Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - tlmiller

Pages: 1 [2] 3 4 5 6 ... 103
21
Discussion, Suggestions & Feedback / Re: Imperial Army Troopers
« on: November 17, 2018, 11:40:57 PM »
Stormtroopers = 4 squads.
Army troopers = 5 sqads.

So if you want to split up your regiments to simply use them to cover ground, capture reinforcement points, and build pads, the Army troops give you a better ability.


Also, if youre using them defensively, 1 regiment of army troopers perfectly fills a bunker, so they're great for that.

22
Discussion, Suggestions & Feedback / Re: Best Imperial Starfighter?
« on: November 12, 2018, 07:22:41 AM »
The TIE/D but it's not here so i chose the Preybird.

dots...

23
Discussion, Suggestions & Feedback / Re: Tactical Requests
« on: October 24, 2018, 10:45:42 PM »
1.  Generally, no matter weak you make bombers when they pass through the shields, they're still OP.  Bombers are now powerful enough against most capital ships that a decent amount of bombers will QUICKLY strip the shields thus still allowing for quite good tactical battles (I do this constantly with the GM)

2.  Mon Cal ships (and those with shields designed by them) had multiple, redundant shield emitters.  So this is as it should be.

3.  The lousy positioning is a long-standing gripe.  The team have actively started trying to fix this (putting them in a more logical position and closer to defenses), but they're not miracle workers and they can only redo this so much at a time while trying to get everything else done and still have time for the things in life that make modding possible (like working to keep food in belly and electricity running to the pc).

24
Star Wars Discussion / Re: Best Fleet Composition?
« on: October 03, 2018, 10:18:52 AM »
I'd probably have Tectors & MC-90's as my primary combatants, with CC-VSD's as support, Endurance carriers to give some additional fighter supply.  Probably CR-90's for anti-fighter since lancers are so slow.  For starfighters, I'd have Tie Avengers as primary fighter, and the Skipray Blastboat as my primary bomber.

25
Discussion, Suggestions & Feedback / Re: Super Capital Shipyards
« on: September 26, 2018, 07:58:20 PM »
I basically agree with your shipyards that should get super-cap production.  I will say with most of them going to have the super station in defense (Valedusia/Cardan/Empress), 2-3 Capitals as a garrison would make them EXCEEDINGLY difficult to defeat.  I'd definitely agree with 1, 2 maybe as long as it's MC-80B/ISD-II type not MC-90/Praetor/Allegiance sized ships, 3 is definitely too much.  IMO, obviously.

26
Imperial Civil War Tech Support / Re: Inactive AI
« on: August 31, 2018, 09:20:25 AM »
All mods should work with it still.  There hasn't been major changes to the game, just patches to fix long-standing bugs.

27
Imperial Civil War Tech Support / Re: Inactive AI
« on: August 18, 2018, 06:38:48 PM »
There's no in-game differences per-se.  The Retail and Gog copies don't get the updates that the steam copy does.  So you won't get the patches for some of the bugs that have existed since release that have recently been fixed in the steam version.

28
Discussion, Suggestions & Feedback / Re: Maldrood ships advice
« on: August 18, 2018, 11:36:57 AM »
Eh, xr85 isn't powerful anymore.  I'd actually argue it's one of the worst units for it's price now (a complete 180 from when it was MASSIVELY OP'd).  1v1, it will lose to any other factions ultra heavy armor (AT-AT, AT-TE, T-4B, MM Tank), and it can't effectively take out infantry anymore, so it's less useful in that regard to all other heavy armor except the MM Tank.  It's also not as quick as it once was, so the MAJOR reason to use these over AT-AT's, the ability to get somewhere without putting hte game on fast forward, isn't really all that true anymore.  They're still faster than AT-AT's (what's not), but nowhere near as much as they were.

29
Discussion, Suggestions & Feedback / Re: Maldrood ships advice
« on: August 15, 2018, 12:13:54 PM »
OK, yeah, absolutely worthless hero that has no use for anything...

30
Are you playing the original 2.2 or the current 2.25?  Just asking because while it seems like a minor version change, the actual game changes have been fairly massive...

31
Discussion, Suggestions & Feedback / Re: Maldrood ships advice
« on: August 14, 2018, 09:17:32 PM »
No idea why they gave Larm a Carrack, that is useless as hero ship, I mean unless you're Joruus who is a beast on ground, but a for a sololy space hero, terrible ship

He's worthless in battle directly, but depending on what tier he is, he can be useful to boost the stats of the ships around him if you keep him near the back of a battle (I don't actually remember what tier he is to remember if he's utterly useless or just useless as a direct combatant).

