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Messages - Kuikka

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Ascendancy Tech Support / Re: 1.0 Beta -> 1.0 Full Changelog
« on: February 11, 2016, 07:02:03 AM »
Quote
could windows 10 be a part of the problem
I don't have stability problems with Win 10.

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Ascendancy Tech Support / Re: 1.0 Beta -> 1.0 Full Changelog
« on: February 06, 2016, 04:22:16 PM »
Played 1.0 multiplayer game, 2 (EoH, PSA) vs 1 hard AI (NR). It was a great game. PSA player didn't have problems with the Secutor's firing, but i dont know what kind of "firing bug" it really has.

Enemy built quite balanced looking fleets, it was nice to fight against AI. But in the early game I noticed with horror how NR started it attacks with, what I feared to be, a quasar introduced fighter spam, but they didnt launch fighters (they simply attacked as frigates which was a pleasant surprise, but they still have plenty of those in their fleet): http://images.akamai.steamusercontent.com/ugc/550931938595560942/38ECDC3CE9E0BCE5335809BE9EF7369AE0C52242/

EoH:

Warlord gunship "glows", is this intentional? http://images.akamai.steamusercontent.com/ugc/550931938595560459/08533AB3C73597A69EA1154DBCF2B3EB12F8AF7E/

Chaf pocked destroyer's certain weapon's effect has a "box" surrounding the laser, I'm not sure if this is a performance (big battles hit 20 fps at the peaks), download or mod issue: http://images.akamai.steamusercontent.com/ugc/550931938595553929/47416A85CACA85531433F82AF31A1D194631B6EF/

Bonus pics from my favourite SotSE mod's (Ascendancy of course!) most epic fight (0.95 if I remember it right): two empire fleets intercept New republic fleet http://i.imgur.com/UmQ3OGj.jpg and http://i.imgur.com/KxkzS06.jpg :) Looking for more epic scenes like this, thank you for your work.


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Small fleet size, AI divides its fleet into two parts and attacks my fully fortified worlds. In a minute all orbital tightly grouped defenses lost... I kinda expected something more since I paid those defenses with all my income :'D. Big guns work poorly against huge amount of small ships, that's true. Especially since those ships are Strike cruisers and Acclamators, which both have fighter squadrons. And no AAA whatsoever, it seems. It's massacre if there's no fleet to protect those places.

If you can beat the sh*t out of fortified, armed-to-the-teeth gun platforms with frigates alone it's no good in my opinion.

4
I'm asking about buildable defenses and their roles in this game. Due to the maps not having own star systems (maybe related to the SW style) I have found buildable defenses extremely weak against any form of (AI) attack. The planetary weapons are failry effective, but when you have 6-10 routes to your planets it's impossible to hold your ground or advance against AI.

AI sends massive frigate fleets against my defenses, usually in a way that when I move my fleet to defend it also attacks elsewhere (or another enemy AI, dunno if AI manages diplomacy but it surely can be an a-hole :D). AI spamming small ships is one problem, and relates to this defense issue. It's good to see nasty AI, but...

The main issue is that fully upgraded  Golans and Starbase(s, ally's one) melt in a minute when enemy comes. There's no time to gather my fleet when the orbital defense is lost so quickly. In a sense it's pointless to even use resources for those since planets on full health and tech shield upgrades can endure longer, or long enough until my fleet arrives.

Huge amount of small ships can destroy orbital defenses and larger capital ships so fast it's quite sad honestly. I have read about the issues modders have when it comes to AI fleet management, and I might recall devs saying that 1.0 version has better AI fleet management unless I mix this mod to another one, but costly defenses versus their extremely low enduranse is a problem.

Some might say that "you can't just fortify every planet, AI cant survive that" and they are right. But there's a sweet spot between "OP hedgehog defense" and "useless". I just hope fully upgraded defenses would earn their upkeep, so to speak.

