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Topic Summary

Posted by: nightraven1901
« on: September 17, 2017, 01:14:17 PM »

Funnily enough that was exactly my thinking. The AI already has a working code for tracking when a speed debuff is preferable for a defence buff; just co-opt that and link it directly into the unit behaviour, so they just do it (helps to simulate troops under fire. Ordering your average marine rifle section to advance while they're recieving fire will yield an advance, but they won't charge into cannon fire. They'll proceed slowly, carefully. I wouldn't mind the troops doing that naturally; I'm already used to insubordinate officers from space combat. But that's fairly pie-in-the-sky, this is hardly priority.
Posted by: Slornie
« on: September 17, 2017, 01:03:09 PM »

Something like that is probably do-able with, as you say, appropriate animations.  I'd envisage it as an additionl use for the deploy/undeploy ability (e.g. the Imperial E-Web) only with the AI behaviour/auto-cast bound to the same equation as the existing take cover ability.
Posted by: t78
« on: September 17, 2017, 11:18:17 AM »

Hmm.... true on the animation problem. I did imagine easily animatable droids flapping their arms and sandbags rising from the ground (that sounds worse than it looked in my head  :P), but if they are under fire, setting up defences there and then looks less plausible. Hmm. I will think on this one.

I'd argue for placing sandbag structures in advance, but would the Ai do that? That is the key problem. An auto-function special ability where they hit the deck would be used much more effectively by the Ai. It unfortunetley would be hard to animate. Therein lies the problem!
Posted by: Roachbugg
« on: September 17, 2017, 09:39:15 AM »

Just a little Immersion thing I'd like to see a bit of, species diversity in New Republic infantry squads. It feel's odd that they are all human the Empire is meant to be the speciest ones.

There also seem to be a lot of ground unit's that don't really have a real niche. The EoTH flame tank is a good example it doesn't really bring anything to the table the RFT doesn't.

I'd also like to see the effectiveness of Turbolaser towers be tuned down a smidge, especially since the AI builds them on literally every planet. They just counter to many unit types. Leaving the only effective ways for neutralizing them, artillery. Which some factions simply don't have and can be impossible due to their placement on some maps. Killing the power gen which varies in difficulty based on the map. Some maps the power gen can be effectively neutralized without obscene losses other your only real method of taking it our is a sensor ping and bombardment/bombingrun. The final method is trying to overwhelm the Turbo laser before it can slaughter your units. Which some factions can do well others cant. 

 
Posted by: nightraven1901
« on: September 16, 2017, 09:48:56 PM »

T78: Hmm. I like this idea, reminds me of how I used to use GDI rifle squads. That said there's already a "good ground" mechanic that offers the toughness bonus you speak of, but they're locked to the positions they're placed in the mapmaker. I do think that a suppression system would be nice for infantry, in the vein as that offered by Command and Conquer games, but it'd probably take a surprisingly large amount of effort to make infantry hit the deck when under heavy fire to get a cover bonus (this would entail a set of animations for this action, for a start, which may have to be built from scratch, to say nothing of coding) so as much as it would be awesome I doubt it's planned.  Possibly a less manpower-intensive variant would be doable; just give them the cover bonus and movement speed debuff usually applied to suppressed infantry to them without animations, and maybe a glow to indicate the effect, but that's cheap and nasty, which are two things that do not fly around here.

Counter-suggestion: have them be able to place a bunker on the map. A literal bunker; like the ones you can build. They do count as placable; the fun part would be convincing the engine to let you place them in singleplayer without a buildpad. That said, the assets are already in engine, and we can get some mileage out of the faction-specific bunker models. It would be bloody overpowered if the bunker nerfs weren't rolling out soon, but with them... Maybe? I mean, it would add flavour and actual utility to these units we generally throw at reinforcement points and buildpads without ever ordering into direct conflict.

On the topic of capturable structures, can we get a "control module" build order on capturables, perchance? To lock the capturable to the taking side without needing an infantryman standing on it. Just an idea; tieing up an infantry squad (often the last one in his company, so he keeps taking up the pop point) to hold something I might need later is good strategy but bad math when we have ten pop points to work with. Just an idea,
Posted by: t78
« on: September 16, 2017, 10:16:14 AM »

If the autocast ability was re-enabled, it would allow for an ability that would make infantry even more useful instead of cannon-fodder.

