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Topics - GreyStar

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Ascendancy Discussion / Random Suggestion: Rebels VS Palpatine
« on: January 14, 2018, 02:42:02 PM »
Corey mentioned in a video I think there will be single player intended maps that were mean't to mimic the actual galatic status at the time. If I'm remembering that correctly, will there be a Dark Empire map?

Further more, will there be a version of Dissolution with a sort of "central" Empire containing the majority of the galaxy, and several Imperial Remnant factions and allied New Republic factions fighting each other?

EaW and FoC Mods / Clone Wars 4.0 Confusion
« on: January 08, 2018, 08:23:52 PM »
Out of curiosity I decided to download the updated RaW and check out the Clone Wars mods due to a new, stronger computer and a desire for EaW playing.

What I got was RaW being cartoony with it's opening cinematic, a rather questionable opening cutscene for Fall of the Jedi, and a massively incomplete tech tree for the Republic. Disappointing.

But then I tried Clone Wars and, oh boy. So in an incomplete tech tree we have the Barracks, which grants access to the Clone Heavy Unit, Clone Sniper, and some other clone unit. But then we have the Local Security Building which builds Republic troopers, Phase 2 Clone Troopers, and some other clone unit. BUT THEN we have the Clone Breeding facility, the Advanced Clone Training Facility, and the Clone Armory which all give more different units.

So I'm basically stumped here, confused as to how this all is set up and I know I didn't even transcribe it here right.

(Also I'm a bit angry there's no way to tech up to 5 instantly as I've grown to hate the progressive tech method of EaW.)

Ascendancy Discussion / ISDII Cloaking Devices and Using Them Properly
« on: November 27, 2017, 08:39:30 AM »
So I've been using the Thrawn tree for awhile mostly because of the diplomatic bonuses, universal supply, and having increased culture defense through a better culture spread rate. Due to playing mostly team comp games, Thrawn's just been the best for my playstyle just because of fleet buffs and ease of use.

However, the ultimate tech, is the cloaking device used on Star Destroyers and Asteriods by Pelleaon and Thrawn respectively, and is installed through level up on ISDII-class ships. So I have a few questions about the ultimate ability.

1. Is there any benefit to increasing the cloaking device beyond the first level up? With the cool down already being near instant, I don't see a good reason to not just micromanage the cloak turning off and one.

2. I've been using the cloaking device for the following hijinks with my Star Destroyers. Are any of these bad ideas?
* Stealth scouting with an ISDII
* Setting up ambushes with a group of 6 Star Destroyers laying near the edge of a system.
* Avoiding ship loss via cloak.
* Keeping the ship's firepower hidden until a good target is in range.
* Flanking.

3. Is there any thing I should be using the Cloaking Device for? Because while invisibility is a cool thing in RTSes and always leads to inevitable scouting and ambush tatics, I just struggle to figure out how to preform these things for awhile. I needed to look up Youtube guides for abusing invisibility in Warcraft 3 for example.

So my current style of play with the IR has generally lead to... Disappointment and the execution of several ground commanders by NR forces, so to speak. This is in an Era 1 campgain

I've previously been using a group composed of 2 Stormtrooper companies, with 3 AP-PT squads as anti-infantry and anti-air, followed by 3 2-M Repulsor Tanks as anti vehicle, with a SPMA acting as artillery to demolish turbolaser towers, and a Juggernaut to ferry the Stormtroopers around. This has mostly lead to disappointment, perhaps on a tactical level. I should probably manage my troop transport better, keeping it out of the line of fire, maneuver my AP-PTs better to avoid T4Bs and take the brunt of rocket troops, have my 2-Ms flank more, have the SPMAs set up more often for fire fights.

But I also think I should perhaps revisit decisions for unit composition. I'm dumping the Juggernauts, as they're just too expensive and too long to produce for me to have fun using them, not to mention they're made of tissue paper. This goes for general as I'm refusing to put in the resources for an AT-AT factory anymore, too much credit and time investment that could be replaced with spamming legions and legions of suicidal Stormtroopers for the glory of the Empire. Considering that in 2.15, infantry are near useless due to how quickly they die, I'll have to rely on mechanical warfare. And so I need help with rebuilding my forces. Should I use AT-STs in place of AP-PTs for better anti infantry at the cost of anti vehicale for anything not a T2B? Should I get rid of the 2-M repulsor tanks? Perhaps dump artillery altogether? I request ideas.

Discussion, Suggestions & Feedback / Chariot Buff for 2.2
« on: November 26, 2017, 08:23:51 PM »
The chariots played a crucial role in the Thrawn Trilogy, their destruction being a part of what caused Thrawn's displeasure with Nile Ferrus and the mistrust of Talon Karrde that did lead to Thrawn's death. However, they, kinda suck in gameplay.

