Thrawn's Revenge

Imperial Civil War [Empire at War] => Discussion, Suggestions & Feedback => Topic started by: Lucinator on December 25, 2010, 09:39:59 PM

Title: post 1.1beta suggestions
Post by: Lucinator on December 25, 2010, 09:39:59 PM
this is for post 1.1 suggestions.

for example: give fighters hunt ability.
Title: Re: post 1.1beta suggestions
Post by: fFoxfire on December 26, 2010, 04:19:33 AM
OK where to start.

How about a Corvett/small gunship simalr to the corelan or warlord for Hapes.

Add the planets Mandalore,Salucamie,Ryloth (Art of War) and bring back the ZC with the removal of Defilers,Siliri and Bossak. W/o the ability to corrupt i think Zan would be a balanced faction I mean I miss the Destroyers that you had to aim at ships, plus would love to park an Excuator class over Manalore and pretend its Taris.

Also how about a GC that is about or focus on the EotH mainly kinda like how there is the Zinji GC and the Thrawn one as him as the Imperial Leader.

Title: Re: post 1.1beta suggestions
Post by: Slornie on December 26, 2010, 05:00:49 PM
Zann Consortium is a no-go.  The team has a generally low opinion of that particular Petroglyph creation (along with the Tartan Patrol Cruiser).

On the other hand there could be an argument for giving the Beta Cruiser to the Hapans, although it doesn't have a canon design.
Title: Re: post 1.1beta suggestions
Post by: Corey on December 26, 2010, 07:35:25 PM
OK where to start.

How about a Corvett/small gunship simalr to the corelan or warlord for Hapes.

Add the planets Mandalore,Salucamie,Ryloth (Art of War) and bring back the ZC with the removal of Defilers,Siliri and Bossak. W/o the ability to corrupt i think Zan would be a balanced faction I mean I miss the Destroyers that you had to aim at ships, plus would love to park an Excuator class over Manalore and pretend its Taris.

Those planets are all entirely irrelevant to the mod in almost every possible way. The ZC is only in FoC, so there's no reason to have it, especially since we have other much more relevant factions we want to do. If we put it in as non-payable, it wouldn't be able to have AI unless we bumped it off of another faction, and if you're suggesting it as a playable faction:
1) That's another faction that'd need to be developed more, when we already have to work on EotH.
2) Fourth playable factions can't have story scripting.
3) We'd have to redo every ship, because as it is their armament sizes don't transfer at all into the mod's system. They'd all be unbelievably weak.
Title: Re: post 1.1beta suggestions
Post by: born2beagator on December 26, 2010, 08:44:53 PM
Shouldn't Csilla be a planet?  It is the home world of the chiss after all.
Title: Re: post 1.1beta suggestions
Post by: Corey on December 26, 2010, 08:57:22 PM
The Chiss faction in the mod is the Empire of the Hand, not the Chiss Ascendancy. Two different factions.
Title: Re: post 1.1beta suggestions
Post by: born2beagator on December 26, 2010, 09:46:08 PM
This may have been addressed already, but something else I have noticed in the GC mode is no build pads where you can build turrets, repair stations, bacta tanks etc.

Is this something that will be in the patch or were they not added for a reason.  IMO those were a major part of the land battles.
Title: Re: post 1.1beta suggestions
Post by: Corey on December 26, 2010, 10:04:54 PM
They weren't added for a reason. They were overpowered, and we had the Engineer units. When the engineers didn't work out, we just left them out because we preferred it, however, Enceladus is re-adding them to all the maps since so many people want them. They will be changed though, so that you can't win a battle with a single anti-infantry turret.
Title: Re: post 1.1beta suggestions
Post by: born2beagator on December 26, 2010, 10:11:32 PM
Aww c'mon, you can tell me that the Zann Consortium Torpedo Turret was OP.  Those things were so weak. ;)
Title: Re: post 1.1beta suggestions
Post by: fFoxfire on December 27, 2010, 12:33:25 AM
They weren't added for a reason. They were overpowered, and we had the Engineer units. When the engineers didn't work out, we just left them out because we preferred it, however, Enceladus is re-adding them to all the maps since so many people want them. They will be changed though, so that you can't win a battle with a single anti-infantry turret.

Then what about space battles, as it stands there really helpless to units in this mod! The mussel turrets are not very OP and are great Anti fighter but the turbo laser cannons are UP.

