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Messages - RallyToMe

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1
I would love to see the Self Destruct ability brought into Thrawn's Revenge. And Deploy Squadron.

When used together, they could be used to make space mines...

2
Discussion, Suggestions & Feedback / Space Mines
« on: January 31, 2016, 01:16:50 PM »
I had an idea to create space mines that I tried to implement myself, but it is now clear that I don't have the know-how to do so.

My idea was to create space mines by implementing two abilities from the original game: Deploy Squadron, and Self Destruct. A unit (it could be one that already exists, like the Escort Carrier) could deploy a squadron of a special fighter that would be unable to move, or be easily destroyed by enemy fire. Then when enemy ships got close enough, you could activate Self Destruct.

Just an idea, but one I liked. If anybody could help me with it I would appreciate it, or if the Mod team wanted to implement it, that would be even better.

3
Hello all. I've been trying to integrate the Buzz Droid, Deploy Squadron, and Self Destruct (for capital ships) abilities into GCW, but I can't seem to figure it out. Can anybody tell me what I need to do to do so? I would be quite grateful.

Thanks.

4
Discussion, Suggestions & Feedback / Re: Locations of certain things...
« on: December 24, 2015, 01:09:49 PM »
I'm also playing around with the Sovereign's superlaser ability, and I want it to shut off after a certain time/level of damage done. I tried setting the number of frames and damage all the way down to one each, and all that accomplished was the superlaser still trying to destroy the targeted unit, but taking forever to do it

5
Discussion, Suggestions & Feedback / Re: Locations of certain things...
« on: December 24, 2015, 10:01:51 AM »
Thanks, Corey.
Two things-
I have looked through the XML with the Flame tank in it, and I can't find the popcap value for it. Any idea what it would be called?
And secondly, I'm looking through the FOC folders, and I can't seem to find anything even related to the units.

6
Discussion, Suggestions & Feedback / Re: Locations of certain things...
« on: December 23, 2015, 10:35:00 AM »
I also can't find the XML with the Imperial ground units.

7
Discussion, Suggestions & Feedback / Re: Locations of certain things...
« on: December 22, 2015, 11:46:01 PM »
I have another one already- how to add shields to an unshielded vehicle (namely the MMT).

8
Discussion, Suggestions & Feedback / Locations of certain things...
« on: December 22, 2015, 11:40:46 PM »
I've been changing a good deal of things in ICW for my personal Yuuzhan Vong War submod, but some things elude me.

Namely:
The location of how many units are in a ground unit (like the flame tank- I want to change it to one)
How to change the location of stations in maps.
The location of abilities in the original FOC- like Buzz Droids, Vader's Deploy Squadron, Self-Destruct, and Stealth for ships.
What the Designers used to make maps.
How to not make a ship be damaged by asteroids.


There will likely be more to come as I get further with the mod, but that's it for now.

Thanks in advance to anyone who has any idea on the above!

9
Thanks, guys.  :D

I'm trying to add the Buzz Droids back into the game (albeit significantly more powerful, and in the form of Grutchin), but I have no idea where to find the data on them- does anyone have that?

10
Thanks, Corey. Can you tell me what you used to make the models?

11
Discussion, Suggestions & Feedback / How to make new models and hardpoints.
« on: November 30, 2015, 11:48:56 AM »
I was planning on modifying some of the units in ICW, but I seem to have hit a snag on adding/changing hardpoints on ships. Can somebody give me a quick overview of how to do that?

Also, what program was used to make the models for ICW?

12
Discussion, Suggestions & Feedback / Re: Can I make the AI more Aggressive?
« on: November 17, 2015, 08:00:40 PM »
Thanks a million  :)

I will try some other GCs, but my problem with 1v1 GCs is that after a few weeks, I've tipped the balance quite a ways in my favor, and it just keeps snowballing from there.

On a completely unrelated note, I was wondering - what did the mod team used to make the models for the new ships?