32
Discussion, Suggestions & Feedback / Re: IPV versus Tartan.
« on: August 14, 2018, 09:13:35 PM »
Since when is the IPV better then a Crusader, the Crusader is the best designed Corvette in Star Wars

In 2.2, the IPV was massively OP'd and was BY FAR the most destructive corvette in the game.  It's been weakened in 2.25, but is still probably one of the most effective.

33
Once you build a fifth research facility again, you'll be able to build them again.

It's not a bug at all, it's the way the base game is intended to work.  You lose access to any tech that you lose the research facilities for, but regain it as soon as you rebuild the research facilities.

34
Ascendancy Tech Support / Re: Ascendancy menu not loading.
« on: July 30, 2018, 01:41:20 PM »
This is caused by an update to the base game.  I SWEAR Corey had created a thread with a mini-patch specifically for this, but I can't find it.  Hopefully someone else knows exactly where it is, or if I find it I'll post back.

35
Discussion, Suggestions and Feedback / Re: Separatist holdouts
« on: July 29, 2018, 02:13:50 AM »
Let us ask ourselves what an early empire would require that ICW doesn't already have.

In terms of ships, excepting the original T.I.E fighter, I'd say everything is there. The PA roster is pretty much the first decade after Mustafar. Which leaves heroes.

The CIS roster probably wouldn't change post New Order Declaration... which means they're the same.

Factor in the mission editor, and you could probably create a GC or two on your own quite easily.
Give it a few years, and a small official GC might come out... give it time, and see what the first versions are like.  ;)

Agreed.  Other than GC's and a few heroes that hadn't defected to alliance yet that would be different, there's nothing IMO that would make a early galactic empire desirable in this mod.

36
Imperial Civil War Tech Support / Re: Inactive AI
« on: July 21, 2018, 10:24:35 PM »
This is probably gonna sound pretentious, but to me it kind of feels you are just clinging (well intentionally) to something that is just antique nowadays. Something like complaining that your favourite tv series is not released on VHS anymore and only on Netflix. I realize this sucks, but honestly paying roughly 8€/$ for the Steam version does not seem like that bad of a deal for all the support (workshop, patches, stability) you get in exchange. I myself own original standalone release, retail gold pack and a steam version. I'm sure quite a lot of players in the community own multiple versions as well.

THis is how I feel.  I have the physical copies still (well, I did up until a year or so ago), I bought the steam version because it was better supported on newer OS's.  Sure, I could whine about my physical copy that's over a decade old not being supported, but at the price of the digital copy, it's easier just to show that I still want support and purchase the version that's still getting it.

37
Imperial Civil War Tech Support / Re: Inactive AI
« on: July 20, 2018, 10:28:56 AM »
Please tell me by "fixed" you don't mean for Steam owners. I wouldn't consider this problem fixed for people that bought the game Day 1 like myself. It's a shame the developers seem to have forgotten the ones who bought the game back in the day. I intend to never purchase another product from them. That includes buying it again on Steam just to have the patch. Every time I think about it my blood pressure spikes.

Your refusal to purchase from them doesn't change the fact that the vast majority of users are using the Steam version, and the steam version has been fixed...

38
News & Updates / Re: Fighter Rebalancing Preview
« on: July 20, 2018, 10:27:16 AM »
Yup, can see now.

A few things that struck me right away:

1.  the T-Wing is known for being extremely fast (similar to tie/In) but lousy maneuverability and it shows slower than a Tie/Ln but higher turn rate.  Also they had noticeably weaker shields than the A-Wing they were intended to replace, but ranked identical (although given the z-95 also ranked the same, maybe the A-Wing shields should be bumped up just a tiny, like a 2 points?).
2.  Z-95 & X-Wing shields rated the same, the X-Wing definitely had stronger shields than the Z-95.
3.  The Tie/Ad vs. the Tie/In seems off.  I'm guessing it's to make the In usable without making the Ad overpowered, so makes sense why it was done, but the Ad was ever so slightly faster than the In, and should be similar turn, where the Ad is listed with a lower turn rating than the Ln.
4.  If the tri-fighter listed is the Invid's Tri-fighter, they were equipped with shields (albeit minimal), it's rated 0.  If it's the CSA droid tri-fighter, than disregard.
5.  Wow, no wonder the Tie/d Defender is such a beast with those ratings.

39
Imperial Civil War Tech Support / Re: Inactive AI
« on: July 18, 2018, 05:42:38 PM »
I can guarantee you can.  NO idea how.  I'm betting (and this is strictly a SWAG) it's in the LUA scripts...

40
Imperial Civil War Tech Support / Re: Inactive AI
« on: July 18, 2018, 03:50:56 PM »
This was done on purpose to help delay the freeze, which has since been fixed in the game itself.

Someone who knows better than I will correct me if I'm wrong, but I BELIEVE future versions will be doing away with having inactive AI based on who you play as since the freeze should no longer occur.

Pages: 1 [2] 3 4 5 6 ... 103
Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!