Also can we make the Pirate interceptor a bit bigger rather then have it the size of a Corvette.
Title: Re: post 1.1beta suggestions
Post by: Slornie on December 27, 2010, 02:19:34 PM
Also can we make the Pirate interceptor a bit bigger rather then have it the size of a Corvette.
They are the correct size at the moment, about 150m long (same as the CR90).
Title: Re: post 1.1beta suggestions
Post by: Enceladus on December 29, 2010, 02:18:08 PM
Aww c'mon, you can tell me that the Zann Consortium Torpedo Turret was OP.  Those things were so weak. ;)

All turrets in the original game were all overpowered in my opinion. I could pretty much hold off any attack if I had the right type of turrets for the situation.
Title: Re: post 1.1beta suggestions
Post by: TheExile on December 29, 2010, 03:12:26 PM
Perhaps a little upgrade to the weapon systems on the space stations would be helpful? All of these ships have all these specialized little dual and tripple turbolasers and you would think a space station you spend on over 5000 credits on would have some better weapons. I could be wrong of course but I've always thought that space stations were underpowered.
Title: Re: post 1.1beta suggestions
Post by: Slornie on December 29, 2010, 04:11:40 PM
I believe the whole Space Station system will (hopefully) be sorted out in a future version, but we haven't finalised the details yet.
Title: Re: post 1.1beta suggestions
Post by: Lucinator on December 30, 2010, 02:35:50 AM
ID still like to see the ability to purchase third party units if you conquer certain planets like hapes hutts ext
Title: Re: post 1.1beta suggestions
Post by: WooZIE997 on December 30, 2010, 02:43:40 AM
that might be interesting to see in later versions.
Title: Re: post 1.1beta suggestions
Post by: Lucinator on December 31, 2010, 10:35:18 PM
more ground units for all factions

specifically,
air-speeders(of all types)
infantry(they seem kinda useless)
a better Juggernaut


also I would like to see more powerful space stations, i mean a level five station should be able to handle a fleet and I just don't see them as being able to do that,  also better garrison for stations.
Title: Re: post 1.1beta suggestions
Post by: Meyer on January 01, 2011, 08:23:48 AM
i think you should remove the k-wings hyperspace capability.

http://starwars.wikia.com/wiki/K-winghttp://starwars.wikia.com/wiki/K-wing

Title: Re: post 1.1beta suggestions
Post by: TheExile on January 01, 2011, 01:51:10 PM
also I would like to see more powerful space stations, i mean a level five station should be able to handle a fleet and I just don't see them as being able to do that,  also better garrison for stations.

Basically I asked the same question about making the space stations more powerful and this is the anwser Slornie gave me.

Quote
I believe the whole Space Station system will (hopefully) be sorted out in a future version, but we haven't finalised the details yet.
Title: sith temple and jedi academy
Post by: rlebron21 on January 04, 2011, 08:00:50 AM
the inclusion of these two will open new possibilities to the game  -_^
Title: more turrets posts at land
Post by: rlebron21 on January 04, 2011, 08:02:48 AM
the cpu in 1.1 beta is very aggressive, there are just a few planets have turret post to capture but the majority have not.
Title: Re: more turrets posts at land
Post by: Enceladus on January 04, 2011, 12:17:54 PM
Turret pads have been added to all the land maps for the release version of 1.1 (not this beta). However turrets will be changed to be weaker so that they will not be like the one man (machine :p ) armies they were in default FOC/EAW.
Title: Re: post 1.1beta suggestions
Post by: Slornie on January 05, 2011, 05:00:09 PM
For the Hunt for Zsinj GC it would be nice to have some more unique heroes like Admiral Trigit/Implacable and Wraith Squadron/Night Caller ;)

Trigit could have some form of galactic spy ability revealing NR fleet movements (ie, the Morrt project (http://starwars.wikia.com/wiki/Morrt-class_parasite-droid)).
Title: Re: sith temple and jedi academy
Post by: Corey on January 05, 2011, 05:46:57 PM
the inclusion of [the sith temple and jedi academy] will open new possibilities to the game  -_^

There aren't many Sith during that period, so no to that. The closest they get is the Shadow Academy and that isn't part of any faction in the mod. As for the Jedi academy, they used the pre-existing Massassi temple on Yavin, which is why we don't have a structure for it, that'd be unnecessary. You can still build Jedi though.
Title: Re: sith temple and jedi academy
Post by: vadereclipse on January 05, 2011, 07:52:03 PM
the inclusion of these two will open new possibilities to the game  -_^
The Jedi academy is present as far as that you are able to build jedi on Yavin at certain tech levels.

