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!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Barbagli

Pages: [1]
1
Discussion, Suggestions & Feedback / Land Skirmishes
« on: January 08, 2020, 04:00:30 PM »
I know this have been probably acknowledged since centuries, but, uhm, the AI is not working in the land skirmishes - not always, but most time they stay idle without conquering mines etc., attacking only with some pitiful infantries. But sometimes it works fine. Is there some kind of logic behind this? Like, maybe only some particular factions work on some particular land maps? Has anybody found a sense in it?

Unrelated and quite stupid question. Since I've only played the huge Galactic Conquests until today, I gotta ask: if I start a "historical" GC in age 2, let's say, and I kill my leader Thrawn, am I gonna get the Palps man?

2
Discussion, Suggestions & Feedback / Re: More units from Dark Empire?
« on: November 10, 2019, 07:29:30 PM »
Automadons were basically unbeatable in the comics though, they could even capture and take down fighters with their arms. If one wants to put them in the game and save just a bit of  consistency with the comic version, they would destroy the balance in ground battles. Those fellas were completely immune to laser fire etc. I don't like 'cause I look at them as part of the absurd proliferation of "ultimate weapons" which makes Dark Empire's plot so silly. :(

As for the Shadow Droids, I really hope we could see them one day. Glad to hear  I'm not alone. A powerful fighter for the Imps, scarce in numbers and rare to be seen, could come out as a nice addition without hampering the general balance.

Regarding the SD Droids, uhm, I cannot disagree about anything ya'll said. But I actually don't think they would be just pumped up stormtroops - first of all they were depicted as being 3-4 meters tall or something like that as far as I remember, so they would look more like the old Dark Troopers Phase II. About the animations I have absolutely no knowledge on such issues: I just thought that, being droids with cannons attached to their arms, they could just stand and fire like Phase III Dark Troopers, thus the animations could be recycled. But I totally agree that they would be just a nitpicky addition.

Thanks for your answers.

3
Discussion, Suggestions & Feedback / More units from Dark Empire?
« on: November 04, 2019, 11:09:53 AM »
Hey guys, I know that Dark Empire has never been the greatest entry in the old lore - Dark Empire II is especially atrocious in my opinion - but that's my two cents:

Since we got the XR85 droid tank in-game - a vehicle that, as far as I know, appeared in just one shot of the first issue-, couldn't we get some SD-series droid as well?
You should be able to make 'em quite easily - I guess - by editing the already-existing model of the Dark Troopers 3rd series. I miss the Dark Troopers a lot, so I may be biased.

Also, the Shadow Droids. I know that the principle around these guys is quite absurd - built around brains of dead fellas and empowered god-knows-how with the Dark Side - but they could be just a rarity. Like, the Modular Frigate could spawn three standard TIE-D and just one squadron of these dudes. It should be a nice addition as a powerful yet rare fighter for the Imps.

I abstain from mentioning the X1 Automatons or the Chrysalide Rancors 'cause they're totally hideous even for my taste.
Whaddaya think, gentlemen?

4
I've just found out I can click on the button during the game, apparently enabling and dis-enabling the AI at my will. That's weird, I couldn't do it on my previous campaign - that was on the previous patch, this one is on the last one (2.3 if I recall correctly).

5
That is correct. Infrastructure I don't think is actually used anymore. It was for when we were having trouble spawning structures at the start of the GC for certain ones that we set up through LUA, so we gave them a huge budget so they could build structures quickly, but we ended up figuring out the spawning.

Corey, just another question. After applying my modification (2x instead of 4x on AI income), every time I save and quit the game the Cruel AI turns off. To be clearer - I open my saves and I have to reactivate the Cruel AI by clicking on the button. I'm not sure if  the cruel AI is actually working, the enemies don't seem to be stronger than before but I just played some hours and it takes a bit to see the effect of the new income.  I did not touch anything outside that particular string.
Do you know something about that?

6
Thanks a lot. I have to ask some more:
I found the file in Programsx86, Steam, Steamapps, workshop, content, 32470, 1125571106, Data, XML. I guess it's our guy.

I got tree  different sets of difficulty levels: Default, Infrastructure, and Skynet.
Since Hard_Skynet is the one giving the AI a 4.0 multiplier in cash, I guess that's the part I have to edit, right?

Just out of curiosity, can I ask what the other set, Infrastructure, represents?

7
Just a basic modding question (I hope so).
I felt that my campaign at Admiral was getting a bit slow, so I enabled the cruel AI for the first time. At first it was fine, I had to go through many awesome moments in dealing with fleets of World Devastators or 270-something naval power, but after some time I felt overwhelmed by the never-ending attacks by very huge and powerful fleets from each direction - Sovereigns and Allegiances and WDs by the Dark Empire, literally thousands of obsolete-looking stuff by the Corporate Sector (and I'm playing as the PA which is quite easy to handle).

So: I would like to edit my game files to make the Cruel AI less cruel, let's say to reach a half measure between standard Admiral difficulty and Admiral+Cruel AI. It would be great if you can explain the process, if relatively easy (I'm not an expert in any form of modding). Thanks!

8
Discussion, Suggestions & Feedback / PA is defenceless against AT-AT
« on: July 14, 2019, 06:15:39 AM »
I find the Pentastar Alignment quite defenceless when my enemies deploy the mighty AT-AT. If I am on the offensive I can still resort to orbital bombardments, but in the defensive it seems to be no match. Regardless of how many defences I build, AT-ATs steamroll everything: AT-TEs get literally rekt without even putting up a fight and LAATs are taken down in a pair of shots. In addition, despite what the unit description says, the floating fortress has not enough firepower to even dare to face them one on one - and the AI usually deploys like five of them at the same time. They cover themselves remarkably well, so ambushes from the rear don't appear to be a solution.
 I ought to say that the situation feels pretty unbalanced: I lost fully defended systems with shields and turbos and heavy garrisons to just a bunch of these beasts without taking down a single one of them. I'd feel it was more fair if I had just a drop of hope of fending off an invasion on my best defended planets.

How do you guys fight off the massive Imperial walkers as the PA?
Do you see any solution possible for future releases? Like reinstating the AT-AT to the PA like in the old times (but that would make the AT-TE utterly useless) or giving them a fast aerial unit capable of outspeeding their guns and ultimately, after a long fight, take them down with the necessary support?

9
Discussion, Suggestions & Feedback / AI not defending its planets?
« on: June 22, 2019, 07:24:40 PM »
Hello gentlemen,
I just came back to the mod after many years. I go straight to my question:
Playing as the PA, Steam version of the game, Captain level just to retake confidence with the mod. All great. However, is it normal that the AI is barely recruiting any garrison even on its frontier planets?
I agree that we're all here for the super epic space battles, but I actually enjoined a lot my ground invasions and defences back in FoC. This way, planetary battles are quite less epic. Moreover, this means that planets controlled by the AI change hands with terrific frequency, and every time the AI has to spend money to build something on that planet just to have it fell in enemy's hands in one or two weeks.
Is it a known issue? Maybe it's different on Admiral? Might be some issue with the galactic population cap, since I can barely manage to defend my frontiers decently and maintain two big fleets (and leave all the other planets practically undefenfed) before reaching the maximum?

Sorry for the perhaps silly question and many thanks for your work.

Pages: [1]
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!