I have been thinking about how anti-infantry vehicles slaughter infantry. It doesn't seem entirely necessary as infantry, even in numbers, don't really maul vehicles very well. Tie Maulers basically make any infantry on the map redundant, and protecting troops from them is extremely hard.

The thought I had was whether infantry could activate a 'cover' mechanic that vastly increased their health/toughness at the total expense of their mobility. A sandbag area would instantly appear around them, and they would die at a reduced (but still steady) rate. Thus maulers and other vehicles would suppress them when they stay still, and slaughter them when they run, but one doesn't have to completely write off what should be elite soldiers. Artillery and heavy tanks would be more effective against them when they are sandbagged.

 
Posted by: Slornie
« on: September 15, 2017, 01:20:09 PM »

Pentastar Escort Carrier: possibly a refit could be a good argument, but considering Slornie's point I'd guess a remodel is probably not likely. Pity...
Nebulon-B: fair argument mate. Seeing them in the garrison would make them more prevalent, but unless they were added to the garrison without removing anything else I fear they may only weaken the New Republic further. Keeping their fighters and adding some damage per shot (to avoid messing with the canon number of cannons present) to the lasers and turboslasers would also work just fine.
Ship Armaments: I see, but there should still be some wiggle room in the damage-per-shot value and the fire rates to adjust their relative damage subtely without andengering the beautiful flavour and depth of research that you guys have worked so hard to achieve. I do most assuredly understand and appreciate that balance, and wish it preserved in a lot of cases, but some tweaking around the edges to prevent the glorious Nebulon models being relegated to the scrapheaps so soon and the escort carriers less efficient than laser corvettes I think would be cool. Just in my humble opinion, of course.
The smaller ships are always more difficult because you want them to be useful, but still respectful to the source material.  Strictly speaking the units we're using as dedicated anti-fighter ships (Corellian Corvette, Lancer, IPV) in the mod have bespoke weapon load-outs suited to that role rather than canonical armaments, whereas other ships like the Escort Carrier and Nebulons are more strictly canonical.  At some point (possibly after 2.2) I'd like to properly revisit small laser armaments for all ships and see if we can find a formula which can be more globally applied.


NR Interdictors: fair enough. I definitely don't want them using the Imperial Immobilizer-Class, but they could use something. I don't necessarily think they're as big a deal as having gravity well generators at worlds for them, and could be skipped if they get the old gravity well platform model back. But otherwise, they may well be begging for one by this point trying to catch the Imperial leaders to advance the tech when they can very easily run from unfavourable battles (though it's before they truly need the help in. If you can't catch Isaard because she's on the other side of the damned galaxy it can result in you spending an annoying amount of time without the ability to fight the other empires on even terms)
I believe Corey stated in the Discord they wanted to give the NR an indictor, but needed a model or such. I don't remember it too well.
It's not the lack of a model, as such.  More the lack of an appropriate prototype to give them. Interdictors were canonically quite rare - even at it's height the Empire only built a few hundred Immobilizers vs thousands of regular Star Destroyers (and many times more other ships).  There is the CC-7700 which the Rebels used, and the Hapans had pulse mass mines for their Battle Dragons, but I don't recall any other options.  We had a model for the 7700 once but it wasn't up the standard of other models and got cut very early on.  I'm actually now more in favour of the suggestion from this thread to re-purpose the vanilla gravity well station for the NR as a static alternative.


