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Messages - TheHubby

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Ascendancy Discussion / Re: Fighter assistance
« on: February 25, 2016, 11:39:32 PM »
I'm keen to know how you manage to make fighters useful, because I certainly can't. The problem I see with fighters in this mod is a simple one: They are 100%, utterly useless. Just to test, I started a new game, built 5 Quasars full of Y-Wings, took them and 4 Neb-B and 2 Assault Frigates to an unclaimed planet with 2 Lancers and 3-4 Carracks. Had the Quasars keep the bombers in the hangar until the Lancers were engaged out of the way, then let the nearest Carrack have it. It of course, being very little indeed as I watched it's shields regen to full between each bomber pass. Honestly, I hate the fighter supply mechanic to begin with, and when you add on that the limited numbers of fighters you get are 1. Made from some form of tissue paper that tends to leave you with 0/whatever supply after about 10 seconds of battle, and 2. They don't really seem to do anything when they aren't vanishing into the ether, it just seems that you could skip the fighters entirely and just make a few cool whooshing noises as you pretend that you have effective fighters.

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Ascendancy Tech Support / Re: Do you want a bug list for preview 1.0
« on: February 06, 2016, 11:50:36 AM »
Pentastar Victory SD has the Scimitar bomber as a possible fighter choice, but it requires Scimitar Bomber research which is not in any of the tech trees for this release.

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Playing Pentastar, I have to ask what the intended point of the Naval Class Command Station is. The description on the ability to build it, 'A military station with heavy armaments and defenses' is a far cry from the reality of the station. It's not at all powerful, maxing at 15500/15500 hull and shields and an anemic 197/75/72 weapon strength compared to the Golan 3 at 10010/10010 1040/71, yes, 5k less in each defense, but the weaponry is just so much more powerful it's quite ridiculous. I can honestly see no reason at all to build the Naval Station instead of several Golan 3's. It doesn't even protect the planet from loss by bombardment, which is a major point of starbases in the base game and all other mods I've played. In not keeping the planet from being lost, the enemy can simply ignore it totally and take the planet from the other side where the station isn't in range. Having it protect the planet means the enemy is forced to deal with it (not that this is currently hard to do, but you can also surround it with Golans to make for a decent planetary defense).

Am I missing something? I know it can make the planet a bit tougher by trading off some economy, but not enough that it seems like it would really make a difference. Oh, also when you do the defensive specialization, Enemy culture spread rate gets a green 5% modifier, wouldn't that mean that it's actually easier for the enemy to spread influence, or should it read as a 5% to enemy culture resistance?

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Ascendancy Tech Support / Re: Do you want a bug list for preview 1.0
« on: February 06, 2016, 07:42:46 AM »
Pentastar Enforcer cruiser does not autoattack with autoattack turned on. When ordered to attack manually, it flies over to the enemy ship and sits there.

Confused by the expanded hangars upgrade. Description says 'All Alignment hangars are expanded to fit an extra squadron.' yet it also says 'Max antimatter increase 100%' at the top, and lists some ships that have no fighters as ones the ability improves. This made me look at the Munficent which is listed for this ability, and notice that it does not have any fighters, but it does have a fighter supply of 48. Given that you work fighters far differently than any other mod, I don't know if this means it can help replenish other ships fighters or that it's own fighters got lost in the shuffle, but thought I'd mention it. :)

While on the Munificent, it fires MUCH slower than any of the other ships, they're pew pew pew, it's pew...... pew..... pew.

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Ascendancy Tech Support / Re: Do you want a bug list for preview 1.0
« on: February 06, 2016, 06:01:50 AM »
Yep, pretty much figured, just spoiled because a great number of mods and vanilla have more weak garrisons then this one. :)

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Ascendancy Tech Support / Re: Do you want a bug list for preview 1.0
« on: February 06, 2016, 03:26:00 AM »
More of a question, on the Unified Front map, is every world supposed to have a militia fleet including a Victory SD and several Dreadnought/Strike cruiser and various frigates? Started it 4 times so far and every planet I can jump to from my starting system has a fleet like that.

