Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - GreyStar

Pages: 1 2 [3] 4
41
Star Wars Discussion / Random Idea: Star Wars RP
« on: January 11, 2017, 09:13:22 PM »
Who here would be interested in a Star Wars RP?

42
Ascendancy Discussion / NR New Player questions.
« on: January 09, 2017, 09:09:23 PM »
First times Sins player because I heard it was pretty good and also play ICW so of course wanted to get the Thrawn's Revenge mod for it because why not?

Questions:

1. Level cap for capital ships?
I'm a huge Warcraft 3 fan, so of course the idea of upgradable capital ships is something I am absolutely in love with due to my experiences in WC3, but I've heard the level cap for ships in Sins is 10 WC3 but they don't have all of their abilities fully upgradable? Is this changed for TR?

2. Recommended way to do research.
I've already played ICW and fell in love with the NR, just want to know more about the specifics of their culture due to not having yet had the time to take a look at the tree and actually play Ascendancy.

3. Recommended ship composition.
I know the NR is micro heavy and favors quality over quantity (MC line much?) But I ask what units should I focus on as my composition, and no, I'm not going to specialize in boarding parties.

4. Capital Ships?
As far as I know in ICW you focus on phasing out ISDs for ISD2s and same for MC80s for 80Bs, and then for 90s, and then a decision between Nebulas, 90s, and Majestics, with 90% of people going with the Nebulas, 9% going with the 90s as something other then defense, and 1% going with sniper Majestics. But apparently in this the MC80 (and maybe Republic Star Destroyer) are the colonizer capital ships style from Sins?

5. Different ship comp?
A minor question I would know the answer to if I played one game of Ascendancy, but are the ship types locked to their canon style fighter compliments or can I change them to what I want?

43
Sins of a Solar Empire / New Player Questions
« on: January 09, 2017, 08:58:27 PM »
First times Sins player because I heard it was pretty good?

Questions:

1. Level cap for capital ships?
I'm a huge Warcraft 3 fan, so of course the idea of upgradable capital ships is something I am absolutely in love with due to my experiences in WC3, but I've heard the level cap for ships in Sins is 10 WC3 but they don't have all of their abilities fully upgradable?

2. Recommended way to do research.
I've already decided that TEC Loyalists are the best for me as I always preferred either Paladin-Archmage-Blood Mage + Knights and Rifelmen + Preists and Sorceresses in WC3, so a faction about healing and lots of armor is something I like. But not sure how to do the whole, research thing. Took me ages to figure out (literal years) the best way to go about upgrading a small elite force in WC3 along with heroes and such, so what should I focus on in Sins first?

3. Recommended ship composition for small elite force.
I like micro as much as the next guy, but I prefer to work with a small amount of units compared to having a big massive army, and as far as I've read the TEC don't play like that but, what styles of ships should I get if I want to maintain a small force? Asking for both specific ships and ship types.

4. Recommended ship composition for replaceable spamming.
The exact opposite of the above.

5. Recommended capital ships.
As far as I've heard the Kol and the Akkan are mainstream ships. But where why and how should I get each one?

6. Please explain the Titan to me.
No idea what to do with a massive expensive tank.

7. Culture.
How to culture?

44
Discussion, Suggestions & Feedback / Imperial Civil War Wiki Thread
« on: January 09, 2017, 08:57:12 PM »
Since I figured making this thread would motivate me and possibly get more help I need for the ICW wiki.

Use the A-Wing as a model for how all unit pages should look (minus videos) and Ackbar for heroes.

Current Focus: New Republic

Current To-Do List:
    Era 1 Ships
    Heroes
    T-B Series of Tanks
    Rebel Starfighters
    Make sure that there's a standard format for everything and uses images from the Thrawn's Revenge Website.