What modelling program is used for EaW modding?
Your choice really; I know Blender, Wings 3D and 3ds Max are all used by various modders.  However you've got to bear in mind that at the end of the day the only tool to convert models to the format used by EAW is for 3ds Max 6, 7 and 9, and all of those versions are now quite old and difficult to acquire.
Posted by: nightraven1901
« on: September 15, 2017, 03:09:16 AM »

TomPhanan: Oh I definitely agree that turrets shouldn't be buffed too hard- they're built only to act as stopgaps and to offer a place to retreat to, we don't want them to be phalanxes of pure pain to artillery your way through. Which is why I hold my request for a long-range mortar turret, as much as I'd love one. Because it would probably be some pain to fight against (and I don't know if there's support for changing the number of turrets available in the turret build menu). Gravity well generators definitely only at capital shipyard facilities. As to the civilians, I am fairly sure they can spawn units in their immediate vicinity; while there isn't currently a vehicle bay for them I'm pretty sure the existing factory models could be used without too much effort, assuming we really didn't want the rare vehicle spawning outside of the building the way the infantry units do. As to space units, that idea of having a civilian convoy is gold- it gives us a reason to have and see civilian starship models, doesn't need build slots or require the AI to know how to use freighters, and adds flavourful spice all in one go. I would pay money to see that happen. The coding for it shouldn't be too hard, and the event can be recycled across dozens of worlds comparatively easily.

GreyStar: hmmm. What modelling program is used for EaW modding? I might have a look at it, seeing as this map editor is continuing to be a hot steaming bucket of s***. I'm perfectly content to work for my ideas, :)
Posted by: GreyStar
« on: September 14, 2017, 03:48:28 PM »

I believe Corey stated in the Discord they wanted to give the NR an indictor, but needed a model or such. I don't remember it too well.
Posted by: TonPhanan
« on: September 14, 2017, 03:22:38 PM »


LRSP: so I can see the entire map from base; I promise you I had one these puppies at every world capable, which is most of them. More for visual appeal than anything else. They aren't going to affect much other than at best saving the defender twenty seconds of hypervelocity gun charge time. That said It'd be nice to see the entire map as the defender.


Ah sry, I thought you meant the ones that could be built on the galaxy map... though I never had an issue with this in 2.1 (can't remember how it was in the 2.2 demo), since the map was always auto-revealed anyway - I always assumed the TR team played with the corruption script and enabled that feature for everyone ;> and when I attack, I usually jump in with only a scout due to the game always deploying the wrong mix of ships anyway. Of course, in that case I wouldn't mind having them present on the map, adds a bit of flair :).

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Gravity Well Generators: So you can trap SSDs on the defence. To give the NR/others limited access to gravity wells.


After some thinking, I would agree with that, but only on major production worlds, to represent the value they have.

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The Megamaser tank: I actually kinda like the whole idea of needing to escort them- the AI, however, is less adept at manoeuvring a unit with such a large minimum range, and thus they just waste themselves when you're fighting them. They should scare me the way AT-ATs do; instead they just suicide into my tanks. At point=blank range. I figured a light close-in weapon could alleviate that without spoiling their look, but simply reiging in that minimum range would help a lot too.


Let's see what wonders they can achieve by modifying the AI in the final release of 2.2, but I doubt they can overcome all issues the AI in EAW unfortunately has. Since Petroglyph mainly consisted of the remains of Westwood, it's kinda funny that they haven't strolled that far from their AI model ;D, good old unit spam, hehe.

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Turret Defences: I don't think it's too much to ask for the turrets to hold off a few companies of trash with the turrets alone, especially if I've packed my favourite maps with a butt-tonne of the little buggers, which is about my favourite hobby while playing. I would also like to be ale to place them from the unit deployment map on planets, if it were possible, so I could have them up in advance of attacks, or, even better, have a layout pre-placed for them when defending. That would make me so very happy indeed; I could just switch out the ones I need for the day and defend. Awesome. I also think the outer worlds that are most barren are the ones that need it the most- they need something to get some firepower on the map if you're caught with few units and little garrison strength. A barracks, turrets, a few grand and good luck or judgement have held me against AT-ATs before. I liked that possibility being around.


Fair argument, I just wanted to argue that they shouldn't be buffed too much. First time I discovered the base placement thingy back when FOC was released, I was hyped to do so and really disappointed when I saw that doing so wasn't possible. Maybe a workaround could be placing these faction-specific special build pads for defenders in key locations around the bases, so one wouldn't have to race their infantry that hard in the beginning.

