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Messages - fireball900

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1
Discussion, Suggestions and Feedback / Re: Hyperdrives and fighters.
« on: February 16, 2018, 10:48:48 PM »
True, it would give an impression of a ragtag force, but compared to how much it adds it's probably not worth it.  It might be easy if the fighters were already modeled, but to add new ones..

True... except there are already lots of fighters modeled that would work. Just giving pirates a mix of factions fighters would work - A9s next to X-Wings next to TIEs, for example. But there's also Clone-Wars era ships that would (for obvious reasons) a great source of hardware for pirates... and Corey and Co. just so happen to be working on designing some models that might work on that... :)

But then it's so sad because you're just crushing small people who are fighting for what they believe in.

Report to the ISB for questioning regarding your Anti-Imperial behaviour soldier!

2
Star Wars Discussion / Re: Character Study Carnor Jax
« on: February 12, 2018, 09:57:27 PM »
Awesome read, do you have an index of these somewhere?

I find that the Post Endor time is handled far better in the EU than the DisCan, the Empire is full of self serving individuals, it was BUILT on the Dark Side of Ambition, Greed and Power, Operation Cinder simply wouldn't have worked in an actual Empire since it was predicated on the Empire following self destructive orders consciously instead of tearing each other apart in war for control.


I assumed Palpatine took the time to brainwash or handpick the officers who would be doing the Operation.

But yes, I liked Legends post-Yavin more. Especially the annoyance that is the First Order  - the only reason my GF wasn't completely confused by the First Order was because I explained the background to her; they are not explained at all by the movies!)

3
According to Hask they were evacuating the planet. They started with personnel then civilians which begs the question. Where did these people evacuated go? Vardos somehow still was loyal to the Empire but i am not entirely sure.

One example was when the rebellion began bombing Coursant and killing civilians. They also took out vengeance family members of Imperials in order to force Imperials to surrender.

What bothers me the most is that why Iden and Del were pardon for all the warcrimes they commited being th e elite memebers of the Empire, while low level officers were excuted? What is this bullshit?

The bullshit known as 'politics'

4
Discussion, Suggestions & Feedback / Re: Questions/Comments About 2.1
« on: February 12, 2018, 09:45:56 PM »
Greeting, didn’t know where else to look to ask this question where people have replied to a thread I. 2018, but I reached era 4 in GC and now I can’t initiate space combabt. My fleet just hovers over an enemy planet with their fleet there. And my ground forces initiate a space fight when I go to conquer a planet and I can’t retreat from it so essentially all I can do is build and move fleets around but no combat at all. Is there a fix for this? I have 2.1 installed. Playing as republic

Thanks for your time and help
Jake

Have you tried initiating a fight somewhere else first? Maybe that will provide a sufficient 'reset.'

5
Discussion, Suggestions & Feedback / Re: Proposing ideas for Zero Command
« on: February 12, 2018, 09:44:13 PM »
That seems most likely.

6
There's actually quite a few canon units and designs for Vong ships, far more than for the Chiss or Empire of the Hand.  As for Dovin Basals Corey and Code figured out years ago how they'd like to handle those in EAW (assuming the game would behave itself).

It was more designing and creating the organic texture that would be the problem, I would assume. Mechanical is both easier in general to make look good, easier to code for movement, and there's already similar meshes/code/etc from the rest of the factions that can be extrapolated from. I doubt tentacle-worms (qworlth skaal) would be easy to code, for example.

(assuming the game would behave itself).

Also, the more important part.
I have faith in the TR team's coding ability. Not so much in the game  :D

7
It was also require an income rebalance. Transfering income from mining/taxes to space stations/ trade platforms (similar to AOR I suppose).

8
News & Updates / Re: [FotR] Faction Profile: The Galactic Republic
« on: February 12, 2018, 09:31:24 PM »
Personally I prefer these limited GCs with missions to the campaigns. I was always very irritated by the campaign AI in the EAW Campaigns.

9
News & Updates / Re: [ICW 2.2] Era Progression Overhaul
« on: February 12, 2018, 09:29:30 PM »
Personally I'm just glad I'm not stuck with Isard the entire GC. I've done a couple of IR GCs, and I found it very hard to lose Isard in a manner that wasn't complete stupidity - I was sending her alone against entire rebel fleets and winning. And while, yes - super star destroyer, it should be worth a fleet on its on... It was very irritating when I was constantly thinking 'DIE already, I want my Palpy's superweapons!"

