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Messages - Darth Stalin

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1
Discussion, Suggestions & Feedback / Re: Endless Ship Spam (A.I.)
« on: January 03, 2015, 04:17:59 PM »
Never in any mod or vanilla game (either EaW or FoC) I had a problem with "spamming" AI ships.
When playing previous version of the mod, I had that problem with EotH fleets... but found a solution in proper composition of my fleet.

Need to say, that I've increased the pop cap for space battles to ~100 or even 140, so there really was a lot of AI "spam" to kill...  8=)

But nevertheless, such a "spam" is never a problem; just a nuisance...  ;D

2
Fixed. Thanks.
How can I download the fixed files?

3
Thanks!
I'm looking into the files via WinMerge to compare what changed, and I can see a few addedplanets and trade routes - primarily it seems, those from Eriadu Authority and Greater Maldrood.

4
Well, that submod looks nice.
However, as I usually play the largest GC campaign available, my question is simple:
is the Art of War campaign changed in any way or this was left alone?

And can these new Pentastar heroes be built also in Art of War campaign?

5
Discussion, Suggestions & Feedback / Re: All Faction free-for-all
« on: October 08, 2014, 04:41:40 PM »
I've personally modified current TR 2.15 Art of War campaign by adding some 30 planets from another campaigns (Thrawn, Palpatine, Daala, Imp Civil War) and adding/adjusting trade lines. Hapes and Dushkans are out of play, still, but I don't see it as a disadvantage.
More warlords to beat, mmore planets to see and conquer... my plan is to - as the Empire:
1. build solid foundations as Isard,
2. make short and swift attack run as Thrawn
3. sweep all the galaxy and brong order to all of it as Emperor reborn - no more Eras will be i play :P

6
Discussion, Suggestions & Feedback / Re: Pentastar Alignment Megathread
« on: September 18, 2014, 03:25:50 PM »
Well, the Wookiepedia says that just before the Conqueror was destroyed, an Imperial assault shuttle left the ship... and though Strang was never heard of later on, it could be possible for him to survive, escape and evade... finally to find refuge in Pentastar.
Why not?
The Canon is now just The Legends, so... the modmakers are now  kind of Bards of Legendary Tales  ;) so let them sing the tale of Admiral Strang...

7
Discussion, Suggestions & Feedback / Re: Pentastar Alignment Megathread
« on: September 16, 2014, 05:00:23 AM »
I haven't played PA yet, but if we talk about cutting/adding something to PA, especially in later Eras, I think that two things may but under consideration:

1. If you want to add some SSDs to PA, I suggest adding "Javelin" - a possible second ship of the Jerec's Vengeance-class (with the limit of only one buildable).

2. If you desire for heroes, maybe consider adding Captain Sysco - the commander of Jerec's "Vengeance" SSD. Though this would require making from nothing his portrait (or use a "generic Empire commander" graphic...), yet an Imperial fleet officer would be IMHO pretty useful in PA fleet.

8
Thanks a lot, Corey!
I knew I?ve missed something ? the file just needed ?a fresh look?? ;)
Quote
You have a comment starting at Polneye and going all the way until the "-->" after Jtptan. Basically everything between <!-- before Polney and --> after Jtptan are ignored by the game (shown in my post by the fancy green colouring). Usually this just means it'll load fine and just ignore that data, but you get a syntax error because there's an additional "<!--" inside the comment, so it's essentially trying to put a comment inside a comment, which isn't going to work.
Yep, I know ? as I saw in similar files (also the modded files) these comments mark just the description of a particular force etc. to make the file easier to read.
Quote
Also, every GC has a code section for each GC. Right now you have them added in the Imperial version, there's other sections for the NR, EotH and PA, indicated lower in the file by
<Campaign Name="Sandbox_All_Rebel">
etc
I know that too ;) just wanted to tweak the Imperial campaign, as I usually play the Empire.
Now I?ve started the TR 2.0 and everything seems OK ? the game loaded properly, selection works correctly?
BTW: the ?intro text? looks awesome! the only flaw of that is that in the background the game runs without a pause, which may cause some confusion (don?t know if it is possible to be attacked while the intro is still running??)

9
The problem is that I can't see anything "broken" - all lines were just copied and pasted from other scenario files (Black Fleet, Cluster and Essence of war).

What is even stranger that I tried to upload the attachment to my post but I got a message that "attachment folder is full".
What can that mean?

10
Okay, yet what about these command lines:

      <AI_Player_Control> Sarlacc, None </AI_Player_Control>
      <AI_Player_Control> Yevetha, None </AI_Player_Control>

and

      <Markup_Filename>Sarlacc, DefaultGalacticHints </Markup_Filename>
      <Markup_Filename>Yevetha, DefaultGalacticHints </Markup_Filename>
???

BTW: I got a strange error - when loadingt the game I got message "Expect strange bugs - xml parse error. File Campaigns_All.xml has syntax errors"

11
Well, I'm veeery happy that the TR has reached 2.0 level... but... now I have 2 questions:

1. Why in Art of War "large" campaign (with 91 planets) there are no Hapans and Yevethans?

2. How can I add the Hapan and Yevethan forces to the campaign?
As I understand from other EaW:FoC mods, I should add the H/Y planets to the planet list as well as appropriate trade routes, and then add the forces on these planets, right?

12
News & Updates / Re: May Update: Cleaning House
« on: May 11, 2012, 07:33:04 AM »
Yep, just a typo error...  :o
BTW: I've seen somewhere that someone has written about "finishing 1.3.1."  ???
AFAIK there's ONLY TR 1.3 and nothing more so far.


