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Messages - Zeron

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21
The Lounge / Re: NationStates
« on: May 03, 2012, 01:35:33 PM »
I used to play it, but once I got to the end with my first nation and saw everything it had to offer I gave up.

22
The AI is apparently being fixed in  2.0 so it doesn't send half a dozen microfleets at you, and ground battles are being rebalanced.

On the subject of autoresolve, I think I may know what one of the big problems is. It seems to me that the Carrack cruiser has way more autoresolve power than it should. Frequently when I autoresolve when the enemy sends like, 1 carrack against my multiple capital ships, golan IIIs, and ion cannons, I end up losing a capital ship or two.

Unfortunately, this is a fundamental flaw in the way Auto-Resolve works and not something we can fix. Autoresolve power and such is only used to determine who wins or loses. Ship losses are then calculated completely at random, with the winner having a slightly better chance at not losing ships than the loser. Your losses in autoresolve have absolutely nothing to do with how big your or your enemies fleet is, that only matters in determining if you win or lose the battle. You can change the ratios, but you can never create an accurate battle based on autoresolve.

Well, at least that's how much we've uncovered so far. It's not exactly well documented, and most of the systems behind autoresolve are known only to Petroglyph.

23
Discussion, Suggestions & Feedback / Re: Third new 2.0 GC
« on: April 22, 2012, 02:02:11 AM »
Would the Restored Empire be a minor faction then, since they technically opposed the IR(or at least the leadership) and really only had enough ships to take down 5 ISDs. Their whole goal was a coup since they lacked the might to truly be a power unto themselves. I doubt they'd be a galactic threat.

You just answered your own question there. No, they aren't even big enough to be considered a minor faction. We'd have to make far too many new models/textures, if we were going to put in that much effort we could do someone more major like the Ssi-Ruuk. There's like a hundred little factions that size that we could include, but there's really no reason to. They require far too much effort for their impact, which is minimal considering any other faction can just roll over them. Considering that we still have the Yevetha, EotH, and possible future factions to fill out there's really no way we're going to put in such a minor group.

24
Discussion, Suggestions & Feedback / Re: 2.0 Manual
« on: April 21, 2012, 11:13:25 AM »
[19/04/2012 2:55:14 PM] Zeron: Thanos is a capital shipyard???

And considering I made Syca up, even the most lore-filled person will have no idea what it is until you get there. The base credit values will be in the manual, but I don't think we'll explain the numbers for mining colony bonuses, except in the structure section itself, since it's just basic math. 

You can't blame me for not knowing a planet that you just put in and that isn't even in my version. And I meant that they should be able to remember after at least one game or two.

25
Discussion, Suggestions & Feedback / Re: 2.0 Manual
« on: April 21, 2012, 12:53:18 AM »
I'm aware that the base value dictates the potential economic growth of each system (a little tip that I recommend also be in the manual), but that only helps matters once you've gotten an initial assessment of the system or already own it. But when you're still more than one hyperspace jump away, all you get is the system name and its location.

So say, I'm playing AoW Lite as the IR, it'd be nice to know where the EtoH's first capital shipyard is, instead of having to hunt for it by engaging them several times. Same thing if I'm the NR in Into the Cluster, it'd be nice to know that taking Hapes would provide a huge economic boost early on.

Except that you're shown the base value of the planet no matter how far away they are or the fact that you haven't discovered them yet. Sure it may not give you the number of shipyards, but considering just how few capital shipyards there are in the game it really shouldn't be that much of a guessing game.

Regardless, yes we've put in the Base Income/Shipyard Level/Ground Structure Limit/All of that in the manual.

26
Personally I feel that it can't be anyone but Palpatine. As the man who conquered most of the galaxy, founded the Empire in the first place, almost entirely exterminated the Jedi, and created a glory that every other Imperial leader would try and fail to recapture. Palpatine is the best because he's the only one who actually won. Sure he may have died, but he actually succeeded in destroying the Republic and the Jedi Order. Sure the Jedi were reborn, but they certainly were nothing like what they were before. Isard, Thrawn, Daala, Pellaeon, they all share the common feature of failing. Palpatine won. His shadow was felt across the galaxy for decades after his death.

