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Topics - nightraven1901

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Discussion, Suggestions & Feedback / Planet-Specific Shipyards
« on: September 24, 2017, 07:27:59 AM »
So, we all want more ships in the mod. I want more ships. I have had a taste, now I'd dearly like to be able to build the entire catalogue of Star Wars ships. Now, some are unmodelled, or have no lore to work from to make one from scratch. But, there are a good number of ships for which we have models, and we can't build them, or they're not in the game. Why?

Because for some reason, doubtless relating to the Petroglyph dev team not needing to implement it, we can't scroll the damned build list. So, for most factions, by tech level five, it's absolutely full or close to it. But we have so many worlds limited to a smaller shipyard, and they therefore never come close to filling their build queues, and can't without changing the XML to allow the building of a larger station. Which brings me to my idea:

Why don't we have planet-specific space buildables, using similar scripting as the old Hutt Palace and Cantina buildings so they can't be built on world with access to level three shipyards, which could place another shipyard on the space map, which serve almost solely to allow the purchase of specific ships from planets that are otherwise not strategically relevant? Obviously Corellia have an interesting catalogue of ships, don't have access to a level three shipyard, and could therefore be made to build the Correlian catalogue for the Empire without compromising the build-list issue. In fact, with minimal effort, this could be made happen without shipyard models, or by recycling the asteroid base and other models that aren't being used right now (to any great effect, at least. They're in skirmish but they don't unlock more ships to build) and let many, many more ships fit into the mod. Hutt ships could be available to the controller of Nal Hutta, Mandalorian ships for the Mandalorians- I want to build Kedalbes again. Maybe an appropriate shipwright for Naboo, too. Kuat Drive Yards could theoretically be usable by the Rebellion/Republic, assuming they could have taken it from the Empire, the lore and basic business sense agree that the corporations will serve whichever master pays them- though this a great way to get saboteurs. This would let the Rebels build Imperial-class ships, which they could definitely use for both strategic and lore reasons (the rebels used a shocking number of Imperial ships in the lore; most of their technology was Imperial in design and manufacture)... The possibilities for this are entirely endless. With so many worlds that can't build level-three space stations, we could cram several hundred or even thousand more ship models into the game and have every one be easily buildable (and not subject to that dumb bug where having the Arc Hammer in orbit of a developed world meant things weren't buildable because they "fell off" the end of the end of the build tree).

Thoughts?

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Hey folks!

So I sometimes map. And I want to try my hand at making maps for the mod, or at least giving some to Corey to see if they're up to snuff. Trouble is, this takes a working map editor. The damned thing just plain does not like my steam copy of the game, and I can't get seem to fix the issue I'm currently stuck on. The map editor seems to want to access an older version of the perceptionfunction.dll file that's automatically patched with Steam; I am not savvy enough to patch/unpatch this myself, and can't seem to find an original copy of the .dll file to replace my one with for launch purposes (i'm happy to juggle a file if that's what it takes, I just need that file) so I'm kinda staring at a wall here. If anyone can give me a hand on this I can retarget my efforts from filling the forums to filling the map lists.

Cheers and happy posting,

3
G'day, g'day.

So, I was trying to keep my cool playing New Republic (grr, no ability to counter ISDs until era 3, grrrrrrr) and figured something out. If you order a flight of V-Wings of airspeeders to engage any given large structure, they will perform a single fairly effective approach pass on the target, then fly such tight loops above that their DPS frops by, (and this is no joke, I timed this) about one eighth of their potential DPS is told to alternate between two nearby targets, so they continue to perform approaching passes that allow several seconds of sustained fire instead of a single shot, possibly two or three.

Suggested solution: Adjust AI pathfinding for attack runs to have a longer delay before initiating the next attack pass after competing the last (should make them fly a few more metres along their previous course before trying to commence the next when they're too close) alternately, just ramp their turn speed up and it'll sort the problem but they'll look weird in the turns. Also viable is increasing the firing arcs on the guns (which would return the vanilla issue of rounds leaving the barrels of the speeders tangentially but meh; worse things happen).