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Civilians: I don't mean give them units that are necessarily the same srength as trained ones; like the existing units they could be shorter-ranged, less powerful and have less HP. I would just like to see more diversity among them to add flavour, and I know adding a few rare rocket infantry civilians wouldn't be (too) much work. Adding one or two with a Molotov throwing animation would be harder but freaking awesome. Adding a few improvised vehicles, in the flavour of those seen in The Phantom Menace and legends and Rebels and Clone Wars: well that'd be cooler than smoking weed in the highschool toilets. Again, not necessarily elite units, but for example, civilians on swoop bikes, serving as inferior versions of the existing scout bike units (even better, super-easy reskins could be used), hovercars and shuttlecraft used to mount a laser turret or three, maybe even the odd, very rare heavy unit they've salvaged or stolen, depending on location, ie. I fully expect Mandalorians to rocket my stuff and use aircraft and vehicles. Rodians used cavalry and vehicles. I'm not the only one who wants to see tauntauns; I've seen the requests around. A few igloos spawning them would make my week. Correlians, Alderaanians, Fondorians, and more will happily assault you with CR90s, Gunboats, Marauders and even larger vessels, and seeing a handful of them spawn to assist or even attack under their own volition in orbit over such worlds would be the awesome to a point of extremity. Criminal units are also notorious for engaging military formations if circumstances were favourable with both warships and ground vehicles; this would also add some chaos and some entertainment to the fights (especially the ground fights could use some stuff going on).


I always saw them as a cheap measure to capture reinforcement points quickly, but I know what you mean, I just don't know how much work one would have to do to make this possible. I always thought it'd be cool if, prior to a space battle and the invading army jumping in, some freighters would try to seek shelter at your starbase/behind your fleet and if successfully defended, you would gain some extra credits for protecting them... imaging a small fleet of cargo transports and freighters from the X-Wing series jumping in the system and sending a distress call :D. Though as I said, I don't know if that is even possible to accomplish, Petroglyph really kinda missed out on some opportunities to spice up combat. 

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Cheers for your feedback and organisation bro!


np, always fun to contemplate over such things - well, maybe the TR team even got some fresh ideas from us driveling about, who knows ;D.

Posted by: nightraven1901
« on: September 14, 2017, 02:02:27 PM »

Hey people, sorry for the delay in replying. In order of address:


***      TomPhanan:

LRSP: so I can see the entire map from base; I promise you I had one these puppies at every world capable, which is most of them. More for visual appeal than anything else. They aren't going to affect much other than at best saving the defender twenty seconds of hypervelocity gun charge time. That said It'd be nice to see the entire map as the defender.

Gravity Well Generators: So you can trap SSDs on the defence. To give the NR/others limited access to gravity wells.

LAAT and airspeeder/V-Wing: not everything, just those weapons on those aircraft against infantry units only. Not everything in the game. Non-rocket infantry should not be as effective against aircraft, in my humble opinion, and these aircraft have weapons well suited to anti-infantry engagements anyway.

Pentastar Escort Carrier: possibly a refit could be a good argument, but considering Slornie's point I'd guess a remodel is probably not likely. Pity...

Quasar Fire Carrier: Hmm... While having ALL their engines  be an individual hardpoint would be excessive, two to four on a massive ship is okay in my books. But the Quasar Fire is not massive enough in my books to qualify for two. Plus it's more hardpoints than every one else's carriers, most of which are meant to be hardier than it.

Nebulon-B: fair argument mate. Seeing them in the garrison would make them more prevalent, but unless they were added to the garrison without removing anything else I fear they may only weaken the New Republic further. Keeping their fighters and adding some damage per shot (to avoid messing with the canon number of cannons present) to the lasers and turboslasers would also work just fine.

Empire of the Hand ships: Hmmm. I mean, if we get to release state and haven't got every slot in their roster full I see no reason not to fill them with Imperial ships. I mean, they used plenty of them. It feels weird not be able to give Thrawn the ISDs I see him command in the shows/remember him commanding from the books; I'd really love to do that (outside of Remnant playthroughs so his heroes are by his side, not against him)

Base Infantry: doesn't have to be into the ground, just a bit, but I do think it'd help. Cheers,

Pirate Skiff: Yeah, the chariot too :( from what I've seen those things are meant to be tanky at least.

