Posted by: ErikModi
« on: December 09, 2014, 10:10:59 AM »Hmm, how do you get 15 of them? The best I'd been able to nab was, I think, five.
True, though the actual mission only lets you grab a few of them. The Empire had access to almost the whole fleet (granted, 185 ships is well beyond the game to work with in all liklihood), but the ability to get usable number of them would be nice. I think making them buildable at the Deep Space location (representing not so much building new Katana dreadnaughts as salvaging the ones that are there once you have undisputed control of the area) would make sense. A lot of the Katana dreadnoughts needed a lot of refurbishment to get going once they were found, so representing that through a lifetime build limit makes sense to me. But it's your guys' mod, and it's already exceptionally awesome, so your call.
I was just a little dissatisfied with the Era advancing not because I did anything, but because the enemy leader walked straight into my biggest guns with no backup. Not exactly a move worthy of Grand Admiral Thrawn (though again, that might just be because I'm a lowest-difficulty player )
Hey, glad you're enjoying the mod.
This is actually related to this:
As Senza said, this was an issue with the base game. Basically, After a certain number of objects/instances of objects (this can be ships, projectiles, whatever) are created in the GC, the game stops being able to assign a number to them and loses track, which makes you lose control of your units. To try to mitigate this, a large paryt of our scenario design was based on restricting access to some extent so that there were slightly fewer battles, which increased the number of weeks you could get into the larger scenarios pretty dramatically.
However, like Senza also mentioned we (specifically the Pox part of us) made a utility which can be downloaded here. Just open the effected save game, and do what the program tells you to, which is to press one button, and it should work again.
Once we added the mission, we forgot to remove the old method (building them with a specific hero in orbit) for the Empire. We have no plans to keep them/make them buildable in another way, since they weren't built; they were a pre-existing, very limited fleet, so building them wouldn't make much sense and would remove the point of the mission.
To be entirely honest, that method doesn't make any sense. The timeperiod/subplots of the post-Endor era were very much dependent on the leader, and have nothing to do with the planets. That would also make the game very confusing. Why tie the era and tech and heroes available to planets? Why should taking Coruscant kill Isard and everyone else? How does that relate to the other factions? Also, it makes each campaign have to be really linear and again, makes planet control make no sense. If you control Bilbringi already, why should you lose it just because you took Coruscant? In the storyline, the actors are the important ones, independent of the planets. In other words, the Battle of Bilbringi is meaningless without Thrawn being the one who died there, so in a sandbox game if the Imperial player doesn't send Thrawn there,the "Battle of Bilbringi" as we know it doesn't happen, and then why should Bilbringi matter, and why should Thrawn die just because the New Republic takes it? If Palpatine isn't at Byss when it's taken by the New Republic (which isn't what ended up happening anyways) why should he lose control of the Empire and Daala gain it? In the case of Isard, she still remained in control of her section of the Empire after the fall of Coruscant. There's a huge disconnect there between the event and the effect. Gameplay wise it also causes significant problems. If you've taken an era-changing planet beforehand, it's probably going to be surrounded by other planets you already own and just becomes a momentary nuisance. For example if you already own Bilbringi when it changes to era 2 and it switches to the Remnant for no apparent reason other than to shoehorn in planets as an era mechanic, that becomes annoying for the player in that they've lost their planet for a reason that neither helps gameplay nor reflects the plot, just to be able to take it right back with the surrounding forces.
Okay, played the full Era advancement as the NR, and WOW. The slow and steady build to new and better stuff is amazing, and Bothan Assault Cruisers KICK ASS, which is something I never thought I'd say
First, the Thrawn Campaign map. It's really interesting, but there's a couple of chokepoints that don't really make sense.
Though my game just encountered an issue. . . I can't move some units, either in space battles or from planet to planet. Going to try again tomorrow, and hope I don't have to restart this conquest.
Speaking of the Katana fleet, I noticed in my Imperial playthrough that Katana dreadnoughts were buildable on Duro before I'd acquired the fleet. I hadn't seen them buildable anywhere in my NR game (but I admit, I didn't look thoroughly.) I was thinking that the ability to build a heavy frigate shipyard in Deep Space would mean that Katana dreadnoughts would be buildable there. I think that would make sense.
I do wonder if there might be a better way that "kill the leader" for advancing of eras. My thought is this (and it might not work due to what I read about how difficult scripting even the Katana Fleet quest was):
Instead of advancing eras when the Imperial leader is killed, advance them when the player takes certain planets. Era 1 ends when you take Coruscant (been awhile, but I think that where they got Isard. . . if not, wherever it was they finally caught up with her.) Era 2 ends when you take both Wayland and Bilbringi. Era 3 ends when you control both The Maw and Carida. Era 4 ends when you control Byss.