13
News & Updates / Re: May Update: Cleaning House
« on: May 10, 2012, 05:29:03 AM »
Well, I've already finished the 1.4 Art of War campaign, so now I can wait in  patience for 2.0 and new heroes.
Besides, I still have other mods to play - latest Alliance 4.5.4 (awaits trying) and Phoenix Rising 1.2 (already started, but after first few sniffs into it I'm gonna start it anew, as that was mostly to see how its new stuff works and where...).


15
Yep, as he once wrote, he made his mod "as he himself would like to play", i.e. with lots of stuff not always very "canonica" (but often very "fanonical" anyway) - like the "mirrored" (i.e. with bridge up and down the hull, being a "twin" one...) ship used in a fan-made movie about "stormtroopers bringing peace to the Galaxy" (IIRC "the unit" or sth similar...?).
It's nice but sometimes my fleets in Alliance get packed with all that new stuff beyond any recognition, as I like to build all heavy ships I can - thus I finish with some ~20 SSDs of various classes... :D :P

16
Well, the Allegiance-class ISDs come from that page AFAIk:
http://starwars-exodus.wikia.com/wiki/Category:Exodus_Ships

Yet I don't know what is the "canonicability" of these ships there; I only know that some of these (like Allegiance, ISD Mk III, Executor Mk II and Legacy SSD) were used by Nomada_Firefox in his "Alliance" Mod...  ???

17
Discussion, Suggestions & Feedback / Re: 2.0 wish list
« on: April 16, 2012, 06:06:34 AM »
What Kalo's saying is that the production bonus you're suggesting we give the factories already exists, and always has existed. He's not talking about the Hypervelocity gun thing.

Oh, man! How could I play so long in EaW/FoC and all possible mods and live without that!  :o  ::) And there were times where I waited soooo looong for AT-ATs to be finally produced...

I only hope that same thing applies to these factories in other mods, as it seems to be "intrinsic" in the game itself...

18
Discussion, Suggestions & Feedback / Re: 2.0 wish list
« on: April 12, 2012, 04:46:41 AM »
Hey, I don't mean that such special ability was "specially done" by the mod authors; I only mean that if there's such ability already in the game, maybe it could also be repeated for other purposes and facilities.

19
Discussion, Suggestions & Feedback / Re: 2.0 wish list
« on: April 12, 2012, 03:00:43 AM »
Quote from: Lord Xizer
I do agree that interdictors should be harder to build(either taking more time or costing a bit more and only able to be built a Capital shipyards since the tech for building them was very complex and they were hard to produce according to the EU) This would make them more strategic and spread out so you couldn't just spam large numbers of them.
That's exactly what I mean. I would even restrict them to be built only in one shipyard (the HQ of Sienar Fleet Systems, IIRC Corulag?), and do the same with Interdictor Destroyer (buildable only on Kuat, and even more expensive).

Also as my wish list I'd add giving the Empire "fighter pilot" heroes the special abilities like "hunt for enemies" etc. - Tuur Phennir can't do this while other fighters in my fleet can - why? The same applies to Soontir Fel IIRC.

And one more thing: please change the "ground construction panel" to show some units also in the bottom row: if I build on a planet all 3 types of factories (Light, Heavy, Advanced) AND Infantry Barracks, then I CAN'T SEE (and thus CAN'T order to construct) some of units produced in these factories - for example the Speeder Bike Scouts and Juggernauts.

Oh, one thing alsocomes to my mind: if I construct TWO HypVelGuns on a planet, the result is that they recharge faster during Space Combat. So, could something similar be done with "production facilities" if a player/AI has more than one on a planet? For example, if I have 3 Advanced Factories, then my AT-ATs would be produced 3 times faster or production time would be reduced by 30% or something like this; thus there could be "specialized" planets producing different types of weapons instead of "typical set" that all factories are placed on a planet if only there's available space, just to provide strong garrison forces, but with no real differenc between each other).

20
Discussion, Suggestions & Feedback / Re: 2.0 wish list
« on: April 11, 2012, 05:47:12 AM »
Not only - the Interdictors make the IR battles way too easy IMHO. If I can choose the ground and pin the enemy forces until they are utterly destroyed, there's no real thinking, it's just the matter of "making the hammer heavy enough" and then "applying" it with smashing force.
Also in defence battles the Interdictors are pretty dangerous - in my finished campaign I fortified key worlds on the attack routes of EotH and placed there small sfleets (as they were cut off the main IR body) along with double HypVelGuns on the plantes and two Golan-I. What surprised me in previous 1.2 campaign (same appeared this time, too) was that EotH attacked me with a bunch of admirals (3 or even 4 in one group) with only a few other ships; thus I could pin that group long enough to destroy 1 or 2 admiral ships with my HVGs (you need usually 2 shots to destroy a capital ship completely, or leave only a shard of it to be destroyed by TIE-bombers) - after some 3 or 4 strikes the EotH remained with virtually NO admirals, as all of them were killed on repelled attacks against my border "fortress" worlds, with Thrawn being the exception, as he managed to break through (though losing Siath in battle...) and land with ground forces (including the "commando" general). But I was prepared with complete series of weapons factories and full garrison of 10 units, and I hunted the EotH land forces to the last man and killed Thrawn...

Thus I think that the Interdictors should be difficult to obtain and the IR player must always choose what to build first... (well, with income of ~15k credits per week it may be hard to choose, either construction of another pair of ISD IIs or just one Interdictor cruiser and maybe 1 Victory II...). Also limiting the number of places they could be built would require a change in strategy - to keep and protect the shipyard from any interruption.

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