The Megamaser tank: I actually kinda like the whole idea of needing to escort them- the AI, however, is less adept at manoeuvring a unit with such a large minimum range, and thus they just waste themselves when you're fighting them. They should scare me the way AT-ATs do; instead they just suicide into my tanks. At point=blank range. I figured a light close-in weapon could alleviate that without spoiling their look, but simply reiging in that minimum range would help a lot too.

Stormtroopers: I don't mean make them crap, either. I am totally with you; Obi-Wan said they're precise and disciplined, I expect them to at least one-to-one rebels and be in greater number. The Empire always had the infantry advantage.

Turret Defences: I don't think it's too much to ask for the turrets to hold off a few companies of trash with the turrets alone, especially if I've packed my favourite maps with a butt-tonne of the little buggers, which is about my favourite hobby while playing. I would also like to be ale to place them from the unit deployment map on planets, if it were possible, so I could have them up in advance of attacks, or, even better, have a layout pre-placed for them when defending. That would make me so very happy indeed; I could just switch out the ones I need for the day and defend. Awesome. I also think the outer worlds that are most barren are the ones that need it the most- they need something to get some firepower on the map if you're caught with few units and little garrison strength. A barracks, turrets, a few grand and good luck or judgement have held me against AT-ATs before. I liked that possibility being around.

Civilians: I don't mean give them units that are necessarily the same srength as trained ones; like the existing units they could be shorter-ranged, less powerful and have less HP. I would just like to see more diversity among them to add flavour, and I know adding a few rare rocket infantry civilians wouldn't be (too) much work. Adding one or two with a Molotov throwing animation would be harder but freaking awesome. Adding a few improvised vehicles, in the flavour of those seen in The Phantom Menace and legends and Rebels and Clone Wars: well that'd be cooler than smoking weed in the highschool toilets. Again, not necessarily elite units, but for example, civilians on swoop bikes, serving as inferior versions of the existing scout bike units (even better, super-easy reskins could be used), hovercars and shuttlecraft used to mount a laser turret or three, maybe even the odd, very rare heavy unit they've salvaged or stolen, depending on location, ie. I fully expect Mandalorians to rocket my stuff and use aircraft and vehicles. Rodians used cavalry and vehicles. I'm not the only one who wants to see tauntauns; I've seen the requests around. A few igloos spawning them would make my week. Correlians, Alderaanians, Fondorians, and more will happily assault you with CR90s, Gunboats, Marauders and even larger vessels, and seeing a handful of them spawn to assist or even attack under their own volition in orbit over such worlds would be the awesome to a point of extremity. Criminal units are also notorious for engaging military formations if circumstances were favourable with both warships and ground vehicles; this would also add some chaos and some entertainment to the fights (especially the ground fights could use some stuff going on).

Sensor nodes: the whole cat and mouse bollocks is on reason I'd like them placed, but also it just looks pretty and realistic to see some military scouting and light defence emplacements on the map if you control it. Tanks aren't just parked out in the open, even outside of a dedicated base. They set up camouflage and watch posts, to keep them safe. I thik it would be nice, anyway. As to the cat-and-mouse nonsense: in Command and Conquer 3: Kane's Wrath, they feature a conquest gamemode. To keep things from being too draggy in multiplayer, they force revealed the map and stealth units a set time after each battle started. I can definitely recommend this strategy; explain it as a command surveillance satellite being moved into position, or the fleet taking up posts directly above the battle to observe, etcetera. That is painful stuff, that cat-and-mouse crap, normally for a handful of inconsequential garrison units anyway.

NR Interdictors: fair enough. I definitely don't want them using the Imperial Immobilizer-Class, but they could use something. I don't necessarily think they're as big a deal as having gravity well generators at worlds for them, and could be skipped if they get the old gravity well platform model back. But otherwise, they may well be begging for one by this point trying to catch the Imperial leaders to advance the tech when they can very easily run from unfavourable battles (though it's before they truly need the help in. If you can't catch Isaard because she's on the other side of the damned galaxy it can result in you spending an annoying amount of time without the ability to fight the other empires on even terms)

Cheers for your feedback and organisation bro!


