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Messages - DarthRevansRevenge

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861
i liked the joke faction though. maybe as a minor faction for the rebels and IR to deal with early game?

862
what????? i'm changing pop cap to 60 once i get 2.2, if i ever get EaW

863
so, are the two of you modding together? because I mighthave some infinities GCs ideas for you if your interested

864
Personally I find it much more fun to fight against supers than with them.

That said, can we PLEASE limit them to one super per side on the battlefield at a time? All it takes is just changing their population to (50% of space cap + 1). Because fighting both Reaper and Vengeance AND a Praetor is just ridiculous. Maybe take it a step further and limit to one per fleet. This only applies to things of Executor size and power and above.

oh, good news!!! you won't fight Kaine, Sysco and a Preator simultaneously, you'll fight them and a Bellator simultaneously, because their 10 pop. your welcome. just wanted to get the thread going again

865
News & Updates / Re: Faction Signatures
« on: January 07, 2017, 08:28:21 PM »
hey, corey, can you make one of Delvardus and Knight Hammer or Kaine and Reaper? i want one now that i know how to do it

866
Discussion, Suggestions & Feedback / Re: mass suggestion list
« on: January 07, 2017, 06:20:15 PM »
alright, if you say so

867
no, not battlecruisers(like allegiance or preator), but like assertor and Mandator class SSDs. there are WAY too many executors running around, we need more smaller stuff

868
News & Updates / Re: 2.2 Faction Profile: Eriadu Authority
« on: January 07, 2017, 06:17:08 PM »
more implied then answered.
also, how do you get the faction pictures to work? i'm having difficulties

869
now that ive seen the Bellator for maldrood, we need more small SSDs for this game, instead of/in addition to the Five/(four?) monster SSDs

870
News & Updates / Re: 2.2 Faction Profile: Eriadu Authority
« on: January 07, 2017, 04:56:18 PM »
so question, since it hasn't been answered yet: will the Knight Hammer be a buildable unit, an upgrade, or an automatic hero spawn for the EA eras 3/4?

871
so, it is probably already asked and answered, but will you keep working on this after 2.2 comes out? or will this stay at 2.15? because i enjoy your infinties GCs for the game

872
Forum Games / Re: What are you listening to right now?
« on: January 07, 2017, 03:50:49 PM »
currently? the sound of keys being pressed on a keyboard. though i listen to classic and christian most of the time.

873
Discussion, Suggestions & Feedback / Re: mass suggestion list
« on: January 05, 2017, 11:41:04 AM »
Ok, let me try a different approach. EA is destroyed at the beginning of era 4, right? so we don't know what Delvardus could have done after Night Hammer, with me so far? so, after night hammer, he could have built new torpedo spheres, ISDs, Praetors, and all these other ships with this technology, right? so, i was going to have them added in for that so they would have a reason to hunt down the imperial leaders so that they could get more tech advancements.

874
Discussion, Suggestions & Feedback / Re: mass suggestion list
« on: January 05, 2017, 09:57:26 AM »
this list wouldn't effect it. what will is the demo. if everyone likes the features, the they will implement them everywhere else. if not, it's back to the drawing board. also, it depends on how much time they can invest into it, since they do it in free time with no pay. if more people joined, it would go faster. I would, but I have 0 experience in programing and am only 15.

this list wasn't neccesarily for 2.2, it could have been for 2.3 or beyond. also, the fighters with no battle and galactic population would have countered it because well, let's say i'm era 1 NR. I see a executor appear by Mon calamari. I would be like, oh, no big deal, because the weakness is still fighters. the only exception would be lusankya, which would be hard to fight no matter what. I was trying to balance it with them. also, for the Executor mark II, it would REPLACE the executor for era 3(or possible era 4/5), not be an extra build option. same with Imperial III class. I'm listing what could have passed, not what did pass. maybe i'll make a minimod with this someday, but for now, I was broaching these to Corey.

on another note, why did you delete your post corey?

