Thrawn's Revenge
Imperial Civil War [Empire at War] => Discussion, Suggestions & Feedback => Topic started by: yutpaeksi on August 28, 2012, 12:38:13 PM
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Surprised there's not a sticky already for this.
To kick it off, Corey I thought you were going to give the AI (and player?) capital shipyards to begin GCs. This doesn't seem to have carried over from the beta (I remember it being in place in patch 5).
The increased infantry speed works well, even if it looks absolutely hilarious at times.
I'm not sure how I feel about the complete fog of war reveal in all space battles now. It makes player assaults a bit easier, you can send in a single vanguard unit then pick exactly where to hype in the rest of your forces too easily.
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To kick it off, Corey I thought you were going to give the AI (and player?) capital shipyards to begin GCs. This doesn't seem to have carried over from the beta (I remember it being in place in patch 5).
They did, it just may not be on every planet.
I'm not sure how I feel about the complete fog of war reveal in all space battles now. It makes player assaults a bit easier, you can send in a single vanguard unit then pick exactly where to hype in the rest of your forces too easily.
This isn't something we actually did. The game decides to do it when certain parameters happen.
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They did, it just may not be on every planet.
Are you sure? I remember before that Yaga Minor (but not Ord Trasi) and Bilbringi in Final Imp Push started with cap shipyards, but now they're not.
This isn't something we actually did. The game decides to do it when certain parameters happen.
Oh I see, it's happening so disturbingly often (pretty much every battle I've fought so far) that I thought you'd forced it. Never mind.
Additionally, I'm very impressed by how many additional VOs you guys have added in. I do want to express that a some of them are very very low gain and difficult to hear. Difficult enough, that it might be better not even to have VOs for certain heroes.
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Nobody's made any changes to the campaign files since beta. If you catch the capital shipyards that are missing from the start, post them and I'll fix it.
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The removal of Kuat from the Final Imp Push GC is kind of unfair to the IR. It means there's no chance of getting KDY, while the NR has Mon Cal and the EotH has Syca.
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I think I disagree, for a few reasons. If they got Kuat it would be at the expense of Bilbringi. While Kuat technically would benefit them more if given a direct choice between Bilbringi and Kuat, in game it doesn't really work out like that. Kuat is pretty far into New Republic territory, save for the few core planets the IR has, whereas Bilbringi is something they can get right off the bat. More skilled players can probably take Kuat and hold it with their core planet forces, but in general by the time you make it out to Kuat as the IR you're most of the way through the GC. If we were to just add Kuat without Bilbringi removed, it's adding another capital shipyard to the New Republic. So the benefit they get as the IR to having Kuat in there is either more of a benefit for the New Republic early on, which wouldn't be good, or hurts the IR player's starting position even more for a slight later game benefit for 90% of players.
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Well first, I'm not sure why the addition of Kuat to the GC map would necessitate the removal of Bilbringi. I'm not sure that it's a BAD thing for the NR to benefit from four initial capital shipyards. The player can't leverage that early anyway due to money limits, and the NR AI would waste time by building Golans all the way back there at Sluis Van. And in this era, the NR IS supposed to be the dominant force in the galaxy...
If you're trying to keep the number readily available to the IR early lower, then the removal of Ord Trasi could be done to balance that.
I would agree that Bilbringi is positioned well for the IR to take and hold from the NR, BUT it's also susceptible to attack by the EotH. It easily can become a flashpoint for all three factions to fight over, which is something the IR player should keep in mind. I would argue that for the IR, fortifying and holding Borosk from the EotH is a nicer way to seal off that flank, then driving down Levian Two -> Champala -> Chandrila -> Kuat would be a nice spearpoint into the Inner Rim. Especially if the player is aware of the KDY bonus. I've previously viewed Kuat and Coruscant together as a mini-objective. When I know I'm stable enough in the back end of my empire then I feel ready to drive into the Inner Rim and pour resources to hold my position there. As the IR you COULD skirt around the outer and middle rim before driving towards the Core but that doesn't seem like them. That seems more like a silly Rebel thing to do.
In any case this hasn't detracted from my enjoyment of 2.0 Final Imperial Push (keeping Tierce out of action so he doesn't crash the game is kinda bumming me out). The GC map is thoughtfully laid out and I was surprised to find myself contending heavily with the NR and the EotH at the same time as the IR player. That wasn't an issue before and is very welcome here.
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So Disra was never added to era 5 as a separate hero right? Well, in the XMLs it looks like the Relentless was intended to offer a price reduction bonus? That's not the case in-game, nor is it mentioned in the manual. So was it simply abandoned?
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Well first, I'm not sure why the addition of Kuat to the GC map would necessitate the removal of Bilbringi. I'm not sure that it's a BAD thing for the NR to benefit from four initial capital shipyards. The player can't leverage that early anyway due to money limits, and the NR AI would waste time by building Golans all the way back there at Sluis Van. And in this era, the NR IS supposed to be the dominant force in the galaxy...
The end tally would still be the NR benefiting from it more than the IR. Even if you can't immediately capitalize on it, it's still a big boon, and both the EotH and IR are already at such a disadvantage for planets it wouldn't be a great idea to exacerbate that.
If you're trying to keep the number readily available to the IR early lower, then the removal of Ord Trasi could be done to balance that.
If anything, we'd want to increase the ability for the IR to grow if they can survive the early phases, and the removal of Trasi, as one of the IR's few planets and one of only two capital shipyards in exchange for a fourth NR capital planet is a bit much. Trasi is also somewhat lore-related to the GC, as one of the few planets from both of the Thrawn book series.
I would agree that Bilbringi is positioned well for the IR to take and hold from the NR, BUT it's also susceptible to attack by the EotH. It easily can become a flashpoint for all three factions to fight over, which is something the IR player should keep in mind. I would argue that for the IR, fortifying and holding Borosk from the EotH is a nicer way to seal off that flank, then driving down Levian Two -> Champala -> Chandrila -> Kuat would be a nice spearpoint into the Inner Rim. Especially if the player is aware of the KDY bonus. I've previously viewed Kuat and Coruscant together as a mini-objective. When I know I'm stable enough in the back end of my empire then I feel ready to drive into the Inner Rim and pour resources to hold my position there. As the IR you COULD skirt around the outer and middle rim before driving towards the Core but that doesn't seem like them. That seems more like a silly Rebel thing to do.
Well, we also want the planet available to the Empire of the Hand if they're able to take it. Otherwise your only real prime targets early on are in the Remnant, which leaves the NR a bit too safe in that case. Bilbringi's actually one of my favourite planets in the mod in multiple scenarios (from a design standpoint) for exactly that reason.
So Disra was never added to era 5 as a separate hero right? Well, in the XMLs it looks like the Relentless was intended to offer a price reduction bonus? That's not the case in-game, nor is it mentioned in the manual. So was it simply abandoned?
Abandoned. There were some issues with exactly how to handle the Sinister Triumvirate that we either will or won't address later.
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Thanks for the responses Corey.
I'm in the early stages of an AoW as NR. Was the Warlords AI disabled? I recall encountering that in beta patch 5, wasn't sure if it was going to extend to the final 2.0.
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Yeah, their galactic AI was disabled. IF you remember from the last week or two of the beta, there was the huge spike in control freeze occurances in AoW because there was simply too much going on, and the Warlord AI removal was one of the three main changes I made to counteract it.
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Yeah, their galactic AI was disabled. IF you remember from the last week or two of the beta, there was the huge spike in control freeze occurances in AoW because there was simply too much going on, and the Warlord AI removal was one of the three main changes I made to counteract it.
Well I remember the deactivation of one of the major faction AIs, but I'm a little saddened to see the Warlord AI take that hit as well. Thanks, wasn't sure if it was intentional.
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im missing not having the visvia defense platform, how close is it to being finished?
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i just have one big suggestion i guess, glizeans are (at the moment) EXTREAMLY OVERPOWERED... they basically can walk over turbo-laser towers and atats probably at the same time and win. plus they shoot lasers not "rail guns" so it would be cool if you perhaps give them a different weapon effect :P. otherwise the Empire of the Hand is AWESOME
Edit Probs shoulda put this in the questions and comments for 2.0 sorry :P
Edit number two - just to clarify im referring to a group of glizeans (3) not a single one
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Still waiting on a skin.