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Ascendancy Discussion / Re: Ascendancy Daily Screenshot Thread
« on: May 12, 2014, 11:05:02 AM »
Ooo, nice looking ones. I wonder how cool stronger contrast would be (now I'm one of those annoying fans screaming for more features :P) https://i.imgur.com/nKA5ayh.jpg https://i.imgur.com/PwpKkl0.jpg

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Ascendancy Discussion / Re: Scale Questions (Split from Screenshots)
« on: April 19, 2014, 06:56:55 AM »
Good points. One thing is also defence - big scale "might" require bigger "fighting distances" for ships and for turrets/stations. In SoGe there are cases where building a classical hedgehog defence is impossible (in good and bad) thanks to massive planet + gravity well which leaves huge caps to zones of Golan's and turret's area of effect. This is especially true for AI which cant really build good defences, yet AI manages to smell even the smalles gaps in player's defences, ignoring battle stations (argh, those sneaky siege frigates)... Second thing is that battles might take a while if there's a huge system one needs to go through (on the other hand that allows the strategic usage of faster ships versus slow capitals...).

I agree, a compromise between "visually nice" and functional system would be the best solution.

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Ascendancy Discussion / Re: Scale Questions (Split from Screenshots)
« on: April 19, 2014, 05:18:56 AM »
Thanks for the reply (I should have made a new topic to this to begin with)!

I understand the scale issues, not to mention how some people find it difficult to follow ships and "enjoy watching the combat" if the scale is too big. I personally like more "realistic" approach. In SW Requiem the scale was pretty much vanilla, and Executor filled the entire gravity well, and battles were also pretty "cramped" (executor blocked other ships and it was a nightmare to control it as it didnt find space to turn etc) http://i.imgur.com/HPGvUQN.jpg

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Ascendancy Discussion / Scale Questions (Split from Screenshots)
« on: April 14, 2014, 01:13:29 PM »
Very nice looking models indeed!

For some reason I can't seem to find topic where I could find answer to few questions: what is the unit scale for this mod (Vanilla or modified)? When I started to play sins I found Infinite Space mod with nice scale (big planets) and very nice looking planets ( skyboxes + rendering (?) as there's heavy contrast between light and darkness on planets) https://i.imgur.com/nKA5ayh.jpg https://i.imgur.com/PwpKkl0.jpg ...

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Ascendancy Discussion / Re: Tech Tree Suggestions
« on: April 08, 2014, 06:59:58 AM »
I read the blog and some suggestions here, but could someone summarize what kind of tech tree suggestions you're expecting/hoping to see, and if there's an emphasis to certain sector (politics/military/economy etc)? Most of all, I would like to know what kind of suggestions are impossible to implement.

One impossible scenario (sigh!) for example would be having NPC faction for Imperial Remnants acting as "council" which gives missions to their appointed supreme commander, and by completing missions more powerful ships and resources gets unlocked.

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Ascendancy Discussion / Re: Tech Tree Suggestions
« on: March 29, 2014, 07:11:04 AM »
Imperial Remnants and/or the Empire of the Hand :

Anti-TRD (Trench Run Disease)
+ Lancers gain range/damage buff against starfighters

Explanation: It was not until the emergence of Grand Admiral Thrawn in 9 ABY that Lancer-class frigates were put to good use. Thrawn used the frigates in raiding missions against key New Republic worlds, slicing through starfighter-based defences

 Empire of the Hand :

Accepting xenos
+ more recruits --> fleet supply? More officers (capital slots)?
+ culture/happiness bonus
- negative sides? Slower recruitment/training (different races)?

Explanation: "As long as your world is a member of the Empire of the Hand, you're eligible to join into our ranks."

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Ascendancy Discussion / Re: Tech Tree Suggestions
« on: March 27, 2014, 04:04:38 PM »
New Republic: Kucsidave suggested New Republic's senate and its development - I would like to see how improving it also causes the political structure to became heavier and more bureaucratic as NR increases in power and influence.
Imperial Remnants: Three equally powerful "doctrines", playstyles
Council of Moffs:
+ Strong military, defence orientated
- supercap limited (kept as reserves/protection against rivals), slow and clumsy (?)
United Warlord Fleet: one leader unites the remnants
- middle form of these two
Gas chamber:
+ Best ships unlocked, Assault orientated, Rebuilding the Empire
- Unrest in system, rebels, Huge political minus

Posting is really bugged, this cuts my posts in half no matter how I try to summarize... and remove the post above (my guest post)

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