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Messages - Rovert10

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1
Discussion, Suggestions & Feedback / Re: The Bothan Assault Cruiser...
« on: March 26, 2015, 08:30:02 AM »
Invest more into escort carriers and Tie Defenders in that case. As well as Lancer frigates for more anti-strikecraft.
You aren't possibly going to win head on engagements with the thing.
Tie Defender is pretty much the best fighter in game as well as acting as a light bomber if it needs to.
Sweep their fighter squadrons from the skies,

Abuse the dumb AI pathfinding as well.
Try as much a possible to kite your fleet to avoid BACs till they run out of fighters to deploy. When that happens invest your craft into killing anti-fighter craft first and then systematically kill any and all large cruisers afterwards preferably with your bombers. But yeah being horribly outnumbered like that sucks. But you can kill pretty much anything with good strike fighter management.

2
Ascendancy Discussion / Re: How did you hear about Ascendancy?
« on: July 07, 2014, 08:05:26 PM »
So far everyone is unanimous.
Well the majority of us who are active around here are long standing since TR only days

3
Ascendancy Discussion / Re: Ascendancy Daily Screenshot Thread
« on: June 16, 2014, 10:07:32 PM »
Excited to see the after effect of the galaxy gun destroying the planet.

4
The Lounge / Re: New Godzilla Movie
« on: May 21, 2014, 01:07:23 AM »
I wanted more Godzilla scenes and less of people scenes.

5
Ascendancy Discussion / Re: Large Address Aware
« on: April 29, 2014, 09:36:05 AM »
Yeah funny thing about LAA. For the longest of times, we didn't use it because Ironclad stated it caused instabilities.
However the guys at STA3 decided to say screw it and tried it out. Apparently it works fine and can be used in multiplayer as well with guys without LAA. LAA produces no drawbacks as far as I can tell.

6
Ascendancy Discussion / Re: Tech Tree Suggestions
« on: April 28, 2014, 02:49:17 PM »
A controversial issue has left the Republic divided. 1/2/3 systems leave and become neutral, while the remaining systems get a 2%/5%/10% boost to Allegiance.
Not possible

7
Ascendancy Discussion / Re: Scale Questions (Split from Screenshots)
« on: April 27, 2014, 10:47:06 AM »
Oh boy this again with SOGE...

8
Ascendancy Discussion / Re: Ascendancy + heroes
« on: March 14, 2014, 06:23:00 PM »
Quoting from Corey it Moddb to someone asking the same thing.
"There are ways to do it, however at this point we don't really think we like the gameplay patterns it would produce in this kind of game."
Essentially while possible it doesn't fit their current design plan.

However Star Wars: Interregnum is built off the E4X mod which has hero units.
I advise you to try out the E4X mod since it puts a lot of unique features that really, well for lack of a better term, "Enhance" the game.
If it weren't for the fact that it is just a enhancement to Vanilla, it probably top out as one of the most feature loaded mods in the community.

9
Ascendancy Discussion / Re: Unit Ability Discussion
« on: January 17, 2014, 01:15:10 AM »
A few generic ideas.

1. Focus Fire: Increase damage dealt to target
2. Target Vital Systems: Debuff to target
3. Fire at Will: Ship fires off a powerful volley heavily damaging the targeted ship, however any ships within the line of fire take damage as well.
4. Something akin to "Heavy Strike Craft" to complement the NR's more strikecraft centric doctrines.
5. Attach Probe: Extension of the original probe ability to any ship or planet. Most likely an EoTH ability on scout ships perhaps.
6. NR Capital Ship - Increase Culture Spread at the current planet

10
Ascendancy Discussion / Re: Unit Ability Discussion
« on: January 16, 2014, 10:32:44 PM »
I'm fairly sure the game doesn't allow preventing ships from jumping. Therefore, massive penalty. I could be wrong though.
What are you trying to do?
It's very much possible to disable jumps however the AI tends to act really derpy and for some reason just doesn't understand the notion. AI will have a tendency for ships to just sit there attempting to jump even though you've disabled them from doing so.

11
Ascendancy Discussion / Re: Ascendancy Daily Screenshot Thread
« on: January 11, 2014, 02:31:14 PM »
Well someone is bound to spam these things now.  ::)

12
The Lounge / Re: Grand Strategy Wargames/4X Games
« on: January 06, 2014, 07:03:37 PM »
I wouldn't call SoaSE a true 4X Game. It's an RTS with elements of 4X sprinkled in and made to be on a much larger scale than your standard RTS. The system is very much simplified to cope with Real Time.
I have to give credit in that it's one of the most successful at mixing the 2 genres.

I won't argue in favor of SoaSE as a game as a whole because we all know what happens here when we do start on that argument.

13
Ascendancy Discussion / Re: Sovereign Role (Split from Daily Screenshots)
« on: January 06, 2014, 08:42:46 AM »
So how exactly will interdiction wok anyway? Will you be able to pull in ships that are already warping away from the planet?
No this is impossible within SoaSE. You cannot interrupt a ship already in a jump.

14
Ascendancy Discussion / Re: Ascendancy Daily Screenshot Thread
« on: December 26, 2013, 06:15:23 PM »
Yeah it works.

15
Ascendancy Discussion / Re: Ascendancy Daily Screenshot Thread
« on: December 26, 2013, 05:33:46 PM »
Technically VSDs would be the size range we'd include for this, but we want Vics to be able to do orbital bombardment. The AI in Sins tends to planet-rush with any frigates that can bombard and ignore defending forces, so we decided it was better to have them as capital ships which could bombard instead of frigates which can't. We may change this at some point.
We've managed to circumvent this behavior by having just a bombard ability on the frigate instead of the actual bombardment weapon. The frigate at least for the AI can bombard in a way but will prioritize enemy ships first over the planet.

16
Ascendancy Discussion / Re: Sovereign Role (Split from Daily Screenshots_
« on: December 25, 2013, 02:49:58 PM »
Does Sins support the ability to make a planet go from livable to unlivable?  If so, they could certainly make it usable against planets.
Yes you can make a planet uncolonizable that lasts forever though that might be a bit game breaking and unbalanced if it's essentially doing the same as the Galaxy Gun.

17
Ascendancy Discussion / Re: Imperial Remnant Suggestions
« on: December 14, 2013, 08:52:50 PM »
Yes it is possible to do refit upgrades.

18
Ascendancy Discussion / Re: Ascendancy Daily Screenshot Thread
« on: December 14, 2013, 09:23:08 AM »
Welp the EoTH and NR are going to have a bad day.

19
Ascendancy Discussion / Re: Ascendancy Daily Screenshot Thread
« on: December 11, 2013, 12:42:55 AM »
Things are bound to wind-up now!

20
Try running EaW in compatibility mode with a previous version of Windows?

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