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Question about the addition of the Visvia:
Are they going to be limited to 2 per system? How will the increased number of slots for critical systems work for the EotH? Right now they can only build two Brask stations even in systems where the other factions can build up to 5 Golans. Will the EotH be limited at, say, Coruscant, to two Visvia and two Brasks?
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I think Corey is planning on relaxing the build limits on the EotH stations to allow for the fact that they only have two stations available to them.
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i just have one big suggestion i guess, glizeans are (at the moment) EXTREAMLY OVERPOWERED... they basically can walk over turbo-laser towers and atats probably at the same time and win. plus they shoot lasers not "rail guns" so it would be cool if you perhaps give them a different weapon effect :P. otherwise the Empire of the Hand is AWESOME
Edit Probs shoulda put this in the questions and comments for 2.0 sorry :P
Edit number two - just to clarify im referring to a group of glizeans (3) not a single one
Actually I agree with this. Gilzean's are fairly tough and their damage output is through the roof. They're also too cheap at 700 creds (cheaper than RFTs). I'd recommend nerfing them via either a rate of fire decrease or making them more fragile.
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A bit of a weird minor thing, when Mara Jade fights infantry with her lightsaber, she stands really far from the target. It doesn't even look like she's close enough to do damage.
T3-B tanks, when they use their rockets, are doing a lot of accidental friendly fire damage. The T4-Bs, when they use their rockets, they fly over other friendly infantry and vehicles but the T3-Bs don't. Maybe it has something to do with their respective heights?
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Just wanted to query the setup for the "From the Ground up" campaign. It says the New Republic starts on Bilbringi IIRC but when starting a game as EOTH I find a fully decked out New Republic planet (Adumar) right next to my starting planet. Is that how it's supposed to be? Aren't the NR also supposed to start with one planet?
Cheers,
Colt
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Bothawui actually, but the AI versions of factions start with more planets than the player does. Basically, leading Scienticians did studies which found an increase of over 45% more fun.
The technical reasons, for those who don't trust said Scienticians, there are 2 main reasons:
1. The AI will give up if it feels like the odds are too stacked against it. At the very least it'd just make the GC boring because nobody could get established for a long time, which means the player just deals with a bunch of boring battles all game.
2. The EaW control freeze bug, would happen much sooner if the number of times pkanets switched hands/number of units that would need to get destroyed went up that much higher.
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I miss being able to build Katana Dreadnaughts in Essence and Art of War, any way we can change that?
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I miss being able to build Katana Dreadnaughts in Essence and Art of War, any way we can change that?
Wouldn't that just defy the point of adding the Katana Fleet mission? :(
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Wouldn't that just defy the point of adding the Katana Fleet mission? :(
There's no mission in Essence and Art of War.
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The PA's Storm Commando's rifles could use a damage boost. Infiltrators can one shot storm commandos but the reverse isn't true. Infuriating...recommend their damage output be equalized.
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So that same GC Ive been playing where the IR threw away Thrawn as soon as they got him. *I am juggling between like 10 different games* I got back to it, started advancing, took Corellia and Kuat in a 1-2 punch with two fleets. Then Corulag, shortly followed by Coruscant itself. By then I was wondering why I hadnt been attacked by the Eclipse, well the IR was content with just keeping Palpatine on Byss sitting on the ground. So thats where he died. Thinking now though after I took Corulag the IR ai pretty much gave up. They only have a few planets left, what I ddnt take the Penstar Allignment took from them.
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ISD tractor beam ability can't target corvettes Is this intentional? Those quick little bastards seem the perfect target for the tractors. If it's a bug/oversight, can this be addressed in hotfix 2?
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So any chance the freeze bug will get fixed to allow 4 faction galactic AI in AOW?
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There's no way for the team to fix the freeze bug. They just do their best to avoid it. It's in the game itself, the only way would be to have whoever it is that owns the rights to the game engine to suddenly decide to fix it.
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So that same GC Ive been playing where the IR threw away Thrawn as soon as they got him. *I am juggling between like 10 different games* I got back to it, started advancing, took Corellia and Kuat in a 1-2 punch with two fleets. Then Corulag, shortly followed by Coruscant itself. By then I was wondering why I hadnt been attacked by the Eclipse, well the IR was content with just keeping Palpatine on Byss sitting on the ground. So thats where he died. Thinking now though after I took Corulag the IR ai pretty much gave up. They only have a few planets left, what I ddnt take the Penstar Allignment took from them.
I agree on the Palpatine part, I hate seizing him stuck on the ground( I want to fight the Eclispe)
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In FTGU, only YOU start with 1 planet. The AI starts with more than 1, or the way the AI works it wouldn't bother building anything and would just set there and let you walk all over it.
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In FTGU, only YOU start with 1 planet. The AI starts with more than 1, or the way the AI works it wouldn't bother building anything and would just set there and let you walk all over it.
The AI has always been cowardly and predictable. It cannot defeat sentience.
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Actually I agree with this. Gilzean's are fairly tough and their damage output is through the roof. They're also too cheap at 700 creds (cheaper than RFTs). I'd recommend nerfing them via either a rate of fire decrease or making them more fragile.
Yeah I agree, I forgot to mention this back in beta, the Gilzean basically makes building the MMT pointless. I also felt the MMT needed a bit of a buff back then, but I do not know if this is still the case, or if with the addition of the Gilzean you guys felt it was to become more of an artillery combat unit.
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i let my son play it yesterday on recruit and he was dead in 10 minutes i tried it to i dont think the ai know what recruit or admiral means its either me or a bug great game but love it but i learnt some thing from ea just because it looks good does not mean its a good game
just one question why does it take 12 minutes to fire the imperial ground to air connon on a exicutor and it only loses like 1 maybe no thing at all in damage?
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If I am mistaken and its in AoW then sorry but if I read this right there is no katana mission in Art of War for any faction(playing new republic) You mean to tell me the brutal fights and ass woopings and zerg rushes of capital ships and overunning and bitter victorys and defeats at the hands of an ai with a limitless checkbook to get to myrkyr have all being for nothing?! Are you f***ing kidding me?!?!?!!!!!!!!!!!!!!!! :'(
Under different circumstances I would not be so bent of of shape about it, but if I knew this fact earlier id have thrown talon karrde to the wolves long ago, wont doit until I get confirmation that aow has no katana dreadnaught access though, not when I am right there.
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If I am mistaken and its in AoW then sorry but if I read this right there is no katana mission in Art of War for any faction(playing new republic) You mean to tell me the brutal fights and ass woopings and zerg rushes of capital ships and overunning and bitter victorys and defeats at the hands of an ai with a limitless checkbook to get to myrkyr have all being for nothing?! Are you f***ing kidding me?!?!?!!!!!!!!!!!!!!!! :'(
Under different circumstances I would not be so bent of of shape about it, but if I knew this fact earlier id have thrown talon karrde to the wolves long ago, wont doit until I get confirmation that aow has no katana dreadnaught access though, not when I am right there.
No Katana Dreadnuaghts in AoW
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Yeah, the manual lists where every mission or reward is available as well so if you're wondering about a specific mission, that's a good place to check.
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Oh you mean from that online pdf file I cant read because of third party apps? That manual?
(hm)
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That or the PDF that's included with the mod install.
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Oh you mean from that online pdf file I cant read because of third party apps? That manual?
Third party apps? Adobe Acrobat Reader is a pretty common program that usually comes pre-installed on most computers anyway.
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I notice that in Fractured Empire and The Stars Align, the IR seems to have some Katana Dreadnaughts when you play against them.
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i let my son play it yesterday on recruit and he was dead in 10 minutes i tried it to i dont think the ai know what recruit or admiral means its either me or a bug great game but love it but i learnt some thing from ea just because it looks good does not mean its a good game
just one question why does it take 12 minutes to fire the imperial ground to air connon on a exicutor and it only loses like 1 maybe no thing at all in damage?
The differences in difficulty levels are based on income and AI contrast modifiers. The Easy AI tends to make a fraction of what the player does, and you can go around 15 weeks before even getting attacked the first time.
The Hypervelocity does a flat amount of damage, distributed over several hardpoints. On most ships this means two or three shots will take it out, but on an Executor there's more hardpoints to distribute the damage over. The cooldown is just over 2 minutes.
Oh you mean from that online pdf file I cant read because of third party apps? That manual?
(hm)
By "online only" I'm assuming you're referring to the Scribd download, however that's only one of many ways we've provided to access the manual.
