders though :P. Anyway, I finished my campaign and here's another batch of screen shots.Just a thought but you know how all the factions have a capita building might be an IDea to give the CSA Star's End to serve a similar purpose. 








Clone Wars flash backs








My ships may be old as dirt but they'll still kill you just as efficiently as Zsinj's shiny Iron Fist. Oh, wait I blew that up. -Admiral Angela Krin, Taunting Han Solo at the battle of Hapes.

10
Imperial Civil War Community Mods / Re: Corporate Sector Authority Submod
« on: September 14, 2017, 11:19:02 PM »
I like this Sub Mod a lot! Just a few things I've noticed after about three hours of game play.

the CSA's ISD-I has basically an infinite power to weapons ability. What I mean is the is almost no shield cost a near instant cool down and a short duration essentially allowing the CSA-ISD-I to become a floating turbo laser machine gun, which to be fair is rather humorous but a bit unbalanced.

The CSA's fleet roster is nice with a a lot of carriers and some decent line ships all they lack is larger battle cruisers which is understandable they shouldn't really have any battlecruisers or an SSD. I'm not sure the Dauntless fits any needed role on their roster but it isn't unbelievable for them to have them since I do believe they are just converted luxury liners much like the MC-80's correct? Also, the Dauntless doesn't have any fighter's is that Intentional? 

Their fighter's match up well against all the other faction's even being able to muscle out the NR with enough numbers the V-19 having concussion missiles is really the linch pin it also allowed my fleet to wipe out Zsinj and Iron Fist the first time he attacked.

Their ground roster is underwhelming with the droidika being the only interesting unit, this isn't so much a complaint as an observation. I hate ground-battles anyway having the heavy tracker's sensor ping to target for bombardments and Bombing runs is great though. I'd switch the Infantry from the NR models to the PA enforcers they seem more like what I'd expect Espo officers to look like especially with their reliance on hand-me-down Imperial Surplus equipment.


(Just for fun some Screenshots)

Seige of Mon Calamari


Battle of Lianna



11
Discussion, Suggestions & Feedback / Re: Star Destroyer suggestions
« on: September 14, 2017, 08:32:05 PM »
I fin ISD-1 to still be useful ships when used in squadrons but their effectiveness rapidly falls off when the Era's shift and the NR start getting NEw class ships. I'd say a reduction in cost and perhaps a buff to their Ion cannon damage per shot could keep them semi relevant in fleets although Carak's are still a cheap effective way for you to get ions in IR fleets. Another possibility is to give the ISD-1 similar stats to the crimson victory, however, such a change would need to be play tested. Lore wise ISD-1 being available is nice but most Star Destroyer fleets should comprise of Tector's backed by ISD-II.

Overall an upkeep and price cost reduction would still make them a relevant option for a warlord on a budget. (Warlord on a budget sounds like an Imperial remnant holo-net program xD)

12
I find build pads to make the already tedious ground combat even more tedious as the AI has a tendency to run around the made in circles building crap behind them. This is ever so much fun when all the AI has is that single infantry squad and you have to invest far more resources than should be necessary killing turrets as you try and find it. EAW land battles are annoying enough having to play constant hide and seek build pads add to that. If the AI didn't want to pinwheel around the map building turrets and I dunno actually defend their bases with them I wouldn't mind them. Honestly, I'd love a GC in ICW that was space only. 

13
Discussion, Suggestions & Feedback / Re: 23 battle on the same planet
« on: September 13, 2017, 10:00:54 AM »
You are correct until later Era's when you get Nebulas and MC-90's it's pretty pointless to try a defense formation like this. For defending planets at the NR I usually build a large swarm of Quasars, parked behind a 4-6 MC-80's the MC 80's are nigh useless IMHO but you will have quite a fighter swarm the Mc's can tank fire for a bit and dish out their mediocre damage when your fighters strip the shields from the enemy ships. I'm not really a fan of the NR until I can have useful line ships such as the MC90 and Nebula-Class. With them, the strategy is pretty much the same as with the Imperial Factions except you'll actually have star fighter superiority the whole battle.   

14
Discussion, Suggestions & Feedback / Re: 23 battle on the same planet
« on: September 12, 2017, 10:12:12 PM »
So far the AI hasn't been very good at breaking my Formations a tight ISD squadron can pile on a lot of fire really fast.

At least I finally found Isard


15
Discussion, Suggestions & Feedback / 23 battle on the same planet
« on: September 11, 2017, 08:51:23 PM »
Is the AI in 2.15 always so damn persistent I've been playing with the PA pushing into EoTH territory and the Remnant just keeps suiciding fleets into my defense forces. Although it makes for some rather lovely screen shots. I have No Idea where Isard is either skulking about the NR I suppose since I'm still in Era one. I have no Idea it been an interesting GC that's for sure. Maybe if I take Kane Isard hunting they will stop throwing ISDs at me. Must admit is fun to watch my fleet punish them though.

16
Discussion, Suggestions & Feedback / Re: Shielded TIE/IN
« on: September 11, 2017, 01:00:21 AM »
Palatines Gaurd also flew modified red tie interceptors with shields and hyperdrives IIRC maybe allow a few squads of those while palps is the IR leader?

17
I'll Gladly throw My hand in for testing I've got lot's of free time, and like trying out everything, ICW has to offer.

I don't work or go to school at the moment, so time is something I have plenty of.

Also if it matters, I'm a veteran beta tester. I've tested MMO's mostly but I've tested Lord of the rings online, Mech Warrior online, world of warships, world of tanks, SWTOR, Company of Heroes 2 and Wargame Red Dragon.  So I'm good at finding bugs and giving feedback.

EDIT:

Forgot my contact information!

Email: Grandmasterroach@hotmail.com
Steam: Roachbugg

18
Ascendancy Tech Support / Re: Minuscule UI
« on: September 10, 2017, 08:58:41 PM »
That helped a lot the Base font is a bit bolder and a lot more readable thanks for that. If I wanted to play online with a friend would I need him to delete his font folder too or will that not affect anything.

19
Ascendancy Tech Support / Re: Minuscule UI
« on: September 10, 2017, 11:23:09 AM »
The Text in the unit descriptions and where it shows your resource numbers Is particularly hard to read. Don't really need unit descriptions much most of the ships roles are the same from ICW but being able to read what my tech's do would be helpful. All being able to see what resources I have is somewhat helpful. Although having the advisor guy tell me the empire can't afford such expenditures at the moment is rather amusing.

20
Ascendancy Tech Support / Minuscule UI
« on: September 10, 2017, 03:50:26 AM »
I'm not sure if it's because of my monitor's resolution being 1680x1050 or the fact I admittedly have poor Eyesight but the UI for ascendancy is Tiny. The text is barely readable, and since the general layout is changed and the buttons are all different IT's been difficult for me to enjoy Ascendancy. Is there any way to rescale the UI to make things bigger? Help a half blind fan boy enjoy the Mod fully? 

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