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Messages - DemonKingDan

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1
Hmmmm.... Most Impressive.... Idk, I like the Idea, buuuuut I'm not part of the Dev team soooo yeah, but if I was, I'd consider this Idea for later or future use.

2
haha thanks man! I really appreciate the kind words. After I record/upload a game-play demo, correct some grammatical mistakes and figure out how to compile the proper files into a .meg folder. I should have the first version of the mini mod released. So it should be in your hands sooner rather than later.


There should be more things coming like modified Bellators and maybe a modified Executor but who knows  ;D

  Mr.Puerto, I am OFFICIALLY SOLD on this Idea!! I can't wait to see the Videos of how this Mini-Mod Will look! (By the Way, what's your YouTube Channel?)

3
I am very confused with this post. VERY Confused. The only part I was able to understand was, seriously and non-jokingly, Corey's List of 21 Faction slots. That's literally all I could make out of this Post. All I can remember is 21 Faction Slots, something about Wookiepedia walking on legs, and Zero Command. That's all really....

4
Is it possible; that when you destory a resource gathering building like a Mining or/and a Tax stucture.

You receive a bounty from destorying them? And if so, how and where do I  alter the code?

(And when was I promoted to Stormtrooper Captain?)

  Im sure it is possible, like how you get money from abandoned mines. Somewhere in those scripts possibly.
(Also you got the Stormtrooper Captain Promotion for posting more than 10 times)

5
Discussion, Suggestions & Feedback / Re: Nebula vs alligance
« on: June 05, 2018, 01:24:33 AM »
To me, they are both Tied overall. The Allegiance-Class Battle Cruiser may have more Firepower and more Broadside Capabilities, but it has ZERO Bomber/Fighter Support (Think of it as an upgraded Bittersweet version of the Tector ISD). The Nebula may be smaller and have less weaponry, but it comes with Bomber/Fighter Support and you gotta love them Mon Calamari Shielding! In the end, It would be a very close match but I decided to make it a Draw seeing as both have one thing that can counter each other.   

6
Oh Ho Ho! Im interested in this! Though I'm not Particularly fond of the New Republic, I'd be willing to play as them in this case cuz I would love to see what kind of adventures I would have with (what I'm calling it) the Perseverance Force One Fleet (or the PFOF for short). If you need any help with testing this Mini-Mod, Mr.Puerto, Im still as willing as every to be one of your Loyal Testers! I can't wait to see how this Mini-Mod turns out!

7
Discussion, Suggestions & Feedback / Re: Tips and Tricks for 2.2!
« on: May 23, 2018, 01:42:49 AM »
When I Invade/Defend a Planet, I mostly buy up as many Building Pads as possible. That way, I have enough Countermeasures for when an enemy faction comes to try and take over my planet. I also Tend to build Turbolasers when they are of Strategic Importance.

8
Discussion, Suggestions & Feedback / Re: 2.2 Unit Review
« on: May 23, 2018, 01:27:31 AM »
Actually the Dreadnaught is exactly the same for both NR and Empire and there has been no change to hull, shields or PtW on any of them since 2.1.  Comparing the two versions of the mod side by side the only change to the Dreadnaught is the proportional cut to projectile counts in common with every other unit.  Of course that doesn't mean it doesn't feel relatively weaker compared to other units as those have changed of been added between versions.

  I see now, still, It might because I play with the default Space Battle Speed.
  Also, I think I'll change my Ship suggestion. I change it to the Katana Fleet Dreadnoughts over the regular standard ones. With that Said, Katana Fleet Dreadnoughts had/have Stronger Shielding than that of the Standard Models (Enough to rival a VSD II) and had Heavier Weaponry. This makes them Better than Strike Cruisers AND VSD I's! Katana Dreadnoughts Reign Supreme in my Book!