As Slornie and Enceladus said, the manual comes in PDF format with the mod, and most modern computers come with it already installed. If you don't already have it, the Adobe Reader is free and not at all difficult to find.
If you can't find the version installed or rar'd with the mod (it goes to the same place as the Imperial_Civil_War folder, and there's a prompt asking you if you'd like to read it upon installation) then you can also easily download it from the links we provide on our downloads pages.
It's available here in a rar if you want to get it without the mod and have misplaced the copy provided directly with the mod: http://www.moddb.com/mods/thrawns-revenge/downloads/imperial-civil-war-20-manual
(rar being another extremely common format that most computers come equipped to deal with, and with free software readily available to access it).
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The differences in difficulty levels are based on income and AI contrast modifiers. The Easy AI tends to make a fraction of what the player does, and you can go around 15 weeks before even getting attacked the first time.
The Hypervelocity does a flat amount of damage, distributed over several hardpoints. On most ships this means two or three shots will take it out, but on an Executor there's more hardpoints to distribute the damage over. The cooldown is just over 2 minutes.
fair enough i didnt think of it in that way
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Please post bug reports in the proper forum.
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Please post bug reports in the proper forum.
Oh yeah, sorry about that.
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Split off the bug posts into new threads in the correct subforum.
i dont know where to post bugs
You should post bugs in the ICW Tech Support (http://gutr.swrebellion.com/forums/index.php/board,27.0.html) subforum, either in an existing thread (if relevant) or as a new thread. Your previously reported bug can now be found here (http://gutr.swrebellion.com/forums/index.php/topic,2910.0.html).
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I've just realized that praetor II has an octuple turbolaser fromw one side but it is not on the other side. Not sure if it's a bug or what, not important at all really but just wanted to let you know about it.
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I've just realized that praetor II has an octuple turbolaser fromw one side but it is not on the other side. Not sure if it's a bug or what, not important at all really but just wanted to let you know about it.
Are you sure? Are you seeing a hardpoint fire an octuple projectile, or is the hardpoint just labelled as an octuple?
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Yes i'm sure, and the same happens to a friend (i'm sorry it's not an octuple it's a quad turbolaser) I have an ingame picture of it but i can't upload it :(
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Howdy devs.
Played the older versions of this mod some time ago, and loved them. Looking at the manual alone, 2.0 seems to round of the mod to an even more professional level, and I'll probably installing the mod and drowning a few hours here and there real soon. Fantastic.
Some questions on reliability however.
Has the path finding been addressed for Super class destroyers, or any capital ship for that matter? I've read just in here somewhere that they're a load of crap engine-wise- I don't expect that issue to be resolved, but has anyone tinkered with it a tad in this version? When your toys are doing loop-de-loops as your trying to play clever Grand Admiral one wonders how can this even represent strategy. Doesn't reflect on the mod of course, but on the original game.
Another: what is this freeze point? Can someone explain when, and in which campaign it happens? Why it happens?
And the last is to everyone: is the galactic AI sharper? I recall the original EaW puttering out very soon, and the high-octane mod AI blasting us with petite space battle so frequently that a training stormtrooper squad could witness three space battles before it completed. No hyperbole, and no snarkiness here.
Cheers,
Duke
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Tinkering with the engine is practically impossible. It would also mean that it is not a mod but rather an actual game
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There are only 2 complaints i have.
1) SSDs and Praetor-II's making a circle before they go to the point you want or have them attack. ISD's as well, but they aren't as annoying.
2) This one is more for me. I love the Venerator's class ships and would love to see them make it somewhere btwn frigate class and Capital ship class, preferably capital ship =D. Maybe updated weaponry, look, engines, a venerator-II maybe.. But like i said before, this is for me.
#1 would satisfy me knowing my ships don't need to do a happy dance unless they need to circle around.
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There are only 2 complaints i have.
1) SSDs and Praetor-II's making a circle before they go to the point you want or have them attack. ISD's as well, but they aren't as annoying.
This is the pathfinding issue that we keep referring to. Nothing the mod team can do about it.
2) This one is more for me. I love the Venerator's class ships and would love to see them make it somewhere btwn frigate class and Capital ship class, preferably capital ship =D. Maybe updated weaponry, look, engines, a venerator-II maybe.. But like i said before, this is for me.
Since it wasn't done that way in canon, it won't be done. It would be neat, but for their age, the Venators in the game aren't bad. Shields don't last long, but they've got decent offensive power and they carry lots of fighters/bombers making them EXTREMELY useful. I base most of my fleets around Ventators as the PA.
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Playing Essence of War as the PA on Admiral. Was attacked by an EOTH fleet having 2 Victories, 2 Chaf, several Kariek's and whatever they're corvettes are. With only 3 Venators, Light Frigate Shipyard and 2 hypervelocity guns on the planet below, I was able to successfully defend the planet. I lost all 3 Venators, but still. With the HV's ripping through the Vic and Chafs, the bombers were able to crush Karieks because of how many I had, while the TF/A9/TI's made sure that no bombers touched my Venators.
Old ships, but they're still incredibly useful.
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Some questions on reliability however.
Has the path finding been addressed for Super class destroyers, or any capital ship for that matter? I've read just in here somewhere that they're a load of crap engine-wise- I don't expect that issue to be resolved, but has anyone tinkered with it a tad in this version? When your toys are doing loop-de-loops as your trying to play clever Grand Admiral one wonders how can this even represent strategy. Doesn't reflect on the mod of course, but on the original game.
The basic problem here, is, as people have said, that it's unmoddable. There's nothing available to tinker with. It has nothing to do with degree of skill or difficulty, it's just untouchable. If we were to edit the engine and try to fix it to any degree, we then couldn't release the mod. It has to do with how the engine treats objects in the first place.
Another: what is this freeze point? Can someone explain when, and in which campaign it happens? Why it happens?
The freeze point is where the game essentially stops tracking unit control, losses, etc. It's another problem inherent to the engine, and the best guesses of the community essentially are that after a certain amount of units have been ade, processed, and destroyed, it hits a certain cieling and can't keep track anymore. Since it's a bug with the game itself, it's present in every GC if you give it long enough; go play a base EaW one and let it go long enough and you'll eventually get it. Because of how large many of the mod scenarios are, and how many active factions and units there are it happens earlier than in the base game, but for most it's not an issue.
The only ones where you really have to worry about it are From the Ground Up where it seems to occur around week 280, Art of War around 300 and Essence of War around the same time. We've had games go much longer and sometimes much short than this though, it just depends on the specific situations and progress of the game.
And the last is to everyone: is the galactic AI sharper? I recall the original EaW puttering out very soon, and the high-octane mod AI blasting us with petite space battle so frequently that a training stormtrooper squad could witness three space battles before it completed. No hyperbole, and no snarkiness here.
It will occaisionally get into the small attack loops, but that's very infrequent. More often thannot you're going to get really large attacks with some breathing time in between.
2) This one is more for me. I love the Venerator's class ships and would love to see them make it somewhere btwn frigate class and Capital ship class, preferably capital ship . Maybe updated weaponry, look, engines, a venerator-II maybe.. But like i said before, this is for me.
Venators are by this point around half a century old, in some points of the mod even older. Even when they were new they weren't great frontline ships. As it is they're still quite powerful, especially considering how they come with masses of pretty damn good fighters depending on the era. We get a lot of people saying the Venator should be more powerful, but it has nothing to do with what the Venator actually is, it's just because they like it. If we just made a second version of it so it was as powerful as everyone wished it was, it'd easily be the most powerful ship in the mod. As it is, it does its job, it does it well (as TLMiller's post shows), and it's balanced where it should be canonically. There's no reason to make a new one.
If we were to balance the mod around how people *wished* ships performed just because they like the ship, then the Syndic would be untouchable.
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This mostly applies to skirmishes but GCS as well... due to the fact that things like Golans and space stations have no rings around them preventing hyperspace drops around them so its ridiculously easy to destroy these structures... For example, in skirmish its quite easy to make one SD and then hyperspace it in right behind the enemies space station and then just have it sit there and shoot at the space station till it dies with no resistance because they A.I is silly and just attacks your mines.. and then boom you win. For GCS it just means you can drop like three syndics right in front of a golan and then win, greatly reducing golans fighting power. so could space structures and hyperspace drop preventing rings around themselves?
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Is it just me or did shields get ridiculously more powerful? Also, I noticed that the targeting acquisition of a lot of ships is sluggish or slow. Once they destroy one hardpoint, they keep firing at that spot for a bit until the gunners are like "oh, yeah, we already got that one."