***      DarthRevansRevenge: I currently lack necessary experience to achieve this. However, I am hoping to assist in making maps- if only I could get this under-patched mess of a map editor to run. If I get more information and experience in this particular title, I might do more messing with assets and such for a submod, but for now my focus is to produce a working and sufficiently appealing map for Corey's consideration- and play-test the living s*** out of the mod for familiarity purposes until then, while talking to people and doing some research on the forums.


***      Slornie:

Ship Armaments: I see, but there should still be some wiggle room in the damage-per-shot value and the fire rates to adjust their relative damage subtely without andengering the beautiful flavour and depth of research that you guys have worked so hard to achieve. I do most assuredly understand and appreciate that balance, and wish it preserved in a lot of cases, but some tweaking around the edges to prevent the glorious Nebulon models being relegated to the scrapheaps so soon and the escort carriers less efficient than laser corvettes I think would be cool. Just in my humble opinion, of course.

Pop counts, unit prices and abilities: Naturally, naturally. I quite agree with the pop cap increase; great move. A value closer to six hundred would permit ships to be balanced a bit more failry in comparison to Imperial Star Destroyers, Empire of the Hand frigates and capitals, and other such potent ships. These guys are far more powerful than some ships that have the same four-point cost.

Ability Auto-cast: Oh, I see. I do hope quite hard that these abilities are successfully rescripted, and thank you all for the efforts involved in this.

Cheers for your updates people, much obliged :)
Posted by: Slornie
« on: September 13, 2017, 01:45:08 PM »

Unit suggestions, you say? Do you poor people understand the gravity of your query..? Well... If you're sure you want me to...
Lots of suggestions and feedback in there!  I'm not going to respond to everything individually, but instead pick out a few themes and questions to answer.

Ship armaments (various) - all space units in ICW have weapon load-outs which are representative of the armament recorded in (Legends) canon.  If the armament is not stated in source material, or the unit was created by ourselves for the mod (e.g. 99% of the Empire of the Hand roster), we give the unit a load-out appropriate to it's intended which is in-line with other units.  This includes Golans, MC40a, NR Defenders, etc.

There are cases where we fudge the numbers slightly to better represent the intended power of a unit if the canon material is inconsistent or downright unbelievable, but for the most part we are trying to respect the source material where possible.  We're also aware there are several units where revised stats have been published in new source material since 2.1 was released which we will need to take another look at.

Pop counts, unit prices and abilities - space pop counts have been revamped for 2.2, spreading out the range more which should make things fairer on smaller units (i.e. no longer compared to a 4-pop ISD) and also help to differentiate the various super ships more.  Unit prices and abilities are also being reviewed and adjusted as necessary.

Ability auto-cast - in 2.1 most units were given an alternate AI script to enable the raid fleets and survival mode mechanics to function, unfortunately at the expense of the vanilla scripts for ability autocast.  Corey and Pox have worked quite hard on a new script infrastructure for 2.2 which hopefully will allow us to re-enable autocast and other specific AI behaviours, but no guarantees!
Posted by: DarthRevansRevenge
« on: September 13, 2017, 11:26:05 AM »

Unit suggestions, you say? Do you poor people understand the gravity of your query..? Well... If you're sure you want me to...

SNIP
No rebuttals? I guess I'll press on :)

SNIP

this is a lot of Balance things you have. but a suggestion for you. if these don't get implemented, which some of them might, haven't gone through everything of yours, you should try releasing a balance submod for 2.2. it's perfectly allowed, and it helps people bring more variety in balance to the table. I'll consider these for our submod though
Posted by: TonPhanan
« on: September 13, 2017, 10:03:53 AM »


Long-Range Sensor Platform: Request automatic LRSP placement on all maps once tier 2 station constructed, for all factions.


why? of course, it would be logical for bigger stations to have LRS, IMO gameplay-wise it's kinda unnecessary and would render things like the probe droids obsolete. I always thought of it as a subsidiary for rebel spy networks and sympathizers and the need for caution the alliance surely had to apply to not be crushed by the superior imperial navy. I would only concur to do this on planets that were kinda famous for relying on intel, like Bothawui. Don't get me wrong, I get where you're coming from, but I think it would take away from the already lacking element of surprise EAW has and simply end up being boring. 