9
Discussion, Suggestions & Feedback / Re: 2.2 Unit Review
« on: May 04, 2018, 03:21:59 AM »
To be honest, Dreadnought Heavy Cruisers were much better in 2.1 than in 2.2 now. First of all, Their Shields held up longer. Second of all, they had decent Armor that let it survive longer than in 2.2 (Hard Points weren't destroyed so Fast). And Third of all, the Power to Weapons ability didnt drain it's shields so fast. The NR Dreadnought is about what it used to be in 2.1, but also got nerfed a little too. All in all, I prefer then 2.1 Version Dreadnoughts over the 2.2 Strike Cruisers! There, I said it! Deal with it! The Dreadnought is the TRUE MVP that EVERYONE Deserves! 

10
Personally, I like the Idea of having a Light Station like that, but its not up to me. Just Hope Corey or one of the Devs will put it up for consideration.

11
Discussion, Suggestions & Feedback / Re: Tips and Tricks for 2.2!
« on: April 26, 2018, 06:57:40 PM »
Personally the only ground buildings I care about at all is Ion/Hypervelocity and Economy buildings. I'll put economy buildings on the front line if the credit yield is better than other options. I invest almost nothing into a ground force. If I'm playing an Imperial Faction with a frontline planet with 2 ground slots I will build double HV gun rather than any ground defenses.

  Hello everyone! I see you all have heated discussions in this post! I know you are all finding tiny errors in my planning, but hey, this guide was meant for those starting out Thrawn's Revenge. Veteran Players have their own strats and tricks on beating GCs on their own (Myself included, these were the strats I used when I first began playing TR). Also, the Double HVG/Ion Cannon Strategy is good on most 2 slot planets and is fairly the 3rd most well know, people will figure that out strategy sooner or later. I didnt include it for that reason alone.

For economy structures, it seems like the credit value of a given planet is more important than its proximity to the frontline (as long as it's not literally ON the frontline, at least) now that such structures have a build limit. I rarely find myself building mines on planets with a base value of 60 or less.

I've also gotta agree with Zardnaar that there's no way I'm spending 500 credits (at minimum) for a 5% production boost, especially when formerly frontline planets will be backwaters in 10 weeks or less. (The ONE exception is barracks on Wayland, because you'd better believe I'll milk those one-credit infantry.)

  As I have seen, it is problematic to have backwater planets that used to be Frontline planets with multiple Ground Production Facilities and such. When the time comes when you've pushed farther out into the galaxy after many successful battles and building up an Economy. I usually just sell MOST of the Buildings and replace them with Tax Collection Agencies/Mining Facilities.

I know, say you build 5 factories on 1 planet. That planet gets +25% build speed.

 if you build those 5 factories on 5 planets you can build 5 units at once. The factory with 5 factories can produce 5 whatever in the time it takes a single factory to make 4 units.

 The 5 planets in the same amount of time can produce 20 units.
1 Factory= 4 units
5 Factories (1 planet)= 5 units
5 Factories on 5 planets= 20 units.

 its the old tall vs wide thing, wide is usually better ( I played Stellaris, EUIV, Rebellion, various RTS etc).

 If you don't have 5 spare planets or can't afford to manufacture the prerequisite factories that might be different but even then the price is still likley two or 3 planets can be devved up vs the 1 super planet (I'm testing it now).

Built X5 barracks on Wayland, its quite funny.



  I can see what you mean and your Point of view. Yes you don't get a Galaxy-Wide-Production Boost, but I only meant it for Individual Planets only, mainly ones close to or near the front lines where Infantry and Vehicle production are needed the most. Also Wayland is pretty hilarious.  ;D

So you can get a 25% build speed discount by building X5 heavy factories on a single planet.

 One problem I see is you can get a 500% build speed bonus by building 5 heavy factories on 5 planets. If you only have a handful of planets its great I suppose but if you are in that situation you will have bigger problems.

  Yes, it is likely that you will experience times of having maximum production times, smaller GCs (I.E. The Starts Align) are usually harder to win with that strategy. All in all, its a good way to build up your ground forces in the starting weeks of the war!

