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Messages - sebastian74

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1
The Lounge / Re: Which languages can you speak? :)
« on: August 12, 2012, 07:24:22 AM »
Well.... according to quite a lot of people, I can't speak at all  ::)
But I mumble my way through Dutch, German, english, and I also understand some french and a tiny bit of japanese.

2
Sins of a Solar Empire / Re: Sins of a Solar Empire: Rebellion
« on: August 12, 2012, 07:17:34 AM »
I am going to get this game because of the Thrawn's Revenge mod  =D Team.

I also picked it up because of this forum.
And I really like this game.
I don't think you will be disappointed.

3
Sins of a Solar Empire / Re: Just got Rebellion.
« on: June 15, 2012, 08:09:11 PM »
I've got some exams next month. Me myself and I agreed to pick the game up after the exams. Just to not let history repeat itself. ( me gaming a bit to much, and as a result having to repeat last years courses again. )

And I haven't finished SOASE trinity, so I'll probably won't start with rebellion for a while.

It does look more 'realistic' which I like. Is there no way you can have one titan for free at the start of the game?

4
Sins of a Solar Empire / Re: Sins of a Solar Empire: Rebellion
« on: June 05, 2012, 07:47:31 PM »
Yes it's a steep curve, there's no real tutorial mode or single player storyline mode. You have to go in and start playing. Fortunately the AI isn't too brutal and you can start out with fairly small maps and work up.

There are two Star Wars mod,
- Requiem, which is meant to addon SW races to the existing ones
- Sins of a Galactic Empire, which is meant to be a total conversion, SW races only

We happen to be hosting SOGE too, but the most frequent updates are usually the forums - http://forums.sinsofasolarempire.com/411648


The Sins of a galactic empire mod looks like something I will definitely try in the future.
Are there plans for the new game also? They have 6 factions, that's maybe a bit to much for a star wars galaxy.
I watched an interview with one of the developers and he explained that they wanted the new game to 'look' like a big space battle scene you can see in the star war movies.

5
Sins of a Solar Empire / Re: Sins of a Solar Empire: Rebellion
« on: June 05, 2012, 07:38:15 PM »

Aesthetics are generally just a plus in the best games.

It is by no means 'bad looking', but a bit to flashy, which makes it looking childish. ( Well that's my opinion. )
( I know it was supposed to playable on older machines and .... )

What I've seen from the new rebellion game I liked a lot better. But it probably requires a better set up to play it.

6
Sins of a Solar Empire / Re: Sins of a Solar Empire: Rebellion
« on: June 03, 2012, 11:29:52 AM »
I never heard of the game. But I got curious and tried it this week. ( steam offers Trinity for only 15 euros )

I read somewhere it has a steep learning curve, and yes it is quite the challenge. I'm still in the learning stages, but it is A LOT of fun. 
It could have looked a bit better though, but that's only a small minus, and I did see that it has a Star wars mod.

7
I always make sure I built ioncanons to counter the large IR ( and EotH ) ships.

It takes ( about )  5 ionblasts to disable the shields on a ssd. 5 mon calamari ( and some ships to take out the fighters ) will do the rest.

The only time it does not work is when the ssd jumps in on top of the defending fleet. But usually there is time enough to take out ships escorting the ssd, and disable the shields.

It also helps to manoeuvre the mon calamari cruisers in a line on the edge of the playing field. Or make use of astroid fields to hide in / or behind.
About 5 (2 or 3  more is better ) mon calamari cruisers, some anti fighter ships, a bit of strategic placement, and usually without losing a ship all opposition is eliminated. ( Which  makes it a bit boring after a while, it wouldn't be a bad idea if the AI would not always attack in a straight line. )

I also use a single ssd to defend a strategic point. No matter how large the opposing fleet, just retreat before the ssd is 'blown to pieces', and immediately counter attack, and if needed retreat again, and counterattack, and repeat until the opposing fleet is taken out. It is a bit 'cheating' I will admit, but the AI does it also.

8
I was playing Art of war light as the New republic yesterday.
And I was quite impressed with the AI. It attacked Wayland with Isard, 3 super star destroyers and about 5 more ships.

I thought it was really 'clever', it was the first time I experienced the AI showing up with all 4 ssd's. ( I hadn't played art of war light in 1.3.1 yet )
The defense fleet consisted of 5 MC80B's and 4 dreadnaughts plus some fighters so for a moment it had me worried.
That's what I like the best about this mod.

9
Star Wars Discussion / Re: Anyone Seen EP 1 in 3D?
« on: March 10, 2012, 06:59:01 PM »
I was at the theater 2 weeks ago. Discovered it was cancelled after only three weeks running. They still had the big advert/ poster outside the building. So didn't see it. It is the only one I haven't seen on the big screen.

