Thrawn's Revenge

Imperial Civil War [Empire at War] => Discussion, Suggestions & Feedback => Topic started by: Corey on January 05, 2013, 02:45:30 PM

Title: 2.1 and You
Post by: Corey on January 05, 2013, 02:45:30 PM
A new year, a new development cycle.

2.1 is in all likelihood, the last version of ICW and as a result our priorities are more like they were going into 1.3 as opposed to 2.0; the main objective is to fix outstanding balance issues and polish what we have as opposed to major overhauls or additions.

As this is the first version of Imperial Civil War which is being developed alongside another project, Ascendancy, there will be some slight differences in prioritization and allocation of resources which will affect the developent of both Imperial Civil War 2.1 and Ascendancy 1.0. The main impact of this is that the majority of what we'll generously call the art department is currently focused on redoing the models and skins of existing units which we need for Ascendancy, as opposed to working on new units to be added to either Imperial Civil War or Ascendancy. This means that the main early focus for ICW has been and will be generally centered on polish, bugfixing and balance adjustments of anything leftover from ICW2.0. It also includes the implementation of several of the new Ascendancy models and skins into Imperial Civil War. We won't be doing all of them unless people really seem to want it, since in some cases the changes weren't necessarily because the ship needed a visual upgrade, but instead because they used elements from Empire at War which needed to be removed to get into Sins of a Solar Empire.

Here's the general changelog thus far from 2.0 with Hotfix 2.

General Changes and Bug Fixes:
-MTC pop cap increased from 1 to 3 (may be reduced to 2 depending on how we feel about it later)
-Gilzean firing cooldown doubled, pulses reduced from 4 to 3.
-Imperial Barracks text saying it unlocks the OFficer Academy removed.
-Fixed uneven hardpoints on Praetor
-Praetor scaled down 15%
-Removed all fighters from NR starting forces in Art of War
-Enforcer pop cap lowered to 2 from 3
-Laser/Turbolaser/MAser projectile speeds increased.
-Fighter release now staggered for most ships instead of frontloaded
-Fixed issue where base layout was inaccessible
-Potentially fixed issue with multiple attacks in quick succession
-Fixed issue where teams weren't sharing defense platforms in skirmish.
-Added upgrades for EotH
-Removed ptw on Nebula and increased cost
-Fixed firing restrictions for TIE Crawler, 2M and XR85
-Fixed Metellos inaccessibility in Reunification
-Praetor to 9 pop cap.
-Halved Sovereign build limit
-PA Tactical upgrades
-Carida base income raised to 60
-Added a Dreadnaught to the Remnant in FTGU
-Strike Cruiser cost dropped to 2000 (Skirmish) and 1600 (GC)
-Thrawn Campaign: Mara now spawns with Karrde
-Nerfs to Kariek
-Laser cannon firing rates increased for most non-corvettes.
-Enforcer build time lowered
-Carrack speed increased
-Majestic fighter complement added.
-Victory relevance of NR fighters removed
-Fixed Venator fighter spawning issue
-Increase Jerec speed
-Vengeance allows OB
-Eclipse and Sovereign allow OB

Fixed, Pending Further Testing:
-Art of War Crash upon Era Change
-Art of War Crash on quit as Remnant
-Attack loops by AI (attacking in small groups instead of one large one)

Redone Models and Skins:
-MTC
-Dreadnaught
-Vigilance
-Massias
-Lancer

New Units:
-V19 Torrent (PA)
-Lucrehulk (PA)
-Gladiator (PA)
-Visvia (EotH)
-Bu'direch (EotH)
-Providence (PA)
-Probe Droid (PA)
-Shock Soldier  (PA)

New Features:
-Survival Mode (New Republic, Remnant, EotH)

New GCs:
-Imperial Civil War

To Be Done:
-General bug fixes/balance changes.
-Icon updates
-EotH Survival Mode

Beta Start Date:
...?


Nothing is really finalized,  so please feel free to continue posting suggestions and balance/bug issues on the forums as we go. There'sa bunch of stuff that's been brought up and suggested which we do intend to do, but haven't had time to do yet.
Title: Re: 2.1 and You
Post by: tlmiller on January 05, 2013, 09:45:28 PM
I'd say MTC should be 2.  At 3 it's the same as the Venator, which is a much more effective combat vehicle.
Title: Re: 2.1 and You
Post by: Corey on January 05, 2013, 09:50:18 PM
That's where it will probably end up.
Title: Re: 2.1 and You
Post by: Malanthor on January 05, 2013, 10:50:56 PM
Yeah. 2 would be perfect for it. It would reduce lagg alot simply by dooing that.

How abouth improving jedis and dark jedis a bit. They feel kinda gimpy right now, as in not worth building.

Also i hope you make the new station for eoth pretty strong. At best the other factions can have 2 golan 3, 2 golan 2 and 1 golan 1. That is pretty much impossibly for the ai to go through (for the ai) with a little fleet helping. Ive held off 200 cap fleets with those defences and a small fleet of my own. I hope eoth will have an equally strong defence. They allready lack SSD's, and thats fine, but come on: no need to nerf them even further. :D

Also i noticed that missiles fired at the corona tend to go haywire all over the place. I had 12 tie defenders all targeting them repetedly and they missiles just went spinning around the vessel not hitting much at all. Took me ages to kill one (and im aware of the power to shields feature)

How abouth implementing the fleet commander and ground commander again. Heroes tend to die off way to easy (especially for the ai) and then they are left just running the ships or land forces on their own without any bonus. Its easy to keep a good commander alive as a player, but the dumb ai just send them to die in stupid suicide actions. The base mechanism was silly with immortal heroes but taking into consideration that otherwise youll just kill off heroes really fast and see nothing special ever again it wasnt all that bad i reckon. Maybe you could make some base grunt heroes that respawn, people with a title instead of a name, just a different take on the commander i guess.

How abouth speeding up the projectiles abit. I assume it would make the game a bit less laggy? maybe im totally wrong here, im sure you know how this works better than me. In any case, no biggie.

Title: Re: 2.1 and You
Post by: Eclipse on January 05, 2013, 10:58:44 PM
SDD + EoTH + Corey = Corey's angry
Title: Re: 2.1 and You
Post by: Malanthor on January 05, 2013, 11:16:16 PM
Hehe, i dont want SSD's for EoTH. Not at all it wouldent fit with thrawns doctrine. :D
But im hoping their 2 platforms wont stand back from the golan1-3's.
Title: Re: 2.1 and You
Post by: Slornie on January 06, 2013, 07:09:55 AM
Also i noticed that missiles fired at the corona tend to go haywire all over the place. I had 12 tie defenders all targeting them repetedly and they missiles just went spinning around the vessel not hitting much at all. Took me ages to kill one (and im aware of the power to shields feature)
There seems to be something about the Corona's profile that the game doesn't like.  I think Corey has tried to compensate for that already, but I'm sure it could be looked at again if people are still finding it a problem.
Title: Re: 2.1 and You
Post by: negativ21 on January 07, 2013, 03:07:14 PM
Yeah im getting the same problem with the Corona
Title: Re: 2.1 and You
Post by: Malanthor on January 07, 2013, 08:21:11 PM
Even if it was worse before i still think it could use a tweak.
Title: Re: 2.1 and You
Post by: Corey on January 07, 2013, 08:25:42 PM
We?re not saying "it's better than it was so it's fine now." It's just that it's something we're addressing but until we're sure what the root problem is it's gonna have to be gradual adjustments. To a certain extent it's just that the game doesn't like the size of the ship, which is something we can't really do much about.
Title: Re: 2.1 and You
Post by: Malanthor on January 07, 2013, 09:25:49 PM
You misunderstand me, that is now what i am implying. :)
I was merely saying that even though it may have allready been "fixed" it is still a problem (although a very minor one) by all means you can easily kill them using lasers. I would put it far down on my to-do-list personally.
Title: Re: 2.1 and You
Post by: rumiks on January 09, 2013, 07:53:05 PM
survival mode whats that? and why only rebellion
Title: Re: 2.1 and You
Post by: Pox on January 09, 2013, 08:02:21 PM
survival mode whats that? and why only rebellion

You have to defend against waves of units until you die with each wave getting more powerful. More details when it's ready.
Title: Re: 2.1 and You
Post by: Corey on January 09, 2013, 08:49:02 PM
survival mode whats that? and why only rebellion

This is the list of what's done. It wouldn't make sense to work on all factional versions of it at the same time, so the NR's is the only one that's in right now.
Title: Re: 2.1 and You
Post by: pincuishin on January 20, 2013, 01:24:29 PM
Any chance of getting a pellaleon in there? (hm)
Title: Re: 2.1 and You
Post by: Enceladus on January 20, 2013, 01:34:56 PM
Assuming you're referring to the Star Destroyer class the answer is no. The time period that our mod covers ends at about 25 ABY. Those weren't build until about 105ish ABY and would make absolutely no sense within our mod.
Title: Re: 2.1 and You
Post by: Eclipse on January 20, 2013, 03:52:51 PM
Just as an idea if it's made of waves of stronger units, is there a chance that in the end SSD/Viscount would attack you? if you are not planning that I would say I'd love to see it I mean if you are good enough and survive the star destroyers after two or three waves the same people would get bored and suddenly beign attacked by a SSD would be cool, just my opinion.
Title: Re: 2.1 and You
Post by: Pox on January 20, 2013, 04:12:18 PM
Just as an idea if it's made of waves of stronger units, is there a chance that in the end SSD/Viscount would attack you? if you are not planning that I would say I'd love to see it I mean if you are good enough and survive the star destroyers after two or three waves the same people would get bored and suddenly beign attacked by a SSD would be cool, just my opinion.