As the mod is guided by canon, it's highly unlikely a sith temple would be present, as there weren't really any major sith temples in the period of the mod. the only eras where there were widespread sith were those of the Jedi Knight series, which aren't included in the mod, and even then, there isn't an inherent "temple".
Title: Re: post 1.1beta suggestions
Post by: rlebron21 on January 05, 2011, 11:12:27 PM
Well you are the guys but it is just for the sake of the game for playing
Title: Re: post 1.1beta suggestions
Post by: fFoxfire on January 06, 2011, 12:48:14 PM
How about the long range Missile ships like Marauder and Broadside dont know why they got taken out I still see a use for them even with the missile system in TR they are at least better at times to take down fighter waves then small Anti Fighter Corvettes.

Title: Re: post 1.1beta suggestions
Post by: siegfried1 on January 06, 2011, 05:32:12 PM
I think you need to work on making the tanks a little more durable, they don;t seem to be able to take very much damage.
Title: Re: post 1.1beta suggestions
Post by: Enceladus on January 06, 2011, 07:39:26 PM
How about the long range Missile ships like Marauder and Broadside dont know why they got taken out I still see a use for them even with the missile system in TR they are at least better at times to take down fighter waves then small Anti Fighter Corvettes.

The Marauder is in the mod.
Title: Re: post 1.1beta suggestions
Post by: vadereclipse on January 07, 2011, 08:44:03 AM
Well you are the guys but it is just for the sake of the game for playing

it's to do with canon. The closest thing to a sith temple is the shadow academy, which is outside the timeline. as there isn't a sith temple present in that period, i doubt there will be one.
Title: Re: post 1.1beta suggestions
Post by: dothmessar on January 09, 2011, 09:57:38 AM
Small request?  Add that female voice for Dalaa and Isard?  Its weird hearing that dude when you click on their units. 

This may be just me, but the rebels (I'm not sure about the Hand yet) don't seem to build intelligently, as in 5 light machine factories per planet.  They don't seem to build mines or whatever the NR has to generate credits.  I'm guessing that's why about mid campaign the rebs stopped throwing units at me? 

Also, is it possible to removing raiding (or whatever it's called) from GC?  Its SO annoying and unrealistic that 3 units could take over an entire planet, destroy the buildings and space station just because I only have garrisons of storm troopers.
Title: Re: post 1.1beta suggestions
Post by: Slornie on January 09, 2011, 11:03:07 AM
Small request?  Add that female voice for Dalaa and Isard?  Its weird hearing that dude when you click on their units. 

This may be just me, but the rebels (I'm not sure about the Hand yet) don't seem to build intelligently, as in 5 light machine factories per planet.  They don't seem to build mines or whatever the NR has to generate credits.  I'm guessing that's why about mid campaign the rebs stopped throwing units at me? 

Also, is it possible to removing raiding (or whatever it's called) from GC?  Its SO annoying and unrealistic that 3 units could take over an entire planet, destroy the buildings and space station just because I only have garrisons of storm troopers.
Some of this will probably be further clarified (or corrected) by Corey later, but for now..

Which female voice are you referring to?  Beyond using whatever is already in the game unit voices aren't a high priority at the moment, although we may look into adding more in the future.

As for AI income, you might not have noticed but the AI doesn't need to build mines to generate income (just check the economy graph).  I don't think lack of money is a problem.
Title: Re: post 1.1beta suggestions
Post by: dothmessar on January 09, 2011, 01:12:46 PM
By the voice I was just talking about the ingame voice of that consortium female hero and adding it for daala and isard, like I said its just a small, unimportant request.
Title: Re: post 1.1beta suggestions
Post by: rlebron21 on January 09, 2011, 07:53:02 PM
what about a sub menu where you can pick heroes for both conquest and skirmishes
Sith lords should have self healing capabilities the opposition is very strong
 -_^
Title: Re: post 1.1beta suggestions
Post by: Corey on January 09, 2011, 09:03:23 PM
what about a sub menu where you can pick heroes for both conquest and skirmishes
That's neither possible nor desirable. Galactic Conquest heroes were chosen to be relevant to the time frame, so in many cases you'd only have a few to choose from and end up picking all of them anyways, and in skirmish you buy the heroes you want so it's pointless.
Title: Re: post 1.1beta suggestions
Post by: fFoxfire on January 11, 2011, 08:05:52 PM
How about the long range Missile ships like Marauder and Broadside dont know why they got taken out I still see a use for them even with the missile system in TR they are at least better at times to take down fighter waves then small Anti Fighter Corvettes.

