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Messages - Thrawnizator

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1
News & Updates / Re: Secutor Ingame
« on: April 04, 2015, 04:24:03 AM »
I love the Venators myself. I simply love using Venator fleets. The fighter spam is incredibly effective.
My PA fleets usually stands from: 1 Preator(only for protection purposes) and 10 Venators :P

Yeap, fighters win every game. Unfortunately that's the problem with EaW/FoC engine as a whole. Bunch of uni-fighters can pulverize anything, anywhere, anytime. From PA stand point they need carriers because they don't have fighters other factions have. I always love Venator class. I don't care how outdated or obsolete it is. But Secutor should fit the bill nicely.


With regard to Assertor. Well I wholeheartedly subscribe to the motto that really big is really best!  ;D And if it can spam fighters like Venator, well... we have obvious winner here.

2
News & Updates / Re: Realignment
« on: February 20, 2015, 12:37:54 PM »
Yay, great news.  I don't care about exact 'canon' details as long as gameplay is enjoyable.

Bellator is [or one of] coolest dreadnought(s) of pre-Legacy era. Finally there will be much more incentive to reach Kuat from PA point of view. I'm really happy as I was championing the bid for more muscles for PA after conquering Kuat.

Can't wait.

3
Hmm I understand your point of view, but two reason why they didn't built them were lack of time and resources. It's simple logic, not rigid "canon". If PA hold 3/4 of the galaxy hostage (including Kuat) I think, I have plenty of time and resources to commence building program for at least one SSD or few Tectors, don't you agree.  ;)

Perhaps limit building SSD/Tector only to Kuat? All sides get really fun boats with each Era. PA is stuck with same gear from start to finish (not that it's useless gear, just lack improvements over Era 1).

4
With all sides played I defo like PA most. It's most balanced of all, without possibility to spam fighters. I love EoH for obvious reason, but after initial problems with keeping the line when I get access to Furions, there is nothing AI can do to defeat me. Too easy.

What I would like to see is a tiny bit of variety in ships for PA. Tector in Era 4 and 5. Perhaps build-able Executor at Era 5.

As for planets. Bastion should really become a Bastion. It's just normal planet without anything special in space.

5
OK and OK. That's explain it (Era counter and passive EoH). Yes playing standard 2.1 AoW. Will try 2.15 at some point next week.

But still I find it funny to fight Thrawn 3 times, even if he was dead for ages. lol

6
I encountered silly issue. I'm at Era 5, but Era counter stuck at #2. Then there's this:


Fighting Thrawn with Thrawn Clone all at once.

Playing as PA and in general EoH was totally inept and passive. Never took any offensive action. Empire overrun them very quickly although not conquered they just sat there and did (EoH is now integral part of PA  ;D) nothing. 

7
Discussion, Suggestions & Feedback / Re: GC strategy tips for share
« on: June 17, 2014, 04:12:49 PM »
Well still didn't played all possible sides of all scenarios, but pretty much every scenario I've played so far can be win in the same way.

First thing of all I decide how large perimeter I want to defend. Of course preferably the bigger the better (more income), but that is not always possible depending on a side... Sacrificing some isolated planets is required price of such approach. At key locations I always keep very large fleet, fleets which pretty much cannot be defeated by AI. My offensive arm are fighter squadrons. IMHO best fighter in the galaxy bar none is Furion. It can chew through everything. For Empire of course Tie-Defender. With Republic/Rebels it gets a bit dicey because to efficiently deal with capitals 2 fighters types are required.X-wing can do a lot of damage in a swarm, but swarm of B-Wings will obliterate everything... except enemy fighters. Now on routes where I want to expand just spaming fighters. There is nothing AI can throw against 100 Furions/Tie-D and survive (offense&defense alike). Defeats are rare. Got stuffed couple times but not because of superior AI but because for example pack of Lancer frigates parked under Golan platform and it is not possible to target that scum before obliterating Golan platform. And when dealing with defense platforms fighters are ripped to shreds.

If anyone want to have fun with 'fighters first' policy word of advice - target all anti-fighter units ASAP or die. Corona frigates are truly nasty opponents!  ;D


When defending a planet with enough fighters I always keep same routine when dealing with big guns: 1. Destroy Engines. 2. Destroy Hangar. 3. Obliterate target 4. Find next victim and repeat 1-3. Works every time... except some ships without Engine(s) HP he, he.