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It's not that they keep firing, the ships have a lot of new hardpoints( weapons) and they make such a large barrage that when they finally destroy the enemy's hard point a lot of other proyectiles are in half way to the enemy's ship
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Is it just me or did shields get ridiculously more powerful? Also, I noticed that the targeting acquisition of a lot of ships is sluggish or slow. Once they destroy one hardpoint, they keep firing at that spot for a bit until the gunners are like "oh, yeah, we already got that one."
This has always been a problem with the EaW engine. In a real fight, each battery of guns would target different sections of an enemy ship. But there's no way to do that here. Since each ship has many multiple hardpoints, more than most of the vanilla ships, a LOT of shots are really wasted once you bring down shields. You should try to rapidly click at multiple hardpoints when attacking, this spreads the damage a bit more efficiently. This is especially true when taking down SSDs once their shields are down.
The only game I can think of that truly captured the feel of a fight between spaceships was Nexus: The Jupiter Incident.
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I've noticied that in era 5 Daala commands a venator star destroyer, Does it makes any refference to the Maw irregular fleet? And if it does, as far as I know, shouldn't she have more powerfull weapon sistems? just a suggestion.
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The Venator is called Scylla. During the canonical Final Imperial Push, all we know is that Daala commanded a frigate called the Scylla, so we decided to make it a Venator. It's the ship she escaped from before going missing, so it probably ended up in the Maw Irregular Fleet, but the Maw Irregular Fleet you're thinking of with all the weird weapons and ships would be from about 2 decades later than this.
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I'm pretty sure I gave the Scylla the Proton Beam ability when I coded it in (to represent the MCPS (http://starwars.wikia.com/wiki/Metal-Crystal_Phase_Shifter)), but I think Corey removed it. :(
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I've been destroyed before the thing i'm gonna ask happend: In reunification after un kill Delvardus, Daala takes control of the knight hammer or she will still use the Gorgon star destroyer?
EDIT: Never mind i've already read about that in the home page. I was actually looking the name of the creepy huge and weird rancor that is in Felucia on the skirmish, Thank you anyway
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That would be a bull rancor.
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Did patch 2 change hyperspace speeds? Everyone seems to move slower now.
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No. The only changes made were the ones mentioned in the changelog.
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The build pad options for the EotH, you might want to double check them. They get the AA turret for 20 creds, an anti-vehicle turret for 20 creds, a 550 cred proton torpedo turret, and then a 300 credit bacta tank. Going with the high cost of EotH stuff, I imagine the anti-vehicle turret and AA turrent are the ones that are priced too low.
Also I'm surprised you guys even allowed them the other two turrets, they really only need an AA one. Helps in keeping with their mobile fighting force philosophy.
Infantry heroes did not get the land speed bonus as regular infantry. They now lag way behind.
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A few days ago I was playing the original forces of corruption and noticed two things:
1) The grapichs improvement is huge well done
2) Darth vader's executor is bigger that a praetor II and , I don't understand anything bout that pathfinding and all that stuff, but it did not started to turn arround I mean I've read on a few post that the problem is the size and well i'm really curious about this. Thanks
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It's a combination of size, Z layer (there are several of these, which are the basic factors determining how high or low a unit is compared to other units), what it's moving around and where it's moving. The vanilla Executor actually does have the same pathfinding isses, and technically far worse than the Praetor would in the same environment, the difference is that it isn't the same environment.
It's the same as with the galactic unit control freeze: it exists in the vanilla game as well as the mod, but it's more obvious in the mod because the vanilla game is essentially so basic and effectively empty that it doesn't become a huge issue.
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I see thanks for clarify this to me but by "vanilla" you mean the original game? or what?
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Yeah, vanilla is the term for an original unmodified game.
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By no means what i posted before was meant as a must do and if it seemed that way, I apologize.
Q: When I send an army or fleet to a planet, sometimes it takes the longest route to the planet i send them to, even when it's three planets away. Is this something similar to the SSD and Praetor's making a circle while moving?
P.S. If this was mentioned before, I probably missed it ( given my bad eyesight, most likely the case, I'll still be looking).
P.S.S. Still love this mod, just my pc cant handle it much anymore (new pc needed)
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By no means what i posted before was meant as a must do and if it seemed that way, I apologize.
Don't worry, it didn't.
Q: When I send an army or fleet to a planet, sometimes it takes the longest route to the planet i send them to, even when it's three planets away. Is this something similar to the SSD and Praetor's making a circle while moving?
Similar reasoning behind it, at least.
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I've noticed that Era 2 barely gives the Empire any advantages whatsoever, I like Thrawn and all, but I don't see why an IR player wouldn't just send him on a suicide mission just they can get to Era 3 and get a ton of new, more powerful units.
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Largely from the bonus Thrawn himself and his heroes give to ships, plus he has some superior frigates which, ith the bonus, can be rather effective. If you prefer the other eras or think they're better off for you, then by all means kill him off but keep in mind part of the advantages and disadvantages of a faction in each era is also what you're making available to the other factions. Era 3 may have all these large toys for the Remnant, but it also gives the Empire of the Hand the Phalanx, and the New Republic starts their path to snowball-land.
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Hey I was wondering, are the transports given their canon weaponry as well??
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More or less. Slornie would know this one better than me I think, but I seem to remember being less trict on that.
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We didn't go into too much detail for the transport units since they are all pretty weak anyhow. In general I think they are probably more powerful than their canon armaments would indicate.
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how many fighters do these hives actually make i noticed on one planet i had 2 up it made a total of 2 each before it was raped and destroyed it has nothing to protect itself with why not just give them golans at least golans can protect themselves and even they pour out more than 2 fighters before they are destroyed i think the hives are a failure for eoth either give them more protection make more fighters come out and let the important capital ship places to be able to build more than 2 some places can build 2x3 2x2 1x1 golans it confuses me when you make new factions but dont finish a faction that has been there from day one
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There's quite a few false statements in that post.
how many fighters do these hives actually make i noticed on one planet i had 2 up it made a total of 2 each
The correct answer is actually 8 at a time, and then 16 reserves, for a total of 24.
it has nothing to protect itself with why not just give them golans at least golans can protect themselves
They have some base weapons of their own, but their key use is in their fighters. Sure you can say "well a Golan could beat it 1 on 1" but that's not the point, and we've always said it's not the point. The Brask essentially has at least 1 fighter squadron for every hardpoint the Golan I has, and its strength is in providing that fighter support and map control. They can fight off small frigates on their own as well, but their power is usable around the map, whereas Golans have to be in the right place to be helpful. That's the tradeoff, and their weakness is they're vulnerable to a direct assault. That's how balance works. We didn't give them Golans because we didn't want every faction to just be a carbon copy of each other. That's not interesting, and it's not fun. Even if you don't think so, 24 extra fighter squadrons over the course of a battle is very useful, it's just spread out more (both spatially and temporally).
and even they pour out more than 2 fighters before they are destroyed
Golans have exactly 2 fighter squadrons, and never spawn more. This is true for all levels.
it confuses me when you make new factions but dont finish a faction that has been there from day one
Frankly, you don't have enough information about how the mod's workflow works to make that comment. Also, kind of ironic, considering:
if you do make a new one after finishing version 2 maybe you could add the vong in as a faction and make senarios that could of happened what if endor went bad,
Which makes me think your bias is against the Pentastar Alignment, especially considering previous posts on the subject.
Either way.
We always intended for the Brask to be one of a few defense platforms for the Empire of the Hand, but there were several things which held us back from finishing the others. You have 50 posts so I'm assuming you've seen the Visvia. It's been in development for quite some time, however the thing about Empire of the Hand stuff? We have to design it. That's an extra step we don't have to do for anything else in any other faction, and it is a huge deal. The Visvia was designed by Slevered in early June (the first time anyone was able to make a good design for it), and was being UV'd by him and supposed to be skinned by Kalo over the next 3 months. 2.0 was released in August, but because of Kalo's computer issues we had some issues getting it finished. By the time this became an issue, the Pentastar Alignement had been complete for almost 3 months. The Pentastar Alignment had absolutely nothing to do with any interference to the Visvia's production unless the time machine Slornie was supposed to get me years ago finally showed up and I didn't notice.