So I propose a minor buff. They were used as command vehicles according to the manual, so why not add a function for them to carry a squad or two? Considering that in 2.2 commanders will be reintroduced as basic infantry, I don't see any problems with this.

As a side note: Can, we get a Juggernaut revamp in 2.2? At the very least increased health, it's made up of tissue paper for something so long and expensive. If not right out making it the ACTUAL B5 Juggernaut instead of the B6.

Star Wars Discussion / Your Most Bullcrap Star Wars Moments
« on: October 15, 2017, 02:03:36 PM »
Since we should have a more positive discussion than how stupid RNG progression is in games. Games like Payday 2 and EA's BF2 can go sod off for giving me thirty cosmetics, and a second useless weapon modification that only gives me -1 stability +1 concealment for a gun I don't use.

This thread is dedicated to the most eye rolling moment in Star Wars that makes no logical sense. Or has you screaming "BULLSHIT!" This extends far beyond just the movies, including games. Yeah this thread doesn't seem to be going in positive places. Oh well.

Please post if your example is a movie, tv episode, game, comic, book, or audio drama.

Movie: Episode 2, Jango Fett shooting his assistant.
Episode 7, Rey being able to beat Kylo Ren in a lightsaber fight.

Game: I don't remember the name but when I found out that there was a Star Wars Clash of Clans rip off I hung my head in pity.

The Lounge / How Do We Feel about J.J. Abrams' Star Trek Reboot?
« on: October 07, 2017, 02:39:37 PM »
I have conflictong feelings on it despite not being into Star Trek.

The way the plots are written are nice but the execution tends to fall flat in some cases for me. Like all of Discovery tried to be some "deep" deconstruction of Star Fleet and what we got was a generic action movie. Which was a shame.

Let's see. Bigger star destroyers with more firepower. Would cause engine issues considering the diminishing scale that I've seen Corey mention in terms of ship size. Already a thing thanks to PA bring battlecruiser focused.

Terrible ship designs. A cosmetic issue but a big one. Even fighting the FO would make me revolt in disgust.

Ugly looking badly designed SSDs. A shame to the legacy of the Executor.

Improved TIE/LNs. We have Thrawn with his upgraded fighters followed by Peallon, the PA is in this mod, and Palpatine has both more LNs AND stronger ones too.

"Elite Infantry." Not really since in this mod Stormtroopers are actually competent. Thanks, Zahn.

Weak heroes who are even less powerful the Air Tripwrit or whoever commands "The Corrupter" in Era 1. The only unique thing the FO has going for them. Is a weakness. Makes sense.

Discussion, Suggestions & Feedback / Shielded TIE/IN
« on: August 30, 2017, 11:24:33 PM »
No idea if this has heen discussed before.

I was wondering if there were plans to include the shielded variant of TIE/INs, or plans to not include it, and what reasoning.

Ascendancy Discussion / VSD1 VS VSD2
« on: August 30, 2017, 11:16:02 PM »
I can't find the unit stat spreadsheet, and I need to know the speeds between the two.

Star Wars Discussion / The Obi-Wan Movie
« on: August 30, 2017, 06:31:07 PM »
I found an article that I found myself laughing at for longer then I should have.

When the strongest strength it has is that "the prequels are bad and so Ewan Mcgregor can never have a serious acting career again" as a point, the entire thing seems forced click bait. The only problem, is that Disney does believe the prequels forever tained Star Wars and everything related to them should be burned.

So let's discuss the Obi-Wan movie, disappointment it's not discount Tatooine battle movie, disappointment it's not Thrawn, disappointment it's not Darth Vader. Or well, hope that Ewan does a good job with the movie and lets me like at least one of the Disney Canon movies.

The Lounge / C&GB Collection
« on: June 09, 2017, 08:34:41 PM »
Somehow I either left or was kicked from the server and now Discord is refusing to let me post in "post here first."

Star Wars Discussion / Winged Star Destroyers
« on: May 13, 2017, 11:00:06 PM »

The fuck is this? I have no idea what class. Assuming it's not a fanon design.

Also here's a second random question.

I changed a few sentences around.

The Lounge / The RP Thread
« on: May 10, 2017, 04:46:24 PM »
Since apparently RP keeps happening while I'm away I figure I should set up a semi-serious / joke RP thread. I don't know what I'm doing.

Rules section, will be updated as nesscary.