27
Discussion, Suggestions & Feedback / Re: 2.0 wish list
« on: April 06, 2012, 04:16:51 PM »
Vindicators are pretty much the best frigate ship the IR has though. They've got more health and do a fair bit more damage than Strike Cruisers, and while they aren't as good as a Victory those are in a different class altogether. Vindicators pretty much rule in Skirmish, they're the most cost-effective frigate anyone gets, excepting the Dreadnaught. Post-Rebalance anyway.

28
Star Wars Discussion / Re: The Emperor Reborn
« on: January 14, 2012, 02:06:19 AM »
1. As his hand a force-sensitive, Palpatine only needed to travel to him in order to possess him. He didn't do the spirit transference until he reached Byss.

2. Palpatine never learned of Ysalamiri like Thrawn, so his clones were addled by their own force powers and not entirely sane. He was also being sabotaged by Carnor Jax.

3. He was at Byss in the deep core, he was very out of touch. When he learned of Thrawn he was..well still crazy so he decided he was a threat and worked against him.

4. He used Force Storm, and lightsabers. I don't know what else you mean. He was a Sith, he followed the Sith traditions only so long as they benefited him.

29
Welcome to the Boards / Re: TheShinHado here
« on: December 20, 2011, 10:05:57 PM »
Hello, possible fellow Goon. Welcome to the forums.

And do whichever one you think you'll have the most fun with, and give us a link if you actually start it!


30
The Lounge / Re: Gamertags/IDs
« on: December 16, 2011, 02:07:50 PM »
SteamID: JEvans42

31
Star Wars Discussion / Re: Mandalorians vs Yuuzhan Vong
« on: August 03, 2011, 12:53:34 AM »
By...what scale? They didn't use any radical different weapons than the Old Republic...which means that they'd still have gotten their ass kicked when the Vong came. The NR one because they have all the heroes on their side....Mandalorians wouldn't really have the Jedi or anything which means they'd be relying on plain tech so they'd get killed much much faster than the NR.

32
Discussion, Suggestions & Feedback / Re: Land Advancement!
« on: July 30, 2011, 01:37:11 AM »
Land battles are quite a bit more resource intensive than space battles. Space battles obviously take place in space, and consist mainly of open space with a few props thrown in. Land battles are delicately crafted, containing many hundreds of props, and are a much larger drain on your system. Doing anything on the scale you're talking about would both cause lag, and require an enormous amount of work. Space maps have much less to start with so increasing the unit cap will not hurt the average persons system too much. And our maps are simply not built to handle those large sizes, and if we wanted to do that we would have to redo every single land map in the mod. No thanks. As well, the average land battle is already much longer than the average space battle. The time it takes to traverse and battle on a land map in exponentially larger than the time to do so on a space map. We're planning on some changes to make this faster pace and generally improve it a bit, but even then increasing the unit sizes like you suggest would turn land battles into a gigantic slog. That's just not fun.

33
Star Wars Discussion / Re: Mandalorians vs Yuuzhan Vong
« on: July 29, 2011, 05:54:59 PM »
Mandalorians would be even weaker than the NR...so the YV would destroy them easily.

34
Discussion, Suggestions & Feedback / EotH 1.2 Balance Issues
« on: June 18, 2011, 09:44:52 PM »
What makes them overpowered in your experience? I'm not quite sure what could possibly qualify them as overpowered.

35
Discussion, Suggestions & Feedback / Re: New Republic Viscount...
« on: March 14, 2011, 04:41:10 PM »
Well technically they can just hold the Viscounts in reserve and use their conventional forces until you are forced to fire the Sovereigns superlaser, then jump in a Viscount and take it out quickly.

And they kinda already do. Most of the later NR units are really very powerful, and while none individually are as strong as an Executor they still outstrip the IR's conventional forces. Not to mention that K-Wings and such are really good against Executors, and the later fleet carriers can carry quite a few.

I do have to agree with the part about the EotH sadly. They are a bit lacking in variety, but then we don't have the massive amount of canon ships to fall back on for them. The NR is gaining in strength throughout the eras, the IR is losing strength, and the EotH is kinda staying the same. It's pretty much like canon really.