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Gravity Well Generator Platform: Request automatic placement of GWGP at all capital production worlds, if controlled by appropriate factions.


Same as above - though I always miss my beloved Interdictors when playing NR, I don't think it would be a good addition balancing-wise.


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Pentastar Escort Carrier: Weapons utterly useless. Request remodel to anti-fighter role.


Agreed, the model is just too nice to be put aside ;>. I also hate clicking on IPV's, they're just so damn small, hehe. Also goes for the Munificent and with limits to the Acclamator, a little bit more resistance would be nice so they wouldn't go up in flames after a single barrage, but not too powerful since they are simply outdated and no match to modern starships. One could only argue that the PA refitted them a bit.

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Quasar fire: centralise twin engine harpoints into one. More for the length of time it keeps a huge fleet busy than anything else- they won't retarget once enough shots are in the air, thus the number of harpoints is the biggest determining factor in how long a ship survives once enough crap is firing at them. Reduction of all redundant hardpoints for this reason, with exceptions for Praetor or larger sized vessels whose shields and engines are fine to have up to four hardpoints.

Never noticed that, but yeah, that should be done. Imagine having to shot every single engine on an MC or ISD xD.

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Nebulon-B: remove fighters. Buff armour and laser cannons.


Maybe just lower the cost and make them part of the garrison, perhaps with a little bit of improved firepower - overall they were never meant to withstand a full-blown attack and are very fragile. But as it is, I get where you're coming from, they become way too obsolete too quick for such an iconic ship.

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Gotta say, the Empire of the Hand ships are basically perfect. I've almost nothing to say other they lack dedicated laser-cannon-only anti-fighter support (last time I played them). Which I suppose they don't need, but I definitely want. I hate wasting time building those bastardised half'n'half ships, particularly with corvettes- I want anti-fighter corvettes, and no other variety, as the others are useless from a gameplay perspective. I know the escort carriers are pretty- but they aren't very useful.

Only thing I'd like to see is the implementation of more Imperial ships, at least in the early era's ;>, would kinda resemble where they're coming from.

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All basic infantry: I would say a cost increase, but either way it won't matter. I'd like to see a reduction in their anti-air effectiveness; aircraft should wreck non-rocket infantry units. Reduce fire rate. Sharply reduce animation times for raising weapons and turning to reduce order lag on units (I can raise my (disabled) arm to fire a lot quicker than these trained rebels seem to be able to!)


Yeah, kinda weird to see troopers taking down aircraft that easily.

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Pirate Skiff: effectively useless. Less cost might help, but the company just isn't very useful no matter the cost. Unsure what to do with it.

Same as the Chariot ;D.

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Megamaser Tank: secondary weapon, please!


I don't know, I always felt they were meant to be escorted, giving them a secondary weapon could render them easily OP.

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SPMA-T/AT-AT/AT-AA

I second them being buffed, maybe with a slight increase in price.

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Stormtroopers: More of them. Just more per unit. Don't even worry about raising their price- it won't matter anyway, and they're meant to be mass-produced for economical spamming. These should unequivocally be the largest infantry company.

I would argue the other way, they should easily overcome standard rebel infantry, contrary to their overall depiction they are elite troops after all (yeah, I know, storm trooper jokes incoming ;>).

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All turrets except AA: more range. They can't chase down the enemy so they should have equal range to the maximum-ranged units, excluding artillery. I would accept a cost increase in exchange, but remember how much cheaper an anti-tank gun is compared to a tank- they should remain obnoxiously cheap.

I don't know, I don't think they were ever intended to successfully stop an invading force on their own or replace a garrison, merely serve as support by slowing the invaders down... but the FX of that special rebel turret surely need to be toned down, way too much dakka for such a measly output :x.

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LAAT: increase beam cannon anti-infantry damage.

Airspeeder: Increase armour slightly. Increase speed slightly to facilitate more misses against them (making them an interceptor in comparison to the LAATs aerial artillery role) Reduce anti-vehicle damage, they don't need it. Increase anti-infantry damage, a lot- they kinda need it and it looks a hell of a lot more realistic when they do a pass if you do.