13
Discussion, Suggestions & Feedback / Re: Can I make the AI more Aggressive?
« on: November 17, 2015, 01:05:16 PM »
I believe I have multiple copies of EaW installed, with a mod for each.

14
Discussion, Suggestions & Feedback / Re: Can I make the AI more Aggressive?
« on: November 17, 2015, 11:27:50 AM »
Usually the "### of war" GCs. I've given up playing as IR for lack of challenge, and while NR is a challenge, I don't want to always play as them. I'm currently EoTH in Art of War (I think- the biggest map), and the AI doesn't even seem to register me as a threat at all- the only attacks I've gotten are a couple VSDs and escorts. All three SSDs in the galaxy are nowhere to be found, and I've even rolled over Coruscant.

Is it possible to increase those modifiers even more?

15
Discussion, Suggestions & Feedback / Re: Can I make the AI more Aggressive?
« on: November 17, 2015, 09:01:25 AM »
I only play on Admiral- and the AI is a piece of cake. Only the Hapans have consistent luck in beating me.

16
Discussion, Suggestions & Feedback / Can I make the AI more Aggressive?
« on: November 16, 2015, 11:37:46 PM »
I've been playing GCW for a few months now, and I've noticed that the AI almost never takes my planets. In both Foc and RaW, I remember the AI being more aggressive than it is now. Even when the AI tries to attack me in GCW, it rarely sends enough forces to defeat me, instead making piecemeal raids with a couple ships at a time. The Hapans are an exception to this, as they almost always attack with enough forces to roll over any defenses.

So I was wondering, is there any way for me to make the AI more aggressive, to make it thinks it needs to send double or triple as many units as it sends currently, or make their forces more powerful?

17
Discussion, Suggestions & Feedback / Re: Artificial Stupidity
« on: November 14, 2015, 09:08:44 PM »
This is one of those cases where prevention is the best fix- if you build up enough forces at that planet, the AI will usually snap out of it, and decide that its already insufficient forces really aren't enough to attack you with.

18
Thanks, I'll keep those configurations in mind.


Thanks. I'm actually going to bump the speeds of ISDs, MC80s, Venators and stuff up a bit. EAW took ISD's from "fast" in canon to "move... please... you're killing me (well, actually, they're killing you).

19
I've been playing this mod a lot in the last couple months and enjoying it immensely, but a few problems have been bothering me:
Yevethan Thrustships and Hapan Battle Dragons (and Novas, too, to a lesser extent) are quite difficult to counter. The AI sends a swarm of these ships at my fleet, then has them retreat after giving my ships a pounding. I can usually survive the initial attack, but then I am left with a somewhat battered fleet to hunt down the enemy fleet. Any of my ships that can hurt the Battle Dragons without being destroyed in return are too slow to effectively catch them, and since Battle Dragons can't lost their shield generators, they're going to be back to about full strength by the time I catch them. The same goes for Nova cruisers too, but they're weak enough to usually be destroyed or severely weakened in the initial engagement.

Thrustships are a bit different, as they are as fast as Corvettes, but don't have too much firepower. They are almost impossible to pin down with any considerable firepower, and have enough shielding to shrug off anything my Corvettes can throw at them.

So I ask- what do other people use to hunt down these ships? I know the answer of starfighters seems simple enough, but by this point in the battle I don't usually have many left, as my Carriers are depleted, and I don't have enough pop cap to bring in more.


Also, the game description seems to say that Hapan and Yevethan units can be used in Skirmish. Is that true? If so, which maps?

And is there any way to modify the speed of ships?

Thanks.

20
I may be wrong. I just remember my intentions when implementing it, haven't actually played that particular GC in quite some time.


I've also attributed your posts as a guest to your account, since you weren't logged in while posting about 3 of them.

Or I may be- I don't know how to check. Killing Thawn should advance the Era, though, right?

Oh, thanks. I thought I was logged in.

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