36
Discussion, Suggestions & Feedback / Re: New Republic Viscount...
« on: March 14, 2011, 01:28:58 AM »
Alone yes, but put two of them together and they go crazy. Three? Might as well be none. And the point is that theoretically they may only be able to have three at a time..but if you kill one they can just rebuild it. As Pellaeon you can't do the same for either your Sovereigns or Executors. So if these three Viscounts take out one of your Executors and one of your Sovereigns but they lose all three Viscounts they still have a victory. Because now you permanently only have 2 Executors and 2 Sovereigns, while they can rebuild all 3 Viscounts. Rinse, lather, and repeat. And then suddenly you have no super ships and the NR has 3 Viscounts.

37
Discussion, Suggestions & Feedback / Re: New Republic Viscount...
« on: March 14, 2011, 12:25:25 AM »
Sure they do. The enemy player has two major choices. They can put all those ships in a single fleet, or spread them across the galaxy. If they put all the ships in a single fleet, that fleet will of course be incredibly tough. However, that leaves no Executors or Sovereigns anywhere else in the galaxy. This means that you can build fleets and take over any planet you want as long as it is not within reach of that single fleet. In effect, the enemy gains security on one portion of their empire(wherever the fleet is) while leaving the rest of the galaxy vulnerable to enemy forces. Even then the fleet is hardly unstoppable because you can only have a couple of them on the map at once. And even if you fit more than two on the map, large ships such as those suffer from some heavy path-finding issues. If your enemy can still effectively coordinate more than one of the super ships then you would have problems even if he didn't have them. And it is still entirely possible for you to concentrate all your forces on a single Executor or Sovereign and take them down no matter how many ships they have on the field. Thus it is possible to wear down this giant fleet eventually. It would be a long and hard task of course, but without challenge what is the game? If the enemy instead decides to spread them out, the singular Executors and Sovereigns become vulnerable to attack by enemy forces and on their own are not nearly as hard to take down. As well, Pellaeon does not have the ability to build either one of those on his own. This means that if any of them are taken out they are lost forever. If the NR could build Viscounts in the same era, they would be able to rebuild them as much as they wanted to. In no way would this be balanced. Not to mention that the enemy would have to keep Palpatine or whoever alive long enough to gather the money and time required to build all of these massive ships. Obviously, you will likely never see the AI do this. And if you're playing online with someone, then you allowing them enough time to gather the money and build all these ships means you are likely far on the losing path as it is. And if the AI is incompetent enough to allow you to do all this yourself unopposed, it's unlikely that they could put up a decent fight against you even with Viscounts.

38
Discussion, Suggestions & Feedback / Re: 1.1 balance issues
« on: March 07, 2011, 04:03:20 PM »
i only played "the hunt for Asini" GC map and only til Asini in his flagship started to gobble up my systems. I had a fleet of 4 star destroyers and 30 bombers and 30 x-wings with a level 5 star base and i still couldn't put a dent in his flagship!!! wtf?  besides the fact that the "new republic" doesn't even have a ship that is comparable to Zsini's flagship in the GC.. it's really not to good when there isn't a way to kill a single ship.

Um, you're not doing it right. I beat Zsinj without any significant losses with a fleet half the size of that. There's a thing called strategy, and you're supposed to use it. The SSD's aren't impossible to defeat, but they do represent a significant force that you should be planning around and making plans to defeat. You shouldn't expect to win every single battle.

39
Discussion, Suggestions & Feedback / Re: post 1.1beta suggestions
« on: January 11, 2011, 08:19:49 PM »
Yes, there was a small mistake in the coding. A very, very small mistake. It'll be fixed in the next release.

40
Discussion, Suggestions & Feedback / Re: question_Tector_SSD
« on: December 16, 2010, 04:06:06 PM »
That's...kind of the point. SSDs are each supposed to be a fleet of one. They are the most massive ships in the SW galaxy and they have the firepower and strength to go with it. It should and does take an entire fleet of ships to take one down. Fighting even one is supposed to be a grueling task that will deplete the strength of your fleet and force you to actually think before taking it on. In other words, it's supposed to be like that.

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