Either one or another, not both... buffing everything's anti-infantry capabilities otherwise would make bringing or including infantry unnecessary.

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Civilian buildings: increase armour. Add dedicated civilian turrets to certain areas (these fire on any non NR units and are located covering the chokepoints into city areas) this would further add flavour to certain worlds and again reinforce that the NR are the outgunned good guys. You could even throw in a little bit of sporadic civilian traffic in some places (use existing assets for ship that are known to be used by civilians) to add some flavour to space fights. They don't need to do any more than valiantly die against the star destroyers' gun while shouting about it being unfair and they'd add a lot to the game. Make it feel lived-in and real, y'know? Big ask for this point of the game even using existing models, but could be very very cool and done comparatively quickly. An even rarer criminal ship appearing in the middle of nowhere would also be very cool- it'd probably just start a countdown and hyperspace out if it can, or die to any non-criminal ship that crosses it's path, again while complaining about it audibly.


I don't know about buffing civilians either, they're civilians after all - also not meant to withstand a trained army.

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Sensor nodes: Some of these should be placed for free in strategic locations (without going on a buildpad, so they're irreplaceable in any given battle) to simulate proper military preparedness.


Same as with the LRSP, but I would think adding a build pad in the middle of every map or increasing the range of the sensor nodes could help avoiding these obnoxious cat and mouse games with the AI.

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On the topic of power-to-shields: Why in the name of the great old ones did you remove autocast abilities from (as far as I can tell) all non-hero units!? Please undo! If you want to force set them to disabled at first, fine; but don't remove my ability to flick it back on for God's sake! I'm not watching EVERY ship for shield damage; it's drudgery and takes my attention from where I want it to be. I can't see any reason for this backwards step. Rule of accessibility options: more is always better. Makes bad sense for exactly one type of ability- offensive ones- and even then I don't see that as an adequate reason for removing the very option to turn the autocast back on. Bad.


Dunno how the AI works in EAW in detail, but making some abilities autocast could help the AI utilizing them more often, I sometimes encounter them not using some abilities at all, or so I think at least.

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New Republic should have some kind of buildable interdictor by era 3-4. Make it subpar if need be; or even better give them only planetary gravity well generators, but they need gravity-wells for trapping over-eager Ysannes and Zsinjs.


Dunno if that really resembles the nature of the NR, I think one or two (hero) interdictors suffice.

Can't say much about the other things since I either agree with you or have no strong opinion on them at all, besides simply having overread some things :>.
Posted by: nightraven1901
« on: September 13, 2017, 07:43:54 AM »

Greystar: sounds good!

Jorritkarwehr: Nebulons did have fighters in canon- in game I don't build Nebulons because they're crap at their advertised role (anti-fighter work; CR90 defecates all over them for effectiveness in that role and cost just over half as much) and they're crap in other roles too (direct fire against frigates and destroyers? Don't make me laugh. Mass more Mon Cals and CR90s...) The single fighter squadron makes them an inferior version of any given ship type. A weaker carrier than the Quasar Fire, a weaker frigate than- well, any other frigate- and expensive compared to the effectiveness it does bring to an engagement. My suggestion was only intended as a shorter way of saying this entire piece; I don't necessarily have any complaints with them having a fighter squadron, I have complaints with them having ONE fighter squadron.

In my humble opinion, they need a serious buffing, either into being an ancilliary craft unspecified (general buff to all it does now; two or three X-Wings squadrons, more anti-fighter lasers) a dedicated anti-frigate ship (more turbolasers. Weapons on this thing barely tickle a real ship) or an intercept frigate (more speed and more turbolasers so it can eat/at least fight against strike cruisers and the like). As it stands that beautiful model is not being seen after the first fight or two in my games because they are actually worth more to me sold for scrap than compiled into fleets for second-line support, which is very sad. They're an iconic ship, it would be nice to want to build them. As it stands if I'm actually playing to win I build Mon Calamari ships and ring them with CR90s. Was broken in vanilla and hasn't changed much.
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