875
Discussion, Suggestions & Feedback / Re: mass suggestion list
« on: January 04, 2017, 09:28:55 PM »
             the point is going down the path the warlords COULD have taken, thus the invented units, as it would have allowed a stronger EA had it continued strong, with stealth ISDs and more powerful Executors.
             now that you mention free units, i really wish we/TR modteam(which I'm not a part of) had the code to fix all of these issues. it drives me nuts.
             alliance mod has just about everything, just does a poor job of representing all the stuff.
            but i still want the fighters that can fight on the surface as well. maybe add landing platform buildings that spawn some sort of fighter for defence, and recruitable commanders that spawn like 2-3 fighters and give minor bonuses.

876
Discussion, Suggestions & Feedback / Re: mass suggestion list
« on: January 04, 2017, 07:07:18 PM »
your not. i saw  it.  my idea was the SSDs would be like 50-80% more expensive, and i didn't post this, but making fighters with galactic and battle populations of zero would counter balance it, as the new republic would just spam X-Wings, K-Wings, and others with impunity to destroy all of them.
 also, the much heightened cost would damage AI economies and force 1-2 at a time. the only reason i added salvage vengeance was to make some sort of additional lore add in.
 also, i took buildable vengeance for PA from Vulcanus(shout out to him for that by the way), and the other main additions would be for non-IR factions, other than World devastator.
 to your earlier question corey, the idea came from Alliance mod(1 of the few things they got right), and it has the world devastator as an income increse unit plus as a combat unit with destruction/production ability.
 also, from AOTR(awakening of the rebellion mod), it has fighters that can go on the ground. could that be an addition to the game?

877
Discussion, Suggestions & Feedback / mass suggestion list
« on: January 04, 2017, 10:09:12 AM »
so, again, here I go

this is a list of suggestions for 2.2 or some future addition. as always, do with them as you will

Imperial Civil War Mod 2.2 suggestions

   redone SSDs
   redone hero Executors
   new units
   New Hero
   
(I apologize ahead of time for all names I butcher)
   redone SSDs(recalculate cost as needed, I just needed a more expensive ship ranking, so I threw this together), plus fighters redone to match faction and tech:
      Executor: a few more weapons then before, 10,000 credits more expensive, deploy it's fighters at like 5 at start and 1 every 5 seconds to overwhelm enemy. for empire, era's 1/3/5, for zsinj, and for EA eras 1/2
      Vengeance: build able for PA, but only three salvageable for IR at Byss, Kuat, and Fondor. More concussion missiles but less turbolasers and fighters, 45,000 credits
      Eclipse: same but more turbolasers plus like 20 Tie droids as extras
      Sovereign: virtually unchanged but for extra turbolasers.
      Bellator: same as previous.
      Viscount: much higher shields and fighter count, to make up for 17-18 pop cost compared to executor 15, plus making them more powerful, as they should have been.

   Redone Executor heroes:
      Ardus Kaine/Reaper: has like 4 additional turbolasers and 4 additional heavy turbolasers, plus a 2% increase in shields. Fighters redone to match faction and current tech.
      Sander Delvardus(era 3/4)/Natasa Daala(after defeating Delvardus)/(K)Night Hammer: has 10 additional of each weapon system, 15% increase armor, 50% increase shields, and is worth like 80,000 credits. Had to be super-powerful to represent super SSD. 
      Zsinj: has 10/10/4/2 less of each but has more Tie Raptors and proton torpedo launchers(okay, not canon, but as a mix of imperial and rebel, having lots of proton torpedoes seems a good idea, plus it would be cool.)
      Ysanne Isald/Lusankya: reduced heavy turbolasers, add turbolasers, ion cannons, concussion misssiles, and 20ish anti-fighter guns. Also, calls in 2 lancer for additional anti-fighter support.
      Wedge Antilles/Lusankya: readjusted anti-ship guns, add to anti-fighter, and some proton torpedoes, all lasers now red.

