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Messages - Clubby71

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1
Ascendancy Discussion / Re: Ascendancy Daily Screenshot Thread
« on: March 14, 2015, 08:47:44 PM »
And there was much rejoicing.

Yay...

2
Ascendancy Discussion / Re: Sins of a Surveyed Community
« on: May 29, 2014, 04:06:42 AM »
As we close out the planning and development of the first faction, I thought it would be a good time to ask the community for their feelings about the base game, which can help us in finalizing our plans for the first alphas, as well as what we do going forward. So if you could answer the following questions  about Sins of a Solar Empire: Rebellion (some are very open/general, others more specific, just answer whichever ones you have an opinion on or even just comment on other peoples')

1. Which aspects do you most like about the game?
2. Which aspects do you dislike?
3. How do you feel about the tech trees?
4. Are there any aspects of the game that you feel are underdeveloped?
5. Are there any features that the game feels like it should have, but that it lacks?

The more information and feedback we have on this, the better we'll be able to tune initial releases, so we'd appreciate any responses. Remember, guests can post without an account as well.

1.  Building up hero units (capital ships) has always been a favorite part of the game for me.
2.  How many units you can stuff into cramped spaces has always irked me, makes the whole game center around numbers.
3.  I mostly just thought of them as a given, since most of the techs were the same.  The whole thing could be simplified by just have  the economy/weapon boosting upgrades just be lumped together at each level and just be that much more expensive, 10-12x more since it changes everything at that tech level with one mammoth project.  That way you could have just as many research options with more unique techs for each race, without bogging down the window.
4. Fighter diversity was always a problem, but you guys seem to be on top of that.
5.  Geeze, I don't even know if this is possible, but troop transports that take longer to capture but preserve the planets infrastructure could be a nice fit.  Oh, and maybe a logistics building that converts logistic points into fewer tactical points for planets, or vice versa.

3
Imperial Civil War Tech Support / Re: 2.1 Bug Report
« on: May 27, 2014, 07:11:51 PM »
That's because nothing changes for the PA after Era 2, so their counter stays in Era 2.

Well it still crashes after palpatine gets killed.

4
Imperial Civil War Tech Support / Re: 2.1 Bug Report
« on: May 27, 2014, 06:57:39 PM »
I've had a similar crash as PA going from  era 3 to 4.  I've noticed that when I kill Thrawn on Era 2  the era counter doesn't go to 3, which is usually really early and right after I killed isaard in art of war, since the Remnant seems really pissed at me early on throwing everything at me.  I doubt it has to with a dead Civilization since it was so early.  I've recreated it twice with 2 new games.

5
Imperial Civil War Tech Support / Re: Windows 8 problems
« on: May 11, 2014, 12:22:57 AM »
Well yes I did.  That path is what I set it to.

ANd I used it through steam, no shortcut,

In Steam, you need to go to the options for SW:  EaWG and SET LAUNCH OPTIONS... to

swfoc MODPATH=Mods/Imperial_Civil_War

It will then work.

Okay, this worked, thanks!

6
Imperial Civil War Tech Support / Windows 8 problems
« on: May 10, 2014, 10:06:22 PM »
I got a new computer and have tried to install the mod  to steam, but the mod just won't take and I only get corruption.  I have used the zip file download which I at first copied directly into the file and also I have tried copying from the desktop.  I then  created the path for launch options as C:\Program Files\Steam\SteamApps\common\Star Wars Empire at War\corruption\Mods\Imperial_Civil_War using copy and paste from the C Drive.  What am I missing?

7
Fav is Jerec, because when he warps in with the fleet he is a free SSD in population, not counting in the initial deployment (is that intentional?)  It means that you can't autoresolve though.

Least favorite is Covell.  He doesn't carry troops, and dies faster when you use his ability.

8
I don't really have the patience to reach the freeze, but I have completed Essense of War and Thrawn's campaign.

9
Discussion, Suggestions & Feedback / Re: Spider AT-AT!!
« on: July 29, 2013, 02:26:04 PM »
Can it swing from a web? No it can't, it's an ATAT.  lol
I just imagine they replaced the ATAT hooves with suction cups.

10
Rebels/Imperials are really both good sides it's just a question of the point of view that your at.

Let's just say I'm from Alderaan.

11
Quite possible actually. I supported the Empire fully in all it's forms(save for under Isard, I just detest her.)
I rooted for Palpatine, most of the Warlords as long as they fought the NR, Thrawn, Kaine, Jerec and Pellaeon. I even liked the Yevetha and Vong until they attacked my beloved Empire.

Well I wasn't calling you evil just the whole imperial mindset.   Kind of a "you know if your a redneck" way of calling the empire evil.

12
Discussion, Suggestions & Feedback / Re: Most game grievances:
« on: July 11, 2013, 03:03:35 PM »
Late game IR with leftover MTCs, Venators, and acclamators.  So many fighters and... time stands still.

13
Don't blame the Empire, blame Bail Organa.

Why not both?  Blame the evil, baby killing monster and the guy who poked it with a stick.