The Marauder is in the mod.

For some odd reason I cant buy it in GC Art of War only in Skirmish then looks like i found another bug.
Title: Re: post 1.1beta suggestions
Post by: Zeron on January 11, 2011, 08:19:49 PM
Yes, there was a small mistake in the coding. A very, very small mistake. It'll be fixed in the next release.
Title: Re: post 1.1beta suggestions
Post by: vadereclipse on January 12, 2011, 08:04:59 AM
speaking of which, shouldn't the marauder have turbolasers? EAW is the only source i know of giving them diamond-boron missiles?
Title: Re: post 1.1beta suggestions
Post by: fFoxfire on February 14, 2011, 03:47:02 PM
Another suggestion NERF the NR Gallo Transports, with almost nothing on the mod besides turrets and turbo lasers that and AA, theses things are super annoying and with 3 of them you can literately drop enough infantry to destroy and entire base plus the things shoots back also, this was really annoying in Skirmish as it seemed all the Nr sent was 5 transports mixed with random units.

My suggestion either nerf there HP alot or removed the Laser on it to make it balanced because EOTH cant defend themselves from them besides turrets and turbo lasers and IR AT-AA's dont do enough damage in fact the transport can kill 3 of them before it even takes any serious damage. however in GC I rarely ever see them and because you cant really kill them they either die automatically when planet is taken over or just keep hoping planets.
Title: Re: post 1.1beta suggestions
Post by: Lucinator on March 09, 2011, 02:24:39 AM
I would like to see a reversal of the weapons load outs on the NR destroyer and the Nebula, since by cannon the nebula should be all duel turbos and be stronger than the NR destroyer which currently it is not

what about Desann's reborn, technically they were dark jedi

also I would like to see fleet commanders again

also most chiss fighters and hero's dont have special abilities, hunt for the fighters would be good.

Title: Re: post 1.1beta suggestions
Post by: Slornie on March 09, 2011, 06:27:16 AM
also I would like to see fleet commanders again
I think we're still in the process of fixing them to work around an amusing bug that popped up:

I don't know if this is the right place to post it, but in a battle over Mon Calamari, Ackbar's Flagship had 40 commanders on board.

(http://j.imagehost.org/0019/swfoc_2010-09-04_19-33-43-94.jpg)

So.... is this supose to happen?
Title: Re: post 1.1beta suggestions
Post by: Lucinator on March 09, 2011, 04:30:21 PM
thanks and for hero's can we see the buff's they provide.
Title: Re: post 1.1beta suggestions
Post by: Meyer on March 14, 2011, 01:11:08 PM
Why does the AI get so much credits without any credit producing structures? It's really hard playing as the EotH when you start with no forces other than your heroes and clawcrafts and by week 28 you're attacked by Isard and 2 other Executors. Or playing against Nr in the later eras when they charge you with dozen or so MC80Bs, 60 K-wing squadrons and few sacheen-class escorts.
Title: Re: post 1.1beta suggestions
Post by: m0b1us on March 14, 2011, 07:27:13 PM
Are the starting points for each Faction going to remain the same or is the Imperial Remnant still going to control Coruscant and not Bastion at the start of the Global Campaign?
Title: Re: post 1.1beta suggestions
Post by: Corey on March 14, 2011, 07:47:42 PM
Why would the Empire control Bastion at the start of Art of War?
Title: Re: post 1.1beta suggestions
Post by: m0b1us on March 14, 2011, 11:25:54 PM
Quote
Controlling Coruscant was the key to the Galactic Civil War for the New Republic. Imperial City was renamed New Republic City and the former official name Imperial Center was abandoned. After Isard's loss of Coruscant and her retreat to Thyferra, fragmentation within the Empire deepened as the Imperials lost faith in their leaders and the survivors of the Imperial Inner Circle were found once again providing a tenuous central authority for the Empire, thus the Imperial Remnant was born. They supported the Chiss Grand Admiral Thrawn as Supreme Commander
Title: Re: post 1.1beta suggestions
Post by: Corey on March 14, 2011, 11:37:39 PM
I don't see how that's at all relevant to how it starts. The mod begins before the New Republic captures Coruscant, and Bastion wouldn't be the capital of Isard/Thrawn/Palpatine/Daala's Remnant factions anyways. It was controlled by the Pentastar Alignment until the Pentastar Alignment formally joined Pellaeon, although they had helped Thrawn and Palpatine's forces in the past.
Title: Re: post 1.1beta suggestions
Post by: m0b1us on March 15, 2011, 12:00:31 AM
Quote
A degree of continuity between these worlds was maintained not just by their serving as successive meeting place of the Moff Council, but also by their role as the Empire's administrative headquarters, home to the state archives removed from Coruscant in 7 or 10 ABY, plus the associated bureaucratic functionaries, and also the site of Bastion Military Control, the central apparatus of the Imperial Navy.

