« on: June 22, 2019, 02:50:52 PM »
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Yeah, to prevent crashing, the three main factions being the New Republic, the Empire of the Hand, and the Imperial Remnant, The devs had to place a planet for each of the three factions outside the galactic map. It had something to do with story scripting or something. I asked in an earlier thread as to why the Art of War GC wouldn't end with all planets captured, it's because of those 3 planets. The only possible place for the Imperial leader to spawn is on the IR planet outside the GC map (Which you can't access).Oh man, I thought that was just a bug. So there's really never a victory screen, huh... I guess you could think of that as some kind of commentary on the cyclical and ultimately futile nature of war if you were inclined to read deeper meaning into it.
All Seven Dark Jedi in one squad for PentastarSweet Georgia Brown.
It would really be great to see something done to balance out turbolasers for this (and potentially some other units and buildings?), as right now if I play the invasion I can often not lose a single unit. However, when auto resolving it seems the enemy planet having ONLY turbolasers pretty much guarantees I will lost a huge number of units from even an overwhelmingly large ground force.
I've seen talk that there is some sort of "point" value assigned to units for auto-resolve, does anyone know of a way I could change that value for turbolaser installations? Ground combat is tedious and boring to actuall play IMO, and losing 90% of my huge army to a just turbolasers on nearly every ground attack is just as bad...
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Vong ships didn't have shields per se. That's an area where we did once figure out what we'd likely do for them to represent Dovin Basals, years ago.