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Topic Summary

Posted by: Darth Stalin
« on: August 19, 2011, 08:21:28 AM »

About money and pop:
I'm playing IR in Art of War full campaign, it's week 30+ and now I have pop cap about 1500 with less than 700 pop in all units... with 1 additional Executor built (in addidion to Lusankya), more than 20 ISD IIs plus a few ISD Is, not to mention similar (or greater) number of VSD IIs and a bunch of other ships... with weekly income of almost 19k and good perspectives to reach 20k+ in nearby future.

So far only the EotH is the largest pain in my back.
Posted by: Meyer
« on: August 19, 2011, 01:09:02 AM »

Some abilities to Imperial and EOTH heavy ships would be nice considering that all NR capital ships have some ability usually power to shields. But ISD I & II and EOTHs Phalanx and Ascendancy have nothing.
Posted by: Lucinator
« on: August 18, 2011, 09:58:32 PM »

Any chance Nebula Star Destroyers could be given a buff and also an increase in price?  They were one of the rarest because of the high cost, but stronger Star Destroyer ships but they don't seem to fair as well as they should 1v1 against Imperial II SD. 
I completely agree as it stands republic star destroyers are better then they are, the states should be switched.

also the majestic needs a de buff.
Posted by: gansch
« on: August 09, 2011, 02:49:00 PM »

Any chance Nebula Star Destroyers could be given a buff and also an increase in price?  They were one of the rarest because of the high cost, but stronger Star Destroyer ships but they don't seem to fair as well as they should 1v1 against Imperial II SD. 
Posted by: siegfried1
« on: July 07, 2011, 04:39:24 PM »

Could the AAc's missile attack be improved some, they're next to useless.

Is there any way the range on Artillery could be increased?  And could the garrison unit for the heavy factory for the New Republic not be the MPTL?
Posted by: Corey
« on: June 30, 2011, 02:09:02 PM »

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Super Star Destroyers are too strong at the beginning, as an Imperial Remnant player I can steamroll or at worst chip away at the enemy.  I don't even know if SSD have destroyable engines.

They're powerful but not invincible. We have people complaining that they're either too powerful or too weak or too something else. They're how they should be. It would be kind of stupid to give a ship with (I think) 9 main engines that would require the entire back of the ship to be destroyed an engine hardpoint.

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Once the other sides build a Capital Shipyard and build anti-capital ship capital ships, SSD are too weak.  Not to mention Chiss bombers can annihilate the concussion missile launchers then annihilate the SSD.

Kind of refutes the idea that SSDs are too powerful. Anti-capital ships are by definition supposed to be good against the SSDs, and if you want to deal with the EotH fighters/bombers, then you need to make units that are designed to handle those. The Executor/Eclipse/Sovereign is not meant to be able to take on fighters.

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It is too easy to win as Rebellion once you build anti-capital ship capital ships.  Due to easily being able to take over unoccupied rim worlds.

Can you explain how idea one there leads to idea two? There's no more than 5 or 6 unoccupied worlds in any of the GCs, and very few of them are in the Rim.

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Buying fighters separately is mostly worthless because capital ships produce them for free, except the Imperial Remnant has terrible fighters so they need to buy TIE Defenders.  Chiss fighters and bombers are awesome, but buying carriers  is still cheaper unless you are fighting a SSD, because send all of your fighters and bombers to kill a few ships then hyperspace out, carriers automatically regenerate them.  I actually like that though, but the computer does not know to do this.

We can't change the fact that EaW has a shitty AI, for the last point. As for the rest, if you think it's not worth it to buy fighters separately, then the solution is to simply not do it.

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Also, the number of Golans is limited, which does not help except the Chiss because otherwise conquest changes the borders too fast, and Era I chiss don't have Golan!  Please make the number of Golan unlimited, so I'll actually use them, or:

The limit on the Golans was a bug. It's been fixed for 1.3. And the Empire of the Hand is not supposed to have Golans. We're designing a new type of thing for them.