There is a boss fight every fifth wave. I'm not sure if including SSDs is such a good idea, though. Could get laggy, since the higher waves will go above the usual pop cap.
Title: Re: 2.1 and You
Post by: Eclipse on January 20, 2013, 05:15:59 PM
I might add SSD as some kind of "last resource" against the best players. After all we won't be able to build em at all so it'll be quite a challenge. And by boss fight you are talking aobut heros right?
Title: Re: 2.1 and You
Post by: Pox on January 20, 2013, 06:09:44 PM
And by boss fight you are talking aobut heros right?

Yea, I guess either heroes or some other kind of more powerful unit(maybe a unit that wouldn't usually appear on the player's current wave). But I only developed the game mode and Corey is implementing all the units, since he's the balancing expert for TR, so I'm not completely sure what he is going to throw in there.
Title: Re: 2.1 and You
Post by: Corey on January 20, 2013, 06:13:58 PM
It's all going to be Lancers.
Title: Re: 2.1 and You
Post by: Eclipse on January 20, 2013, 07:42:40 PM
Well if you are playing as the NR you are going to be in troubles then :P
Title: Re: 2.1 and You
Post by: JC123 on January 20, 2013, 09:50:16 PM
It's all going to be Lancers.

The only way to tell the difference between levels is the color of the Lancer, like any cheap survival game.  Boss fight is a single Lancer with eclipse superlaser.  you need to chase it down or die.
Title: Re: 2.1 and You
Post by: Eclipse on January 20, 2013, 10:02:05 PM
The only way to tell the difference between levels is the color of the Lancer, like any cheap survival game.  Boss fight is a single Lancer with eclipse superlaser.  you need to chase it down or die.

And with a ultra fast recharga time :P
Title: Re: 2.1 and You
Post by: Lord_jacob on January 23, 2013, 10:03:15 PM
cant wait until 2.1 comes out
Title: Re: 2.1 and You
Post by: Lord Xizer on January 24, 2013, 03:51:22 PM
When will that be out?
Title: Re: 2.1 and You
Post by: Enceladus on January 24, 2013, 10:33:02 PM
When it's done and tested.
Title: Re: 2.1 and You
Post by: Corey on January 24, 2013, 11:45:03 PM
We've had an accidental release cadence of about one release per 6 months in the past that looks a bit like this:

1.0 Sept 2nd 2010
1.1 Jan 4th 2011 (Scheduled release; beta was put out in December but never did the full release because I had some IRL issues)
1.2 June 17th 2011 (Benefitted from being a 1.1 rework)
1.3 Jan 29th 2012
2.0 August 24th 2012

Obviously what this means, considering the previous odd-numbered releases were all in January is that we're releasing in the next week.






Yeah, I'm full of shit. Anyways, my love of pointless statistics and facts aside these release dates actually do have a meaning. They're pretty close to times when we have a long time to focus on the mod instead of dealing with University (summer break, winter break). So while this isn't so much the case this time as a lot of that work that's occured since the start of the 2.0 beta in June was put into Ascendancy, and we're not even 100% sure what we're doing with the rest of ICW it's far more likely that we'll have an early summer release for 2.1. It'd be fun to mark the 7th birthday of the mod with the final major release anyways. When we ask for suggestions we really do want them.
Title: Re: 2.1 and You
Post by: JC123 on January 25, 2013, 05:41:25 PM
We've had an accidental release cadence of about one release per 6 months in the past that looks a bit like this:

1.0 Sept 2nd 2010
1.1 Jan 4th 2011 (Scheduled release; beta was put out in December but never did the full release because I had some IRL issues)
1.2 June 17th 2011 (Benefitted from being a 1.1 rework)
1.3 Jan 29th 2012
2.0 August 24th 2012

Obviously what this means, considering the previous odd-numbered releases were all in January is that we're releasing in the next week.

That's some good Mayan calender math right there.  Survival mode does have me greatly interested.  I don't think I've seen that in EAW before, so something new like that is exciting.
Title: Re: 2.1 and You
Post by: Enceladus on January 25, 2013, 07:04:17 PM
It has been "done" before to some extent. That primarily consisted of people shoving a whole bunch of units outside the map borders so that they would drift in in a somewhat constant albeit limited stream and then calling it a survival mode. This will be a lot different than that. Pox has done some really awesome work though and I'm sure you'll like it once you get to try it.
Title: Re: 2.1 and You
Post by: Lord Xizer on January 27, 2013, 09:04:52 PM
This shall be a mod long remembered, it has seen the end of the FCs in EaW TR and will soon see the end of the Rebellion.
Title: Re: 2.1 and You
Post by: Eclipse on January 29, 2013, 04:52:18 PM
Talking of the mod. What's the difference between the medium turbolasers ( found in the MTC I think) and the common turbolasers?
Title: Re: 2.1 and You
Post by: yutpaeksi on January 29, 2013, 08:24:15 PM
Talking of the mod. What's the difference between the medium turbolasers ( found in the MTC I think) and the common turbolasers?

Medium turbolasers do less damage, 4 instead of the base 5 for the regular turbos. Megamasers also do 5.
Title: Re: 2.1 and You
Post by: Corey on January 31, 2013, 04:50:36 PM
Updated with new GC.
Title: Re: 2.1 and You
Post by: yutpaeksi on January 31, 2013, 05:00:29 PM
Imperial Civil War??? That raises so many questions...which heroes? Vader back in the Executor? Wedge back in charge of Rogue Squadron? De-powered Luke Skywalker? Leia in Rebel Dream?

Which period does it span? Battle of Yavin to Battle of Endor?

Also, Death Stars (less excited)?
Title: Re: 2.1 and You
Post by: Corey on January 31, 2013, 05:03:43 PM
Think of the mod name. This is something people asked for for a while that I said we weren't going to do because we used to think we were doing something else. What else is new.
Title: Re: 2.1 and You
Post by: Cromagnum on February 08, 2013, 01:49:47 PM
Well the mod is amazing but for this last patch there are a few things that need to be fixed. One, all Heavy shipyards should (I think they were intended too) be able to have Golen 2's. Two, the super laser on the eclipse dreadnought is overpowered as hell and while it is that strong in canon it is way more expensive in canon too. So if possible make it so it can't destroy other star dreadnoughts, limit the number that can be fielded (think the limit is 4 right now) down to 1 or 2, or limit its ability to hit anything that isn't actually in front of it. And lastly, and most importantly, a map that you start with one planet but actually has eras. Thank you for all your hard work  ;D
Title: Re: 2.1 and You
Post by: JC123 on February 08, 2013, 04:11:50 PM
Well the mod is amazing but for this last patch there are a few things that need to be fixed. One, all Heavy shipyards should (I think they were intended too) be able to have Golen 2's. Two, the super laser on the eclipse dreadnought is overpowered as hell and while it is that strong in canon it is way more expensive in canon too. So if possible make it so it can't destroy other star dreadnoughts, limit the number that can be fielded (think the limit is 4 right now) down to 1 or 2, or limit its ability to hit anything that isn't actually in front of it. And lastly, and most importantly, a map that you start with one planet but actually has eras. Thank you for all your hard work  ;D

The last time I used the eclipse on Wedge it didn't kill him in one shot.  Actually he almost killed me.

Eras on ground up?  I'm not sure myself but I think that'd make the early stage unfair for the IR.  That's just me though.
Title: Re: 2.1 and You
Post by: Eclipse on February 08, 2013, 06:21:29 PM
Same here The eclipse superlaser just left him with 33% of health. Don't know about sovereign one but I doubt it would be stronger.
Title: Re: 2.1 and You
Post by: Cromagnum on February 08, 2013, 09:00:00 PM
Same here The eclipse superlaser just left him with 33% of health. Don't know about sovereign one but I doubt it would be stronger.
Actually I meant the sovereign lol. Sorry and its not that it took me out in one shot. The laser kept re firing till I my dreadnought blew up. I think thats a glitch. And yes it would be unfair at the start but thats the challange
Title: Re: 2.1 and You
Post by: Eclipse on February 08, 2013, 09:45:27 PM
But then you got your target destroyed? If so the laser should have stopped shooting. But if it's a huge target(like SSD) it'll keep shooting for a long time in fact
Title: Re: 2.1 and You
Post by: Cromagnum on February 09, 2013, 01:27:17 PM
Ok so I had a republic Star Defender (the super) the super laser look out half the shields then fired again for the other half. Then fired 5 more time and took out the hull.
Title: Re: 2.1 and You
Post by: Lord Xizer on February 09, 2013, 02:31:43 PM
 
Ok so I had a republic Star Defender (the super) the super laser look out half the shields then fired again for the other half. Then fired 5 more time and took out the hull.

Maybe it just hates space whales as much as I do.
Title: Re: 2.1 and You
Post by: Corey on February 10, 2013, 05:31:06 AM
Well the mod is amazing but for this last patch there are a few things that need to be fixed. One, all Heavy shipyards should (I think they were intended too) be able to have Golen 2's.

Why? They were not intended to and we have no intention to change it to that. Ship production levels are not necessarily tied to defense levels. That's why you get some planets that have the inverse as well; they can't build heavy frigate or capital shipyards, but do get Golan II/IIIs, like Coruscant.