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Realised while posting there's another thing I should make a dedicated thread for. I have found that Golan platforms, and presumably the other defence platforms too but I haven't yet confirmed, are vulnerable to being outranged by any given destroyer-class ship. How to achieve this? Surprisingly easily, actually. Start with a decent fleet and any place the AI will cover in Golans. Be on the attack- the AI won't do this back to you. Start by edging your fleet forwards, using the stop command to prevent them moving too far at once. Hold them once they begin firing at the TIE fighters guarding the Golan, which the AI WILL provide for our convenience. If a shell/blast/missile/etc strikes a target other than the one it was aimed at in this engine, the confused game will register damage for it on the unintended target- but it will do so across all hardpoints simultaneously. It also screws up the maths some; resulting in ships with two hits worth of tank left in them still having every one of their hardpoints, but all at 0-1% integrity, or if mixed with being fired upon traditionally, with ships having half their hardpoints left when they go up. Interesting, but the point is as follows: Golans can be completely negated by parking outside normal range and sniping at their freely-replenished TIE escorts.

Easy fix: increase Golan range 20%-30% and re-test. Should solve the issue neatly. Fixed defences generally need to be longer-ranged than the mobile versions anyway in real militaries.

Harder fix: adjust how engine handles shots hitting unintended targets. I wouldn't advise it; I don't even know where to start looking for that. But you guys know what you're doing, maybe this would be preferable. Might need to adjust how long a round is rendered past it's max range (which is given some leeway in the vanilla build for a reason; if you match render range to targeting range any ship flying away from it's assailant at max range can watch each round directed her way despawn a few metres off the stern- most entertaining but doubtless not desired) Possibly adjust the TIE escort AI, but I'm guessing we want the TIEs to try to cover the Golans from bombers, and either way it looks right like this. *Shrug* food for thought, anyway,

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***EDIT***
This thread now updated to span all mapping concerns and thoughts. If it pertains to mapping, I want to hear about it!
***EDIT***

Last one for the day. What can I say; I had a bunch of feedback to provide :)

I see your work on the maps continues, and very shiny work it is at that. However, it seems the build-pad population, which did have a very-much-appreciated spike a version or three back, has declined back to the almost saddening pre-mod levels on some maps. Now, I appreciate the AI loves to spam turrets (so do I, come to that) but I am fairly sure I found one ground map with legitimately no build-pads at all on it, and certainly plenty with two to four scattered over the whole map. Heck, one of the reasons I re-installed the newer version was to see if more maps had finally achieved a reasonable build-pad population density. While we're on this topic, I don't remember seeing a single, solitary spatial build-pad in the mod at all, much to my disappointment (I think they could serve well as ancillary defences, especially over poor border worlds). My poor build-pads; endangered, they have become...

I love to dig in (getting me off Nal Hutta in vanilla is literally impossible) and I love top customise. One of the joys of playing strategy games to me is to sim-city yourself a base that simply repels any assault. But I can't really secure myself as well without the generous allotment of build-pads there used to be. I also find that back-and-forth fights over the same territory are less engaging now as there's less chance to find an abandoned defensive bastion left over from the previous occupation that remains standing despite being in enemy hands for a while, which adds some real depth to the strategic use of build-pads; locking down the rebel training camps so they don't screw you over during the next invasion, securing vulnerable landing zones at least long enough to pull some units to it without needing to have all ten ground slots filled first, providing you anti-air without the dedicated AT-AA unit (absolutely necessary to the other factions as the air units are difficult to counter with little on the ground unless you use AA turrets), and even sometimes winning the fight for you if you were diligent enough in sprinkling them around last time. Build-pads are good things and I wish there were more of them on most maps, preferably positioned with some occasional walls, and preferably bunched around bases (as they seem to be now, which is nice. Don't forget the power-plants and secondary base structure locations, though! I'd like a minimum of one, preferably three to five at my power plant site!)

