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Messages - Brutoni

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21
Ascendancy Discussion / Re: Ascendancy Daily Screenshot Thread
« on: November 03, 2015, 01:31:53 PM »
In what way?  When you start getting a good number of fighters, they can be quite destructive.  I was playing a game as the PA last night, and my bombers stripped the shields of a ISD-I in a SINGLE PASS because I had so many of them.

Exactly. Once you reach a certain mass of bombers no amount of fighters will stop them. Ie fighters do not "intercept" bombers so much shoot at them as they move. Due to the size of gravity wells and the speed of fighters it makes it very difficult to stop bomb spam with equal (or even greater) numbers of fighters. You need to use anti-fighter escorts. At that point why bother with fighters at all. Just anti-fighter frigates and combat ships with a good mix of support ships. Winner.

22
The Lounge / Re: Star Wars: Rebellion
« on: November 03, 2015, 01:28:45 PM »
Haven't tried myself, might attempt tonight simply since you asked and I should have time while I wait to get my VCE's from my instructor.

VCE's?

Yeah I basically fall down in that rebed thinks the install is a partial install without encyclopaedia and card DLLs. Therefore you can't install the mod due to the huge amount of card and model changes it makes. Not found a work around yet. I suspect using a disk image to create a virtual disk would work.... except I have no disk lol.

Or perhaps I have just been a numpty and done something wrong. I am running Windows 8.1 which does complicate things a little but at least the GoG version runs relatively stable on it.

23
The Lounge / Re: Star Wars: Rebellion
« on: November 03, 2015, 04:18:35 AM »
Fair one! It is definitely not a short game.

Has anyone managed to make rebellion reloaded work with the GoG version?

24
Ascendancy Discussion / Re: Ascendancy Daily Screenshot Thread
« on: November 03, 2015, 04:16:32 AM »
And she can lay down a pretty good whoopin'.

I really do look forward to it. Sins doesn't handle fighters like I would want to handle them!

25
Winged MC80. So sleek and elegant. So very form flowing.... Lovely lovely ships. The fact they have things like internal shield generators and what not just fully appeals to me as well.

26
Ascendancy Tech Support / Re: Model viewing software
« on: November 02, 2015, 04:58:17 AM »
Unfortunately not.

Corey do you guys have to use paid software then?

27
The Lounge / Star Wars: Rebellion
« on: November 02, 2015, 04:57:24 AM »
Hey guys,

Just a shout out. Anyone playing Star Wars: Rebellion (Supremacy if in UK) now that it is out on GoG? I've picked it up and while fun I can't get Rebellion reloaded to work (lack of disk!) and the AI is........ basic. However it was always fun against humans and I am wondering if anyone is around who fancies trying to make a few games work?

28
Ascendancy Discussion / Re: Ascendancy Daily Screenshot Thread
« on: November 02, 2015, 04:54:42 AM »
That is gorgeous :). God you guys are so talented artistically. Makes me envious that someone can so effectively portray what is in their head. I can do it through math and equations but not like that.  She just looks mean. Especially those large turrets on her dorsal side.

29
Ascendancy Discussion / Re: Damage types and modifiers?
« on: November 02, 2015, 04:52:06 AM »
After digging through the files it looks like Ascendancy is indeed going for a more Imperial Civil War style approach to weapons. So no need to worry about a particular frigate's dps being nerfed against a particular other frigate here.

Indeed. It will also ensure that like in Imperial Civil war you have a somewhat authentic experience.

30
Multiplayer / Re: Anyone interested in playing some?
« on: October 29, 2015, 07:49:08 PM »
Are you still looking to play some games multiplayer?? Got a quieter period at work atm so would enjoy a few games in the evenings.

31
Ascendancy Discussion / Re: Ship Ability Lists & Discussion
« on: October 08, 2015, 09:51:05 AM »
There are a couple of ways you can go with the Viscount Star Defender so just throwing some ideas out here. More than 4 but it would be easy to just pick the chosen 4 or even more as the Viscount is a Titan and you only get 1. Sins also let you upgrade their base stats which seems a bit weird for Star Wars so perhaps 5-6 abilities for the Star Dreadnoughts would make sense?


Viscount Star Defender

1) Fleet repair/resupply (Resupply supplies/Repair Ships for a drain of Viscounts personal supply) (Active)

Viscounts had extensive fighter repair facilities, hanger docking bays, docking clamps and repair droids as well as numerous workshops, repair teams etcetc. They were well capable of maintaining a fleet through a series of battles to ensure that the armada remained at maximum capability).

2) Emergency Repairs (Repairs x hull per second over a period of time) (Active)

Viscounts had enough emergency repair drones to cover the entire vessel during emergency repairs while simultaneously enabling the crew to remain at their posts.
 
3) Redundant Shielding (Faster regeneration/bigger shields) (Active)

Standard superior Mon-Cal shielding. Makes sense to have it.

4) Fleet Coordination (Boosts range/defence of x ships in range) (Passive)

Viscount had superior electronics, sensors, holonet capabilities and computers than Imperial designs. This allowed them far greater control over the fleet and the ability to co-ordinate battles better.

5) Enlarged hangers (More active squadrons available) (Passive)

The Viscount could support 3 full wings of starfighters. As standard those where
◾T-65A3 X-wing starfighters (60)
◾T-65XJ X-wing starfighters (12)
◾RZ-1 A-wing interceptors (48)
◾E-wing escort starfighters (48)
◾B-wing starfighters or K-wing assault starfighters (48)

All of the above had hyperdrives. It is a bit insulting for the NR who are meant to have fighter supremacy to end up with a mere 3 Fighter squadrons from their Star Dreadnought IMHO.