They are? :angel:

Now that sounds promising!


10
Discussion, Suggestions and Feedback / Re: Corporations.
« on: February 12, 2018, 02:30:05 AM »
Do the AI take advantage of (or even build) Corporations?

11
Discussion, Suggestions and Feedback / Re: Hyperdrives and fighters.
« on: February 12, 2018, 02:29:03 AM »
I dunno, when I fight some random pirate I want to be like 'what the hell is he flying at me?!?' I find it adds to the sense of immersion for pirates/rebels to be scrounging up whatever they have access to, rather than a unified battle roster.

12
What's the full list now? ID1, ISD2, ISD w/ Masers...?

Are there Victorys (Victories? What's the spelling for multiple Victory class ships?) or Allegiance/Tector?

13
Discussion, Suggestions & Feedback / Re: Another idea for sort of skirmish
« on: February 11, 2018, 10:31:31 PM »
It would also allow for more varied battle roster in general, not just historic-wise.
Think of how many times you've been 'build as many X as possible, with the occasional Y in support.' If you had a limited pool of each unit, that would result in relative force-concentration across a front - Do I place My ISD2 here, or my ISD1? Or could I just hold with my Victory-1 and two Carracks?

Also, don't worry too much about balance wise when you do this. You should be able to rough-calc it initially - An MC80 is equal to a ISD1, etc - as it's what you do with regular pricing and pop cap. Hell, just doing the usual credit & pop limit, but with a limit to particular ships numbers, would work.
With Steam, you could easily update the battle rosters with updates.

Obviously not something for 2.2, but maybe 2.3/4.

14
Discussion, Suggestions & Feedback / Re: Counters for off-map weapons
« on: February 11, 2018, 10:20:32 PM »
It's mentioned in another thread that Anti-Orbital Guns (HVs and the like) could prevent bomardment via a large, invisible shield.

The main way to fight against AOGs is the same way as most artillery - through not letting them fire. Commando raids in this case. The Clone Wars mod did a fairly good example of this IIRC. Giving each side commando units that have stealth and explosives could work well for that. It's certainly very star-wars-y.

15
Actually like Kucsidave said, you could just make a large, invisible shield that covers the entire map. Whether the bombardment hitting the shield is visible or not could go either way, and probably be decided by how the mechanics work out.

It makes sense by lore/common sense too - AA guns stop bombing runs, so AO (Anti-Orbital) guns should prevent bombardment. It also gives players a reason to take them out instead of leaving them for last because they have to effect on the ground battle. I actually distinctly remember a couple of times I left them because I was taking out some natives' houses.

16
If anyone doing Voice lines for units could do them in a suitably 'alien' tone, that would work well as well. Ordering a T3-B to attack, only to hear a wookie roar in assent, would be rather cool :)

Also, different accents if possible - The Empire would make sense to be homogenous, whereas the NR is supposed to rather less... unified.

17
Discussion, Suggestions & Feedback / Re: Greater Maldrood Stronk
« on: February 11, 2018, 10:11:24 PM »
Does the AI survive that well? Considering the habit EAW AI has of going 'I took the space over this planet, so I am going to hold it, even if my homeworlds are in danger!'

18
Really it's their odd way of negating damage that would eb the problem. AFAIK there's no straight  '-5 to incoming DPS' that would probably be the most accurate for Dovin Basals.

Worldships could be represented like the Death Stars I suppose.

The real big problem is the lack of models. They would have to be designed form the ground up, even more so than the EOTH does - at least the EOTH has imperial-esque ships, and has technological ships - the Vong ships are all Biological, which would look very different.

19
Personally I was always more of a fan of the ISDs - level of ship sizes, (appropriately like Thrawn was, I suppose).

Its easier to apply the appropriate level of force across a front that way, rather than having just one doomstack - of in this case superweapon-stack I suppose.

I do like Allegiance/Tectors/Praetors for Flagships though.

20
Discussion, Suggestions & Feedback / Re: Garrison/defensive structures
« on: January 26, 2018, 12:24:17 AM »
Regarding avoiding the defensive structure - some maps have natural chokepoints, which is where the building could be autoplaced. Give said structure inbuilt AA guns, or making it part of or an upgrade to the shield generator building would also work.

I like the upcoming change to the (in)finite reinforcements. I never liked that it was the defender who could drown the attacker in endless waves.

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