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Messages - Thuellai

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1
News & Updates / Re: What You Can Do in 2.2
« on: August 07, 2014, 01:13:32 PM »
Looking forward to it, Corey.  Love how you guys always find something new and interesting to add to the mod instead of just a couple visual tweaks or a new unit that serves no purpose.

2
The Lounge / Re: Random Chat
« on: July 23, 2014, 09:25:11 PM »
Eh, I'm not that worried about the whole 'Saturday morning villainy' concern.  That's not Weisman's style, for one, and it's something both the artists and producers have talked about avoiding.  They want this cartoon to be about hard-pressed heroes, and have gone to a lot of effort to make sure the villains they do have are legitimate threats.

3
The Lounge / Re: Random Chat
« on: July 23, 2014, 03:57:30 AM »
Guys what do you think about Star Wars rebels ? ( is this right place to speak, even thou there is Star Wars section for these) I've only seen people complaining it that it looks Childish, Well IT IS TARGETED FOR YOUNG TEEN AND OLDER CHILDS ?! and i thnk it looks pretty cool :)

I'm a bit optimistic.  Dave Weisman has traditionally done good work, and TCW improved notably by the later seasons.  I'm okay with most of the character designs and the voice talent is pretty solid - they've gotten some big names attached.  So far my main concerns are that apparently they're working on a tight budget (TCW already had problems doing large scenes, though this one seems to be a lot smaller in focus, since it's centered on a single rebel cell instead of the entire Clone Wars) and that the Inquisitor has a really, really dumb looking lightsaber.

4
Imperial Civil War Tech Support / Re: Era advancement error
« on: July 14, 2014, 01:31:24 PM »
Era only advances in specific GCs.  Namely, the Art/Essence of War.  Most GCs are fixed era.  Read the descriptions - if it doesn't say 1-5, it doesn't advance eras.

5
Imperial Civil War Tech Support / Missing Natives in 2.15
« on: July 13, 2014, 10:11:42 AM »
On several planets I've landed with working dwellings but no NPCs coming out of them.  Offhand I can say for sure that this happens on Bothawui/New Cov (and presumably any other Bothan planets) - the dwellings are there and I, as a NR player, had vision from them but they didn't produce any Bothans.  I believe it also happened on Duros.  I can say that Human and Hutt dwellings are working.

6
The Lounge / Re: Space Battles
« on: July 11, 2014, 02:00:36 PM »
Theoretically you could just remove the land slots from every planet.  A planet with only space slots is conquered if you win the space battle.

Of course, you wouldn't have any way to generate more income.

7
Discussion, Suggestions & Feedback / Re: All-Planets GC
« on: July 11, 2014, 01:14:50 PM »
Would be amazing, but yeah performance would implode and the map would be pretty crowded.

Hyperspace routes would be interesting, especially if it was the major hyperspace lanes making up the core of the campaign.

8
Imperial Civil War Tech Support / Re: 2.1 Bug Report
« on: July 08, 2014, 10:55:52 PM »
Finding lots of missing text popping up in the galactic log while playing From the Ground Up as the New Republic.  I assume it's either battles being won/lost that I'm not seeing, or warnings that I'm about to be attacked (it IS frequently followed by an attack by an EotH fleet, but I've been getting warnings about EotH fleets just fine at other times and it's more frequent than the battles)

9
Discussion, Suggestions & Feedback / Re: Fall of the Empire GC
« on: July 08, 2014, 10:53:13 PM »
Black Sun would be interesting but how would you go about it? Memories of the OP zann consortium are still unfortunately vivid to me.
Would even like to see Zaarin for the Imps. Maybe Batch with his TIE phantoms?

What resources did Xizor actually have?  I do feel like he ought to make an appearance, though, and not just because I like him and the Falleen.

10
News & Updates / Re: Choose Your Side! (Ascendancy Edition)
« on: July 07, 2014, 06:25:47 PM »
Well, that question mark shows me why the Vong aren't the NPF...  they're the playable one!

(so what, Duskhan for NPF?)

11
Discussion, Suggestions & Feedback / Re: Questions/Comments About 2.1
« on: July 07, 2014, 06:14:57 PM »
I don't know if this has been suggested but, I think it would be cool if all the ships where scaled down just a bit. Also, I think It would be nice to have your fleet closer to your space station or defensive platforms when you are defending against an attack, as well as the opponents ships when you are attacking, and why are the ships so spread out, just wondering. I've had fleets that are so spread out when I am defending that by the time I regroup my fleet I lost half of my support ships.

Just a suggestion guys, I still really like this mod and I appreciate all the hard work you guys are putting into it.  ;D ;)

I think the defensive formations are hard-coded.  And if they made the ships any smaller, it would take them even LONGER to get into formation.  I think the scale is generally pretty good where it is.  I suppose a small reduction wouldn't be too bad, might make the super-ships a little bit more maneuverable, but as they are it feels good to see that enormous SSD roll in.

12
Discussion, Suggestions & Feedback / Re: Verschiedene Fragen
« on: July 07, 2014, 01:20:30 AM »
Increasing the SSD cost so AI won't overspawn won't work, they have infinite creds.
Is it infinite?  I know they have 20k or so every week (on top of whatever their planets give them, ergo why they don't build mining facilities) but I don't think it's infinite - I've conquered all but one planet before and left a spy unit on it just to keep an eye on their production and it didn't look infinite.