Two, the super laser on the eclipse dreadnought is overpowered as hell and while it is that strong in canon it is way more expensive in canon too. So if possible make it so it can't destroy other star dreadnoughts, limit the number that can be fielded (think the limit is 4 right now) down to 1 or 2, or limit its ability to hit anything that isn't actually in front of it.

I'm assuming you mean the Sovereign here since the Eclipse isn't buildable. In any case, the Superlasers are intended to kill superships, so if it isn't (like others have said) we're going to have to fix that. The limit is 4, but that's a lifetime limit, forcing them to spread out with two at a time really wouldn't lower their incidence much, and they're not in a bad position as it is. Their cost is already 30,000 credits and they have a 5 minute build time, so their firepower output over a battle including when a superlaser is used actually pretty much scales with damage output you'd get from a regular capital ship when used against regular capital ships. The ability to destroy a supercap with the superlaser makes sense not just from a canon perspective (where the Eclipse and Sovereign were capable of cracking planets open), but also from a gameplay perspective. Them being able to destroy other spercaps just means that you should therefore avoid getting into battles against them with the Viscount or the Lusankya when you're the NR, and that you should try to get into those battles when you're the IR. We debated having the supercaps be targetable with the laser, and left it how it is for a reason: Take the superlaser out of the picture, and both the Lusankya and the Viscount beat a Sovereign or the Eclipse, hands down. However, the NR also has the better capital ships starting in era 3 as well. This means that for era 3, we're able to have the Sovereigns/Eclipse as a counterbalance to that. They can be used as a way to force New Republic capital ships into a position where their advantages over the ISDs are leveled off. This doesn't really exist in the last two eras, which is part of what makes Era 4 and 5 as the Remnant so much harder.

As for making them only able to fire when facing a target, we'd like to have it that way but ability functions like that aren't moddable.

And lastly, and most importantly, a map that you start with one planet but actually has eras.
There's way too much disparity between starting positions for that to work, and it kind of removes all of the challenge of the one-planet starts to give factions their heroes. Where's the challenge or fun in building up your starting position as the IR or PA when you start with Lusankya, Vengeance and Reaper? It puts the other factions at a huge disadvantage as well.
Title: Re: 2.1 and You
Post by: Slornie on February 10, 2013, 07:35:41 AM
Why? They were not intended to and we have no intention to change it to that. Ship production levels are not necessarily tied to defense levels. That's why you get some planets that have the inverse as well; they can't build heavy frigate or capital shipyards, but do get Golan II/IIIs, like Coruscant.
They aren't meant to work like that? I thought that was the basic system with limited exceptions (such as Coruscant/Muunilinst, etc).

Where's the challenge or fun in building up your starting position as the IR or PA when you start with Lusankya, Vengeance and Reaper? It puts the other factions at a huge disadvantage as well.
Not to mention that if you were playing against an Imperial Remnant AI the era would jump up really quickly due to autoresolve killing off Isard!
Title: Re: 2.1 and You
Post by: pmenadue on February 11, 2013, 03:41:31 PM
Fix the freeze bug, or push it out further. I played one mod that pushed it out to 300 or something and it was nice to complete a mission-thing. Has anyone else figured out how to fix this?
And more cowbell
Title: Re: 2.1 and You
Post by: Enceladus on February 11, 2013, 03:56:08 PM
As we have said multiple times and multiple places we can't remove the freeze issue. It is a bug that is present within the base game that is only made apparent due to the scale of this mod (as well as some other mods). We can only attempt to mitigate it as best as we can. It's not a simple change code line X and the freeze no longer occurs. It also isn't a search through the code of mod ABC to see what they did as the freeze isn't caused by one certain trigger; many factors contribute to when it happens and changing some of these would effectively remove some of the unique gameplay elements we have.

And for the second request: (http://images3.wikia.nocookie.net/__cb20060929191502/snl/images/6/66/More_cowbell.gif)
Title: Re: 2.1 and You
Post by: Corey on February 11, 2013, 05:41:02 PM
To expand on what Enceladus said:

I guarantee that mod didn't "figure out how to fix it," they just have less variables, ie less planets or factions. The freeze is an issue with the base game, it's based on how much happens over the course of a game so it'll vary from playthrough to plathrough, within GCs in the same mod, and even between what faction you're playing as in the same Scenario. Basically, the more planets and factions you have, the sooner it'll be. For the vast majority of the GCs in the mod (any of them ~60 planets or under) you've probably got 600 weeks before it'll occur. But again, this can vary. It's more likely in something like Art of War Lite than the Thrawn Campaign, as the latter has only 2 factions in total, while the other has at least 4 active factions. That means instead of just being based on player vs 1 AI, it's got the constant AI vs AI vs AI conflicts as well.

Within ICW, based on our testing there's currently only two GCs where the freeze becomes an issue before the GCs can be finished:

Art of War: This has 3 active factions, and several inactive factions, meaning there's several fronts, several groups that get conquered and reconquered, and 93 planets for that to happen over. Playing as the New Republic and Imperial Remnant, you can usually get up to Week 300-350 because they're the largest groups; you don't have as much back and forth because the player's better at holding onto stuff than the AI, but there's still a considerable area of AI control. With the EotH it tends to be a little sooner because the larger groups are still going back and forth. It's really onlt with the PA in my experience that gets as low as 180-200 because they're so small and out of the way, while lacking the EotH's direct path to cut between the IR andNR (thereby stopping that conflict). By the time they get anywhere, it's already been gone over, which tends to make it more difficult.

From the Ground Up: Because of the smaller starts and 3 active factions, this essentially means every planet is getting conquered at least two or three times before the end, so even though it's on the smaller side it can add up. The freeze tends to occur around 350 in this, but the scenario is small enough that it rarely becomes an issue.


We've already controlled the game flow in FTGU as much as we can before we essentially start to make it seem like it isn't a sandbox, but the freeze is so rare in that that it doesn't matter. IDeally we'd like to try to push it back more in ICW, but again, it's not as simple as "oh well change the <freeze> value from 188 to 99999, it has to be done through the scenario design, without cutting any of the basic content that makes Art of War worth having in the first place (if we cut a bunch of planets and factions, we may as well just cut the whole scenario altogether, which nobody wants). We've experimented with stuff to try to control chokepoints, starting planet and unit distribution, objective planets instead of "capture everything", etc to limit how much pointless back and forth happens, but this is very difficult to do in a sandbox game; there's just a simple baseline freeze date that'll exist as a function of how many planets and factions are in the GC.
Title: Re: 2.1 and You
Post by: z741 on February 11, 2013, 09:33:23 PM
i agree with corey. im only new to coding, plus school is helping me with that. ive been peeling through the XMLs and im just realizing the time it takes. i know everybody here (including myself) is waiting for the next thing to come out already. but i am also patient because i realize what the mod devs have to do.

corey if you are looking for beta testers for 2.1 or for ascendancy pm me, i tend to have free time outside of school
Title: Re: 2.1 and You
Post by: Corey on February 11, 2013, 09:50:09 PM
The issue with developing the GCs and working around the freeze isn't so much the coding itself as the testing. There's a lot of iterative stuff to do, where we can make a few changes, but then in order to see if it helped at all, you have to play for quite some time. Rinse and repeat.

We'll be posting signup threads for the 2.1 and Ascendancy betas when we're a bit closer. The best way to get picked is really just to be active, we tend to try to pick a lot of people.
Title: Re: 2.1 and You
Post by: Corey on February 20, 2013, 03:46:39 PM
The Outtake Video showed where ICW is in the GC selection screen, should be easier to figure out what it is from that.
Title: Re: 2.1 and You
Post by: Lord Xizer on February 21, 2013, 10:59:09 PM
Indeed
Title: Re: 2.1 and You
Post by: yutpaeksi on March 04, 2013, 04:45:53 PM
The NR Orbital Bombardment uses the old ion cannon bombardment effect and it also is much more powerful than the other factions' OB. It doesn't consist of multiple low accuracy strikes, but rather a single very powerful one. In 2.1, please change this to match the other factions' OB.
Title: Re: 2.1 and You
Post by: Lord Xizer on March 05, 2013, 08:28:57 AM
Actually the NR shouldn't have the Orbital Bombardment as they thought it was unethical. It wasn't done until the battle of Borleias in the Vong War.
Title: Re: 2.1 and You
Post by: yutpaeksi on March 05, 2013, 04:51:38 PM
Actually the NR shouldn't have the Orbital Bombardment as they thought it was unethical. It wasn't done until the battle of Borleias in the Vong War.

I agree that it's true that they never used this tactic against anyone except the Vong (and by then the NR basically didn't exist). However, for gameplay purposes, you can't remove it, that would be major disadvantage. Having said that, I wouldn't object if the OB was restored to the way it was in vanilla though, being just an ion bombardment that does no damage but has a greater area effect.
Title: Re: 2.1 and You
Post by: yutpaeksi on March 05, 2013, 11:07:53 PM
Syndic Destroyer can't perform orbital bombardment, can that be changed for 2.1?
Title: Re: 2.1 and You
Post by: Lord Xizer on March 06, 2013, 03:21:44 PM
I agree that it's true that they never used this tactic against anyone except the Vong (and by then the NR basically didn't exist). However, for gameplay purposes, you can't remove it, that would be major disadvantage. Having said that, I wouldn't object if the OB was restored to the way it was in vanilla though, being just an ion bombardment that does no damage but has a greater area effect.