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Sensor Arrays and Golans compete for the 2 space slots and can't be sold.  At least let us sell them, if you still want to keep the number of Golans limited.
Not something we can actually do. Regardless, if it's a competition between sensor arrays and Golans that's not much of a competition. Sensor Arrays are useless now, I'd thought I'd cut them.
Posted by: Hari Seldon
« on: June 30, 2011, 01:46:48 PM »

Super Star Destroyers are too strong at the beginning, as an Imperial Remnant player I can steamroll or at worst chip away at the enemy.  I don't even know if SSD have destroyable engines.

Once the other sides build a Capital Shipyard and build anti-capital ship capital ships, SSD are too weak.  Not to mention Chiss bombers can annihilate the concussion missile launchers then annihilate the SSD.

It is too easy to win as Rebellion once you build anti-capital ship capital ships.  Due to easily being able to take over unoccupied rim worlds.

All of this is on hard.

Buying fighters separately is mostly worthless because capital ships produce them for free, except the Imperial Remnant has terrible fighters so they need to buy TIE Defenders.  Chiss fighters and bombers are awesome, but buying carriers  is still cheaper unless you are fighting a SSD, because send all of your fighters and bombers to kill a few ships then hyperspace out, carriers automatically regenerate them.  I actually like that though, but the computer does not know to do this.

Also, the number of Golans is limited, which does not help except the Chiss because otherwise conquest changes the borders too fast, and Era I chiss don't have Golan!  Please make the number of Golan unlimited, so I'll actually use them, or:

Sensor Arrays and Golans compete for the 2 space slots and can't be sold.  At least let us sell them, if you still want to keep the number of Golans limited.
Posted by: Lucinator
« on: June 30, 2011, 01:45:50 PM »

venators are over powered.  A single one can take a nebula.  I suggest reducing fire rate on the duel turbolasers
Posted by: Lucinator
« on: June 21, 2011, 08:56:04 PM »

I think the problem is that your ships cost more, and since you removed planetary bonus some planets produce a lot less credits than they used too, also the removal of some of those planets also is a issue.  Lastly in the larger map you need larger forces thus more credits.  PS i'm making 4250 a week with 20 mining facilities

As for population cap im talking about the amount of ships needed to defend a planet remove effective free population from the total population giving you less to deal with since your cap is being eaten up by defense of worlds.
Posted by: Corey
« on: June 21, 2011, 08:35:47 PM »

If you're getting less than 5000 a week, you're probably doing it wrong. The economic system is absolutely no different than EaW's. And to get back to the pop cap thing with regard to starbases/shipyards, the shipyards provide the exact same population bonuses as their starbase counterpart. The shipyards are effectively unarmed versions of the stations in EaW. They literally provide the exact same bonuses, in every way, with the Golans taking their defensive military role.
Posted by: Lucinator
« on: June 21, 2011, 08:04:55 PM »

thanks but the real problem is the money it is too easy for both sides to annihilate their starting forces then it's really a game of tic for tack with no real strategy involved.  cause for the most part the amount of credits earned is not enough. (I get less than 5000/week) you need to make it so a player that wants to win through sound economic building can do so.
Posted by: Corey
« on: June 21, 2011, 07:57:51 PM »

The rest of the factions are bound to the exact same limit, and all except a few planets give more than 20 additional population capacity. None of us have ever actually even hit it. If you're finding yourself too limited, then start taking planets that give more (ie Coruscant or other Urban centers)
Posted by: Lucinator
« on: June 21, 2011, 07:45:24 PM »

galactic because you need more ships to defend your worlds
Posted by: Corey
« on: June 21, 2011, 07:07:06 PM »

Do you mean Galactic or Space pop cap (because of the loss of garrisons)?
Posted by: Lucinator
« on: June 21, 2011, 07:03:31 PM »

economy is rather sluggish, on a full galactic conquest money seems to tight to field a proper army

also with the loss of stations the pop cap needs to be raised for proper planet defense
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