Ships rules thanks to Mr. Puerto.
I think we should establish some rules before going forward,

Here's a rough draft :
Keep fleet sizes reasonable, for example I may have a super large fleet size. But since I was sent away on a mission at the height of the empire it makes sense. Plus I use fractal sponges Fleet review picture as a reference.

No making up ship classes, since we're putting this at the after endor period I think that's reasonable for imperial RPers, for the new republic you obviously have more freedoms but again keep it reasonable and realistic. If you modify a ship make sure to take something away.

Read the responses extra carefully. Players might have calculated a response or set something up very specifically. So you have to follow what they write.

Other than that be pretty liberal. I know I am. Oh also make sure everyone agrees to the rules, I wouldn't want to be a dick and force rules upon everyone. I made it so it's easier for everyone.

MC90 Flagship, The Grey Command, formerly known as Aquatic Reign, and Repainted Fishtank.

The captain, Ordo, was watching space debris roll by.
"I'm so glad I'm not a ground commander."

Something better then the Hapes Consortium, I present the TRUE 5th Faction, give it up for, GAAARM BELL IBLISS.

Garm Bel Iblis - Horribly weak, outdated tech, has to tech up through harder means, CLONE WARS SHIPS, KATANA FLEET SPAM, BEING THE MOST BADASS CHARACTER IN STAR WARS

Faction Idenity: Starts out with extremely outdated tech, research stations are twice as expensive, focus on ships of the line and missle damage, able to abuse quick movement, colonization frigate moves twice as fast as gallofree, has half the stats as regular colonized planets, Rebellion Reborn is a staple

Unit List:
Capital - Venator
Capital - Victory 1
Capital - Victory 2
Capital - Veneator 2
Capital - Correllion Destroyer

Cruiser - Assualt Frigate Mark 1
Cruiser - Assualt Frigate Mark 2
Cruiser - Nebulon-B2
Cruiser - Nebulon-B
Cruiser - Heavy DP20
Cruiser - Dreadnaught
Cruiser - Dreadnaught Retrofit
Cruiser - Katana Dreadnaught

Frigate - CR70
Frigate - CR90
Frigate - DP20
Frigate - Heavy CR90
Frigate - Peregine
Frigate - Quaser
Frigate - Scout

Fighter - X-Wing
Fighter - Y-Wing
Fighter - ARC-170
Fighter - V-Wing
Fighter - V-19

Primary Focus Techs:
Improved Warheads - Concussion missles do 20%/40%/60% more damage.
Proton Advancement - Proton Torpedoes do 20%/40%/60% more damage.
Acclamator Improvement - Improves Acclamator stats by 50%/100%/ unlocks Acclamator 2 which has same upgrades.
Venator Improvement - Improves Acclamator stats by 50%/100%/ unlocks Veneator 2 wihch has the same stats.
Victory 1 Improvement - Improves Victory 1 stats by 50%/100%. Unlocks Stolen Engines.
Stolen Engines - Replaces the Victory 1 engine with a Victory 2.
Resurgance - Increases all unit stats to double the normal amount (not including upgrades) with a double price tag to match.
Rebellion Retrofit - Upgrades all fighters to be on par with New Republic standards.
GARGATUAN BOARDING - Accalmators and Accalmator 2 Boarding ability lasts twice as long and gives double the health restored after boarding due to mass production of Gargatuans.
Improved Secret Bases - Retains double growth rate, and health regeneration speed, restores population cap, logistic spots, defensive spots, and resource production are all restored to normal levels.

Star Wars Discussion / Daala
« on: May 09, 2017, 11:50:09 AM »
Was she a good character at all? Did the story benefit from her presence, or just detract?

Multiplayer / Weekend Playing
« on: May 06, 2017, 06:07:01 PM »
Up for playing on the weekends, though depending on the weekday willing to play.

Things you'll have to deal with:

Really bad lag if I host
The fact I an bad
I don't do 1v1s
I rarely do PvP anyway
Still can't beat the computer

Discussion, Suggestions & Feedback / ICW Abilities
« on: May 06, 2017, 11:21:19 AM »
Corey mentioned in the Demo feedback thread that they hadn't added abilities to the units they wanted to yet. Will wee see concussion barrage for example on the Victory 1, or PTW on the Assualt Frigate, or anything else? I know Corey mentioned Interdiction mines.

Discussion, Suggestions and Feedback / Why Bring the Mod Back?
« on: May 02, 2017, 06:39:57 PM »
A question on my mind is, what is the reasoning for ressurecting FotR? I'm guessing it's more complicated then "for lols and we needed new things to model."

The Lounge / The Forum Broke
« on: April 30, 2017, 06:31:07 PM »

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