I would agree with this as well as it fits the NRs weak sentimentality of killing as few as possible while still leaving them with a tactical bombardment that can be effective.
Title: Re: 2.1 and You
Post by: JC123 on March 07, 2013, 05:49:18 PM
I would agree with this as well as it fits the NRs weak sentimentality of killing as few as possible while still leaving them with a tactical bombardment that can be effective.

I know.  It's just so hard to win wars without, say, killing things?
Title: Re: 2.1 and You
Post by: Lord Xizer on March 15, 2013, 06:07:31 PM
I know.  It's just so hard to win wars without, say, killing things?

Well funny you should mention that...
Title: Re: 2.1 and You
Post by: Rogue-17 on March 25, 2013, 07:50:32 PM
I think a good addition is a multiplayer GC that allows you to go through the eras. Or even just make "The art of war" a multiplayer GC. Having only the thrawn campaign as the only option gets old fast. Personally i find that GC the best because every aspect of the mod is in it basically. playing one era at a time is alright, but being able to play through all and watch your own multiplayer choices affect the GC eras would be a lot of fun.
Another point is depending on the era different sides have a much bigger adv. mainly b/c they may have a SSD. But if you had all eras in one multiplayer GC its more fair and you will have times of power and in turn so will your opponent.
Title: Re: 2.1 and You
Post by: Corey on March 25, 2013, 08:30:04 PM
The problem with that is the game can't use story scripts in multiplayer, so it's not possible to make a progressive GC. The game just won't use them. We can't even make GCs in the later eras for it because we can't lock out the earlier units and the build bars would overflow.
Title: Re: 2.1 and You
Post by: Rogue-17 on March 26, 2013, 08:08:49 PM
Would there be any way to have a multiplayer GC that had ALL the units available or atleast all the factions to play from?  Something that really disappoints me is that some  of the units in the later eras i cant use playing with friends. Or cant even play them at all if the belong to a certain faction.
Title: Re: 2.1 and You
Post by: rumiks on March 30, 2013, 12:45:16 AM
just please use old as well as new gc s that and give eoth a land based or space baced super wepon and i am so happy
Title: Re: 2.1 and You
Post by: tlmiller on March 30, 2013, 12:49:41 AM
Why would EoTH have a superweapon.  As has been discussed multiple times, Thrawn didn't believe in superweapons, and so the EoTH will never have one.
Title: Re: 2.1 and You
Post by: Revanchist on March 30, 2013, 11:26:12 AM
just please use old as well as new gc s that and give eoth a land based or space baced super wepon and i am so happy

I think what he means is something like the Ion Cannon or the HVG, not an actual superweapon.
Title: Re: 2.1 and You
Post by: Kalo on March 30, 2013, 05:24:09 PM
I think a good addition is a multiplayer GC that allows you to go through the eras. Or even just make "The art of war" a multiplayer GC. Having only the thrawn campaign as the only option gets old fast. Personally i find that GC the best because every aspect of the mod is in it basically. playing one era at a time is alright, but being able to play through all and watch your own multiplayer choices affect the GC eras would be a lot of fun.
Another point is depending on the era different sides have a much bigger adv. mainly b/c they may have a SSD. But if you had all eras in one multiplayer GC its more fair and you will have times of power and in turn so will your opponent.

The way we do Eras is through story scripting in the XML files. Those are disabled in Multiplayer, making MP Era progression impossible sadly. And I'm pretty sure AI is always disabled.
Title: Re: 2.1 and You
Post by: tlmiller on March 30, 2013, 08:48:51 PM
I think what he means is something like the Ion Cannon or the HVG, not an actual superweapon.

Oh, that would be much more logical addition.
Title: Re: 2.1 and You
Post by: Rogue-17 on March 31, 2013, 12:03:21 PM
The way we do Eras is through story scripting in the XML files. Those are disabled in Multiplayer, making MP Era progression impossible sadly. And I'm pretty sure AI is always disabled.

I know you did away with the whole technology advancement but could you bring it back and then be able to progress through? just an idea idk if it would work, im not a moder, i just wish there was some way to bring EVERYTHING this mod has to offer into one multiplayer experience. Because then you have a flawless product (besides normal mod bugs)
Title: Re: 2.1 and You
Post by: Corey on March 31, 2013, 03:28:09 PM
No, because again, there's no way to stop the earlier stuff from being available. The build bar would just overflow, and there's no mechanism for  the original tech advancement anymore. Adding one in would break the era system. If it were just about having all the units in one GC for multiplayer, then we could just set it to era 5 to start, but again, there's too many units. They wouldn't fit on the build bar, at least half wouldn't be accessible and there would be a lot of redundancies. If it were done in a way that you still go through all 5 eras by buying some upgrade like the Empire did in the base game, you're still just going through the eras as they are, except without the necessary stuff to make it make sense and with nothing to remove the previous era's units. We can't make it so unit x is tech level 1 in multiplayer but tech level 5 in Singleplayer.

Here's what you can't do without story scripting that's relevant to the era system:
-You can't make any new heroes spawn after the game has started, they have to be starting units.
-You can't make the game progress tech levels upon hero death
-You can't remove access to any units
-You can't tie tech level of one faction to another

We already had to do a LOT of reorganization to even make having multiplayer GCs set in the earlier eras a possibility. The farthest we could go is one set in era 3 before necessary units *have* to start getting forced off the build bar by the game, but then you've still got the IR having access to both Sovereigns and the Executor and some other balance issues.
Title: Re: 2.1 and You
Post by: rumiks on April 01, 2013, 02:48:47 AM
No, because again, there's no way to stop the earlier stuff from being available. The build bar would just overflow, and there's no mechanism for  the original tech advancement anymore. Adding one in would break the era system. If it were just about having all the units in one GC for multiplayer, then we could just set it to era 5 to start, but again, there's too many units. They wouldn't fit on the build bar, at least half wouldn't be accessible and there would be a lot of redundancies. If it were done in a way that you still go through all 5 eras by buying some upgrade like the Empire did in the base game, you're still just going through the eras as they are, except without the necessary stuff to make it make sense and with nothing to remove the previous era's units. We can't make it so unit x is tech level 1 in multiplayer but tech level 5 in Singleplayer.

Here's what you can't do without story scripting that's relevant to the era system:
-You can't make any new heroes spawn after the game has started, they have to be starting units.
-You can't make the game progress tech levels upon hero death
-You can't remove access to any units
-You can't tie tech level of one faction to another

We already had to do a LOT of reorganization to even make having multiplayer GCs set in the earlier eras a possibility. The farthest we could go is one set in era 3 before necessary units *have* to start getting forced off the build bar by the game, but then you've still got the IR having access to both Sovereigns and the Executor and some other balance issues.
does that mean cammas crisis is out then?
Title: Re: 2.1 and You
Post by: rumiks on April 01, 2013, 02:49:58 AM
Why would EoTH have a superweapon.  As has been discussed multiple times, Thrawn didn't believe in superweapons, and so the EoTH will never have one.
ion cannon hyper velorcity gun eoth !!!!!! is what i am asking for
Title: Re: 2.1 and You
Post by: Corey on April 28, 2013, 09:40:03 AM
Put the full list of unit additions into the appropriate section, although that part of it therefore no longer acts as an accurate indicator of progress.
Title: Re: 2.1 and You
Post by: Chimera2010 on April 28, 2013, 02:25:37 PM
Is it possible in the final version to have Zsinj and his faction included in the empires at war campaign?
Title: Re: 2.1 and You
Post by: mynameisyou on April 28, 2013, 04:40:54 PM
Is it possible in the final version to have Zsinj and his faction included in the empires at war campaign?
i would love that however the answer is probably no for the reason that he is identacle to isard Except smaller.
Title: Re: 2.1 and You
Post by: Corey on April 28, 2013, 05:27:28 PM
Zsinj is already there. The Warlords in that GC are his faction, he's even there in Iron Fist already.
Title: Re: 2.1 and You
Post by: Lord Xizer on April 28, 2013, 05:40:34 PM
Zsinj is already there. The Warlords in that GC are his faction, he's even there in Iron Fist already.

I think they meant as a playable faction like the PA, EotH and IR.
Title: Re: 2.1 and You
Post by: Chimera2010 on May 05, 2013, 04:19:35 PM
Zsinj is already there. The Warlords in that GC are his faction, he's even there in Iron Fist already.

Yeah I meant as a playable faction. It would be fun to have an all out battle royale.
Title: Re: 2.1 and You
Post by: Corey on May 05, 2013, 04:26:06 PM
Yeah that's really not worth it. We'd have to code in a whole new faction which is kind of tedious.
Title: Re: 2.1 and You
Post by: Singularity on May 05, 2013, 05:48:47 PM
Probly more relevant here:

Sorry, can't remember if anyone has already confirmed this, but are probe droids being added to the PA in 2.1?
Title: Re: 2.1 and You
Post by: Settra on May 06, 2013, 08:56:18 PM
I was curious about the team's feelings towards adding in Providence for the PA? It doesn't say it was used by the CSA, but the design was by one of the CSA companies. I also can't think of much of a role for it other than "hey look another ship!" But I am still curious about it nonetheless.
Title: Re: 2.1 and You
Post by: Corey on May 06, 2013, 10:08:24 PM
It was considered, but we didn't want to overload with CIS units and we already had the Muni, Lucrehulk and Recusant, all of which make more sense.
Title: Re: 2.1 and You
Post by: Settra on May 06, 2013, 10:45:55 PM
Indeed, also, in regards to the Gladiator, I'm assuming that means the Star Destroyer, not the walker?
Title: Re: 2.1 and You
Post by: Corey on May 06, 2013, 11:07:37 PM
It does.
Title: Re: 2.1 and You
Post by: Revanchist on May 08, 2013, 05:10:38 PM
So, looking at the canon armaments of the IRD and the V-19, it mentioned that they have 2 blaster cannons (not laser cannons). Will these be represented differently in the game than standard fighters that have laser cannons?

