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Messages - t78

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41
I might try using more Strike Cruisers. Generally I have them as a squadron "flagship" for Carrack groups. Both are fast, good frigates though.

I'm also finding that the Lancer is better at close range than the other anti-fighter corvettes. It can even take on 2 Assassins and batter down their shields.

42
I wondered if those missile tubes on the "foot" of an AAT would be used as a "bombard area" special ability.

43
We decided it was better to get a new build out since it had been 4 years and add other stuff as we go, since while they're nice to have, the basic roles are covered and from a lore standpoint, it still makes sense.

Absolutely. As it should be.

Eriadu is like a era 4 or 5 empire with better fighters, worse cruisers, and torpedo spheres. Greater Maldrrod and Pentastar are similar, Zsinj is a bit of an odd one out.

 Greater Maldrood is basically good at everything.



The PA does work nicely as a carrier faction. Zsinj being the odd one out has made me think of all those empion mines, explosive asteroids and night cloaks. Maybe Zsinj could have some special abilities other factions don't have? *Looks at Mini modder Lord Xizer*

44
Discussion, Suggestions & Feedback / Eriadu and warlord flavouring.
« on: April 27, 2018, 05:07:34 AM »
I was looking at what makes each warlord faction different the other day, and I had a few thoughts. Firstly, I think the IR is the firepower/ anti-ship faction. It has the tector, Alleigance, and its heavy frigates like the carrack, vindicator, and strike cruiser are very anti-ship. (by era 5 it has better fighters and is more well-rounded, but this allows heavy frigates to survive fighter attacks more, so the focus seems right).

PA has the praetor and the enforcer. Maybe its about jack-of-all-trades ships? Those are only 2 ship types though. Not sure.

Zsinj has the Cr90 and Nebulon B. So there is a focus on fast light ships. Tie raptors are good as well- combined with regular ISDs etc, is that enough flavouring? Mabe VSDs could be made a little cheaper, perhaps?

Maldrood confuses me alittle. I'd say carriers due to the presence of the Secutor and Neutron Star, but other factions have them, or other large carriers.

Eriadu seems to be the easiest- with the torpedo sphere, it could be the 'long range' range. If a broadside cruiser were added in (or replacing an existing capital ship), and maybe its tie bombers given weaker/ long range missiles, maybe that flavour could be enforced more whilst retaining all the standard other ships?

I don't want to be making ship requests left right and centre though, this is just a preliminary set of thoughts. The factions probably have all sorts of strengths and weaknesses that I have missed. There is a phenomenal amount of work that has gone into this.

Is flavouring needed a little more? Are the devs settled on what they want? What do people think?

45
News & Updates / Re: [Patch] Imperial Civil War 2.2.2 Released
« on: April 21, 2018, 04:52:10 PM »
Ah, I see. Thankyou for clearing that up.

46
Discussion, Suggestions & Feedback / Thankyou.
« on: April 21, 2018, 03:23:58 PM »
Dear Thrawn's Revenge Team,

Thankyou for creating such a well-thought out, professional looking mod. It has been several days since I began playing 2.2, and the hours of pleasure I have experienced whilst conquering the universe stand as a testimony to the hard work you have put in to finishing 2.2.

The ai has been challenging, and even when it hasn't steamrolled me, I suspect its been too pressured on other fronts and by other factions. The graphics are beautiful, and ship roles have been so carefully laid out, I have been able to very quickly work out what each thing does. I have not felt overwhelmed at all by the choices of ships and vehicles on offer.

What's more, the integration of legends canon with gameplay is stunningly well done. Isard's Revenge is for me the best example of this. The carefully managed swapping of unit types provides variety and balance, and the addition of canon events never feels confusing or forced. I will say no more here because of spoilers, but with this and the era progression system, this mod is beginning to look like a genuinely innovative RTS. It is up there with the latest professional titles like starcraft 2. Yes, really.

The movie ships all feel like they would in the films- ISDs really feel like a centrepiece of a fleet even with all the other battlecruiser and heavy frigate choices. Even the Nebulon Bs feel like they have a role as a well-rounded light frigate that is best used in large numbers.