45
      Spawns in Era 1 around the Corellian Sector having a few planets, capable of creating Raid fleets and grosses higher income through ability to create smugglers, is outgunned and out optioned by literally everything else.
      Ground Forces:
        Barracks:
          Rebel Trooper
          Rebel Vanguard
          Rebel Infiltrator
          Rebel Specialist
        Light Vehicle Factory:
          T1B
          T2B
          RAFR
          Airspeeder
        Heavy Vehicle Factory:
          T3B
          T4B
          Heavy Tracker
          MLPT
          AAC
          Gargantuan (costs 1K credits since Empire gets Shock Troopers)
      Space Forces:
        Starfighers: Only basic due to quitting after Yavin and as such not being there for the A-Wing, nor the B-Wing
          X-Wing
          Y-Wing
        Corvettes:
          Discounted CR90
          Discounted DP20
        Frigates:
          Neb B
          Neb B2
          Queaser-Fire
          Assault Frigate (PTS restored)
          Assault Frigate Mark 2 (PTS kept)
          Assault Frigate Mark 3 (PTS kept)
          Discounted Dreadnaught
          Katana Dreadnaught
        Capital Ships:
          Victory 1 Star Destroyer
          Venator Star Destroyer
          Correllian Destroyer

      Heros:
        Garm Bel Iblis: Advanced tactician, rides a Gargantuan on land and a Katana Dreadnaught in space, gives buffs. If he dies the Movement joins forces with the NR, but the NR doesn't get Iblis.
        Sena Leikvold Midanyl: Advanced tactician, rides a Nebulon B in space, gives buffs. Not as good as Iblis.
        Irenez: Advanced soldier and gives around the same buffs as Sena, but is a ground commander of an elite platoon of mercenaries.
        Peregrine's Nest: A mobile base able to move at an instant secret base with the amazing defense of 5 Dreadnaught-Class Heavy Cruisers. Grants extreme production and monetary bonuses on a planet. If it's in space or on the ground and Han Solo arrives in the same area as it, the Movement joins forces with the NR.

      So aside from being a joke the idea of the faction is to use your frigates a lot more, including my baby the Assault Frigate Mark 2 and Katana Dreadnaught. But you get screwed over harder then the PA in multi CGs because you're using tech outdated by Era 1. ERA 1. On ground troopers plus Gargantuans are the way to go. The Victory 1 and Veneator Star Destroyers are there in order to give the faction some capital ships, kinda, and because Garm's from the Clone Wars. And the Correllian Destroyer is there for kicks.

      The idea of how to win is using smugglers and bounty hunters to assassinate heroes to avoid having to deal with them, and using the capacity bonus of the Nest, alongside it's production bonuses and such to make a large fleet and ground invasion force and either make each planet into a Fortress, or hop planet to planet and hope you can wear your enemies thin enough to actually defeat them without losing Garm. It's kinda an expansion on how the website says that the IR heroes command powerful ships and bonuses and thus not using them in battle leaves their fleet weakened against an Ackbar / Luke empowered NR.

      Also, let's be serious for a moment. Corey if you're reading this, how about making it so that Katana Dreadnaughts can be built in Deepspace? There's a Heavy Frigate shipyard there, so you can build regular Dreadnaughts but not my favorite Katanas.

46
Star Wars Discussion / Nebulon B Fusion Accelerator Cannon
« on: January 02, 2017, 12:22:16 PM »
So I was thinking back to the Force Unleashed 2 and how it was pretty good but had it's flaws, two things stuck out to me.

1. Wait, it wasn't an Assualt Frigate that destroyed Kamino's planetary shield generator? IT WAS A FRAKING NEBULON B!?

2. Wait, same Nebulon B was equipped with a prototype fusion accelerator Cannon that could one shot an Imperator!? WELL SOME CALL PALPATINE AND TELL HIM THE ECIPLE SUPERLASER GOT PIRATED BY THE REBEL SCUM! Really though, image that weapon being added in both mods to the stock Neb B, even though it was only on one in a fanon storyline game. At least that's how me and my friends refer to the story and canonicity of it. But the NR could just oneshot everything, and Hunt for Zinji would just devolve into a Neb B spamfest.