13
Discussion, Suggestions & Feedback / Re: Fall of the Empire GC
« on: July 06, 2014, 01:13:10 PM »
I think everyone else more or less nailed my requests.  The Dauntless, the Phantom, of course Vader should be in.

Oh, but I'd love to see the Royal Guard.  Coruscant only, of course.  Nothing like landing Pally flanked by all those red robes.

14
Discussion, Suggestions & Feedback / Re: Questions/Comments About 2.1
« on: July 04, 2014, 12:50:41 AM »
I like the purpose and direction of the mod but I don't like the way it plays.
My major beef with the mod (and the vanilla game) is that I expected the ship combat to be more destructive and faster particularly with larger ships like SSDs and ISDs vs smaller ships-corvettes, frigates, and so on. The reason for that is larger ships have huge weapon arrays, shielding and hull. These small ships don't have those.

Why are the small ships taking massed barrages of heavy turbolaser fire from a huge capital ship before losing shields and becoming seriously damaged?

The visual strain of the mod crushes my PC and makes the space battles play slower and worse than vanilla, a problem that wouldn't be so bad if the damage tolerances of the ships were different.

Welcome to 'The best reason to bring an ISD1'

Nothing says lovin' like nailing a small ship with the tractor beam and watching it crumple about a billion times faster.  It's mostly tracking against small, fast ships that creates lots of inaccuracy - capital ship damage is actually pretty intense.

Apparently 2.2 is going to reduce particle size and increase particle speed, which should increase performance AND make ships a little more accurate against moving targets (I think)

15
Star Wars Discussion / Re: Space Battle
« on: July 02, 2014, 08:28:49 PM »
That's Otaking's work.  He's done a lot of revisions.  He frequents /m/ on 4chan.

16
News & Updates / Re: What You Can Do in 2.2
« on: July 02, 2014, 08:27:21 PM »
Sounds great.  Super exciting about the idea of throwing down during the GCW with Thrawn's Revenge gameplay.  Does this mean we'll be seeing the Dauntless?

17
Discussion, Suggestions & Feedback / Re: Ship weapons and damage
« on: June 26, 2014, 02:53:59 PM »
Yes, you can destroy the four visible hardpoints, but Vics also have several hardpoints that are not destroyable and thus not visible. Try it in-game or check the unit/hardpoint files yourself if you wish.

Huh.  That's strange, because I've deliberately left Vic Is alive after blowing up the four visible ones and had them no longer fire concs - it's not like the missiles are hard to see.

I believe you, it just doesn't match my experience in-game.

18
Discussion, Suggestions & Feedback / Re: Ship weapons and damage
« on: June 26, 2014, 03:34:35 AM »
Vic Star's conc hardpoints can totally be destroyed.  I've done it and reduced them to just turbolasers, and from there it's really easy to bomb them to death.  They're not corvettes.

It's pretty much suicidal to try and bomb them before that.  At the very least you want their shields down.

19
Discussion, Suggestions & Feedback / Re: Ship weapons and damage
« on: June 26, 2014, 12:14:36 AM »
I've seen a VSD knocked down to two conc missile hard points kill a LOT more than 2 fighters per hit, so I think targeting a fighter squadron targets the WHOLE squadron.  Which would make sense.

20
Discussion, Suggestions & Feedback / Re: Ship weapons and damage
« on: June 25, 2014, 12:57:57 PM »
I would also be interested in seeing the spread sheets.

As for firing arcs and mobility, I grant that they have to be considered a factor, but at least in the games I play against the AI, the tactics I prefer to use in space combat tend to make both of those into fairly minor concerns.  I tend to drop a carrier into the lead in position, throw its fighter complement forward to reveal the enemy ships, and then I start hyping in my capital ships in a leap frog manner designed to change which of my ships is getting targeted so that my shields can regenerate as I bring more ships in.  works pretty well with both the Imperial remnant, and also the EoTH since they both have ships with high shield that can be dropped for relatively low cost. 


On a slightly separate note, assuming that ships wont change targets mid salvo for laser cannons either, and that the hard point numbers listed in the manual for the ships that don't have target-able hard points is accurate, doesn't that mean that the EoTH and the Remnant get screwed on anti fighter ships?  granted I am again looking entirely out of the manual so I might be wrong, but both the New Republic and the Pentastar Alignment  get anti fighter ships with 6 damage dealing hard points while the Remnant and EoTH equivilents only get 4 damage dealing hard points, which if I understand correctly means they can only shoot at 4 fighters per salvo while the NR and PA can hit 6. 

As far as the anti fighter ships go, does EoTH have anything frigate sized or larger that can bea good anti fighter at all or is it the only faction that is pretty much limited to corvettes for fighter screening duties?  its not much but the empire at least has the immobilizer (with the slow recharge rate for missiles I imagine the fare rather poorly as an anti fighter weapon, so I only looked at ships with laser and maser cannons rather than looking at my old favorite the VSDI).

IPVs and Lucrehulks do make the PA really, really good at clearing fighters and getting Snub Superiority.  But actually because they fire multiple times, the VSD1's conc missile hardpoints can knock out an entire squadron in a salvo easy - to the point that they're my first target as the NR because of the threat they pose to my starfighters (The NR's biggest advantage is that practically every fighter they launch carries at least a couple missiles, which makes up for the firepower their caps lack)

As to the EotH, the Chaf likewise has Razer missiles which do pretty much the same thing.  It is true that neither of those factions have mixed laser/turbolaser armaments, but I prefer missiles because there's less wasted firepower that way when they have to take on another large ship.

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