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Messages - tlmiller

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2041
Discussion, Suggestions & Feedback / Re: Death clones
« on: March 26, 2012, 04:26:34 PM »
So apparently we're doing this now.

As in, going to make death clones?

Eh, I agree with you.  If there's noone in the modding team to do them right, just don't do them at all.

2042
Yes I agree with you there, I'm much more of a Thrawn or Pellaeon fan myself instead of Palps.

My 2 favorite people from the entire SW universe there.

2043
Empire at War and Forces of Corruption / Re: Mac versions?
« on: March 26, 2012, 04:17:40 PM »
Not part of the group that's developing the mod, so I may be wrong on this, but if there is no FOC expansion for Mac, then I would say unfortunately, there is no way for you to play the mod.

2044
News & Updates / Re: Return of the Admiral's Lounge
« on: March 23, 2012, 11:54:04 PM »
AH man i dont post unless its something important or relevant time to post the not so relevant stuff till 50 btw if you check out this link  =D

Yeah, I had just recently discovered this mod, so don't have many posts either.  Not likely to get up to 50 anytime soon without posting lots of spam.  :(

2045
Star Wars Discussion / Re: Lightsaber basics
« on: March 22, 2012, 08:33:38 AM »
Makes sense.  Explains a lot actually.

2046
Forum Games / Re: What are you listening to right now?
« on: March 03, 2012, 09:00:30 PM »
Gwen Stefanni - Wind it Up

2047
Discussion, Suggestions & Feedback / Re: Flat landing zones pleasee
« on: March 01, 2012, 04:13:31 PM »
I've had this happen a couple times myself.  AT-AT's toward the edge of a landing zone will become stuck unable to move.

Unfortunately, I didn't keep any record of it either.  If I see it again, I'll also post.

2048
If it's more than a couple dozen planets, I almost always take that long.  I've found that I have to run EVERY fight myself, because against the NR, if they have more than 5 units, I have a tendency to lose 1/2 a fleet even if the fleet were like 3 Executors + 3 Sovereigns.

So I won't really autocalc ever, and it takes a long time to finish off the larger GC's for me.

That and I have a tendency to play for 2 hours, then stop and come back a week later.

2049
I feel like the MC90 needs more punch, as it stands the ship is very difficult to destroy but that's about it. It can't really do anything to other capital ships. I also think the K-Wing needs a nerf, as much as I love using those things, it's like playing base again with them around. A large formation of K-wings can pretty much fly right into a massive enemy fleet, obliterate larger formations of enemy fighters with their turrets, withstand fire from capital ships, and deliver huge payloads of torpedoes, then get away. I also think the Corona needs to either have its number of K-Wing squadrons reduced, or have them replaced with E-Wings, which would make more sense for an escort frigate anyway.

That's kinda the point of the K-Wing though.  It's how the rebels/NR was designed, around the fighters/bombers being the core of their arsenal.  NR doesn't have the giant capital ships that can put out the punishment that IR ships can, but their fighters & bombers are, for the most part, incredibly superior.  Never had  a problem with the K-Wings if you have enough Lancers, myself.

2050
One other thing i find really annoying and really hope you change is how the A.I only attacks like super repeatedly with tiny fleets, it extremely annoying

I do agree with that.  You'll get 6 fleets incoming at once, and they'll all arrive within a 2 game-week timeframe.  None of them very large or powerful.

2051
Discussion, Suggestions & Feedback / Re: The Corporations
« on: February 18, 2012, 08:12:40 PM »
The only thing I'd see with giving the IR 2 corps is that they already have the single most powerful ships in 3 of the 5 eras (Executor in 1/Sovereign in 3/Executor in 4)(this is of course ignoring the fact that Pally is on the Eclipse in 3 since that I'm guessing is the single most powerful space unit in the game).  Giving them another corp would allow them, if they had both, to build frighteningly powerful fleets in those eras.

Although, even if they did get it, what would it really help with?  Give a discount on Immobilizer cruisers (so weak, who cares if they're cheaper, most people don't bother) and Dominator (Interdictor) cruisers?  Unless you added in a bunch more of the ships SFS produced, or made more of the Tie series that SFS produced buildable seperate from a SD, I don't see it doing an awful lot of good.

2052
News & Updates / Re: Imperial Civil War 1.3.1 Released
« on: February 17, 2012, 12:14:10 AM »
Wow, making easy even easier?

2053
REALLY??  Wow...didn't seem like the phalanx was that powerful.  Awesome to know, thanks!!

BTW, having a GRAND time right now in era 2 as the IR with a little army that's cut off from any starbases by about 10 NR planets.  My fleet trying to get connected consists of 20 Vindicator cruisers, 10 escort carriers, and a BUTLOAD of Carracks, Lancers, and Scimitar Assault Bombers.  I've never seen so many ships blow up in a victory before in playing the game.  it's hysterical.  Every time I defeat a planet, I have to set for so long to rebuild my fleet.  Can't wait to get connected to Kuat and get a few Impstar Dueces in there!!

I'm probably one of the only people that absolutely can't stand the Executor.  Too big, too slow, no superlaser to instantly kill an enemy ship.  Just a total waste.  I'd much rather build smaller ships myself.  never use them in offensive fleets.  They get stuck around an important planet (Kuat, Coruscant, Fondor) and rot unless someone attacks one of those planets.

2054
Yeah, I know you can win as them, I'm just saying in so far as space superiority is concerned, their cap ships are generally the weakest.  Probably the coolest looking, but weakest.

Although that brings up a point.  Do the megamasers do more damage than turbolaser emplacements?  Or are they basically identical in terms of damage?

2055
Just downloaded and installed this mod recently for the first time.  Gotta say, overall great job.  Wish it was a bit faster at going to battles and leaving battles, but the battles themselves usually go pretty good (although NR land battles go sluggish as anything, but that's to be expected when they have maximum units of those aac-170 or whatever they're called blasting me to death).  Definitely the most original mod I've ever played.  Just wanted to congratulate all the people involved in a job well done.  Makes one of my still favorite games that much more fun.

Oh, and AWESOME job on Empire of the Hand.  Hard to win as them as they really lack anything that can contest the IR's SSD's (in those eras they have them), but nevertheless absolutely awesome to play.  Still enjoy playing the IR best though.  Build my 3 Executors and that have Isaard comit suicide to get a real hero (GO THRAWNY!!).  I try to keep him well defended so I don't ever go past era 2 though.  Although the Reborn Emperor should be fun and building Sovereigns.  Those are my overall most favorite SD's other than the Pallaeon that's in whatever mod is that takes place in the Fell Empire timeframe.

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