47
Discussion, Suggestions & Feedback / The Allegiance
« on: January 02, 2017, 12:15:48 PM »
Since I'm a goof and don't watch the preview streams even though I should, is the Empire getting any new SSDs or only the Warlords getting the new one?

48
Star Wars Discussion / The thing that bothers me most about the First Order
« on: December 24, 2016, 11:15:12 PM »
As much as Kylo Ren being a wimp is annoying.

As much as Captain Phasma making zero worthwhile presence in the movie is annoying.

As much as Snoake and Hux are boring.

And as much as it's arguable that 2 times as large Imperial Star Destroyers would be nigh impossible in terms of matienece for a fleet that controls only half the fucking galaxy and the Super Death Star being pretty damn impossible in terms of logistics AND the New Republic not doing a damn about it.

It's this paragraph from Wookiepedia.

Quote
The First Order's stormtrooper training program was designed to produce an army of super-soldiers.[11] As a result, a new generation of stormtroopers was trained since birth to become capable soldiers with a single purpose in lifeā€”to serve the First Order. Under the First Order, stormtrooper training involved rigorous combat exercises in addition to a strong emphasis on uniformity and conformity. An army of nameless soldiers, individual stormtroopers were given unit designations.[1]

Although modern stormtroopers were modeled largely on the stormtroopers of yesteryear, combat training for a First Order stormtrooper differed substantially from that of their Imperial precursor. Unlike the Empire, which resorted to the use of numbing routine for its troopers,[1] the First Order's training simulations, live-fire exercises, and sparring practices encouraged stormtroopers to embrace improvisation on the battlefield.[2] They were therefore more effective in battle than the stormtroopers who served as their template.[1]

How the **** does being even more faceless and having less of a personal identity make a military unit more effective in independent thought!? By all logic they should have difficulty making decisions, and act more like robots instead of people due to having any value on their own personal life.

49
Star Wars Discussion / ~Cancer~ Star Wars: Force Arena
« on: December 24, 2016, 10:37:04 PM »
So... Thanks to the ads on this site I am now aware of the next big Star Wars game they're releasing.

CANCER WARS: FORCE MOBA

I'm sorry I corrected I mean misread that.

Star Wars: Force Arena.

A 1v1 or 2v2 PvP squad based MOBA... Instead of an RPG, a decent MMO that's more like the end game focused SWTOR before Fallen Empire*, and RPG like base SWTOR, or a goddamn decent either Class based FPS ala Battlefront 1 and 2, or actual customization based FPS ala Renegade and Elite Squadron, or a flight sim game like TIE, Rebel Strike, or the starfighter segments in SWTOR, or Galactic Star fighter in SWTOR. Or even getting into games I haven't played, a good platformer like Super Star Wars, or a more free RP MMO like Star Wars Galaxies.

And the reason I'm so pessimistic? Because it advertises upgradable units. You know how well that was done in SWTOR's GTS? It made the gamemode unplayable for newbs. I kept getting killed by Bombers with every OP ability in the book, or Strikefighters who just had a stastical advantage over me to the point I couldn't outrun them, I couldn't out tank them, and I couldn't out damage them.

On a side note it is a SQUAD based Moba so it will be less cancerous, I guess. Maybe.

*I only played SWTOR during the first five months, never bough Hutt Cartel and didn't finish more then Chapter 1 of the jedi Knight story. I only started playing it this summer and only recently finished Chapter 2 of the Agent story, and as such I can not state my feelings on the end game content, this description of the MMO's focus during that time period is only what I've read and heard and as such I cannot say this is certain and back it up with facts.

