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Messages - Imperial Knight

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1
Discussion, Suggestions & Feedback / Long Live The Empire!
« on: May 03, 2015, 11:06:34 PM »
All Hyperspace channels, Imperial Communique #574-327A.141-2
Point of Origin:  Unknown
Unencrypted Transmission

"My fellow citizens and comrades in arms, what do you think the Rebels have truly shown us here today?  Fate would have you believe that we along with our Empire have lost the right to our own lives!  I say that the Rebellion has merely won a battle but not the War!  For today, we strike the first blow to free ourselves from the shackles of Fate!  Today, we have not lost the battle but begun the Holy War needed to climb above the faux Salvation and Life of weakness, dependency, and moral degeneracy promised for all who fall beneath the collective boot heels of Fate's carefully orchestrated parade of Force wielding puppets and their ultimately pathetic gaggle of enabling Rebel traitors!  The decrepit Old Republic that these Rebel Traitors would lay anew upon the bloody foundation of our corpses once weakened and divided all the generations before us!  For eons uncounted, all that was meaningful and true was sacrificed...and for what?  For the sake of these worthless fools armed with laser swords to stroke their own egos and hubris with powers they did not earn by the sweat of their brow.  What are Jedi without the ability to kill and maim those of us fighting give the galaxy a different Path...the only one that would allow us to make our own...Why should we allow these misguided rebel trash who idolize Force-spawn tyrants who have crushed all generations before us beneath the yoke of Fate to do so yet again under the heels of this New Republic?"

"If you would be truly free men and women, then I call upon each and every single one of you to FIGHT for the right to become Masters of your own Destiny!  Do not allow this Rebellion to take it all away.  The Empire has always sought to unite, strengthen, and ennoble us all into one all-encompassing and glorious civilization where we are judged not by what gifts some twisted and schizophrenic Force would use to keep us all in our place but by our merits in service toward one another, to our children, and last but not least...to ourselves.  We gathered here today and throughout the galaxy have a duty not just to the some nebulous concept, to ourselves, or even to each other or the cause we have sworn our lives to but to our children and all the generations left unborn that will arise when we are nothing more than some half-remembered characters in a story passed down from this moment into the future we craft here and now.  What will those generations say of us if we fail to free them from the bondage of a Fate that has split the blood of untold billions through its manipulations of its agents...the Jedi...and those few royalist families who have supported them and the 'Republic' that enshrined them for countless millennia.  Will you believe those lies when they are told and retold again by this 'New Republic'?  Ah...but we all know how that story ended, don't we?  This 'New Republic'  will look little changed from the Old...do you truly wish to bring back the corruption and decadence of the 'Old Republic'?  Will you empower those same royalist rebel families and their traitorous retainers who have claimed victory over all that is good and true?  Shall their names begin to be heard all over again in the Halls of the Jedi Temple or the former home of the Old Republic Senate?  Oligarchy not democracy is what these stinking royalist traitors and their soulless misguided retainers want now.  In truth, it is power, greed, control, and corruption...that this Rebellion shall claim for itself if it should prevail over you and I in the long twilight struggle that now lies ahead of us."

"No!  They shall not - must not - prevail so long as we draw breath!  For from this day forward, I say with absolute conviction in my heart that we shall prevail and rise above this ruinous and decadent republican rebellion and the detritus of past eons of waste, corruption, and neglect to unite ourselves beneath the banner of our Sovereign Free Will united in common cause against these anachronistic Rebel royalist insurgents!  Today, we shall strike a blow against all those who seek to stop us from freeing all generations yet unborn and who seek to prevent us from regaining our birthright!  We have a right to our own lives!  We have the right to declare ourselves free create our own Destinies independent of this "Force" and its Fate-Soaked puppets!  Join us - children of the Galaxy - join us in the struggle to reclaim that which you most hold dear for all those generations that shall look back to this day and remember what we have done this day!  Join us in our Holy Crusade to liberate all generations yet unborn from the invisible shackles of Fate's decree!  Join us to reclaim the right to chart the course of your own lives!  Join us to avenge the blood of your brothers and sisters as we deliver righteous wrath unto all those who have mercilessly driven us all onto the road of Anarchy, Corruption, Weakness, and Ruin...Join us to take a stand against those who would force their false choice upon you with propagandized slogans about "Tyranny" or "Oppression" even when in their hearts they dream themselves your masters and you their slaves!  Why submit to those who wish you to sublimate all that is good and uniquely valuable within yourselves to witlessly follow a pathetic gaggle of soulless emotionless Fate-soaked puppets called "Jedi"?  Let the Old Republic lay down within its grave where it belongs with all the relics of its power and let this New Republic die still-born long before its celebratory pyres finish defiling the graves of the many good and brave men who have died at Endor here today."

"We are Empire now!  Join us and together we can rid the galaxy of all those who would use us to regain their unearned and undeserved wealth, power, and standing in this galaxy at the expense of our hopes, our dreams, our very lives! Fight alongside us today so that our children and all those yet unborn shall inherit a galaxy free of any Fate or Destiny but the one they make for themselves!"