6) Planetary Assault (x damage per second to planet for y seconds) (active)

They had less assault options than a SSD typically however they still possessed troop transports, drop ships and banks of concussion missiles and loads of fighters to support a planetary invasion.


32
Ascendancy Discussion / Shields on Fighters
« on: October 08, 2015, 09:33:20 AM »
So I have a question.

It appears like X-wings, Y-wings, A-wings, B-wings and Tie Defenders do not have their shields? Is this a game engine limitation in terms of giving star fighters shields? Just curious because the higher number of squadrons mixed with the larger hangers currently rip through my New Republic fighters (or if I play IR my fighters rip through NR fleets). Seems a bit off as the Alliance/NR was always famous for its fighter supremacy??

Shields might help even that balance.


EDIT:

On a separate note the Fighter escort ships tear through fighters. Atm it seems like there is literally no point even worrying about fighters. Dock bombers in your combat ships that have hangers. Then add loads of escorts (Corellian Corvettes for example) due to their low supply cost. Tear down the enemy fighters. Launch bombers. WIN. 

33
Ascendancy Discussion / Re: Ascendancy Daily Screenshot Thread
« on: May 11, 2015, 03:15:43 AM »
And we're having like Star Wars.  While at the end of WWII big Battleships were the future of naval warfare, the US no longer has any active Battleships, they've all been replaced by smaller, faster, more maneuverable missile cruisers and gunboats.

Even at the end of WW2 the battleship had been made obsolete. Light cruisers, destroyers and carriers formed the modern battlefleet and all 3 types of ship had proved to be truly flexible and formidable in battle!

Submarines but the final nail in the coffin of a battleship and in the 60s when Nuclear submarines came along they become the "modern battleship".

34
Ascendancy Discussion / Re: Ascendancy Daily Screenshot Thread
« on: April 14, 2015, 02:30:07 AM »
I actually really look forward to these.  300 meter larger than a VSD-II, should be downright beefy for a cruiser.

Indeed. I am really hoping that with a smaller less powerful Titan we see some excellent cruisers. Really torn between Alignment and EotH based on current looks and how the factions are turning out.

 
The Alignment's answer to the Bothan Assault Cruiser and Victory-II, the Procursator is a heavy combat-oriented cruiser which sacrifices some survivability for firepower compared to its counterparts.



Lovely looking model :). Congrats on another high quality turn out!

35
Ascendancy Discussion / Re: Ascendancy Daily Screenshot Thread
« on: April 07, 2015, 06:32:59 AM »
Both. Theoretically save for the fact that we want to redo a fair amount of the designs/models/skins the Empire of the Hand is pretty much where the NR/IR are asset-wise and the PA just needs 5 ships and one station to be at the same point. Since I have Settra helping me with coding now, and Davis has taken over sound design everything is going to be able to go a lot faster.

The difference is, where 0.9 and 0.95 were pretty much just "get the NR/IR in and make sure stuff works how we want it to before we're over committed" we want 1.0 to actually have some level of polish, and that's where a lot of the stuff that's not directly faction related comes in.

Exciting stuff guys. That said polish for 1.0 is good news. The mod is fantastic but a couple of layers of polish before release would, I think, put the icing on the cake. Especially from things like a balance perspective. With double the number of factions available balance is going to be harder to enforce. I very much look forward to seeing the route you go down. Take your time because a good 1.0 release even if it takes time will be worth it!

Can't wait to play with the EOTH. A rapid movement civilisation sounds very fun and will hopefully allow a more fluid play style than often encountered with sins.

36
Ascendancy Discussion / Re: How did you hear about Ascendancy?
« on: March 06, 2015, 01:23:22 PM »
On one of the STA:3 lets play videos. Promptly watched the Ascendancy video for it. For whatever reason it really captured my imagination in a way none of the other star wars mods have. :). Hear I am.

Your Mon Calamari star cruisers are simply gorgeous and I think that may be what it is :).

37
News & Updates / Re: UI Rework Preview Pt. I
« on: March 02, 2015, 03:53:47 AM »
I like it. Very clean. A few questions if I may though?

1) Would it be possible to have the resources below the menu bars? I know that sounds silly but resources are something you will want as clear as possible in your peripheral vision whereas whenever you want the research/diplomacy/main menu buttons you will be looking at them directly anyhow....

2) Obviously it was mentioned in another post that star wars ship icons can end up similar. I still think the modding teams idea of using a modified NATO tactical symbols style is the way to go for that and would like to reaffirm that here.


Anyway that is all I have in terms of constructive thoughts. Not much but that's because the UI is clean, minimalist but appears to give you all the data you want. Pretty much spot on and eagerly await the opportunity to use it.

38
Welcome to the Boards / Re: Greetings
« on: March 02, 2015, 03:47:28 AM »
Good luck, they like to gang up on the non-team members.  :D   :angel: :angel:

Will just have to gang up on them in return..... That or bribe some of them to turn to the dark side  :angel:

39
Welcome to the Boards / Re: Greetings
« on: March 01, 2015, 09:16:25 PM »
Excellent. Really look forward to it. Well that and being beaten horrifically while I learn to play with some level of skill  :-*

40
Welcome to the Boards / Re: Greetings
« on: March 01, 2015, 03:33:09 PM »
Hey, glad you're enjoying the mod.

TY. Some really pretty work especially as we are still pre version 1.0. On that note although still pre version V.10 I don't suppose we have any community events/ multiplayer games on a regular basis. I've added a lot of people to steam but I wondered if there were any planned games?

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