10
If it's more than a couple dozen planets, I almost always take that long.  I've found that I have to run EVERY fight myself, because against the NR, if they have more than 5 units, I have a tendency to lose 1/2 a fleet even if the fleet were like 3 Executors + 3 Sovereigns.

So I won't really autocalc ever, and it takes a long time to finish off the larger GC's for me.

That and I have a tendency to play for 2 hours, then stop and come back a week later.

Most of the times a fleet of 10 star destroyers will do a lot of damage to the enemies fleet in auto resolve.
A lot more anyway compared to playing the battle. ( could be poor skills on my side though )

Some NR fleets are really massive. ( 200 or more )  I sent in 10 SD's, autoresolve, repeat a few times, thin out the NR fleet.
When the NR fleet is down to about 50 or less I'll go in and try to finish it.
The star destroyers look great, but they are pretty crap in taking on mon calamari cruisers.

11
personally i don't understand people who like battles that big... they take so longgggggg and really no game is meant to be played for that long... 400 weeks omg..

It was the first time I played art of war. ( the game froze at earlier attempts in 1.2 ) I did 'auto resolve' a lot, and was only playing for one day.
I actually played all GC's last week as the Imperial remnant.  Finished all of them except art of war.

I do tend to 'take my time' playing the GC's. I guess I am a sore loser. Maybe I should consider adjusting my strategy so I can finish the GC within 400 weeks.


12
Playing as the Imperial remnant in the art of war GC I experienced a bit of lag here and there nothing problematic ( no fleetcommanders ) until week 400 something I could not select units anymore.

It happened before with 1.2 ( I think it also happened with the vanilla game ).
I read it has to do with the total number of units in the game that are used/ killed.

The only solution is to try and finish the game quicker?

I do like the big fleets the NR builts! The one on mon calamari was close to a 1000.

13
Actually I've also noticed that the AI rolls over at a certain point too. But I don't think it has to do with the fleetcommanders.

After you take enough systems, the AI is limited greatly by the galactic population (thus reducing its economic advantage), it loses the ability to build more ships. The AI also seems to like to attack with large numbers of capital ships, which is fine and makes for good battles. However, I suspect that this combination leads to the AI becoming passive in late game situations, as the AI's frigates and other ships that can be built from light and heavy shipyards are still sitting around, taking up galactic pop. Then after you take away a lot of the capital shipyard systems from them, they're left with the option of only building frigates, and in the case of the NR, fighters. The AI seems to then decide that these are underpowered fleets that can't quite go toe to toe with your capital ships, so it neglects to attack.

In my experience, by the time you hit this point, you really do own a colossal advantage anyway. I mean do you really enjoy taking on an NR fleet that has 70 E-Wing squadrons, 20 CR90s, and some Marauders? It might seem funny but at that point, the GC is pretty much over, you've won.

I think you are right, it is not the fleetcommanders.
The vanilla game does the same.

When the AI stops attacking the game is more or less over. The thing that strikes me is that when it still has for example 40% of the planets it attacks like crazy, and then it looses one more planet and it is over. A human player wouldn't quit,  but the AI can probably calculate when it becomes pointless to continue.

In the hunt for Zsinj GC playing as the IR if you capture Kuat right a way, The AI is left without a level 3 space station. And without capital ships it is indeed rather embarrassing to see the NR attacking with all those small ships.

But if you have 40 preybirds you can take on quite some capital ships.

14
I posted a fix for the Fleet Commanders here: http://gutr.swrebellion.com/forums/index.php/topic,2086.msg32001.html#msg32001

Everything I've had reported has said that it works, there's only been one report of a single fleet commander we need to track down.

Thanks! ( I actually read that post, but I didn't see the link. I think I wasn't logged in
Downloaded and tried it.
Played Caamas crisis today. After 150 weeks the AI stopped attacking, and after 200 weeks --> still no fleetcommander.

I'll do some more 'testing' tomorrow, but: so far so good. :)

edit: finished Caamas Crisis, did not see a single fleetcommander.

15
I really enjoy playing this mod. ( hardly playing anything else ) Thanks for all the work you have done.

I have played the 1.2 version for about three months. The fleetcommander spam made it  impossible for me to finish most of the GC's.
( only the smaller GC's playing as the new republic didn't freeze  )

But with the new version, there are less fleetcommanders. ( hundreds instead of thousends )
And I am able to avoid the freezing up in galactic view. ( I also play a bit faster )
It still lags a bit. But when the fleetcommanders are gone the game is up to speed again.

So far I have played as the Imperial remant in the first 6 GC's. ( just finished Reunification )
I like the changes compared to 1.2.  ( I have not tried any skirmishes )

But I noticed that in every GC at a certain point the AI kinda 'rolls over and plays dead'.
Somewhere around the fifty fifty point ( the graph in the military power chart shows the lines close together ) the AI doesn't attack any more.
Mayby it has to do with the fleetcommanders.

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