"The Emperor is Dead!  Long Live the Empire!"

-Christopher Talmere, Captain of ISD II Ascension, Aftermath of the Battle of Endor

2
Star Wars Discussion / Re: Your personal ship.
« on: November 06, 2013, 11:09:55 PM »
My favorite capital ship:  An ISD II - After all, the Empire was built upon a field of Imperial Star Destroyers.  Now, I want one (preferably a fleet) of my very own.

Transport:  The Enforcer.  Reminds me of ISD's.

Star fighter:  I prefer the TIE Defender for its supreme balance of speed, firepower, shields, hyper drive and ability to handle little add on's  such as  tractor beams.  Sure in a missile boat I can kill a lot more capital ships and I did in my TIE Fighter days but its not my favorite.


3
Discussion, Suggestions & Feedback / Re: FTGU Strategies
« on: October 29, 2013, 09:20:13 PM »
As the IR, I have to go conquering worlds like a psycho axe murderer - literally taking the train up to Gaitros IV and New Alderran down to Courlag and Harkriss(sp?)  by week 10-16 on Admiral.  I had one fleet of three Vic II's, 3 Escort Carriers, 3 Lancer Frigs with a comparative handful of AT-STs, stormies, and (by Gaitros IV) a few plex missle soldiers for planetary invasion work by week 14 narrowly beating the EotH to Gaitros IV which luckily for me has an easy to defend planet map for chokepoint purposes.

Then I have to build/use a lot of ground troops (5 plexes and 1 AT-ST and 4 stormies + barracks) at Gaitros IV to hold back the EotH and NR hordes.  I had to retreat my space fleet from there since they hurl crazy numbers for week 15-16 (43 (NR - Week 17) - 54 (EotH - Week 15) unit strength - is way too much for my overworked fleet).  The enemy AI is stupid and will dribble out forces against my bunkered and free turbolaser assisted ground forces.  Sprinkle in a bunch of anti air and use your free speeder bikes as suicide bombers and nothing will touch you.  The dumb AI will play around with the rancors on the south end of the map.  This means that with the help of the local wildlife the enemy with its hordes will politely crush themselves upon my entrenched defenses one or two at a time like minions in a cheesy old school superhero movie.

This gives me a small bit of time to build up two defensive fleets (I lost one escort carrier early on but had at that point the ability to replace it and build two more).

I was reckless and desperate to get my weekly credit income to the level I could build a Vic II on one week's income since there is no way given the differences in starting strength of matching their space fleets in the beginning at all.  They are like the Covenant in the books in that regard.  They can lose forty-fifty unit cap fleets and still drop down your door the same week with 3 Viscounts + a horde of BACs, Assualt Frigs, and their equivalent of Escort carriers. 

My favorite defensive fleet looks like this...with a unit strength of 36.  Feel free to sprinkle on a few Tie Defenders or an Interdictor to flavor.  I hope to build four of these sized fleets before I start mustering superweapons and ISD II's in place of Vic II's.

6 Vic II's for capital ship killing power
6 Lancers for killing the legions of fighters I always encounter that stray too close to my overly sensitive Vic II's and their single drone squadron :(
6 Escort Carriers to counter the starfighter hordes of the enemy with a TIE swarm of your very own! :)

Tactics are simple I break my ships up as I imagine everyone else does with the above setup.
Group 1:  My first three Vic II's that always appear in a line on the left at the start of the space battle.
Group 2:  The two idiot Vic II's that always autodeploy behind the fleet on the right and the one near the front to form the front right side of my skirmish line.
Group 3:  Behind one and two, I keep my 6 lancers.
Group 4:  I hit Ctrl-A to get everybody and auto-select my fighters and bombers with the Ctrl+left click on one of my 6 drones to get all fighters and bombers after they finish launching from the escort carriers set them to guard one of the Vic II's in the middle.
Group 5:  I select group four and ctrl+left click on the scim bombers marking them for easy access with this key.

My Vic II's charge ahead in line abreast formation closely followed by the lancers with the escort carriers at the back of my three ranked skirmish line.  I don't let my fighters + bombers go with ctrl-A (fighters) or the attack target command (bombers) until my Vic II's are almost(!) within range of the enemy defenses (I find the best defensive fleet is an offensive fleet :p)  Works like a charm unless they are shooting Viscounts at me which since my entire fleet auto-deploys like a pack of morons just within the Viscount's cone of fire meaning I either have my fleet run away like rats off a sinking age of sail ship or scatter my fleet to the four corners and use the survivors to angle around the side with my fighter+bombers to distract everyone from my Vic II's long enough for them to shoot the Viscount in the back with a concentrated burst of maximum firepower! (with everyone else piling on en masse)

I don't bother trying to capture the cap shipyard at Bilbringi or Byss even after I put my factions colors on every easily obtainable world leading to them so the other factions can't have them either.  With such a poor economy there is no point in building anything heavy and once you have taken your 11-12 planets (one barracks + as many tax centers), building defensive fleets to hold back the barbarians storming your gates are a much wiser and more economical strategy.  I prefer to have at least one shipyard working pretty much all the time and given the massive disparity in space fleet numbers well...I learned my lesson about heavy frigate shipyards on the border at Gaitros IV! 

