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Messages - PhoenixC279

Pages: [1] 2 3 4 5
1
I'm Pretty sure i posted the NR coolor coding, but yeah

2
Thank you. Need any help with anything let me know, I'm happy to help.

3
To change a factions color, go into Factions.xml or Expansion_Factions.xml and change the following lines;

      <Color> 239, 139, 9, 255 </Color>
      <Display_Font_Color> 239, 139, 9, 255 </Display_Font_Color>
      <No_Colorization_Color> 239, 139, 9, 255 </No_Colorization_Color>
      <Big_Fleet_Color> 239, 139, 9, 255 </Big_Fleet_Color>

4
Empire at War and Forces of Corruption / Re: Hardpoints and bones
« on: May 21, 2017, 08:58:28 AM »
No, but it would make the other non targetable hard point invincible, as you can not shoot at it.

5
Yes, but the Arquitens has 4 dual turbolasers accoding to EU, but here there are 4 Heavies firing three pulses every 3-4 seconds with great accuracy.

      <HardPoint Name="HP_Arquitens_Turbo01">
         <Type> HARD_POINT_WEAPON_LASER </Type>
            <Is_Targetable>Yes</Is_Targetable>
            <Is_Destroyable>Yes</Is_Destroyable>
            <Tooltip_Text>TEXT_WEAPON_TURBOLASER_HEAVY</Tooltip_Text>
            <Health>150.0</Health>

         <Death_Explosion_Particles> Large_Explosion_Space_Empire </Death_Explosion_Particles>
         <Death_Explosion_SFXEvent>Unit_Hardpoint_Turbo_Laser_Death</Death_Explosion_SFXEvent>


            <Model_To_Attach></Model_To_Attach>
            <Attachment_Bone>Turbo_01</Attachment_Bone>
            <Collision_Mesh>Turbo_01</Collision_Mesh>
            <Damage_Decal>Turbo_01</Damage_Decal>
            <Damage_Particles>Turbo_01</Damage_Particles>

         <Death_Breakoff_Prop>  </Death_Breakoff_Prop>

            <Fire_Bone_A>Turbo_01</Fire_Bone_A>
            <Fire_Bone_B>Turbo_01</Fire_Bone_B>
            <Fire_Cone_Width>90.0</Fire_Cone_Width>
            <Fire_Cone_Height>130.0</Fire_Cone_Height>
            <Fire_Projectile_Type>Proj_Ship_Turbolaser_Green_Heavy</Fire_Projectile_Type>
            <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds>
            <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds>
            <Fire_Pulse_Count>3</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
           <Fire_Range_Distance>2100.0</Fire_Range_Distance>
            <Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent>

         <Fire_Inaccuracy_Distance> Fighter, 40.0 </Fire_Inaccuracy_Distance>
         <Fire_Inaccuracy_Distance> Bomber, 70.0 </Fire_Inaccuracy_Distance>
         <Fire_Inaccuracy_Distance> Transport, 70.0 </Fire_Inaccuracy_Distance>
         <Fire_Inaccuracy_Distance> Corvette, 7.0 </Fire_Inaccuracy_Distance>
         <Fire_Inaccuracy_Distance> Frigate, 1.0 </Fire_Inaccuracy_Distance>
         <Fire_Inaccuracy_Distance> Capital, 10.0 </Fire_Inaccuracy_Distance>
         <Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance>

I personally thik that this is a little bit too much, especially with how fast four of these took down an Imperial-II.

6
I know,  but it's still a sad supply waste as the endurance and the nebula is the ONLY availiable source of K-wings in the game.

7
oh damn, you're right, my bad.

But Dual is even more powerful oh god.

8
No, because I am talking about EFFECTIVE squadron count, which is 4. Every other carrier releases its population value or more in squadrons at a time, while the endurance does not.

9
Yes, But they are not worth the population cost of 1,75 per squadron.

10
Yes, Four of them. I know that is true according to the EU, but I believe they fire too much too quickly

And on a side note, The Carrack-class Light Cruiser has 2 Heavy Turbolasers, but that's no problem.


11
Endurance is practically useless in 2.1 though. since they give 2 E-wings and 2 K-wings for 7 supply and are practically useless in combat.

New Republic
Nebula Destroyers and whatever anti fighter ships you find preferable.

Imperial Remnant
My most successful strategy so far;
3 ISD-IIs, 2 Tectors, 6 Venators and whatever you feel like that takes 2 population. The Venator fighter cloud takes care of any enemy fighters while the destroyers kill any capital ships.

Empire of the Hand
Not yet tested

12
My advice: Nebula star destroyers. I eventually lost to fighters haha.

13
Ok. another bug I've found.
Something is causing the mod to crash whenever I press quit game from the galactic view, but not during battles.

This is more of a balance issue but, Arquitens Light Cruiser is op. 4 Heavy turbolasers with that rate of fire is very very effective for a cheap 1 pop ship.

14
Imperial Civil War Community Mods / SUBMOD: OPERATION: Endurance GC
« on: May 15, 2017, 03:17:40 PM »
Yes, it's a submod, yes it's just a GC and 12 heroes. and yes it has a cheesy name.

So, OPERATION: Endurance is a GC submod that I am working on that will be posted here within a near future for you all.

TAKE NOTE: THE SUBMOD IS IN 2.1

15
Discussion, Suggestions & Feedback / Re: 2.2 Demo Feedback
« on: April 30, 2017, 01:06:46 PM »
I check the code.


16
Discussion, Suggestions & Feedback / Re: 2.2 Demo Feedback
« on: April 30, 2017, 12:00:51 PM »
I see. hen that's all good

And the corona problem is because of 2 fire bones pointing backwards, effectively cutting its firepower in half

17
Discussion, Suggestions & Feedback / Re: 2.2 Demo Feedback
« on: April 30, 2017, 07:00:18 AM »
Ok, a couple of things.

1. The Allegiance Battlecruiser is extremely slow.

2. The new individual infantry is annoying and makes infantry way less fun to use and less usable due to deployment times

3. THE CORONA IS STILL FIRING BACKWARDS WITH 1 turbo and 1 lasercannon.

4. there was another thing..
[Edit]
Oh yeah. I LOVE the new models for the ships. they are amazing

18
News & Updates / Re: Secutor Ingame
« on: June 19, 2016, 01:08:46 PM »
I'll still give Star Wars flak for getting the names wrong, though getting them right would've made them sound even more nerdy.  Lasers, turbo lasers and blasters should be the ion cannons, since ions are charged atoms, while ion cannons seem to be electron cannons, given that they specifically overload electronics and result in electric discharges across the target.

Well technically plasma and Ion. Because it varies from sources

19
Discussion, Suggestions & Feedback / Re: Feedback and suggestions
« on: June 08, 2016, 05:22:33 PM »
Well my friend. The tank issue is silved by air units and auto-resolve. E wings are vulnerable to both the Asdoni and the Vigilance as well as the Lancer, TIE Defender and the Preybird for Remnant. As for the BAC issue, use syndics or Phalanxes or tectors for Remnant. Giving X and A wings in era 5 would result in the NR getting stomped by the new IR fighters (preybirds, Howlrunners, A9s).
All in all, this is very balanced out as long as you can figure out a good balanced fleet composition that works for you and at least somewhat micromanaging your forces

Edit.
Correction. Preybirds can counter E wings if you avoid Dogfights.

20
Aside from having screwed up firing arcs with half the guns pointing inwards and backwards

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Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!