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Messages - Yellow 13

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1
Welcome to the Boards / Re: Helloooooooooo there :)
« on: May 29, 2015, 01:22:45 AM »
It got linked to the Empire at War main page over there, if I recall right.

2
so a superlaser wouldn't be able to instakill an Executor class normally?

3
Still, shouldn't a superlaser one hit kill anything it can legally target? It did that in FoC, I'm pretty sure.

4
Welcome to the Boards / Helloooooooooo there :)
« on: May 25, 2015, 01:49:51 PM »
Been posting on here for a little bit already so you guys already know me but i figure i can share a bit about myself here. I know a little bit about the Legends continuity and mostly from poking around on wookiepedia and TV tropes. Though i also found out about this mod through them which is a good thing. Mostly found it when I heard that this mod added in a fully functional Eclipse.

5
I don't recall, but I don't think so. Still, that shouldn't matter, should it? And even if it was extra health, wouldn't most of the ship be destroyed in one shot instead of leaving all the hardpoints at halfhealth?

6
Something I found as the Era 3 IR when I was playing around: I saw that the superlaser on the Eclipse couldn't take out the Lysankya. I opened up with it as the first move, expecting a one hit kill, but all it did was knock out the shields and damage all the hardports evenly to about half health. I know, I say only, but i was expecting a one shot kill lol. Was this just because it was a hero unit and normally it would work or would the superlaser need a buff to make it even more devestating?

7
Discussion, Suggestions & Feedback / Re: Laser GFX
« on: May 23, 2015, 02:45:45 AM »
I'm not sure I know what you mean. All the laser fire is making your computer lag? You don't like the screen filled with intermittent blue/green/red laser effects?

8
Star Wars Discussion / Re: An alternate look on Palpatine
« on: May 23, 2015, 02:38:52 AM »
interesting. Still, just a fun little theory i was playing around with. Sure Palpy was coocoo for cocopuffs, BUT the Vong invasion would have been stopped so... Winning?

9
Ahhhh okay. I thought it was something similar to that on both points. At the moment, that's all I can think of, but I'm sure more things will come up lol.

10
they were able to though. The first movie even said that the death star's thermal exhaust port was ray shielded so they had to use proton torpedoes. \and one way i heard it was that there were two types of shields: Energy to protect aginst lasers and the like, and physical shields which blocked asteroids and microscopic space debris.

Is it also possible to boost the ground unit cap? 10 just seems... kinda limiting. I know that's the number of garrison slots, but in my mind, an attacker should be able to use a lot more of their forces.

11
Star Wars Discussion / An alternate look on Palpatine
« on: May 21, 2015, 02:05:52 AM »
It's said that everyone is the hero of their own story. I dunno if this has been confrimed at all, but it's a fan theory that I've been toying with.

Our story begins with Palpatine himself as a young force sensitive. Through the will of the force, it's entirely possible that he sensed a gigantic void in the force on one side of the galaxy, slowly closing in. The Yhuzong Vong. He knew he had multiple decades and a whole life to plan for this, and plan he did, getting ready to militarize the entire galaxy. Moving into politics, he formulated plans and set into motion events. Becoming the pupil of Darth Plagus who helped him confirm his suspicions.

As his plans grew to fruition, he began getting corrupted by the dark side, skewing his once noble goal of militarizing the galaxy for the preparation of the Yhuzzon Vong invasion.

I'm not sure if there's any evidence to support this, but if Thrawn knew about it, then a legendarily powerful sith lord could probably have sensed this gigantic void in the force advancing on them. maybe. Still, if this is the case, it's a nice little alternate character interpretation.

12
I don't have much experience with this mod yet so far, but so far I've played the EoTH and the IR. I suppose it's just my play style ever since I played Starcraft. Small groups of big, heavy, slow but powerful units. I decided to go with the EoTH and was plesently suprised with their power levels. They can kick all kinds of ass and their units are very interesting in design too.

13
Discussion, Suggestions & Feedback / Re: Sovereign
« on: May 21, 2015, 01:14:14 AM »
Huh... Because when I built the Sovergin in my game, I was limited to two and the game cut me off. That was very confusing for me...

14
As for something else that I like, the ground unit damage indicators, how they slowly deteriorate after taking fire. That works really well. Though I'm not sure if it was in the original game. As for another like, the replacement of the rebellion artillery unit with the heavy tank for the heavy factory garrison unit. That artillery unit was SO ANNOYING when trying to advance. I'm also glad you got rid of the raids. You couldn't ignore them, and they were so annoying to deal with having one every five seconds practically. I also LOVE the boost in  space unit capacity. It really makes it feel more like a movie with what feels like hundreds of ships and thousands of fighters in the really big battles.
Speaking of massive battles, one thing that i friggen LOVE is that capital shipyards have discounted prices for units in tactical space battles. One thing that would be very cool is if all shipyards had that ability based on what they can make in space. (though one thing that's weird is why can't interdictor ships be made in those? Every other ship is there except fighters and interdictors.)

I'm a bit confused as to why the hyperspace trade routes as a source of income got cut. Those were very helpful in expanding if you could hold them and they also sped up unit movement. Does it still speed up movement when you go through hyperspace between planets you own? I'm also sure this next point has been brought up, but how come warhead damage was nerfed? By that i mean why can't it go through the shields?

Let's see... Another point I could bring up is that the EoTH doesn't have a hyper velocity gun equivalent or even a space station mounted thing that the Zann Consortium had. That would make space battles a bit easier for them, I think. Every other faction has one or the ion cannon. Another thing that I can bring up is that the multi era campaigns could maybe have a tier select option or something. I know there are other specific era campaigns, so I dunno if this is a valid point or not.