Let's assume I had been working on the PA stuff at the same time as the Visvia was being worked on by Slevered and Kalo (since the Pentastar Alignment work was mostly done by me). What would that mean for the Visvia's production? Well, essentially fuckall. Even if the whole team dropped what we were doing to work on it, it wouldn't have made a difference. Only one person can really work on a model, skin or UV save for edits made by somebody else at the end.
Ironstylus was probably quoting somebody else, but the way he put it works pretty well for me: no matter how many mothers you throw at it, it takes nine months to make a baby. I could sit there staring at Davis while he works on the Lucrehulk, but Kalo and Ca3ba would probably just say my apparently dead-eyed stare was creeping him out.
Here's the other thing about the Pentastar Alignment's impact on the dev process as far as art assets go. The development of the entire faction involved making only two more models than we were going to do otherwise. The rest is stuff we've had for a long time and just never used. The Praetor was already being done for the Remnant, and the other assets we've had for a long time. The only new assets there were the Vengeance and TIE Hunter, and Kalo and I probably spent more time complaining about it than we actually put into making it. The faction itself was also something Xizer had asked for, and considering how much money and personal effort he poured into getting us some stuff we'd never have been able to get otherwise, I'd say that was pretty worthy sacrifice.
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Here's the other thing about the Pentastar Alignment's impact on the dev process as far as art assets go. The development of the entire faction involved making only one more model than we were going to do otherwise. The rest is stuff we've had for a long time and just never used. The Praetor was already being done for the Remnant, and the other assets we've had for a long time. The only new asset there was the Vengeance, and Kalo and I probably spent more time complaining about it than we actually put into making it. The faction itself was also something Xizer had asked for, and considering how much money and personal effort he poured into getting us some stuff we'd never have been able to get otherwise, I'd say that was pretty worthy sacrifice.
I appreciate the Alignment and love it very much.
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I could sit there staring at Davis while he works on the Lucrehulk, but Kalo and Ca3ba would probably just say my apparently dead-eyed stare was creeping him out.
We're getting a Licrehulk??
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apparently
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That's the idea.
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well I guess it would be the equivalent of the Tector Star destroyer or something in between a Praetor II and the tector but a good addition. the PA needed some heavy ships
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Not overly. They have the Praetor-II, and 2 SSD's. Although while I love the Praetor-II, it is honestly one of the most useless ships in the game.
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I wouldn't say that Praetor II is a useless ship, maybe the IA doesn't know how to use it but it has a lot of fighter and bombers and an increidble long rage for attacking. Not to mention it's powerfull shields
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Lucrehulks aren't "heavy ships" like the Praetor or the Tector. They're really lightly armed for their size.
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Then why adding'em I mean for the size they should be quite expensive, if they are lightly armed I wouldn't build'em unless you are planning to use them as a heavy carrier.
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Just like every other ship, their armament, use and capabilities will be designed to reflect the canon armament, use and capabilities. We're not going to just throw on a bunch of extra weapons just because big must = powerful.
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I'm agree, but what I wanted to say was if the ship is goign to cost as much as a star destroyer and in fire power would be equivalent to a victory sd I don't bleive I'll be building'em.
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The Lucrehulk has enormous hangar bays, so I would expect them to carry very large numbers of fighters. Sort of like the Venator, but with a lot more. Also, the Praetor I don't think is useless.... it's just a bit of an odd ship. It's between a regular Capital Ship and a Star Dreadnaught in terms of power, I rarely use more than 1, and I will use them to lead attacks on heavily fortified positions due to the fact that they can soak up lots of damage. I'll use them to take out lots of little stuff that hits hard. I've generally found it to be a bad idea to use more than one though, since their pop cap to power ratio is pretty bad, not to mention the pathfinding issues that occur with two or more ships that large trying to move about. The AI love to do it though and I've found the best way to deal with them is to use their sub-par pathfinding against them in order to separate them.
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Nobody has even mentioned the costs let alone how the ship will be implemented. I wouldn't jump to conclusions about its tactical value in the mod before you use it ingame.
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I'm agree, but what I wanted to say was if the ship is goign to cost as much as a star destroyer and in fire power would be equivalent to a victory sd I don't bleive I'll be building'em.
Given Corey's comments I think the most logical conclusion is that it will be a carrier of role similar to the Endurance, which is a very useful ship, so I wouldn't jump to conclusions.
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Well guess we'll have to wait till 2.1 to make conclusions
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Most Clone Wars hardware would be considered relatively weak in direct combat by this point, especially the carriers like the Lucrehulk, Venator and Acclamator. The Lucrehulk won't be great for direct combat, since it has a really low proportion of weapons to surface space, however it'll have quite a few fighters. Less than a Venator provides at any one time, but staggered release, and with a combat bonus to fighters being provided from itself. Also, we're going for the differences in availability based on where you are the PA. If we decide we want to go for another heavy hitter for them we've got another ship in mind.
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So, a fleet of Venators + Lucerhulks you're saying would be the ultimate way to beat the Rebellion at it's own game (spamming fighters)? :)
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That sort of depends what kind of fighters you're talking about.
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Yeah I've tried to defeat the rebels with fighter but the only one that gave me a good result was the TIE defender but as it consumes pop capacity for the battles I prefer using a few lancer frigates. Rebel fighters are just too strong
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While I admit I'm one to talk, as I've only been playing a single campaign (PA in the 6-7 ABY era), I'd say the Praetor-II is a pretty nifty ship. While it doesn't have the firepower of other ships, it makes up for this in it's weapons' range and heavy shielding. I also find it's pathfinding isn't that bad; it certainly has issues but it's no SSD. A fleet of 2 Praetor-IIs, 1 Immobilizer-418, and 13 IPVs can take on most AI fleets; though when facing a really large fleet be ready to lose 1-2 Praetors. I can't say I make good use of the Praetors' fighter compliments; I can't select all of them that well.
With the PA's superior position, if you're willing to limit yourself to very few factories/barracks early on, you can get a 6500-7000 credit/week economy going fairly quickly. They're a really solid faction, though they do have downsides, such as their rather poor amount of starting units, outside of their 2 SSDs, which at times are useless due to pathfinding.
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Yeah I've tried to defeat the rebels with fighter but the only one that gave me a good result was the TIE defender but as it consumes pop capacity for the battles I prefer using a few lancer frigates. Rebel fighters are just too strong
I'd think that Preybirds are also pretty useful for fighter spam.
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I'd think that Preybirds are also pretty useful for fighter spam.
Yeah but the rebels have a lot of more powerfull fighter (like the E-wing, Defender fighter, the A-wing it's a total nightmare. It's not that easy to beat the rebels using fighters.
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Seeing as how, in Infinites, one can make an AI player start with multiple planets, might I suggest making it so that in all GCs that the AI starts with more mines/tax centers/etc than a human player? As personally I find that a human player, in a fairly small amount of time, will always generate better cash flow than the AI, allowing them to out-produce and/or out-fortify them. This is an issue I've experienced in virtually all EaW games/mods, particularly in vanilla EaW, though it isn't as bad in ICW due to limiting such structures to 5 per planet.
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Mine and tax centers don't actually stimulate the AI. This is because the amount produced by these structures is basically nothing compared to the massive amount of free credits the AI is given to actually make it do something.
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Hey I was wondering why did you guys decide to remove the star galleon. It was pretty cool and strong and I kinda liked it.
Also what drove you to use the new nebula SD model rather than this one which seems older and cooler. The new one is really boxy and looks unrealistic.
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Woops. the other model I was talking about:
http://www.google.com/imgres?um=1&hl=en&sa=N&tbo=d&biw=1366&bih=667&tbm=isch&tbnid=TEtmDZRWq-4U_M:&imgrefurl=http://starwars.wikia.com/wiki/Nebula-class_Star_Destroyer&docid=74qUZK8S-kEvvM&imgurl=http://images1.wikia.nocookie.net/__cb20080101002937/starwars/images/6/67/Dsdsotg.jpg&w=448&h=256&ei=WpzPUKCHFZCMyAH2y4DADQ&zoom=1&iact=hc&vpx=4&vpy=309&dur=378&hovh=170&hovw=297&tx=146&ty=76&sig=111602188529092126736&page=1&tbnh=135&tbnw=245&start=0&ndsp=15&ved=1t:429,r:10,s:0,i:135
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The design for the Nebula Star Destroyer was updated with the release of the Essential Guide to Warfare ( http://images1.wikia.nocookie.net/__cb20120425020543/starwars/images/4/48/NebulaClassSD-EGTW.jpg ). We made a new model to reflect this more canon design and also because the old model was ugly and just poorly done.