  Thank You all for reading and reviewing this Post! Still have questions? Feel Free to PM (Private Message) Me if you wish for a 1 on 1 Answer or comment here and have others help you out too! Either way, I'll still try to answer your Questions and Statements! As always, Good Luck out there Commanders!

12
  With the first release of Fall of the Republic not too far away, I've been questioning what abilities the Units in the Game will have. I can already tell that the "Emergency Hyperspace Jump" and "Fire All Batteries"/"Boost Power to Weapons", the "Concentrate Fire" ability and the "Tractor Beam" abilities are going to be incorporated into the Mod, as well as "Sprint", "Lightsaber Throw", and "Take Cover" for Ground Units.
 
  Are we going to see some new Unique Abilities for the Jedi that are going to be added to the Hero Roster, as well as Unique Abilities for Ships and Ground Units alike? I dont need a full answer, a hint will do fine! Make things even more Suspenseful!

13
Discussion, Suggestions and Feedback / Re: Bulwarks
« on: April 25, 2018, 01:31:46 AM »
When Fall of the Republic comes out, it'll make Republic at War and the Clone Wars mod look like a bunch of baby mods! Nothing can beat the Thrawn's Revenge Team!

14
I cannot take full credit for everything in this Topic, Corey was the one that helped me out the most so ALL CREDIT goes to HIM, all I did was just type up the thing. Believe me, there were TONS of Mistakes! Anyways, Like I said up top, if my steps dont work, PM Me, Comment here, Watch Corey's Video, and now you can go look at the TEXT Version of Installing Thrawn's Revenge. Good Luck Conquering the Galaxy Commanders!

15
Very Nice Corey! It makes mine look like a Child's Manuel, but hey, I'm not complaining! I should Probably add an extension to here in case people still need help, anyways, Thanks again for trying to help me way back when!

16
Discussion, Suggestions & Feedback / Re: Thankyou.
« on: April 25, 2018, 01:06:08 AM »
From the Entire Thrawn's Revenge Community to you Devs, Thank You for creating one of the Greatest Mods in EaW and FOC History! Cant wait to see Thrawn's Revenge Grow in the Coming Years!

17
Discussion, Suggestions & Feedback / Re: Caamas/Orinda Campaign?
« on: April 24, 2018, 08:39:45 PM »
One thing you could try is to sell some of your production buildings and get Tax Collection Agencies, but put them on your Backwater planets (Planets not near the front lines) and build Trade Stations on those same planets. As far as Economy, thats all I got for you. Space Battles, just go in with few ships and start dwindling their numbers until there's only Wedge, same goes for any other faction. Thats all I've got for you, Good Luck!

18
Imperial Civil War Community Mods / Re: Submod announcement: GCW in TR
« on: April 24, 2018, 08:24:07 PM »
Sounds good sir! I'll be waiting for it, and if you still need testers, just PM me or something! I'll be available, I'm sure! Good Luck with the mod!

19
Discussion, Suggestions & Feedback / Tips and Tricks for 2.2!
« on: April 24, 2018, 07:57:45 PM »
I've seen many people asking how to do certain things and asking whats the best way to win a GC. WELL! Here's you 1-Stop-Shop to winning a GC and a few bonus Tricks and Hints, too!

Economy
 Economy is one of the most important things in any and ALL GCs. The best thing to do to when you want to "up" your income is by building Tax Collection Agencies/Mining Facilities (3 Max) in your Backwater planets (Planets that aren't near the Front Lines).
 With the addition and Introduction of the new Trade Stations in 2.2, if used wisely and Strategically, Trade Stations could be your Saving Grace in times of income upgrades. Like before, it's best to put Trade Stations on your Backwater Planets.
 In order to save as much credits as possible, its really a useful thing to buy Companies to lower cost of Ships and Ground Units. Its also Good to use Units that give the "Lower Unit Cost" trait. PATIENCE IS KEY WHEN WAITING TO GET PAID.