EDIT: also, will the Gladiator be given proton torpedoes or concussion missiles.
Title: Re: 2.1 and You
Post by: Crisiss on May 10, 2013, 04:35:21 PM
It saddens me concussion missiles never get any love :( would be ecstatic to see some of these babies in there: http://starwars.wikia.com/wiki/Assault_concussion_missile
They would definitely make the Victory I worth it's price and not just skipping it for the II.
Title: Re: 2.1 and You
Post by: Singularity on May 10, 2013, 06:38:44 PM
Will you be giving any heroes special abilities?

I've got one, why not give Thrawn Tarkin's fleet effectiveness power?
Title: Re: 2.1 and You
Post by: Corey on May 10, 2013, 06:53:42 PM
So, looking at the canon armaments of the IRD and the V-19, it mentioned that they have 2 blaster cannons (not laser cannons). Will these be represented differently in the game than standard fighters that have laser cannons?

No, the difference between blasters and lasers is that they can be set to different levels of power (which is irrelevant) and were usually moderately less powerful than lasers of the same size. It's a pointless distinction for anything other than labelling for our purposes.

EDIT: also, will the Gladiator be given proton torpedoes or concussion missiles.
Concussion.

It saddens me concussion missiles never get any love :( would be ecstatic to see some of these babies in there: http://starwars.wikia.com/wiki/Assault_concussion_missile
They would definitely make the Victory I worth it's price and not just skipping it for the II.

The VSDI concs are already effective as it is. If one volley destroyed a capital ship that would be severely overpowered.

Will you be giving any heroes special abilities?

I've got one, why not give Thrawn Tarkin's fleet effectiveness power?

We already put special abilities where they make sense. EaW's abilities are a combination of unmoddable and very specific, making most of them useless. Thrawn already does have a combat bonus, all space commanders do. The values are in the manual.
Title: Re: 2.1 and You
Post by: Eclipse on May 10, 2013, 09:26:09 PM
Honestly I found the VSD-1 more effective than the VSD-II because it provides a much wider weapons. If I would want to have a bunch of turbolasers I would build ISD not VSD-II, besides the VSD-I it's very effective agains Han Solo and other heroes with small ships because the concussion missiles are very precise and can deal a lot of damage
Title: Re: 2.1 and You
Post by: Revanchist on May 11, 2013, 12:30:59 AM
I like VSD-Is as a nice departure from standard weaponry most starships have. I tend to use them as a nice all-around damage dealer, as the concs can do a very good amount of damage against most all ships. Generally I pair each VSD-I to a VSD-II. They work pretty well together. The main thing I like about VSD-IIs is the ion cannons and Power to Weapons. If VSD-Is had PTW, I don't think I would buy any VSD-IIs
Title: Re: 2.1 and You
Post by: yutpaeksi on May 11, 2013, 01:38:20 AM
This argument about the VSD Mk1 vs the Mk2 overlooks the HUGE difference in speed and maneuverability between the two ship classes. A VSD Mk2 carries almost as much firepower as an ISD, but you can move them and use them to flank much better. Yes the conc missiles of a Mk1 might be useful at first, before you get sufficient lancer frigates, but a VSD Mk1 cannot maneuver at all, it pretty much has the same speed and maneuverability as an ISD. Try using your VSD Mk2's in combination with strike frigates as a flanking force, or as a high DPS force that can enter a fight, get off several volleys, then keep  moving beyond the enemy fleet range, maybe to get behind them.
Title: Re: 2.1 and You
Post by: Revanchist on May 11, 2013, 05:16:58 PM
This argument about the VSD Mk1 vs the Mk2 overlooks the HUGE difference in speed and maneuverability between the two ship classes. A VSD Mk2 carries almost as much firepower as an ISD, but you can move them and use them to flank much better. Yes the conc missiles of a Mk1 might be useful at first, before you get sufficient lancer frigates, but a VSD Mk1 cannot maneuver at all, it pretty much has the same speed and maneuverability as an ISD. Try using your VSD Mk2's in combination with strike frigates as a flanking force, or as a high DPS force that can enter a fight, get off several volleys, then keep  moving beyond the enemy fleet range, maybe to get behind them.

Which is why I use them as more stationary support than mobile firepower. And yes, VSD 2's and Strike Cruisers make a pretty deadly combo, I must agree.
Title: Re: 2.1 and You
Post by: Revanchist on May 26, 2013, 11:25:39 PM
A thought for the PA. They are unable to construct any of the ship/vehicle upgrades like their counterparts do. Perhaps they could be given a structure like a Research Center that would allow the upgrades to be built on the Galactic scale, rather than on the individual planet basis.
Title: Re: 2.1 and You
Post by: tlmiller on May 27, 2013, 01:45:53 AM
I dare say that would give them an unfair advantage, unless made prohibitively expensive...
Title: Re: 2.1 and You
Post by: Crisiss on May 27, 2013, 02:53:56 AM
I don't think the PA was much into research and development. They mostly just maintained what they owned. Although, just upgrades for corporations and their ships would be pretty cool, i.e: +25% armor due to reinforced durasteel or something. Some upgrades would be interesting, since not every single ship of the line is a carbon copy of each other.
Title: Re: 2.1 and You
Post by: Senza on May 27, 2013, 10:13:26 PM

-Added upgrades for EotH
-Removed ptw on Nebula and increased cost

Fixed, Pending Further Testing:
-Art of War Crash upon Era Change
-Art of War Crash on quit as Remnant

Redone Models and Skins:
-MTC
-Dreadnaught

New Units:
-Lucrehulk (PA)
-Gladiator (PA)
-Recusant (PA)
-Visvia (EotH)
-Frigate (EotH)
-Probe Droid (PA)

New Features:
-Survival Mode (New Republic)

New GCs:
-Imperial Civil War

To Be Done:
-General bug fixes/balance changes.
-Tactical upgrades for PA

Nothing is really finalized,  so please feel free to continue posting suggestions and balance/bug issues on the forums as we go. There'sa bunch of stuff that's been brought up and suggested which we do intend to do, but haven't had time to do yet.

Thanks, Corey! It's great to see feedback being considered :D
Title: Re: 2.1 and You
Post by: Corey on May 27, 2013, 10:24:59 PM
The upgrades in particular have been requested for a while, I'm just lazy and doing them made me want to kill myself in the most painful way possible.
Title: Re: 2.1 and You
Post by: Senza on May 27, 2013, 10:28:07 PM
Ouch. Sorry to hear that.
Title: Re: 2.1 and You
Post by: tlmiller on May 27, 2013, 11:30:45 PM
The upgrades in particular have been requested for a while, I'm just lazy and doing them made me want to kill myself in the most painful way possible.

I'd think if I were going to kill myself I'd prefer to do it in a non-painful way.  But hey, you know, whatever floats your boat.
Title: Re: 2.1 and You
Post by: yutpaeksi on May 28, 2013, 12:35:46 AM
The upgrades in particular have been requested for a while, I'm just lazy and doing them made me want to kill myself in the most painful way possible.

Come on Corey, it's not like we're asking you to add an SSD to the EotH or adding X useless/redundant/dumb unit to Y faction/side....or you know...asking for another video of you playing survival mode...
Title: Re: 2.1 and You
Post by: Senza on May 28, 2013, 12:47:40 AM
Come on Corey, it's not like we're asking you to add an SSD to the EotH or adding X useless/redundant/dumb unit to Y faction/side....or you know...asking for another video of you playing survival mode...

Though that would be hilarious.
Title: Re: 2.1 and You
Post by: Corey on May 28, 2013, 12:49:54 AM
I've always wanted to do a Let's Play...
Title: Re: 2.1 and You
Post by: Singularity on May 28, 2013, 07:50:43 PM
Does the EOTH already have a transport unit of any kind?
Title: Re: 2.1 and You
Post by: Revanchist on May 28, 2013, 09:33:07 PM
Not that I know of.
Title: Re: 2.1 and You
Post by: Lord Xizer on May 28, 2013, 09:49:58 PM
I have noticed that, I always assumed a transport was in the works for them
Title: Re: 2.1 and You
Post by: Singularity on May 29, 2013, 08:51:17 PM
They could also do with a few more infantry types (Plex, Specialist etc..).
Title: Re: 2.1 and You
Post by: Lord Xizer on May 29, 2013, 10:16:22 PM
I think the EotH has plex in the form of the rocket scouts
Title: Re: 2.1 and You
Post by: Singularity on May 30, 2013, 11:50:13 AM
Ah okay, I just assumed they were like scout troopers and didn't use them that much.
Title: Re: 2.1 and You
Post by: Eclipse on May 30, 2013, 12:10:28 PM
I think that infantry has never been relevant in ground attacks since they get killed fast, ground attack is bascially having the biggest thing you can buy and attack. I know it's imposible since there are no infranty makes/animators right now but the game should have more focus on infantry
Title: Re: 2.1 and You
Post by: Corey on May 30, 2013, 12:12:47 PM
That's something inherent to EaW unless you want to make them the unstoppable individual units of CnC, in which case they're no longer infantry, they're just tanks with a different look. You can still do a lot with them if you use them properly (capturing points, taking down larger vehicles with micromanagement; they're the ONLY essential unit for every ground force and they're more versatile than everything else already) but this isn't like Company of Heroes where infantry are able to actually interact with things.
Title: Re: 2.1 and You
Post by: Waffle Wagon on May 30, 2013, 01:10:24 PM
I have discovered through modding the mod (I couldn't resist!) that giving basic infantry a slight range buff makes them more versatile while not going too far into super-soldier territory. I have also found that trying to fix the horribly broken land combat of EAW is like attempting to swim in a vat of cement. Its arduous and painful, and in the end you'll probably wish you hadn't bothered.