8
Let's start at the beginning.

1. Does vanilla FoC CTD?
2. Does game crash when starting ICW skirmish?
3. Does game crash when starting any other ICW scenario?
4. After CTD is there exception log created?



9
Try to avoid the bat file entirely. Create shortcut of your own (but to be honest I agree that mod installation MUST be faulty in some way].

Define shortcut target like so:

"F:\[whatever dir it's located]\Star Wars Empire at War Forces of Corruption\swfoc.exe" MODPATH=Mods\Imperial_Civil_War

One thing which might be an issue is sound. It happened to me twice. Set vanilla FoC to no sound and start then with ICW.

My exceptions were result of faulty driver software of Asus Xonar. Was using default rubbish drivers from Asus and then discovered UniXonar. Like with magic wand all crashes ceased instantly. *

* - sound issue was resolved long before discovering ICW mod.

10
From my experience more likely that it is size save issue.

Although I never hit that annoyance in vanilla EaW/Foc, but with big mods it happens on occasion. I also got that when tested running PR mod from RAMDisk (tried to smooth game play and loading time - primarily resource intensive Operation Shadow Hand).

11
The AI in EaW cheats and ignores build requirements and limitations whenever it decides it wants to. There's not really much we can do about it.

Yes and no. Mostly playing (& focused on) Phoenix Rising mod and since 1.2 AI doesn't seem to cheat (or if it does it is impossible to notice). It was massive problem in v. 1.0/1 where AI could spam 10 Executors over Ilum (only 1 fighter starbase slot) or something. Perhaps solution lies in PR approach. Defo help came to PR from ICW team in shape of DeFreezer. Heavy units/textures/scripts concentration always run PR into horrid problems.

As for being attacked by Viscount. Never happened so far. Will keep an eye on this one.

12
Imperial Civil War Tech Support / Re: Dissapearing ships
« on: May 17, 2014, 02:29:19 PM »
I'm not sure either what happened to me. What I'm sure that it happened again once more over Bastion. Left fairly large fleet there. After few weeks all what left was few frigates and corvettes - all battleships just did Pooofff! Had to reinforce planet quickly with Furions - as I discovered it's the easiest way to keep planets (top of the line fighter spam [60-80] + 1-2 interdictors = obliterate anything AI can throw at me at any time)

My theory is: it has something to do with overflow of units on the map + appearance of 3rd faction (often I'm defeated because 3rd faction is eliminated faster than actual AI defender of the planet). I hit 'unresponsive units bug' shortly after conquering Bastion. Used DeFreezer tool - worked like a charm. First time bugged game came back to life - it felt really good after so many years of misery.  8=)

BTW it was 100% repeatable bug. After reloading old save I hit same wall few times in same locations. So I just given up after defreezing. For the moment slowly slugging my way into Eastern part of the Galaxy. If I hit same kind of wall during new campaign I'll yell again.  ;D

13
Imperial Civil War Tech Support / Dissapearing ships
« on: May 09, 2014, 02:24:55 PM »
Recently introduced to ICW mod (by DeFreezer link). Enjoying it, but I hit one little snag. I don't know if it is related only to latest version or ICW in general.

Playing as Handy Empire, biggest map. Sending ships to Pantolomin. In orbit Empire has 1x Strike and 1x Carrack. Starting battle closing in on Golan stations and suddenly 3rd (Rebel/Republic) faction appears. Destroyed one Golan and AI executes retreat. Thinking: will be quicker this way than turn on gravity generators and pound everybody. After the battle didn't noticed at first anything.

I took NO loses during tactical combat. Realized that something was not right when looked later for reinforcements over Bilbringi. Looking into Pantolomin fleet and WTH: ships are missing! Capital ships (IIRC Phalanx+Syndic) disappeared leaving only (depleted slightly) screening force.

From what I read 3rd faction appearance is fairly common occurrence and it does mess game in some ways. Any tips?

14
News & Updates / Re: Patch Status
« on: April 28, 2014, 03:04:13 PM »
Splendid, fantastic news! I can't thank You enough that it is finally fixed. It was so frustrating to play and mod (or mod and play whichever way you like it). Still I stuck with couple mods in hope that issue will be resolved. Better late than never, it's finally here!

Unfortunately must wait day or two for download as probably whole FoC modding community attempts to download The Fix and moddb went AWOL as a result. Waited 8 years, will wait day or two more.  ;)

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Those working on this mod do so in their own free time and for no pay.
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