Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!

Post reply

Warning: this topic has not been posted in for at least 100 days.
Unless you're sure you want to reply, please consider starting a new topic.
Name:
Email:
Subject:
Message icon:

Verification:
Type the letters shown in the picture
Listen to the letters / Request another image

Type the letters shown in the picture:
What is the name of the planet we live on? Type it backwards then add a 5.:
Who is taking revenge? (lowercase):

shortcuts: hit alt+s to submit/post or alt+p to preview


Topic Summary

Posted by: tlmiller
« on: November 18, 2013, 05:20:39 PM »

Finally! The forums are back. And now I can make a couple of more suggestions.

One, T-3B and T-4B differentiation, if at all possible. I find that the T-3B has as much or more firepower than the "newer" design for a fair bit less. The two also seem to have similar specs. The way I see it, either there's gotta be a real difference, or one's gotta go.

While I'm ok with both being in the game, I will agree to them having more or less identical abilities, and their specs being extremely similar.

Quote
Second, increased accuracy vs. fighters and bombers of all laser/maser cannon weaponry on starships.  Corvettes do their jobs fairly well. The trouble is with those ships that aren't corvettes (Enforcer, Immobilizer, Assault Frigate. etc.) that have laser cannons and still can't hit the broad side of a barn with them. I don't know if this plus creating reserve capacities will swing the balance of power away from fighters (I like this mod in no small part because of what fighters are capable of), but there's fighter dominance...and then there's fighter dominance. It's all well and good to have fighters that'll go down in one hit, but first you have to land that hit.

I do agree here.  Enforcers were supposed to be quite good against fighters, and in game they're mostly useless unless it's a single fighter squadron.

Quote
Third, some kind of enhancement of the Marauder Cruiser, as I believe I may or may not have said before. At 1900 credits you could, with perhaps a general accuracy boost (vs. all targets), have some cheap but pretty good (if fragile) firepower. As it stands right now it seems to be useless. I, however, do not believe this is the intent. I'm fairly certain it would've been cut by now if that was the case.

But the AI certainly does love building a whole bunch of them.
Posted by: jordanthejq12
« on: November 18, 2013, 05:03:54 PM »

Finally! The forums are back. And now I can make a couple of more suggestions.

One, T-3B and T-4B differentiation, if at all possible. I find that the T-3B has as much or more firepower than the "newer" design for a fair bit less. The two also seem to have similar specs. The way I see it, either there's gotta be a real difference, or one's gotta go.

Second, increased accuracy vs. fighters and bombers of all laser/maser cannon weaponry on starships.  Corvettes do their jobs fairly well. The trouble is with those ships that aren't corvettes (Enforcer, Immobilizer, Assault Frigate. etc.) that have laser cannons and still can't hit the broad side of a barn with them. I don't know if this plus creating reserve capacities will swing the balance of power away from fighters (I like this mod in no small part because of what fighters are capable of), but there's fighter dominance...and then there's fighter dominance. It's all well and good to have fighters that'll go down in one hit, but first you have to land that hit.

Third, some kind of enhancement of the Marauder Cruiser, as I believe I may or may not have said before. At 1900 credits you could, with perhaps a general accuracy boost (vs. all targets), have some cheap but pretty good (if fragile) firepower. As it stands right now it seems to be useless. I, however, do not believe this is the intent. I'm fairly certain it would've been cut by now if that was the case.
Posted by: Revanchist
« on: November 03, 2013, 10:12:13 PM »

Plus it makes no sense.  Pally didn't congregate on Coruscant.  He came from Byss and launched his offensive from there.

But it wasn't until the Warlords conquered Coruscant that Pally made his appearance.
Posted by: Eclipse
« on: November 03, 2013, 08:36:47 PM »

I have a suggestion for the Survinving. I don't know how the credits work there, but why not making a bonus sistem? something like if you win the wave before certain time, you get a credit bonus. Or something more complicated, credit bonus spread trought the map and you can collect them with ships (not fighters)
Posted by: tlmiller
« on: November 03, 2013, 07:53:17 PM »

Plus it makes no sense.  Pally didn't congregate on Coruscant.  He came from Byss and launched his offensive from there.
Posted by: kucsidave
« on: November 03, 2013, 02:31:09 PM »

An idea for Operation Shadow Hand for the Imperial Remnant: start with only the Warlord heroes, Pellaeon and Veers, and only being able to build Era 2 Tech. Once they capture Coruscant they gain Palpatine and Sedriss, as well as the Era 3 ships and vehicles.
i don't think that would be a good idea.
It would make things toodiferent.
Everyone would right away go to cap. Coruscant, and you are where you were before...
Posted by: Revanchist
« on: October 20, 2013, 08:25:30 PM »

An idea for Operation Shadow Hand for the Imperial Remnant: start with only the Warlord heroes, Pellaeon and Veers, and only being able to build Era 2 Tech. Once they capture Coruscant they gain Palpatine and Sedriss, as well as the Era 3 ships and vehicles.
Posted by: tlmiller
« on: October 15, 2013, 02:35:43 PM »

I'll have to try it if I have time.  I swear it's happened to me and they're still there.

I've also had a battle where I destroyed them around Coruscant and then retreated because I was taking too much damage (leaving the fleet and a shipyards intact), and when I came back (not even 1/2 week gametime) they had 4 golan I's in orbit...
Posted by: Revanchist
« on: October 15, 2013, 01:00:23 AM »

IDK, it happened on Kessel in Reunification.
Posted by: tlmiller
« on: October 14, 2013, 09:43:53 PM »

That's odd because I swear mine do survive when I have the same thing happen...is this on any planet?
Posted by: Revanchist
« on: October 14, 2013, 09:38:37 PM »

Is there any way to make your Golans survive after your shipyard has been destroyed? I won the battle with boh Golans intact but having lost my space station, and I thus had no Golans orbiting when the next fleet came.
Posted by: Augustus Lucius Flavius
« on: October 13, 2013, 12:04:30 PM »

Ok just checking.
Posted by: Lord Xizer
« on: October 13, 2013, 12:39:12 AM »

If it is not too late is there a chance that you could put together a GC for the creation of the EotH? I think it would be pretty cool to control them through all of the early campaign's against the unknown region powers.

Suggested this quite a few times actually. All times it was shot down for logical and sound reasons.
Posted by: Blackout
« on: October 12, 2013, 09:29:28 PM »

This isn't so much a suggestion to the game-play itself, but getting TR to focus more on multiplayer rather than just single player galactic conquest would make this Mod that much more popular. TR already has a number of factions, further diversifying them in multiplayer skirmish (most likely the would be most popular multiplayer TR games) would only add more to the game, for each player to chose the faction they strategically prefer, or just because they like that faction, only even more unique. It shouldn't be hard at all for TR to obtain a community bigger than the current FoC one, since hardly anyone, even compared to EaW's, plays on FoC.
Posted by: tlmiller
« on: October 12, 2013, 06:49:02 PM »

While I agree it would be neat, it would be REALLY time consuming to create the various unknown regions factions from the ground up (since we know almost nothing about their ships) just to have them as such a minor faction.
Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!