In short, we like the newer one more than the older one.
The Star Galleon was removed because it was a bad model and skin in addition to the ship itself serving no real purpose in the mod that wasn't already covered by better alternatives.
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Agreed.
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Something really stupid but these days I haven't been playing much because I had a lot of other things to do and played some skirmish and with the empire the Strike Cruiser is 4200 credits, It's really expensive for what it can do. Make it worth arround 1500 credits and that would be good
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I always had a soft spot for the strike cruisers. Don't know why, but they're my favorite ship smaller/weaker than the Venator.
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I like them because they end up by overwhelming the enemy forces but I only use the ones I start with after that I don't build any
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In SW: Rebellion I used them as the bulk of my fleets. In ICW, I rarely build them due to being, IMO, somewhat overpriced for how fragile they are, but I do love them.
Once in a while I'll build a fleet of them towards the end when I've destroyed all REALISTIC resistance just to get to use them.
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I don't consider a good idea I prefer to build dreadnough they are as fragile as them but it has heavy weapons and if they are from the katana fleet are even better. They are still usefull as light defense and let's say "the first line of attack" of my imperial fleets but when they are all gone the ISD will replace'em
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First post, new to TR for the first time as 2.0 love the game guys. I have to say, this is exactly what I was looking for out of Empire at War in the first place. I really feel like you can play through the books this way.
I actually have a question about the SSD, not the usual question. I dont want the EOTH to have them, and I applaud your not giving them it.
Just had a thought about a thrawn'esque superweapon. Could you create a anti-interdictor ship? It could be big huge and vulnerable, but allow your ships to safely ignore the gravity field problem. I think of basically a navigation beacon, like in the pre-hyperspace computer days. A small part of me would wonder if it could have a garrison, like an offensive space station? Can't move in the skirmish map, but can move between solar systems.
Any way. About the SSD, I have a question about hitboxes. I noticed that the ISD II seems to have a better dps broadside then the Eclipse, and this is because of the octuple turrets have a higher damage per hit, yes? I was just wondering if their is a hit limit that a ship can take per second. The game really wasn't intended to have so many fighters and lasers firing so am I hitting the limit?
I tested against a mc80 with vs the eclipse and then with an ISD II vs mc80. It wasn't an actual test, but just two conccurrent ship duels. I noticed the ISD II shredded the mc80 about 2-3x faster, and I was wondering if this was intentional (to limit the SSD's power), or if it was an unintentional limit found in the script?
IE we want more firepower, but adding more guns (past a certain point) doesn't help. In that case leaving canon (Makes me sad) and dividing by the number 8 and throwing on octuple turrets to simulate the actually fire capacity of the SSD?
Just installed and played through the Shadow GC as IR, just for giggles and to get a feel for the mechanics. Love the mod, and I am really excited at the EotH. Great mod guys. The best mod I have ever played. And I play a ton of mods. I enjoy mods more than the real games often.
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Just had a thought about a thrawn'esque superweapon. Could you create a anti-interdictor ship? It could be big huge and vulnerable, but allow your ships to safely ignore the gravity field problem. I think of basically a navigation beacon, like in the pre-hyperspace computer days. A small part of me would wonder if it could have a garrison, like an offensive space station? Can't move in the skirmish map, but can move between solar systems.
Something with this kind of ability would be under consideration for their fourth utility-oriented capital, however I'm not sure what kind of scripting would be possible/necessary to make it work in either Sins or EaW.
Any way. About the SSD, I have a question about hitboxes. I noticed that the ISD II seems to have a better dps broadside then the Eclipse, and this is because of the octuple turrets have a higher damage per hit, yes? I was just wondering if their is a hit limit that a ship can take per second. The game really wasn't intended to have so many fighters and lasers firing so am I hitting the limit?
Even with the Octuples the ISD has a way lower DPS than the Eclipse, Sovereign or Executor (we have the actual numbers for all the ships in a spreadsheet). There isn't a limit to damage that can be done, and we haven't nerfed the Supers in any way. I'm not sure why you would have experienced otherwise, but it may have just been an issue of how it was being distributed at the time.
After the shields are down, however, there is the limitation that if you target a ship via an attack order, the Supers will often fall victim to EaW's terribad pathfinding and start spinning in a way not conducive to bringing their full firepower onto something, and the firepower will all be put onto each hardpoint one at a time, changing targets once every cycle, at which point the DPS difference wouldn't really matter since the full DPS of an ISD and the Eclipse are more than enough to take down a hardpoint in a single salvo, and hardpoint health can't go below 0.
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Which is why I clear fog of war and drop my SSD right on top of them!
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Agreed. Best way to deal with SSD's is to put them where they don't need to move, and then they'll be fine blowing things up while they twirl around like little kids "woooo, this is NEAT!!!" :)
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I noticed the pathing problems already. That's a big problem, but not unexpected. It was actually against the shielding, as I had already noticed the hardpoint damage with bombers, all those torpedoes head toward the same hardpoint. ::)
I am actually not bothered by it, per se. I just noticed that an ISD II seemed to shred the MC's shields and that made the fight go way faster. Where as the Eclipse sent a massive barrage that looked amazing, but the shields drained down a lot slower. I remember thinking that an old mc80 should practical vaporize before that bombardment. It just relegates the SSD to the role of sniper imo.
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Eclipse superlaser makes short work of mon cals
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MC80/80b isn't worth wasting a superlaser on IMO.
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Would you mind adding the Immobilizer 418 to the skirmish? It's the best way to deal with those annoying proton torpedos and it's usefull against fighters too.
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About the raid fleets, every raid fleet I encounter from the NR or IR or PA always has at least 2 SDs or MonCals in the fleet, along with some corvettes and nebulons or carracks or something. Could you make it so that some raid fleets spawn larger groups with smaller ships like VSDs or assault frigates. I mean like ships smaller than a capital so more agile, but at the same time have good firepower too. there would caps too sometimes ofcourse. I dont think most commanders used capital ships for raids because they were so slow, except for thrawn.
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I've often had raid fleets hit me with small groups of weaker ships, Venators, Victory SDs, carracks and corvettes.
It's rare for them to hit my forces with more than 1 ISD or Mon Cal.
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Thats weird cuz its always been atleast 1 capital in the fleets that attack me, I dont ever recall being attacked by a raid with a VSD.
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The composition is random, and pulled from a few different options for each ship. Technically you could have a fleet with all capital ships, but that's highly unlikely.
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I have been hit with 4 ISDs and a VSD before
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About the raid fleets, every raid fleet I encounter from the NR or IR or PA always has at least 2 SDs or MonCals in the fleet, along with some corvettes and nebulons or carracks or something. Could you make it so that some raid fleets spawn larger groups with smaller ships like VSDs or assault frigates. I mean like ships smaller than a capital so more agile, but at the same time have good firepower too. there would caps too sometimes ofcourse. I dont think most commanders used capital ships for raids because they were so slow, except for thrawn.
I think it depends on how big your/your enemy's fleet is, I once had a raid fleet show up with 5 ISD's :o
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I think it depends on how big your/your enemy's fleet is, I once had a raid fleet show up with 5 ISD's :o
As Corey said, the composition of the raid fleet is completely random. The script generates a random number which represents the amount of ships to spawn and then just picks random ship types.
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What is the time between shots for the turbolaser for the Century Tank. I have seen it fire a few times but only at infantry and it missed.
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Wait if the composition of raid fleets is random, is there a chance that the game decides to call a SSD?
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No, it's random but the ships it picks from are pulled from a specific list.
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I've been playing this Mod for some time now, and haven't posted much. At first I had issues getting it to work, and I thank all who helped Me get it to work. Anyhoo, I started with 1.2 and then moved to 2.0 and have a list of goods and bads. I am a huge Star Wars fan, and I DO LOVE THIS MOD, just to be clear. It is without a doubt the best Mod out there! However this is what I have...
Version 1.2 Version 2.0
Warlords, Imperials, Hand, Attack moderately :(
Republic attack way more. :)
More Planets! Which is awesome! Less planets, and western half of map void of planets wtf?
Enemies more of a challenge! Enemis less of challenge for some reason?
Warlords actually attack other factions Warlord's do absolutely nothing. Wtf.
and take over planets!
Soldiers not in squads can get single guy Soldiers back in squads yay!