Thoughts, angry complaints about my noobish tactics, etcetera; post below please. Cheers,

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G'day. When deploying ground forces to Mon Calamari it seems I don't have a landing zone under my initial control; thankfully I had infantry as my first unit on the ground in these cases but if it had of been a megamaser tank I'd be pretty bummed out to have to suicide it to re-try the ground invasion. Probably a very easy fix. BTW: nice work on the new maps. Just had to drop that in there :)

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Nice simple one here folks. I am pretty sure the thermal detonator doesn't need to take down three companies worth of armour every time it's used (yes, I am wholly aware I'm massing my armour too closely...) and I think a nerf may be in order. Thoughts, comments, agree, disagree? You know where it goes.

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G'day folks. Got an idea or three for the raid fleet idea as seen in present version; hopefully you'll like them.

So, I'm guessing that it's not intended for raid fleets to basically invalidate small-scale actions by rolling in with three times the force either side who instigated combat started with, nor do I think they were intended to spawn swiftly enough that many AI ships are drawn in a long line between the default hyperspace emergence point and the base location to be eaten and surpassed by the raid fleet that followed them. This often actually ends the fight for you; the raid fleet will pincer the enemy force between your ships and theirs resulting in a very one-sided victory in some cases. Though, I want three-way fighting, and I like the surprise generated by raid fleets coming in and mixing things up. But:

1) There should not be enough raid ships to happily wipe both sides at the initial fight. Limiting their spawn size based on number of ships present would be very nice.

2) The raid fleet should probably not jump directly into the spot used by the previous attacking force. This effectively guarantees a pincer. Possibly a third, out-of-the-way spawn point should be created and used.

3) There should probably be an option menu for raid fleets. I recognise this would require some effort to implement, but would allow some finer control over the mechanic to veteran players. A slider governing size vs. initial forces, frequency of occurrence, and maybe even goals/tactics used by raid fleet would also be nice. At least, a simple off-switch should be available for competitive multiplayer, to prevent cries of unbalance ruining multiplayer.

As always, thoughts, suggestions, would be cool. More people providing feedback equals a game closer to what we want, after all, :)

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Discussion, Suggestions & Feedback / A few thoughts on fleet spawn locations
« on: September 08, 2017, 12:10:04 PM »
G'day, folks. First-time poster here; normally hate forums. Making exception to usual "doesn't use forums" rule in recognition of awesome work on behalf of mod writers; would love to see this mod be all it can be. So: fleet spawn locations.

I would presume, as was the case with the original game, that commanders are anticipated to have the chance to position their fleets to use strategy and possibly some guile in the defence of their worlds. However, it is rather difficult to do when the enemy fleet emerges from hyperspace within gunnery range of your defence force! Even in cases where my defence fleet is comparatively small there seems to be a few ships sacrificed to the enemy every time, simply because they spawn closer to the enemy emergence zone than to my own base structures. Even attempting to withdraw my fleet to a stronger defensive position is useless- they are forced to sluggishly turn and only then thrust towards the base- with enemy fire peppering their rears all the while. This results rapidly in a wrecked drive cluster and a ship dropping out of my retreat formation to be isolated and eliminated by the enemy. I've no complaints to losing ships when retreating- but I'd prefer to not need to place and configure my fleet every single time to a formation that isn't absolutely suicidal. I think the pathfinder fleet option can be used to start with a single ship, so you can place all the others yourself (in some other mods works fine. Haven't actually tried it in this one; never use it; shouldn't bloody have to) but this is tedium ad absurdum. Suggested solution: simply move the fleet spawn centrepoint back about halfway between where it is now and the base location on most maps.

Admittedly did not trawl entire forum for previous two-year old posts on this subject (life is precious) and as such apologise if I missed a huge emotion-filled argument on the matter.  Comments, complaints, etc? Please hit me up. I may even take the time to come back and check on this thing; the modwriters deserve at least a little of my effort in recompense for their dedicated service to the source material. Thank-you,

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