Ground Units (Decreased Build Time and Strategic Game Play)
 Ground Units are your Loyal Army Members and Vehicle Battalions. If your tired of waiting for those units to finish building, then here is a Great and IMPORTANT Trick! In order to Decrease Build Time, I suggest building Multiple of the Same Buildings on your Near-The-Front-Lines Planets. When you build more of the same building, the System that is Hard-Coded into the Base FOC and EAW decreases build time automatically by 5% each building. Example: 2 Barracks = 10% Production Boost, 5 Light Factories = 25% Production Boost. This is a Critical Trick for when you want build your extra heavy vehicles (I.E. AT-ATs, Juggernauts, etc.)
  Game-Play
 When using Stormtrooper and any other Infantry Groups, its best to use the "Take Cover" Ability before they enter battle. This will decrease damage to each group by 10%. When using Vehicles, If you're going against Infantry, it is better to Run-Over the Infantry than fight them (Note: Not ALL Vehicles can run over Infantry, Heavy Walkers like AT-STs can crush Infantry by walking over them, AT-ATs can Crush Infantry AND Light Vehicles.) When using Tanks, it is also better to run over Infantry (Note: Only Tanks with Tracks can run over Infantry, NO Repulsorlift Tanks can Crush Infantry.) When going against BOTH Infantry and Vehicles, it is best to use your Unit Abilities to stand against the Huge Numbers that the Enemy has. It is also good to use your Commando Units as Stealthy as possible, that way you can sneak behind enemy lines and Wreak Havoc on the enemy base!

Space Battles
 When entering a Space Battle, its best to put Capital Ships, Support Ships, and Fighters into different Groups. to do this, you press Alt then you press any Number you want on your Num-Pad or Number Row. When going against Small Fleets, it is better to send in your Fleet after them. In the Event of a Small Fleet vs. Small Fleet, It is best to steer your ships near your Defense Stations (Any Golan Structures or Battle Stations) or if your attacking, Send in your fighters first to soften up the fleet. When going up against Medium Fleets, its best to stay near your Golans/Battle Stations (At Least within Firing Range) When attacking Medium Fleets, its better to send Bombers and Support Ships in First to Soak up the Damage a little until your Capital Ships get in Range to finish off the Fleet. When going up against Large Fleets, It is VERY IMPORTANT that you send in a Scout Ship First. When the Fog of War Clears up, then you can Hyperspace in the Units that are best to use in the Fight. When Defending against Large Fleets, you must also use your HV-Gun/Ion Cannon blasts to your BEST ADVANTAGE, shoot the most Dangerous Ships. If you dont have HV-Guns or Ion Cannon Blasts, then sneak behind your Defense Stations (Golans, Battle Stations). If you have Neither, its best to retreat and attack the same fleet, but with a larger force than before!

Random Tricks 
 Here's the Scenario, you're in an awesome fight and you want to Screenshot the Battle in a Cool Cinematic Way. Press the Space Bar to enter Cinematic Mode.
Still can't get the Perfect Angle? Select a Random Unit and Press "C" On your Keyboard and Scroll in to Zoom in and Scroll Down to Zoom out.
 When Doing Bombing Runs/Orbital Bombardments, Its good to use them against large groups of Enemy Units or Destroy the Enemy Base in order to save you the Hassle of losing too many units.

This has been the Tips and Tricks Guide! Feel any smarter? If you do, Great For You! Still having some problems? Just Comment Below and I'll answer any of your questions to my best extent! Thank You for Reading and Good Luck Out There, Commanders!

20
Discussion, Suggestions and Feedback / Re: Bulwarks
« on: April 13, 2018, 01:46:01 AM »
If anything, they'll probably see use in Historical GCs or in the Giant Multi-Planet GCs (In Example, Art of War in ICW)

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