*Should have Leia with two Noghri guards *Should have Leia with two Noghri guards
Lando and Leia have Hans voice! Lando has no voice, and Leias MIA?
Republic artillery droids scan map yay! Republic artillery droids no longer scan map wtf?
Corona Frigate and other new ships and units awesome!
Republic soldiers not being able to crouch down wtf?
Computer Controlled Pentastar does nothing!
Doesn't attack anybody wtf?
All the new Heroes are awesome especially having Brakiss
Raid Fleets are pretty awesome, dig that!
So all in al there's alot of awesome stuff in the old and the new, however I prefer the old 1.2 version to the 2.0. Just seems more challenging and more fun. The Warlords and Imps and Hand attacked my New Republic constantly! It was awesome! Some planets I couldn't even have fleets at because I could only hold it with ground forces! In 2.0 My New Republics been attack modrately at best, and I hold my own with no issues. Plus I liked seeing in 1.2 the Hapes actually fighting along with everyone else as well. They held 12 planets at one point! In 2.0 Hapes is gone, and no one seems to do anything. Someone here posted that he had 17 independent little factions all running around killing each other in his modded version. While 17 is maybe too many, I liked seeing the Warlords fight the Imps, and Hapes fight the Imps ect. 2.0 doesn't have that...
Anyhoo I love the game its amazing, and the work put into it is amazing to. Can't wait for newer versions of the Mod. Cheers.
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This factor impacts a lot of the things you've asked about, so I'll explain it here first:
Empire at War has an unavoidable bug where after a certain amount happens in a GC, the game essentially freezes and you lose control of your units, making the game unfinishable. This existed in the base game, and has never been patched. Therefore, the more you have happening in a GC, the sooner it will happen.
Warlords, Imperials, Hand, Attack moderately Sad
Republic attack way more.
This is a result of the aforementioned freeze. The more the AI attacks, the more they attack each other, the fast the casualties stack up and the sooner the freeze occurs. In previous versions there was a tendency to have lots of attacks, but they were usually insignificant. In 2.0, the emphasis is on fewer battles, but overall they tend to have higher impact. This way you're technically getting more action, but with fewer annoyingly pointless small battles which impact your ability to finish a GC.
More Planets! Which is awesome! Less planets, and western half of map void of planets wtf?
There are more planets in the mod in general, however there are about 10 fewer in Art of War now than there were before. From like 103 down to 93. This again is a result of the freeze bug thing. We cut some of the less important planets so the scenario would actually be finishable. The reason there's fewer planets on the Western side is because we moved all the planets to their canonical positions. The WTF should be why they were over there to begin with, not that they're now where they should be. It's kind of like playing a TW game and asking why in a game focused on Europe you don't move Italy over to North America because "look at all the free space."
Warlords actually attack other factions Warlord's do absolutely nothing. Wtf.
and take over planets!
This varies between the GCs. In all of the GCS but the full Art of War GC, the minor factions are active. In Art of War they were disabled on the full galacit map because again, the freeze would occur about 100 weeks earlier, even with fewer battles and planets. If we wanted to have the minor factions active in Art of War and have a chance of it being finishable, we'd need to cut out about 30 more planets. We have that scenario already though, we called it Art of War Light.
Lando and Leia have Hans voice! Lando has no voice, and Leias MIA?
We've been unable to get Carrie Fisher and Billy Dee Williams in to record their lines as of yet. We decided that having a unit with no voice is better than having them all have Han.
Republic artillery droids scan map yay! Republic artillery droids no longer scan map wtf?
Land battles used to be just sit back, use the spotter droids to ping places and turn land combat into a point and click adventure of artillery and bombing runs, probably the greatest contributing factor to them being completely annoying and mind-numbingly dull. We wanted to get rid of that.
Republic soldiers not being able to crouch down wtf?
They had no animation, and that ability doesn't work without an animation.
Computer Controlled Pentastar does nothing! Doesn't attack anybody wtf?
Again, this is only the case in Art of War, not in any other scenario. You can either have a big scenario, or you can have one with all the factions being actve. You can't have both unless you want the game to become unplayable around week 100.
Plus I liked seeing in 1.2 the Hapes actually fighting along with everyone else as well. They held 12 planets at one point! In 2.0 Hapes is gone, and no one seems to do anything. Someone here posted that he had 17 independent little factions all running around killing each other in his modded version. While 17 is maybe too many, I liked seeing the Warlords fight the Imps, and Hapes fight the Imps ect. 2.0 doesn't have that...
All of these things are still there, just not in Art of War. They're in basically every other scenario. If anything they're more present now than in 1.2 or 1.3, it's just that we now made it so people could actually finish Art of War.
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Corey thanks so much for the reply! Alot of what you said makes complete sense and I thank you tremendously for answering my questions. Yer bit about Carrie Fisher and Billy Dee was friggin hilarious! Also Lucas has said that Thrawns story is going to be made canon, and that the 3 New Movies coming out won't effect it. In case anyone was worried about the Star Wars Universe and this Mod lol.
Anyway, yeah Art of War is my favorite to play. I love having all the planets, and the large map and what not. I did not know about the whole game can not be completed deal, so thank you for enlightening me. I also didn't know about the freezes when theres so much to going on, thanks for that to.
There's voices for Leia and Lando in the Star Wars game based off of the Age of Empires 2 engine, that maybe you could get the files for from that game to implement into yours. If that's possible, Idk if it is.
The Republic Artilery droid thing makes sense now, along with the Republic Soldiers not being able to crouch thanks for that.
Anyway I apologize if I offended in any of my post. And I thank you replying!
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Oh also there were some important planets in the western half that could be added, Eriadu comes to mind, but it's cool man I get what yer saying. Thanks again.
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There's voices for Leia and Lando in the Star Wars game based off of the Age of Empires 2 engine, that maybe you could get the files for from that game to implement into yours. If that's possible, Idk if it is.
It's easy enough to cut clips from the movies or to take the sound files from another game, but there are legal implications to that.
Oh also there were some important planets in the western half that could be added, Eriadu comes to mind, but it's cool man I get what yer saying. Thanks again.
Eriadu is in the mod. The emptiness of the western half is because that region is the "Unknown Regions" within the universe. Very little happens there in canon, because it canonically hasn't been explored much by the rest of the galaxy. There's stuff that goes on there, like with the development of the Empire of the Hand (which is why there's anything there at all), but its interaction with the rest of the galaxy is minimal.
See here:
http://images.wikia.com/starwars/images/1/10/MainGalaxy.png
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Oh ok you're using that map, I get it now. See for a long time we Star Wars fans have had like 3 or 4 maps that are similar yet different. I understand now. There's another map that they released within the Art of Star Wars that is similar to that one, but the Unknown Regions are tilted slightly, and are smaller, so that the Unknown Regions are like the the north western part of the map. Both maps are accurate, they just made them look different.
I tried attaching two maps that I had but they won't so... :(
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Noticed something weird today, in Hunt for Zsinj, Delvadus is at Thanos, shouldn't it be Teradoc?
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It's easy enough to cut clips from the movies or to take the sound files from another game, but there are legal implications to that.
I don't want to make anything illegal and compromise the mod team, but I've heard that if you lower/rise the pitch of a record then it's not illegal to share, at least some youtube videos do that with no problem. As I said before I DO NOT want to compromise mod team in legal problems
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They do that just to avoid the automatic Youtube copyright detection. It doesn't make it any less illegal.
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Since I haven't seen much about them, I will say that the MTCs are FUN AS HELL TO USE. 40 of those devils can take on ANYTHING! Love it guys, fantastic work.
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No idea how close release is, but would it be hard or bothersome to include a Scout Sniper or something for the Remnant? Shouldn't be extremely tough to code in considering there's already a model for them in game, but considering every other faction has special forces it'd be neat. Also, Storm Commandos can't one shot infantry, not sure if that's intentional or not. Thanks again for bringing us this awesome mod guys.
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thanks for the great mod everyone that made it and helped get it released, wood it seem strange to give the pentastar alignment the vengance frigate?
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Just wondering, how often do New Republic raid fleets spawn?
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The probability that a raid fleet (not considering the faction) spawns is 15%.
If a raid fleet is spawned and neither the player nor his opponent are playing as the NR the script has 3 factions left to choose from. So the probability that it's going to be a NR fleet is 33.33%
Considering both things we get a probability around 5% that a NR fleet appears.
