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Topic Summary

Posted by: Corey
« on: June 20, 2011, 01:54:05 PM »

On ground build pads already have the ability to build repair things (referring to your other thread). As for space, we may or may not do it. It doesn't really make sense to be able to repair ships in a GC battle since it's usually only going to be one actual battle, it's not like you have round one, then everyone retreats, then comes back and you go at it again like skirmish where repair would actually be useful.

And we checked the maps you mentioned. Mon Calamari definitely has build pads. Are you sure you're not playing 1.0?
Posted by: Hari Seldon
« on: June 20, 2011, 01:39:14 PM »

Mon Calamari lacks build pads and so does one of the imperial planets to the left of Kessel that is a giant open green field (I'll find out next week).

Now that I think about it I like Golans better than satellites, but ship repair would still be nice at the appropriate shipyard in tactical battle!
Posted by: Slornie
« on: June 19, 2011, 07:09:14 PM »

For build pads on land, Enceladus was supposed to have re-added them after we took out the Engineer units, and we were pretty sure we had. If we missed some, we'll add them.
Towards this end, it would be helpful if people could make a note of, and post, planets that lack build pads.
Posted by: Corey
« on: June 19, 2011, 07:03:53 PM »

For build pads on land, Enceladus was supposed to have re-added them after we took out the Engineer units, and we were pretty sure we had. If we missed some, we'll add them.

The satellites in space are completely useless, plain and simple. How would they help anyone? It's a single laser cannon. Any single hardship on any ship could easily take them out. Attackers don't need them for fortifying, because if you're trying to attack, then fortifying isn't a huge concern. For defenders, "forifying your position" would be better done with a single corvette than any of the turrets in the game, or better yet the Golans, which are intended for exactly that. Repair turrets never worked on hardpoint, and in GC the point is not to have long slugfests on single planets that require you to retreat, repair your ships and then everyone goes back out again; they're meant as one battle is one battle.


For pop cap on ground, it can't be any higher. There are only ten slots on land, and if you increase that, it breaks. When you compare the 10 land slots to the 40 space pop cap, and compare exactly how much that actually fits (with all except the most powerful ground units having more than one per company) it evens out.
Posted by: Hari Seldon
« on: June 19, 2011, 06:36:42 PM »

The new worlds added in the mod have spaces for buildings but often lack build pads.  While I agree with the change of not causing landing site capture to increase your unit cap, the lack of build pads makes everything a Zerg rush with no falling back for resupply.  Also, what happened to all of the Satellites you could build, for example in the Maw.  Same problem, no repair makes everything a serf rush and the defender is at a big disadvantage so the option too often is simply retreat against a superior force, without fortifying your position.

Also the unit cap on the ground is a little low at only 10 when in space it's much larger.
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