That said, I think the team has done a great job of making this part of the game actually enjoyable.
Title: Re: 2.1 and You
Post by: Eclipse on May 30, 2013, 06:03:22 PM
Maybe, still it's very dangerous to use them since one mistake can make you loose all your batallion. And belive me, with the AT-AT I can have infinite infrantry wich in my opinion shouldn't happen becuase then common infrantry becomes completly unnecesary because you have two in one. a massive AT-AT attack can't be stopped, even if you have turbolasers
Title: Re: 2.1 and You
Post by: tlmiller on May 30, 2013, 11:22:25 PM
Turbolasers with MPTL's will destroy more than their share of AT-AT's.  Doubly so with AT-AT stupidity of refusing to walk side by side and instead demanding to walk single file.
Title: Re: 2.1 and You
Post by: Enceladus on May 30, 2013, 11:38:22 PM
That's because you're not allowed to cut in line.
Title: Re: 2.1 and You
Post by: Lord Xizer on May 31, 2013, 01:46:52 AM
I think that infantry has never been relevant in ground attacks since they get killed fast, ground attack is bascially having the biggest thing you can buy and attack. I know it's imposible since there are no infranty makes/animators right now but the game should have more focus on infantry

I beg to differ, an invasion by the EotH with Chiss commandoes...is a nightmare. They die easily but not before they get off those accursed detonators...and bam 10 dead ATSTs or one horribly damaged ATAT...
Title: Re: 2.1 and You
Post by: Singularity on May 31, 2013, 07:30:19 AM
They're absolutely essential to ground defense though, due to build pads.
Title: Re: 2.1 and You
Post by: Senza on May 31, 2013, 01:04:28 PM
The rocket scout is the best thing ever, too, since it can capture reinforcement points and build pads..
Title: Re: 2.1 and You
Post by: Lord Xizer on June 01, 2013, 05:24:23 AM
in addition to having more punch while still maintaining speed
Title: Re: 2.1 and You
Post by: Senza on June 01, 2013, 01:40:01 PM
Indeed.
Title: Re: 2.1 and You
Post by: Lord Xizer on June 02, 2013, 03:51:38 AM
All things considered, the EotH is the most nightmarish to fight on the ground, their tanks, commandoes and Airstraekers can tear through most units like tissue paper.
Title: Re: 2.1 and You
Post by: Eclipse on June 02, 2013, 09:26:29 AM
The EoTH is the most nightmarish in both ground and space. They always attack you with 10 phalanx at least. Not even two SSD can hold agains that. The airstraekers will always be the most annoying flying thing.
Title: Re: 2.1 and You
Post by: Revanchist on June 02, 2013, 03:31:47 PM
The EoTH is the most nightmarish in both ground and space. They always attack you with 10 phalanx at least. Not even two SSD can hold agains that. The airstraekers will always be the most annoying flying thing.

I definitely agree with you; they are hard to fight. That's why you have to hit them early and hard, before they can build up too many forces. Also, their AI seems to tank once you kill off their heroes (which they usually send after you in a massive hero blob).
Title: Re: 2.1 and You
Post by: Senza on June 02, 2013, 04:08:38 PM
Well the Gilzean is being nerfed in 2.1, I've already applied the nerfs myself and I've found its firepower is similar to the T-4B's now. And you can't have 10 Phalanxes in one fleet, at least not at once o.o.

The EotH's ground forces are generally very specialized, you need to tailor your attack force specifically to counter what they have and attack in waves until you are confident you can overrun them and defeat them. Recon is key, if they have Air Straekers you need to have AA units in your initial force or they'll probably tear you to pieces before you can get anywhere.

Also, having removed PTW from the Nebula, I find it to be a lot better balanced. However, while attempting to figure out why the Corona was so useless, I discovered that one of its turbolasers, namely HP_Corona_TURBO1 or something like that, fires 2 pulses rather than 5, with this fixed the Corona still isn't any good aside from its fighters, although its shield regen is over the top.

Also, why are fighter releases being staggered? Is this for performance reasons or balance reasons?
Title: Re: 2.1 and You
Post by: Corey on June 04, 2013, 10:43:50 PM
Mostly performance, partly to make sure there's still fighters near the end of battles and to give incentives for keeping carriers alive/targetting the enemy carriers.
Title: Re: 2.1 and You
Post by: Senza on June 05, 2013, 02:39:17 PM
Makes sense, though will there be any cooresponding reduction in the effectiveness of anti-fighter ships? The fighter/ anti-fighter dichotomy is a pretty delicate balance as it is.
Title: Re: 2.1 and You
Post by: Corey on June 05, 2013, 04:55:41 PM
Not at the moment. It depends on what happens. We don't want to just overnerf something out of the gate because of hypothetical issues when the main balance problem being addressed with the staggered releases is arguably already the most powerful tactic in the game to begin with. It's more of a wait for beta phase thing since the sample size is so small.
Title: Re: 2.1 and You
Post by: Senza on June 05, 2013, 05:39:02 PM
Alright, I'll be there! (I think) Now that I think about it anyway, this might make fighters less powerful but more viable in the long run, since the enemy won't be able to just wipe them all out at once. And K-Wings are admittedly too strong anyway... xD
Title: Re: 2.1 and You
Post by: tlmiller on June 05, 2013, 06:49:12 PM
That's because K-Wings were insanely powerful ships.  While taking a decidedly imperial approach in having them not have hyperdrive, they had EXTREMELY powerful shields for a fighter craft, with multiple warhead types and a freaking quad turbolaser turret along with twin laser cannons.  Things are BEASTS.
Title: Re: 2.1 and You
Post by: Corey on June 05, 2013, 07:06:16 PM
Made new/redone unit progress a bit more obvious and added some other stuff.
Title: Re: 2.1 and You
Post by: Senza on June 05, 2013, 07:22:56 PM
That's because K-Wings were insanely powerful ships.  While taking a decidedly imperial approach in having them not have hyperdrive, they had EXTREMELY powerful shields for a fighter craft, with multiple warhead types and a freaking quad turbolaser turret along with twin laser cannons.  Things are BEASTS.

I know, the fact that it's canon doesn't help when you're facing down 2 dozen squadrons of them though :P. I still think that quadlaser they have is overpowered, it may be short range but if they get in close with enemy fighters they are actually one of the most, if not the most effective anti fighter unit in the game.
Title: Re: 2.1 and You
Post by: tlmiller on June 05, 2013, 10:53:19 PM
Considering any unshielded fighter would be destroyed with 1 hit, and lightly shielded fighters would probably still go down with 1 hit from that turret, it should be quite powerful against fighters.
That said, I also see how for gameplay sake, having it be that powerful is a bad thing.
Title: Re: 2.1 and You
Post by: Senza on June 06, 2013, 04:07:02 PM
It's more the fact that there are so many of the turrets (1 for each k-wing) than how powerful the turret itself is that makes it an issue, I think. With so many of them it makes up for the lack of accuracy and short range and lets them tear stuff to pieces really quick.
Title: Re: 2.1 and You
Post by: Lord Xizer on June 06, 2013, 04:22:22 PM
It's more the fact that there are so many of the turrets (1 for each k-wing) than how powerful the turret itself is that makes it an issue, I think. With so many of them it makes up for the lack of accuracy and short range and lets them tear stuff to pieces really quick.

As Lenin once said, "Quantity has a quality all it's own."
Title: Re: 2.1 and You
Post by: Corey on June 16, 2013, 10:48:28 PM
Lots of updates.
Title: Re: 2.1 and You
Post by: Revanchist on June 17, 2013, 10:02:14 AM
Nice! The Praetor is down to 9 points! That will make fielding them more benificialthan when they were 12. Also, just a quick question: why no IRD fighters anymore?
Title: Re: 2.1 and You
Post by: Senza on June 17, 2013, 10:58:46 AM
In regards to the turbolaser on the Century tank.... yeah it's ridiculously overpowered, I fixed the firing restriction issue as well and decided it was far too powerful so I converted it to an anti vehicle turret instead, and nerfed the range somewhat. I was kind of aiming to have it be a slower, but more durable and long range counterpart to the Freerunner in terms of armament. I think even what I did might still be kind of overpowered though so accuracy penalties and possibly a second range nerf may be needed as well.
Title: Re: 2.1 and You
Post by: Corey on June 17, 2013, 11:58:37 AM
Yeah, when I fixed it I did some significant nerfs to it as well, just didn't bother recording them since they're not exactly changes; nobody had been using the turbolaser at all before.
Title: Re: 2.1 and You
Post by: tlmiller on June 17, 2013, 12:16:14 PM
Nice! The Praetor is down to 9 points! That will make fielding them more benificialthan when they were 12. Also, just a quick question: why no IRD fighters anymore?