As should be obvious by now I agree with Fuwious 112%...ISD's and ISD's II's are simply too rich a luxury item for the IR in this GC.  Their economy at start sucks the root, man!  Until I can make 6200+ credits/wk there is no point in using them at all and by then you are probably wanting to save for Sovereign or Eclipse to get a little superweapon of your very own to play against the AI's many Viscounts and Phalanx Destroyers!

Well, that's my FTGU strategy and it seems to be working very well as the NR has a very soft front around Bimissari and below!  My - defensive - fleet must be ridiculously battle hardened and full of Spartan quality veterans by this point after facing so many orange NR meanies!  Seriously, they must spawn into existence like rabbits all over the galactic map right from the start!  Its almost like someone opened the Galactic Gates of Rebel Hell and let slip the dogs of war against the Galaxy!  No matter how many I kill they just keep coming!

4
Hey guys,

Awesome mod but I found a several difficult to handle bugs in terms of game balance and enemy spawns.  My apologies if I somehow missed someone else reporting these already.  Details follow:

1.  On the "From the Ground Up" campaign, the NR faction gets 3 Viscounts for free at the start of the GC and the EotH gets an unknown number of phalanx destroyers (can't reach them since I have my hands full with rebels.  I've taken everything up to New Alderran and Hakassi by week 11 then they throw a Viscount, two BACs, and a Assault Frigate while my fleet is running ragged from all the heat that gets tossed their way from multiple directions again at week 11.  Is there a way to take away what the most powerful republic superweapon there is no way they should not get for free at GC start?

2.  The Vic II's do not have their full fighter complement of four squadrons (see description).  I only get one drone squadron for each Vic II.

3.  Many of you guys seem to have something that allows you to choose what to hyper in while I have my fleet autodeployed with no ability to turn that off and I have no idea if you guys are expecting the use of a mod.  Given the problem highlighted in 1. I would at least like half a chance to ram my Vic II's up some cheating AI's posterior with maximum firepower!  My hardest hitting ship at week 11-12 is Vic II's BTW.  I can't capture the closest Cap Ship yard to the IR in that time obviously (especially given 1. breathing down my neck on week 11 at Hakissa!)

4.  I'm forced to kill spams on more than one odd occasions where I really should not be at all (given said shipyards built at Gavin IV, Harikiss at horrific expense in IR terms - their economy is horrific at FTGU GC start).  Any idea why simply loading a save would spam orange meanies (typically a BAC and a corvette or two and at other times a unit of NR soldiers).  Does anyone else have this problem with spammy rebels popping into existence far from my hasty and extremely weak border defenses?  Those extremely meager defenses (hey it was week 10 and I start with almost nothing!) should at least trigger a space battle I would lose anyway.   I work my fleet with only one stupid escort carrier lost and it feels like the rebellion starts with every planet and a 50000 credits/wk balance, a captital shipyard, full defense platforms at all planets, and at least five extremely wealthy starting planets!

5.  Does the NR and EotH get a capital shipyard for free?  Do they get multiple Viscounts for free?  Do they start with the ability to send a corona to orbit a planet along with one troop and snowball turbolaser defenses and a troop producing structure on a non-NR world and insta-win against the AI?  More importantly, how do I get to cheat back!  No matter how many of them I kill or how ruthlessly I drive my empire to conquer systems quickly or how shy I am to accept unit casualties, they just keep coming like Zerg Swarms with superweapons!

6.  The NR sent a 49 cap fleet that didn't include super weapons by week 16.  I have one 18 cap fleet and several ground troops + 11 planets.  I drove off a 21 cap EotH that week at Galtros IV that week then moved my fleet to kill several NR spawns that popped up on the other side of the Empire.  That was when the NR struck at Galtros IV.  They only had one planet that was capable of sending that fleet to Galtros IV from whatever is up and to the right of New Aldeeran.  Its like the NR is starting off with 25+ planets at the start of the campaign with full industries and capital shipyards and 9999999 credits + 3 Viscounts + insta-build spam fleets.  It takes my side about a week to build ONE Vic II ship!  I heard of long odds but this is like fighting a stampede of enraged bulls high off of ecstasy alone in the middle of the road at night armed only with a paper butterknife and a wuffle bat. 

Is there anyway to balance/mod the AI or at least tweak the GC start parameters for the NR and to a much lesser extent EotH? 

Mod's awesome but 3 Viscounts eating me at week 11 and random 40+ fleets thrown at me before week 16 doesn't seems a bit off especially when the IR starting position and resources are so very few.  I do love the idea of starting with one planet though.

Thanks for listening guys!

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