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Oh, weird question, but how come the Tie Interceptor sounds from FoC aren't in the mod?
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Oh, weird question, but how come the Tie Interceptor sounds from FoC aren't in the mod?
That's something I've always noticed but never rememberd to ask. Good work with it :P
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Oh, weird question, but how come the Tie Interceptor sounds from FoC aren't in the mod?
On a similar note the b-wing hasn't got the voice from FOC either.
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I'm not 100% sure about this, but the B-Wing and TIE Interceptor thing might be the legacy of the mod switching to Forces of Corruption (the TIE/IN and B-Wing weren't in EAW so IIRC the team made their own).
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No I'm pretty sure the B-Wing voice is in the mod, I know because they can't stay quiet during every battle! >:(
"I'm running out of manouvers! I'm getting torn apart! Someone cover me!"
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Your right but when you select them or send them into battle they have X-wing voices
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This isn't that big an issue, but some planets have ground maps which don't quite match up to their actual terrain, for example, Eriadu, an urbanised, badly-polluted planet has a big forested map with people living in huts.
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I got a question, when you are about to start a space battle and it's loading you can see in the minimap show in the right the scenario but it also shows a death star o some grey huge ball wich never appears. Why is that?
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The previews show all the markers on the map, which includes a Death Star entry position marker.
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Tector Star destroyer isn't available in era 5, despite the fact that the tech tree and my memories says it is.
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Just wondering, is there any way to fix that bug where you can't view where your ground defences are when looking at that the planet?
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I think they are going to fix that for 2.1 If my memory is right someone posted the file or something that had to be changed
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It's been fixed.
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Just a question about the PA. When I am attacked, I cannot get the upgrades from my space station/barracks etc. is this because the PA is the fourth faction and cannot get any upgrades (similar to why it doesn't receive planet capture bonuses)?
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Yup...I know I had asked that before too.
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Uhhh...I just got a hint saying 'Ascendancy Star Destroyers like purple berries' ???
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True story.
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Uhhh...I just got a hint saying 'Ascendancy Star Destroyers like purple berries' ???
I've played this game for lord knows how many hours and I cannot BELIEVE I've never seen that...That's the best thing I've heard all month. Do you have a screenshot of it?
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I've played this game for lord knows how many hours and I cannot BELIEVE I've never seen that...That's the best thing I've heard all month. Do you have a screenshot of it?
Sadly not, it was a blink and you'll miss it kind of thing.
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Sadly not, it was a blink and you'll miss it kind of thing.
Great, now I'm gonna drive my Ascendancy SDs all over maps like they're well-armed Pacmen looking for some berries to gobble...
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I think it's one of the galactic hints. Don't remember.
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Ive seen that, always thought it was a typo...
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Uhhh...I just got a hint saying 'Ascendancy Star Destroyers like purple berries' ???
I've also gotten this but the AI attacked me right when I got it. I thought I was imagining it or something of the sort.
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There's a few ingame easter eggs like that. This is the first time anyone's actually said they've found one though.
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(http://farm9.staticflickr.com/8134/8900285627_541e0c2c66_c.jpg)
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Makes me wonder how many more of these little eggs are hiding in that galaxy...
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If someone goes through my prop coding they'll figure out when I got bored pretty fast.
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Why did you replaced the engine glow from the original executor? They looked far better than what it has right now
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Hey so I noticed some stuff while I was playing. When you call in a Venator in skirmish as the IR it doesnt spawn any fighters at all, ever, which I hope is a bug. I also noticed that when the VSDI is firing its conc missile volleys at a target they dont do any damage to the shields, but when my TIE defenders fire their missiles they do do damage. The last thing is that when I use strike cruisers, for some reason when they fire at any ship higher class than a light frigate their accuracy is absolutely terrible, with almost have their shots missing their target and not doing any damage (and yes this is when the ship is not moving). But when they shoot at light frigates and golans their accuracy is fine.
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There's a few ingame easter eggs like that. This is the first time anyone's actually said they've found one though.
I can't count how many time's I've seen it, never thought it was anything special until now. Thanks for that Corey.
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Is there really much point to having the retreat function when defending on the ground? All your units die anyway.
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Is there really much point to having the retreat function when defending on the ground? All your units die anyway.
Well if you have an Ion cannon. That helps.
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Well if you have an Ion cannon. That helps.
Does it? It just whenever I get invaded, retreating just causes me to lose all my units anyway.
Another thing, the space layout for Phindar should really be changed, it keeps spawning all my big ships in the corner of the map and all my weakest ships right in front of the enemy.
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Just going to throw it out there, maybe put that in your beta thread. I'll take a look at where the markers are placed but I can't control which ships the game decides to put at the markers.
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A good idea this is, hm yes.
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I've also noticed that on some maps (like Gravan VII) the defending side spawns in, or at least right in front of an asteroid field, so it's very hard to move your ships around without getting damaged or split up.
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Defense fleets often array themselves in idiotic formations, but that's the base games fault
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Is it just me, or does the Pentastar AI almost never build Halfire Droids?
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perhaps it resents droids out of jealousy?
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perhaps it resents droids out of jealousy?
Could be. Three things I have never seen made: the Hailfire, the IDT, and the T-3B.
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I see T-3B's all the time on the AI.
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I see T-3B's all the time on the AI.
Huh. I have never seen any...oh well.
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Because if the PA did build them, they'd be unbeatable, most of their ground assaults go this way:
1. Send in infantry, get wiped out.
2. Send in Larties, get wiped out.
3. ??
4. PROFIT!
Now being invaded by the NR, that is brutal.
...In fact, the PA don't seem to build a lot of units, ISDs, Munificents, Enforcers, Vindicators, etc.
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Because if the PA did build them, they'd be unbeatable, most of their ground assaults go this way:
1. Send in infantry, get wiped out.
2. Send in Larties, get wiped out.
3. ??
4. PROFIT!
Now being invaded by the NR, that is brutal.
...In fact, the PA don't seem to build a lot of units, ISDs, Munificents, Enforcers, Vindicators, etc.
Yeah, if I want to take out some NR ground assault fleets I do my best never to engage them on the ground. I will have my fleet sitting one planet away from a nice juicy target, let the Rebels take the space, then move my fleet in before their ground troops arrive. Viola! A free shooting gallery.
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Indeed, vulturing is a legitimate tactic
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One other thing, how come the enemy can build buildings on the ground while I have a fleet in orbit, but I can't vice versa? It just gets to 99% and then stops.
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One other thing, how come the enemy can build buildings on the ground while I have a fleet in orbit, but I can't vice versa? It just gets to 99% and then stops.
It's just an annoying ass glitch as far as I know.
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Not a glitch, it's technically "intentional" AI behaviour in that the AI is constantly given free stuff in any RTS.
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It's the only real way to make them threatening
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I can't remember if this has been covered before, but what does the 2-Ms Beam Cannon look like, and when does it fire?
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I can't remember if this has been covered before, but what does the 2-Ms Beam Cannon look like, and when does it fire?
I don't think they have one, but TX-130s do.
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I don't think they have one, but TX-130s do.
Yeah, but it says they do in the manual, so I'm not sure if the manual is wrong or the tanks have a firing problem.
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I just don't think it was ever added in
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Beam cannon doesn't necessarily mean the solid particle beam cannon tpye thing a LAAT/TX-130/XR-85 has, which the 2-M isn't supposed to have. I think it was just a poor choice of words.
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And there you have it
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A question: in the manual it says that Sedriss QL gives a fleet commander bonus of 25% Health, 10% Damage, 15% Shield, and 10% Defence. All in all, this is the best bonuses of any Era 3 Hero. I was just wondering why such an inept commander gets such a good fleet commander bonus.
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Never quite figured that out myself. You've already got Pally in the Eclipse and incredibly powerful Sovereigns and Praetor MK-II's, Sedriss seems to be a bit overkill at that point. But maybe that's the point, Pally was into overkill...
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A question: in the manual it says that Sedriss QL gives a fleet commander bonus of 25% Health, 10% Damage, 15% Shield, and 10% Defence. All in all, this is the best bonuses of any Era 3 Hero. I was just wondering why such an inept commander gets such a good fleet commander bonus.
Dark Jedi guidance? I'm not especially familiar with Dark Empire. I try to steer clear of EU material that a. Thinly rehashes the movies or b. Can be summed up with "the Empire had Another Death Star but this one kills suns!" So Dark Empire never caught my eye