50
Pro Stealth Unit: The only side that gets Stealth units is the Imperial Remnant, and only in maps that include Honngor, and only post Era 2 onwards. They could be a significant element in ground strategy, letting people scout out units and defenses in advance without having to bring in something like the Heavy Tracker or suicidal Scout Troopers. They could make infantry more lucrative to spend money on as something other then the cheap option to defeat the enemy with. In addition the number of infantry units is lacking, with there only being the semi-unique slash interesting scout, sniper, E-Web trooper, and Jedi subclasses, as far as 2.1 goes.

Con Stealth Unit: A stealth unit would be unfun and unfair to fight against in multiplayer due to spam of invisible soldiers would be annoying if EVERY faction could do it with only having to use one type of building, rather then a specific building and planet. In addition the stealth unit would, if being merely cloned Death Commandos, be overly expensive for a glorified artillery caller. Scouting isn't really important in the game as it's more of a numbers game in the later stages, and scouts would be rather expensive to use in the crucial early game segments.

51
Discussion, Suggestions & Feedback / Hyper Velocity Cannon VS Ion Cannon
« on: December 21, 2016, 11:26:39 AM »
I have to ask, what was the idea of making the HVC worse then the IC?

52
The Lounge / SSD Counting Thread
« on: December 21, 2016, 12:10:46 AM »
Where each person lists an SSD from ICW and the comical reason for it. Here's the totals as far as I know.

Executors - 15, Isard, Kaine (PA), Zinji, Wedge, Kaine (IR), Dalala
1 Vengance - Jerec
2 Sovergins
1 Ecplise - Palpatine
3 Viscount

Isard had an Executor for she could never fit enough guns onto a metal triangle.

53
Discussion, Suggestions & Feedback / A6 Juggernaut Tatics
« on: December 19, 2016, 09:47:36 PM »
Any viable tatics for this behemoth?

54
Imperial Civil War Tech Support / Beta Patch Ruined EaW
« on: December 09, 2016, 06:48:30 PM »
Ever since I downloaded the 2.1 Beta Patch off Moddb, all of my FOC mods don't work, TR and RaW. Was there a bug included that messed up everything? Is the patch even used for the latest version?

55
Discussion, Suggestions & Feedback / Fighters in the Manual
« on: December 08, 2016, 08:43:39 PM »
Something I would be very appreciate of is in the manual being told exactly how many fighters are fielded by a ship, speffically the number. For example, on the Strike Cruiser it would say: Fighter Compliment, 2/2 Fighter Squadrons (Era 1: 1 TIE Interceptor, 1 TIE Fighter, Era 4: Etc)

56
Discussion, Suggestions & Feedback / Good Imperial Fleet
« on: December 04, 2016, 12:09:54 PM »
Discounting a super ship, how would this attack fleet fare? Intended for before access to Veneators and Preators.

3 ISD2s (12)
2 VSD2s (6)
2 VSDs (6)
2 Immoblizers (6)
5 TIE Carriers (10)


57
Discussion, Suggestions & Feedback / Fighter Limit
« on: November 22, 2016, 08:01:01 PM »
Playing as a the NR and using a number of fighter dropping ships, I notice that there seems to be an arbitray fighter limit for my side as all of my fighters that should drop, don't.

58
The Lounge / The Heck is that Noise
« on: November 18, 2016, 06:02:03 PM »
The forum gives me buzzer sounds every once and a while. Please explain.

59
Discussion, Suggestions & Feedback / Upgrades
« on: November 17, 2016, 08:45:50 PM »
I would love to hear if the team is planning to (somehow) implement Ascendency style Research into the mod. Although I doubt it and should probably just move on from ICW.

60
Discussion, Suggestions & Feedback / Hero Ressurection
« on: November 16, 2016, 09:05:10 PM »
Here's a stupid illlogical that complete goes against common sense and the gameplay's feel and purpose.

The ability to rebuild a heroe's ship and ressurection them for a ludicrous amount of credits.

Want Luke and his X-Wing back? 10K pop. The catch being you can only bring back heroes if they're still avaible in the era. For example you can't rebuild the Eciplse.

Yeah this is stupid.

Pages: 1 2 [3] 4
Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!