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Messages - avnas

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I did always find it odd that the Clones were able to make up the entirety of the Republic army when there were only a few million of them according to the Kaminoans. You would think both sides would be fielding many more local units and forces instead of being capable of fielding armies of nothing but droids and clones. I know the Separatists would have an easier time at it but the Republic army would have to rely on large amounts of local troops and regular soldiers.

As for this in game, I'd have no clue about it, I like the idea in itself, but idk how it'd function in practice or if it would be accurate.

" there were only a few million of them according to the Kaminoans. "

i speculate that "a unit" is one of the circular cloning units with 100+ clone embryos, or possibly even the entire facility of clones we see leaving tapioca city at the end of the sequence where obi-wan is taking a tour.

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Ascendancy Discussion / Re: Feedback
« on: February 09, 2017, 11:18:13 AM »
fair enough. on a different note, republic would be nice in this mod, even if it makes basicly no sense - since the venator is constantly referred to as a cruiser.

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Ascendancy Discussion / Re: Feedback
« on: February 09, 2017, 11:06:32 AM »
yes, but why can't you include the faction as a 'nod' like thrawn is in disney's star wars: rebels? thrawn is still legends, but he's also in disney canon to some extent, like bane is .

SW7 actually still makes some sense in legends canon if you ignore jaina never existing amongst other things. pentastar can pretty much even sue for peace in this mod, as well - which is what parts of the empire did in disney canon. even luke's jedi order went to shit at the end of jedi search, which is where kylo's character came from. the new order is just another warlord faction previously unmentioned. the truth is that disney and JJ more specifically are too inept to take into account developed canon. hence kelvin and jar jar timeline

my point is that you can fit disney into the EU without too much retconning, especially for the purpose of a mod. and if you didn't want to include it you could disable the faction.

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Ascendancy Discussion / Re: Feedback
« on: February 09, 2017, 11:00:39 AM »

We didn't make that design ourselves; it doesn't have a standard Imperial bridge, and the superlaser it has doesn't have the same dish that the Executor had, so it doesn't have the multi-beam. As far as it being blocky, we have to work within certain memory constraints with the game, meaning we only have so many polies we can reasonably work with.

i'm not a modeller, but i believe i've seen that model before. if i could splice the models together and give it a more detailed bridge would you guys want/use that?

The Intego already fills that space as a tank, and at 2200 metersish (the Phalanx is 1800-1900ish), it does fit into that size class as well. Resurgent (Kylo's SD) is 3000 meters, an ISD is 1600.

have you guys considered actually adding in a new order faction? since canon is shot at this point anyway it'd just be a different flavour of empire. they'd probably be the high-tech "bleeding edge" empire, with lower ship counts but bigger superweapons and ships, and more khyber weapons - but since it's bleeding edge tech it all costs a lot more than the other factions, leading to a very slow start. - basically the opposite of pentastar

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Ascendancy Discussion / Feedback
« on: February 09, 2017, 09:58:28 AM »
Hi there, i've been trying out the latest version of the alpha of this mod. i have developed some observations on the mod so far about things which could be improved.

i have currently only played the imperial remnant faction, so my feedback is based on that.

1) allegiance class is too dark. i don't know if it's meant to be black, but it'll be nicer with imperial class star destroyers in the same colour scheme.

2) unit icons are far too large. i understand that you want to display a lot of information but they are far too blocky.

3) the planet icons should be reverted to standard sins. while i understand you guys want to make it your own

4) putting colour into icons will improve usability, having grey-scaled icons makes them harder to discern

4) the bridge for the superlaser dreadnought looks unfinished, while the mod is WIP i understand this, but it'd be nice to see it replaced with a standard imperial bridge rather than like a horn-looking thing. i'd also suggest modifying the model's front to make it less blocky. it'd be nice to also have the multiple-beamed laser like on the death star, though i suppose this is impossible in-engine. i also don't remember hearing the superlaser sound, so that's another thing to consider.

5) gas giants could be colonisable using a starbase, and upgraded by adding stabases. since bespin is a gas giant it only makes sense that you should be able to colonise them, and use them to collect extra tibanna gas - since this is what bespin produces. each starbase adds one of every type of upgrade to the planet, since it's adding one "cloud city"

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on other factions:

empire of the hand seems to need something juicy. while they can't use superweapons or titans, i'd suggest a "bismarck" style super-battleship which is the middle point between disney's kylo star destroyer and an imperial star destroyer 1 - the idea being that a small ship has the weapons to deal with any foe, fitting with the glass cannon idea. ironically the only thing wrong with this probably IS canon.

pentastar is a fun idea with older equpiment, i love the inclusion of the lacrechulk. i'm not really familiar with pentastar's equipment in legends canon, but the variety of equipment in this faction makes it more fun than if it was either CIS or imperial alone.

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on capital ships: other mods really fail on getting the imperial fleet to look right. the inclusion of victory cruisers as cruisers and imperial star destroyers in slightly better numbers makes the fleets look  more real.

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i probably had more suggestions for you, but that's probably the most glaring things i think need attention that i've seen.

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