   New Units:
      Mediator: mid-sized star defender, fills same roll as Bellator, but starting era 4, with Viscount attributes but with reduced shields, armor, and armament. New republic
      World Devastator: Empire's greatest weapon(just kidding). Armed with 15 turbolasers, 15 heavy turbolasers, 8 ion cannons, and 4 concussion missile launchers, it launches 10 Tie/D at the beginning of a battle, plus 1 additional one every 10 seconds. Has two abilities. In galactic, provides a 200% increase to planetary income(modifiers do not multiple). In battle, can eat ships, which in turn produces even more Tie/D.
                Executor MkII: has the firepower of the Night Hammer, but only 50% shields. only for EA eras 3/4. I felt that EA needed somemore cool things
                Imperial III star destroyer: black star destroyer with increased firepower over the II, replaces Tector, EA Eras 3/4 (idea behind it was an advanced class of SDs to go with the Super SSD)

   New Heroes:
      Ysanne Isald/Galactic(while Pestage is in power): build time reduction.
      Commander Ackdool: commands the Mediator, the lead ship of the Mediator class. Era 5
      General Titus Klev: commands Silencer 7, a enlarged world devastator with 50% higher shields, armor, and firepower. Era 3

any revisements, tell me.

these are all suggestions, do with them as you will


878
so, I just saw Rogue one yesterday, and I thought it was amazing. don't get me wrong, I am still mad at Disney for cancelling all work on the EU and for TFA, but rogue one was at least a partial redemption.

so, first the good stuff. beware, this contains SPOILERS. Krennic apprehends Galen, kills Lyra, and tries to hunt down Jyn. Saw rescues and raises her. rebels do questionable things. K-2SO hits Jyn as she runs and takes her to the rebels. death star has two types of firing(makes for more effective weapon). Krennic and Tarkin constantly in a political war. the captain dude(whose name I cant remember of the top of my head) is ordered to kill Galen when the find him after the briefing. Jenna city destroyed, saw's extremist rebels destroyed, Krennic forced to clean up his mess, massive rebel attack on top of Galen, Jym and the others go rogue, Vader chokes Krennic, Jyn and Krennic arrive on Scarif almost simultaneously, big battle of scarif, rebel admiral and fleet die(explains battle of yavin), rogue one team dies, Tarkin kills Krennic and the imperial base on Scarif, Vader kills a bunch of rebels, ends directly before AHN

now the bad: Saw refusing to help free the galaxy with Jyn, rebel general basically a rebel imperial, why did the captain dude stall for time, krennic kills design team, captain dude comes BACK TO LIVE and shoots krennic in the back, krennic survives being shot, Tantive IV attached to rebel command ship?!!?!?, and all the characters die, including Jyn, we don't know if the Ghost made it out, meaning star wars rebels might be over now, no screen time for Wedge and Biggs

overall, good movie, but raised a BUNCH of questions.

879
Forum Games / Re: Last Person to Post Wins
« on: December 30, 2016, 09:59:07 AM »
from the words of Darth Sidious, Dave, "do it!"

880
Discussion, Suggestions & Feedback / Re: new idea for eclipse ssd
« on: December 30, 2016, 09:52:23 AM »
That's even more powerful than planet destruction in my opinion. You could just go in, fire the laser, take out all the ground structures, which means you can immediately capture the planet whether you'd have been able to win the space battle or not.


We potentially plan to try something similar with the Duskhan League, but not the Empire of the Hand.

difference between structures, but i get your point. I just feel like they need some super weapon other than an capital ship crusher, since their like, the empire and all.

what about world devastators to spawn more units( like TIE D fighters) and to generate more income? sorry, I just feel like at it's peak, the empire just isn't empire enough.

another thing is I noticed there is no salvage bonuses for fighting massive space battles in this game. if there was a system implemented, even if you only get credit worth equal to 2% of the cost to build those units, it would help the smaller factions from being steamrolled, since, if they win, they get extra money. also, you would get more of a reward for crushing an Executor fleet than if otherwise. just little things like that.

again, these are ideas, make of them as you will

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