15
As the IR, I generally make a force of 10 century tanks, 10 AT-ATs, 5 of the gunships, 5 specilist infantry, and 5 plex soldiers, 10 repulsor tanks, and 3 AT-AAs. Generally works out for me since I just use my AT-ATs for stormies,hit power generators with the gunships, and use the other units for light to medium armor attacks.

16
Another good point for the mod is that a few of the custom units have their own death animation. Usually limited to space units, that is. I love how the Sovergin breaks apart, and a good deal of most of the other units. That being said, I really wish there was one for the Viscount since it just pops out of existence.

I'd also ask: Is it possible to give more ships names? Especially the SSDs. All the Executor class ships are just "Annihilator" lol

17
Another thing I found a bit weird was that the NR show up in the Imperial Civil War. the MASSIVE GC campaign with 100 planets, yet you can only play as the PA, IR, and EotH? Wouldn't it make more sense to have the NR in that campaign too since they're the ones that do most of the work there anyways?

Something else that threw me for a complete loop was that the PA somehow got acess to the old Droid control ships from Episode 1. Or that class of ships, whichever they were but on the faction wiki here, i can't find a single mention of them. They don't seem that hard to kill, but it was just a pretty big shock seeing them suddenly appear literally out of nowhere.

18
So, as playing as the Empire of the Hand in a multi era campaign, I found some... odd things. Not bugs, but more balance choices and some gripes. If these have been fixed in a newer version that I don't have, then I'll just blush and bow out of here lol. (I took the first version on ModdB.com. Version 2.1)

The Kirov AA unit seems way too weak once the rebellion upgraded speeders are getting rolled out. Those seem to be the best Rebellion ground unit since the AA unit cannot hit them. Nor can a lot of other stuff and they hit REALLY hard. Do i just suck with using AA units or does the Kirov need to be buffed? Because if your AA unit can't hit what it was made to hit... what good is it?

In a similar vein, what happened to the strong vs/weak vs picture infographics that used to be in the base game? Too complicated to work it in with the new units or...? Same with space unit deformation. At a casual glance, it's kinda hard to tell what I've knocked off and what's still shooting at me.

The Airspeeder of the Empire of the hand is a good unit, but I don't like how it's too fragile/size varying. It looks very, VERY small, and the speed is very quick so how are turbolaser towers able to just slaughter them? Aren't they, in canon supposed to have difficulty hitting small, fast targets?

The Empire's droid tank seems to be way too good at it's job. Often multikilling a lot of my ground vechiles, shoots very fast and often kills even my megamaser and other tanks before they can get a shot off. Are they supposed to be that strong? Because from where I stand, they might be more cost effective then an AT-AT.

I do REALLY like how the Empire of the Hand can combat SSDs and Viscounts all without having a SSD version of their own. It gives them their own actual strategy instead of just Tank to Era X, build Y, Win without effort. My only gripe with the Hand's space units is that they feel a bit too... I dunno, limited? It feels like once you have access to Phalanx class destroyers, you don't really need much else beyond them and the corvettes. One thing I would highly recommend though is that the Hand is supposed to be lead or organized by Thrawn, right? So why don't they have something like the imperial probe droid to gather intelligence and see what's on the planet before beginning an invasion? I understand that the info on this is coming from the books, but surely they would still have a bunch of off-screen tech and stuff, right?

Also, maybe I just don't see it, but what does the Hand of Thrawn structure do? It just seems to be kinda... there on one planet not doing anything. Or is that for a future update? Same unit voices. I bring the voices part up because as it stands, most of the Empire of the Hand's units (if not all of them) are recycled from the Rebellion and Empire. It's kinda... Underwhelming to be honest. I'm not sure how to fix this problem beyond borrowing from other games like C&C Generals or whatever... (Also, I gotta say, i hate the new Garm Bel Iblis voice. Personally, I preferred the FoC version.)

Another thing I found is that the Pentastar Alignment is just dirt weak. Jerrec having horrible Auto-reslove stats is known (is there any reason why for that? It seems really weird.) But in all the games I've played, the Alignment tends to be the first faction to get wiped out. In my current game it was cut down to just one planet with Kaine and all that remained of his troops over it and in the previous one, I didn't even see him when I managed to fight my way there.

Another thing I found odd: How come Palpatine never takes to space except when the route is completely clear of enemy resistance? In the Eclipse, shouldn't he want to test that thing out and flatten anything that comes his way? Just seems like an odd AI choice. Both times I fought him, he was either trapped on a planet I was invading, or he was invading only to get run over by two megamaser tanks...

Also, the build limit thing. I understand why it's there and why it's a good thing. To stop the player simply spamming masses of Executors and the like, but why doesn't the AI follow the same rules? Them having limitless Viscounts is bad enough, but just recently, I encountered a fleet that came from nowhere which had a Viscount among other units that just popped into existence. The planet in question was locked down with only two hyperspace routes blocked by my forces and the planet in question was a tier 1 space station only.

19
And as someone new to this whole modding thing, how do i put this in without breaking something? lol

20
As someone who hasn't read the supplimentry material and just taking it solely on gameplay merits, I'd say the regular old Executor class. While Eclipse and Sovereign look cool and have the superlasers, you only get one of the former and two of the latter at any one time. Not to mention that compared to the others, the Sovereign seems to have slightly less hardpoints. Space Whales look.... Kinda ugly to me if I may be honest. The Executor meanwhile seems to have it all: very intimidating look, good selection of weapons, good fighter compliment and you can make up to 10 or more. 3 at a time, sure, but still... If it was out and out production, t

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