Always associated Bastion with Imperial Control just from what I've read. Though it would be cool to see some sort of succession from Sartinaynian to Bastion during Palleon's Era.
Title: Re: post 1.1beta suggestions
Post by: Corey on March 15, 2011, 12:02:07 AM
The Pentastar Alignment is Imperial, it's just "Imperial" refers to about a million different groups after Endor.
Title: Re: post 1.1beta suggestions
Post by: Meyer on March 15, 2011, 02:48:11 AM
Have you thought about giving Sedriss the Avenger as a flagship?
Title: Re: post 1.1beta suggestions
Post by: Corey on March 15, 2011, 12:47:45 PM
Avenger as in Needa's Avenger?
Title: Re: post 1.1beta suggestions
Post by: Meyer on March 15, 2011, 01:38:25 PM
Yes. Used by Sedriss during the operation shadow hand

http://starwars.wikia.com/wiki/Second_Battle_of_Balmorra
Title: Re: post 1.1beta suggestions
Post by: emp3ror86 on March 15, 2011, 03:17:02 PM
I spent a few days with the new 1.1.1 beta, and I have to say, I never had that much fun with EAW before. Thank you for building this!
I would like to post my recommendations.

The AI improvements are great, once the NR started building a fleet of almost a hundred mon cal ships, it took me a one hour battle to destroy them. Words can't describe how cool space battle it was.
But the AI still does that attack spamming thing (as I call it). It sends small units continuously instead of grouping its forces into one serious fleet. Like one corvette, some fighters, etc.

Eoth: I think it would be a good idea to make a tech tree for them, too. Sometims their units are simply overkill, especially when the AI groups all of its heroes into one fleet. And I guess it would be logical, because it takes time to develop newer, better warships.

Starbases, future changes: I read that by the next update the EAW style starbase system is going to disappear. I really like the idea of having just golans instead of those (for me) non-canon bases. Are you going to boost their power? Both life and firepower. The current 4-5 level starbases finally count, not just a big target. I hope this is going to be the same with the Golans.
I really like how you changed the hypervelocity cannon, it is really useable now and can change the outcome of a battle.

I know there are Scimitars for Thrawn, but I still miss the Assault Gunboats and Missile Boats. Those would be useful againts the NR capital ships. And the Allagiance-class would make a nice addition.

Title: Re: post 1.1beta suggestions
Post by: m0b1us on March 15, 2011, 06:25:48 PM
Don't know if this is feasible but let's give it a shot.

Is it possible to have various heroes every so often go back to the planet of their demise? For Example Thrawn at Bilbringi? That would be cool.
Title: Re: post 1.1beta suggestions
Post by: Corey on March 15, 2011, 06:40:54 PM
Yes. Used by Sedriss during the operation shadow hand

Alright, we'll most likely do that at some point. I was looking for a flagship for him for a while but gave up, thanks.

Eoth: I think it would be a good idea to make a tech tree for them, too. Sometims their units are simply overkill, especially when the AI groups all of its heroes into one fleet. And I guess it would be logical, because it takes time to develop newer, better warships.

The problem with that is EotH doesn't have enough ships to distribute. We only have 8 non-fighters for them, while the other factions have well over 3 times that, and to cover the basic roles more or less requires having all 8 present all the way throughout. We want to expand them as we go, but at the moment we're more concerned with redoing the existing ones to not be as ugly.

Don't know if this is feasible but let's give it a shot.

Is it possible to have various heroes every so often go back to the planet of their demise? For Example Thrawn at Bilbringi? That would be cool.
It's possible to make a hero hang around a planet but I don't see why we'd do that for the planets they died at, as it doesn't really mean anything.
Title: Re: post 1.1beta suggestions
Post by: m0b1us on March 16, 2011, 06:19:23 PM
Quote
It's possible to make a hero hang around a planet but I don't see why we'd do that for the planets they died at, as it doesn't really mean anything.


Can they all be as mobile as Isaard and with Thrawn consist of a sizable fleet?

Palpatine is currently nice and snug at Bastion rather then blowing stuff up. Intended?