Yeah, 9's about where I feel they should be too.  Just barely over double an ISD/ISD-II.
Title: Re: 2.1 and You
Post by: Senza on June 17, 2013, 12:16:50 PM
Ah okay, cool.
Title: Re: 2.1 and You
Post by: Corey on June 17, 2013, 12:52:13 PM
Yeah, when I started the battle I was worried about whether or not I'd notice the damage if they were working... Then they took half the health of a bunker in one shot and any doubt was gone.

As for the IRD, we didn't finish the art assets for the Warpod and IRD, and I'm not sure if we will. Art work has gone into redoing some other stuff (Lancer model's been optimized and reskinned, for example) which I prefer to do over adding new content, especially since the PA isn't lacking for fighters.
Title: Re: 2.1 and You
Post by: cjc070 on June 17, 2013, 11:09:57 PM
Have you considered using a Agave Picket Ship to replace the Corellian Corvette in later ERAs and maybe have the Marauder Cruiser in PA.  No reason to have the PA just have Imperial warships.  Also could you make the Marauder Cruiser slightly less 3200 credits is a bit much.
Title: Re: 2.1 and You
Post by: I_Jedi on June 22, 2013, 09:07:45 PM
I've got a situation you may want to look into for the PA in general. I've played through the campaign(Art of War) a few times to figure out how and why certain peculiar problems occur. This is for ICW 2.0 Hotfix 2.

First I started out as the PA and sent my SSD to Nirauan and blew up nearly all the heros, causing the EotH's AI to stop working. After capturing the planet with a zerg rush, EotH never attacked anyone throughout the rest of the campaign. In one branch of gameplay, I continued my attacks against the EotH and took all their planets. After this, I noticed some peculiar behavior with the EotH. They still had a non-zero economy, and when Palpatine shows up/Thrawn is defeated, the game crashes. I determined this to be due to EotH ships escaping the final planet to Byss. The Emperor would not be allowed to spawn due to the EotH ships in the way.

I then decided to allow one EotH planet to not be conquered by anyone. After getting to the Palpatine section, I had no difficulties. I then took the last EotH planet. After the Emperor died, I crashed. I then reloaded and allowed the planet to not get conquered and the game did not crash.

In addition, I noticed that Kaine dissapears when Daala shows up. Not sure if this is a feature or not.

The problem with factions being destroyed  could be more widespread than Art of War. Due to this being potentially game-breaking to some players, this could be worth looking into.
Title: Re: 2.1 and You
Post by: tlmiller on June 22, 2013, 09:44:50 PM
I noticed the Kaine dissappearing at the start of Era 4 also.  In the closing segments of Essence of war currently, trying to avoid finishing off the IR until the game is over (I control 26 of the 50 with all 3 factions still alive, so it's all but over already, but still)
Title: Re: 2.1 and You
Post by: Fuwious on June 23, 2013, 03:44:43 AM
I noticed the Kaine dissappearing at the start of Era 4 also.  In the closing segments of Essence of war currently, trying to avoid finishing off the IR until the game is over (I control 26 of the 50 with all 3 factions still alive, so it's all but over already, but still)
I thought Kaine disappears because he died during Operation:Shadow Hand?
Title: Re: 2.1 and You
Post by: Crisiss on June 23, 2013, 03:33:45 PM
I thought Kaine disappears because he died during Operation:Shadow Hand?

Yeah the NR blew up his shuttle.
Title: Re: 2.1 and You
Post by: Corey on June 23, 2013, 04:15:57 PM
I've got a situation you may want to look into for the PA in general. I've played through the campaign(Art of War) a few times to figure out how and why certain peculiar problems occur. This is for ICW 2.0 Hotfix 2.

First I started out as the PA and sent my SSD to Nirauan and blew up nearly all the heros, causing the EotH's AI to stop working. After capturing the planet with a zerg rush, EotH never attacked anyone throughout the rest of the campaign. In one branch of gameplay, I continued my attacks against the EotH and took all their planets. After this, I noticed some peculiar behavior with the EotH. They still had a non-zero economy, and when Palpatine shows up/Thrawn is defeated, the game crashes. I determined this to be due to EotH ships escaping the final planet to Byss. The Emperor would not be allowed to spawn due to the EotH ships in the way.

I then decided to allow one EotH planet to not be conquered by anyone. After getting to the Palpatine section, I had no difficulties. I then took the last EotH planet. After the Emperor died, I crashed. I then reloaded and allowed the planet to not get conquered and the game did not crash.

In addition, I noticed that Kaine dissapears when Daala shows up. Not sure if this is a feature or not.

The problem with factions being destroyed  could be more widespread than Art of War. Due to this being potentially game-breaking to some players, this could be worth looking into.

We've had a few reports that destroying a faction caused the next era change to crash. I'll see what happens if Byss and the Maw aren't locked.
Title: Re: 2.1 and You
Post by: Lord Xizer on June 23, 2013, 05:29:17 PM
Yeah the NR blew up his shuttle.

Rebel terrorist scum killing such a noble man in such a cowardly fashion
Title: Re: 2.1 and You
Post by: tlmiller on June 23, 2013, 08:46:26 PM
Yeah, but in the mod, he doesn't rejoin the Emperor, so he shouldn't dissappear, since he's one of only 3 heros the PA have.  I just hit era 4 sadly, so have had to stop playing, as it's just no fun with only 1 heroe left.  Either that, or all PA heroes should respawn each era in which case if you lose someone you at least get them back at the start of Era4 to make up for Kaine leaving.  If it stays this way, you should also remove the speech by Kaine at the start of Era4, since he can't hardly be giving a soliloquy if he's dead.
Title: Re: 2.1 and You
Post by: Corey on June 23, 2013, 08:54:57 PM
We don't remove people because they died in a canon battle because canon battles don't happen in the mod (there's no Battle of Bilbringi unless you have a Battle of Bilbringi). And because of the PA's existance in AoW the Remnant doesn't even get Kaine, he stays with the PA.

If he is getting removed it might be because of a holdover script from when the Remnant had him and it's somehow affecting the PA. I'll check.
Title: Re: 2.1 and You
Post by: Fuwious on June 23, 2013, 10:25:11 PM
We don't remove people because they died in a canon battle because canon battles don't happen in the mod (there's no Battle of Bilbringi unless you have a Battle of Bilbringi). And because of the PA's existance in AoW the Remnant doesn't even get Kaine, he stays with the PA.

If he is getting removed it might be because of a holdover script from when the Remnant had him and it's somehow affecting the PA. I'll check.
fair enough
Title: Re: 2.1 and You
Post by: Lord Xizer on June 24, 2013, 01:03:20 AM
Who was left in charge of the PA after Shadow Hand anyway? I know it was absorbed by Pellaeon's Remnant but that was a few years after Shadow Hand ended. Did it have any part of the Crimson Empire?
Title: Re: 2.1 and You
Post by: Corey on June 24, 2013, 06:44:34 PM
Updated. I think once we have the PA FTGU done I'll be posting the beta.
Title: Re: 2.1 and You
Post by: tlmiller on June 24, 2013, 07:14:26 PM
Who was left in charge of the PA after Shadow Hand anyway? I know it was absorbed by Pellaeon's Remnant but that was a few years after Shadow Hand ended. Did it have any part of the Crimson Empire?

I'm not certain, but I don't believe it had anything to do with Crimson Empire.
Title: Re: 2.1 and You
Post by: Settra on June 24, 2013, 08:00:25 PM
Updated. I think once we have the PA FTGU done I'll be posting the beta.

Why was the Recusant changed to the Providence? (not that I'm complaining)
Title: Re: 2.1 and You
Post by: Corey on June 24, 2013, 08:12:23 PM
The Recusant's model and skin were trash, the Providence's weren't.
Title: Re: 2.1 and You
Post by: Waffle Wagon on June 24, 2013, 10:04:02 PM
Nice, I always have thought the Providence was one of the better looking PT ships. There's something definitely nautical about its design, it reminds me of a submarine.
Title: Re: 2.1 and You
Post by: Crisiss on June 25, 2013, 09:45:39 PM
Nice, I always have thought the Providence was one of the better looking PT ships. There's something definitely nautical about its design, it reminds me of a submarine.
Probably because it was originally a Mon Calamari design, as was the Rescusant. Supposedly the Quarren Seperatists stole the plans for them and gave it to the CIS. Not exactly sure how that would end up in the PA fleet but whatever, I love the Providence. Destroyer/Carriers any day of the week. If I may ask a question to the mod team, how will the Providence be handled? Just a less powerful Star Destroyer or what? The PA has 2 practically dedicated carriers in it's arsenal, a 3rd would just be a Venator copy/paste. They both served the same exact role in the CW, so I would just like it to be 'refitted' with a shitload of guns. Kind of like an old ass Tector. Either that or a straight forward support ship (anti-fighter lasers, and turbolasers and ion cannons) would be ideal. Maybe even mass drivers as the Providence class was equipped with them? Probably a bit late in development to say this but whatever. Just my personal opinion.
Title: Re: 2.1 and You
Post by: Lord Xizer on June 25, 2013, 10:54:00 PM
Interesting concept
Title: Re: 2.1 and You
Post by: Settra on June 26, 2013, 10:31:59 PM
The Recusant's model and skin were trash, the Providence's weren't.