Hey you make an omelet gotta break a few eggs. Personally I think there were better targets(Chandrilla and Mon Calamari just to name two) and that the population could have been put to much better use as slave labor for the Imperial War machine. Also it's not as though Alderaan was rendered extinct, good hearted General Derricote had the Alderaan Biotics facility to produce comfort food for orphaned Alderannians and what about all those wonderful resettlement camps? The Empire did it's part to do the right thing and how did the Alderanians respond? Selfish grumbling about a single planet.

Slavery?  Selfish grumbling for the deaths of billions of non-combatants? I gotta tell you, if your standard for ethical action is "not my problem, I got mine"  you just might be evil.

14
Discussion, Suggestions & Feedback / Re: Suggestions for 2.1
« on: July 10, 2013, 02:26:03 PM »
Considering a lot of the work we've tried to do lately is to make the factions more unique, that seems counterproductive, especially when a lot of the balance is done around fleet compositions in addition to individual ship capabilities. If people want to use the ships of another faction, they can get them by playing that faction.

Also, technically speaking, the addition of that many ships on a capital ship planet just wouldn't fit for most of the factions. There aren't any slots left for it.

Well, I was suggesting making it so that it removes the standard ships for that faction on that planet, and replacing it with the corporation's catalog.  This could be used to include more ships that are more faction neutral as well as more corporations, like sorosuub or incom.  Maybe one way to make this possible is by making corporations have a shipyard that competes with the shipyard instead of using a land slot.  You still have unique fleets since you have to capture the specific planet, which now has a unique tactical importance besides whatever position it holds.

15
Discussion, Suggestions & Feedback / Re: Suggestions for 2.1
« on: July 09, 2013, 04:12:24 PM »
Why does it need to be in the game? There's only ever been mention of them being used by the Rebellion, never the New Republic. More importantly, much like the Bulwark the only stats available for them are from Rebellion, making them deliberately extraordinarily overpowered for the sake of the Rebels being able to fight SSDs, so there isn't even much to work off of with them. Just because a ship exists doesn't mean it's worth adding.

Well, while I won't argue for whether certain ships should be in the game or not, I would like to suggest tweaking corporations so that any military could use it on the corporation's home planet, with the appropriate faction still getting the discount and other factions getting a different unit list (similar to whatever faction usually controls that corporation) than their standard list for every other planet.  If balance is an issue than at least in larger maps where the strategic importance of a single planet is lesser than usual.  This would be fun simply for the choice of what ships you'd like to use with each other.  This could be used to make the enemy less predictable and be more fun for players to have the choice of what ships they'd like to mix and match with.  This way you could support ships that aren't conventional by having them in certain corp inventories as bonuses, w/o putting ships in standard lists for factions just for the sake of having them

16
Discussion, Suggestions & Feedback / Re: 2.1 and You
« on: July 09, 2013, 03:41:31 PM »
Re: 2.1 and you. This is a thread discussing what will be appearing in 2.1. So no, not in game yet.

Well the list was mostly already in game, so I thought he was talking about current game.

17
Discussion, Suggestions & Feedback / Re: 2.1 and You
« on: July 09, 2013, 01:41:10 PM »
Not true, the PA has a multitude of unique units
PA gets:

Ground/ Dark Jedi, Hailfires, Enforcers, Storm Commandos, Floating fortress, republic Hover tank, and Clone drop ship

Space/IPVs, Lucrehulk, TIE Hunters, Praetor(which IR only gets in era 3) Providence, Regicide, V-19, Vengeance, Muunifient, Escort carrier, and the Enforcer

Lucrehulk, is that even in game?  I never saw one.

18
Okay lets be perfectly clear. Alderaan was a major supporter of the Rebellion, they gave comfort, food, fuel and shelter to them as often as the could. They were doing more than their share of helping hurt the Empire. It was like the US in WWI and WWII, neutral, yeah right. We funded EVERY single person who wanted to stop the Central Powers and later the Fascists and Japanese(granted in WWII it was definitely the right thing to do). It really should not have come as a surprise the Empire justly retaliated on that world. Also to be truly fair Grand Moff Tarkin and the Gunners killed that world. The rest of the DS I's garrison were innocent bystanders...

Yeah I doubt 2 billion people were hiding rebels in their basements.  You're talking about leadership or former military (they were DEMILITARIZED) aiding the rebels.  Even the highest amount is a handful of people, not a whole planet.  That is one hell of a collateral damage to try to justify (killing 1.999 billion to get 1 million sympathizers.)  As for the DS, each and every one of those soldiers contributed to the inner workings of that station, and it's operation.  It was their job.  It wouldn't make any difference if the aren't the one to give the order or flip the switch to blow up a planet full of babies and space woodland creatures.  That's why blowing up a ship isn't considered thousands of counts of murder and dozens counts of self defense for all the gun battery gunners. 

19
Discussion, Suggestions & Feedback / Re: 2.1 and You
« on: July 07, 2013, 02:32:46 PM »
Well the PA is a compromise between NR and IR ideology. Heavy cap ships and fighter spamming carriers

But in the end isn't the PA and IR the same ships?  the same ships that make the PA unique eras 1-3 are used by the IR 4-5, except for the munificent and the escort carrier.

20
and technically he only got one lucky shot against the DSI

I'd say the AT-AT was pretty lucky.

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