On further messing about, it seems this is a fairly standard starting fleet for most worlds regardless of map, though I have hit a few that actually let me expand past 1 planet :)

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Ascendancy Tech Support / Re: Do you want a bug list for preview 1.0
« on: February 06, 2016, 02:43:20 AM »
Empire of the Hand Kariek Cruiser has 1 command point, allows you to choose Nsiss Clawcraft or Syca Bombers, but never builds them, just stays at 0%. Just noticed fighter supply stat at 0/12, will build the fleet tender and see if they fill in.

Started new game, the 2 Karieks you start with were at 12/12 fighter supply. Ordered each to build a clawcraft squad, supply went to 6/12 then 0/12, no fighters were ever built.

Ok, no idea what changed, but 2 games later, after I researched the Krsiss, the Karieks started successfully building both those and the Nsiss.

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Ascendancy Discussion / Re: Imperial Expanded Hangar tech problem
« on: March 26, 2015, 09:13:44 PM »
Well, all my debugging skills are batting a zero, it seems. :) I'll still keep an eye out when playing, I may eventually run across something that's actually not working right ;)

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Ascendancy Discussion / Imperial Expanded Hangar tech problem
« on: March 26, 2015, 02:05:03 AM »
Messing around with the Imps, noticed that the ISD 1 starts with 2 squadrons, VSD 1 with 1 and ISD 2 with 2. Then researched Expanded Hangars to 2/2 and no change in number of squadrons. Not sure if it's just not adding them or if the ships are coming up with their max expanded hangars even without the tech.

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Ascendancy Discussion / Re: .95 Feedback and minor bugs
« on: March 25, 2015, 12:25:14 PM »
I'll have to work on using the Endurance, my first thoughts on it were colored by the concept of carrier in some other mods and vanilla, where the ship would field significantly more fighters than other buildable ships. Thanks for the quick replies, good to see an active team. :)

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Ascendancy Discussion / Re: .95 Feedback and minor bugs
« on: March 24, 2015, 06:58:19 AM »
Just signed up to leave some feedback, figured I'd add it in here. :)  Currently playing my first .95 game, and just had a couple thoughts on the UI. For the planet UI, I love having the type of planet show even when zoomed out, though currently with no colony techs needed, it doesn't really matter. However, I also have something I don't like, and that is the ship indicators for friendly and enemy ships. The circles are always there, so unlike vanilla, it's not that easy to tell if there are ships at any given planet. I know it fills in red depending on number of ships, but if you only have a couple ships at a planet, it's hard to tell is something is there. I'd suggest that you only have those indicators appear if there is a ship or enemy ship at the planet like the fleet indicators in vanilla.

Also, the icons for individual ships when you're in a gravity well view seem a bit to generic, it's hard to tell which ship is which without zooming in enough to see the ships themselves, which kind of invalidates the point of the icons.

Keep remembering things I wanted to mention, thank goodness for edit. ;) Don't know if it's on purpose, but unclaimed planets always seem to be protected by 2 carracks or one lancer or one lance and a carrack. I kind of miss having to work at all to colonize better planets even if they are just neutral. Makes larger games a bit tedious before you actually run into your opponents.

After further play: The NR Endurance fleet carrier needs a serious tweak during balancing, it loses a massive amount of firepower compared to the Nebula to carry only 1 more squadron than a Quasar. If it's keeping the current sad firepower numbers, it should field at least 6 squadrons of fighters. As it is, I see no reason to build it at all, it's got no firepower and not enough fighters to even really call it a carrier. You're far better off building 3 Nebulas, you get the same fighters and massively more direct firepower.

Loving the mod, but just wanted to toss a couple of my thoughts in.

Oh btw, the captcha for signing up/posting is a bit much, wouldn't you say? I feel for any dyslexics trying to sign up. ;)

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