Fair enough, though what kind of role can be expected of it? Since it was a bit more powerful than the Recusant (assuming you are going with the destroyer version of the Providence) where will it lie in power relative to the other ships of the PA?
Title: Re: 2.1 and You
Post by: Crisiss on June 27, 2013, 12:53:29 AM
Fair enough, though what kind of role can be expected of it? Since it was a bit more powerful than the Recusant (assuming you are going with the destroyer version of the Providence) where will it lie in power relative to the other ships of the PA?
There weren't really different models of Providences. They were all Carrier/Destroyer hybrids, much like the Venator SD. Any modifications were normally done by the factions themselves so there wouldn't really be a 'destroyer version' so to speak. Rebel One was modded, the Invisible Hand was modded, there weren't a whole lot of people who saw it to be so ineffective that it needed alterations.
Title: Re: 2.1 and You
Post by: Settra on June 27, 2013, 08:45:30 AM
There weren't really different models of Providences. They were all Carrier/Destroyer hybrids, much like the Venator SD. Any modifications were normally done by the factions themselves so there wouldn't really be a 'destroyer version' so to speak. Rebel One was modded, the Invisible Hand was modded, there weren't a whole lot of people who saw it to be so ineffective that it needed alterations.


I was speaking to this (from the "modularr components section" of the wiki):
"Providence-class ships featured modular compartments which made the vessels very easy to modify. This made it possible to easily upgrade the propulsion systems or weaponry of a given ship, as well as making it possible to convert the ships into starfighter carriers, or other variations. The Invisible Hand was one example of a heavily modified Providence-class ship"
Title: Re: 2.1 and You
Post by: Lord Xizer on June 27, 2013, 08:20:53 PM

I was speaking to this (from the "modularr components section" of the wiki):
"Providence-class ships featured modular compartments which made the vessels very easy to modify. This made it possible to easily upgrade the propulsion systems or weaponry of a given ship, as well as making it possible to convert the ships into starfighter carriers, or other variations. The Invisible Hand was one example of a heavily modified Providence-class ship"

It is known
Title: Re: 2.1 and You
Post by: Crisiss on June 27, 2013, 08:25:37 PM
It is known

Yeah I thought that would be fairly obvious... I don't need a Wookieepedia article to know that they were highly modifiable and commonly modified. There's already a handful of examples. I'm still curious to see the TR team's plans for the Providence.
Title: Re: 2.1 and You
Post by: Settra on June 27, 2013, 10:20:20 PM
Yeah I thought that would be fairly obvious... I don't need a Wookieepedia article to know that they were highly modifiable and commonly modified. There's already a handful of examples. I'm still curious to see the TR team's plans for the Providence.

Wat.

We have the same question, you said they "were all destroyer/carrier variants" when this wiki that is "fairly obvious" said  that "making it possible to convert the ships into starfighter carriers, or other variations". I had never said it was a different model, so when we want the same thing, I am not sure why you were trying to correct me.
Title: Re: 2.1 and You
Post by: Lord Xizer on June 28, 2013, 06:06:16 PM
Probably just miscommunication
Title: Re: 2.1 and You
Post by: Crisiss on July 01, 2013, 02:57:57 PM
Wat.

We have the same question, you said they "were all destroyer/carrier variants" when this wiki that is "fairly obvious" said  that "making it possible to convert the ships into starfighter carriers, or other variations". I had never said it was a different model, so when we want the same thing, I am not sure why you were trying to correct me.
I'm confused with your statement. I didn't correct you (or at least I don't think I was, just ignore me if that's the case) Im not really looking to start any arguments. Just looking for how the Providence will turn out in 2.1. I apologize for any inconviences.
Title: Re: 2.1 and You
Post by: Settra on July 01, 2013, 03:14:48 PM
I'm confused with your statement. I didn't correct you (or at least I don't think I was, just ignore me if that's the case) Im not really looking to start any arguments. Just looking for how the Providence will turn out in 2.1. I apologize for any inconviences.

lol at communication issues, brainfarts all around. Though yeah, definitely interested in the Providence will be since they dumped the Recusant for it (and it is a good bit more powerful than it) I'm hoping for another bruiser for the PA.
Title: Re: 2.1 and You
Post by: Crisiss on July 01, 2013, 03:42:31 PM
lol at communication issues, brainfarts all around. Though yeah, definitely interested in the Providence will be since they dumped the Recusant for it (and it is a good bit more powerful than it) I'm hoping for another bruiser for the PA.
They don't have any very fast heavy hitters. But then again there isn't much left in the notion of (for lack of better wording) newness. NR has their focus on starfighters, the IR in heavy hitters, and the EotH is a breed of the two plus hit and run abilities. Not much left for them. I think making them more fortification based (seeing as they weren't an expansionist faction, just maintaining what they own) would be something new. But seeing as beta testing has already started and this is likely the last major update for Thrawn's Revenge, they're probably stuck as an IR/NR mix. Disappointing as they don't add anything new to the available faction pool.
Title: Re: 2.1 and You
Post by: Lord Xizer on July 01, 2013, 04:03:48 PM
Well the PA is a compromise between NR and IR ideology. Heavy cap ships and fighter spamming carriers
Title: Re: 2.1 and You
Post by: tlmiller on July 01, 2013, 04:11:07 PM
With the Lucrehulk, REALLY BIG carriers.  :D
Title: Re: 2.1 and You
Post by: Clubby71 on July 07, 2013, 02:32:46 PM
Well the PA is a compromise between NR and IR ideology. Heavy cap ships and fighter spamming carriers

But in the end isn't the PA and IR the same ships?  the same ships that make the PA unique eras 1-3 are used by the IR 4-5, except for the munificent and the escort carrier.
Title: Re: 2.1 and You
Post by: Lord Xizer on July 07, 2013, 06:09:36 PM
But in the end isn't the PA and IR the same ships?  the same ships that make the PA unique eras 1-3 are used by the IR 4-5, except for the munificent and the escort carrier.

Not true, the PA has a multitude of unique units
PA gets:

Ground/ Dark Jedi, Hailfires, Enforcers, Storm Commandos, Floating fortress, republic Hover tank, and Clone drop ship

Space/IPVs, Lucrehulk, TIE Hunters, Praetor(which IR only gets in era 3) Providence, Regicide, V-19, Vengeance, Muunifient, Escort carrier, and the Enforcer
Title: Re: 2.1 and You
Post by: Clubby71 on July 09, 2013, 01:41:10 PM
Not true, the PA has a multitude of unique units
PA gets:

Ground/ Dark Jedi, Hailfires, Enforcers, Storm Commandos, Floating fortress, republic Hover tank, and Clone drop ship

Space/IPVs, Lucrehulk, TIE Hunters, Praetor(which IR only gets in era 3) Providence, Regicide, V-19, Vengeance, Muunifient, Escort carrier, and the Enforcer

Lucrehulk, is that even in game?  I never saw one.
Title: Re: 2.1 and You
Post by: Crisiss on July 09, 2013, 01:51:11 PM
Lucrehulk, is that even in game?  I never saw one.
Re: 2.1 and you. This is a thread discussing what will be appearing in 2.1. So no, not in game yet.
Title: Re: 2.1 and You
Post by: Slornie on July 09, 2013, 02:07:12 PM
Re: 2.1 and you. This is a thread discussing what will be appearing in 2.1. So no, not in game yet.
Well, technically it is in game (http://www.moddb.com/mods/thrawns-revenge/images/lucrehulk#imagebox), you just can't have it yet. :P
Title: Re: 2.1 and You
Post by: Singularity on July 09, 2013, 02:42:57 PM
Lucrehulk, is that even in game?  I never saw one.
They don't have an icon, so they're basically invisible on the galaxy map.
Title: Re: 2.1 and You
Post by: Clubby71 on July 09, 2013, 03:41:31 PM
Re: 2.1 and you. This is a thread discussing what will be appearing in 2.1. So no, not in game yet.

Well the list was mostly already in game, so I thought he was talking about current game.
Title: Re: 2.1 and You
Post by: Chimera2010 on August 10, 2013, 12:22:06 PM
Is there a way to edit the clawcraft squadron out of the game? For some reason they slow down the gameplay considerably on my computer.
Title: Re: 2.1 and You
Post by: Lord Xizer on August 10, 2013, 04:22:02 PM
Is there a way to edit the clawcraft squadron out of the game? For some reason they slow down the gameplay considerably on my computer.

As I remember it's because they are very high detailed compared to other fighters(part of the reason for the new Fighter stagger is to prevent this from being an issue)
Title: Re: 2.1 and You
Post by: Corey on August 10, 2013, 09:15:58 PM
Yeah their poly count is way too high for several people's comps to handle. We're remaking it.
Title: Re: 2.1 and You
Post by: Lord Xizer on August 10, 2013, 10:22:25 PM
Yeah their poly count is way too high for several people's comps to handle. We're remaking it.

Yeah 2 D Clawcraft!
Title: Re: 2.1 and You
Post by: Corey on August 10, 2013, 10:44:54 PM
Not quite... The Clawcraft is, I believe, the oldest model in the mod. Something like July 2006. It was made by somebody used to much higher poly limits since he was a Red Orchestra modder
Title: Re: 2.1 and You
Post by: Lord Xizer on August 11, 2013, 01:25:11 AM
Explains a lot