There some mild bugs- fighters still occasionally scout, even if its unnecessary, one enemy praetor drove past my battleline and just sat there doing nothing, the fighter icon kept whizzing around the map (as seen on Corey Loses), and the Neutron Star didn't release any fighters.

(oh, and the hanger forcefield for the gladiator isn't aligned with the bottom of the hanger, it juts out below the ship)

Really though, these are minor issues. All I really need to do is learn how Assassins, IPVs, Tartans, Crusaders, Lancers and CR-90s are different to each other (as far as I can tell, a CR-90 is better than a Lancer, and a Lancer is better than an Assassin).

There are so many other things I am yet to discover. This mod is extremely well made and FUN. That's all I can say, and all I'd ask for.

Yours sincerely,

T78

I've been wanting to post this for a while, but work has kept me busy.


47
News & Updates / Re: [Patch] Imperial Civil War 2.2.2 Released
« on: April 21, 2018, 02:55:49 PM »
"Added merchant dock units for all factions"

I must have missed this, so apologies for asking. What are these? Are they freighters hanging around trade ports?

48
Discussion, Suggestions & Feedback / Re: Basic Strategy Guide 2.2.1
« on: April 19, 2018, 06:49:34 PM »
I hope I'm not off topic, but with NR, I'm finding Nebulon Bs to be really useful. They can scoot behind SDs to take out engines, divert fire from other ships, and when surrounding a fighter dogfight, can shred squadrons whilst having firepower for larger ships. The same goes for the Arquitens with GM.......

49
News & Updates / Re: Slight Delay
« on: April 12, 2018, 04:39:23 AM »
It will take as long as it takes. I'd happily wait as long as necessary. *shrugs* In the end it will be worth it!

50
News & Updates / Re: Slight Delay
« on: April 01, 2018, 12:42:34 PM »
This has always been one of the most professional mods I've seen, and taking the hard choice to delay for the sake of better quality only showcases that professionalism. Keep it up, and good luck!

51
Fighters are useful as hit and run units.

A carrier has to enter the battlespace and then deploy its fighters. If you are trying to catch a fleet before it enters the shelter of Golan emplacements, or stop it putting certain ships in a particular position, then fighters can enter the battlespace and after a second are immediately  ready to fight.

If you use them in this way, and then have them sweep through a formation hitting a target or two, then quickly going to the edge of the map and fleeing the battle, then they are actually quite useful. For a pitch battle you'd use carriers, but to wear down a force one ship at a time per battle, I'd use fighters.

52
Doesn't thrawn have better heroes, and thus can make entire fleets more powerful with combat bonuses as a result? Thus thrawn can be more efficient with his power at the cost of a permanent reduction in power if a hero is lost.

Palpatine can build and replace more powerful ships, but many are battlecruisers and SSDs that are more vulnerable to bombers.

Unless I've misheard the 2.2 playthroughs....




53

(Incidentally, I'd love to see a war-in-the-Outer-Rim type mod where the combat all happens between small ships - Neb-Bs would be about the biggest vessel you'd regularly field. Building an ISD or MC80 would be the equivalent of building an Executor in TR. Alas, my game modding time is devoted elsewhere...)

When the mod editor comes out, you might get a chance to do that. Its an ambition I've had alot....

54
Just out of interest, where is the canon evidence that fighters are more powerful then airspeeders? I know they would be, but surely as air to space units, they would be lighter, and thus more fragile than ground hugging speeders. Ties certainly were weaker than V-Wings in every respect in the 1st rogue squadron game.

And yes, Stackpole has X-Wings dominate ATATs in Isard's Revenge, but I ignore Stackpole on issues of unit power as he generally depicts the Rogues as being good at everything.

I guess I saw X-Wings as V-Wings with moderately powerful missiles and similarily powered lasers- craft capable of firing off a good opening salvo, but thereafter very vulnerable ground fire, and thus not OP. Apologies if that is incorrect/ not what people want.

If you want a gated ability, how about making it like the bombing run or bombardment, but weaker and targeting a specific unit? With bombing runs and bombardments, you need to judge where the unit will be when the bombs or lasers fall- a fighter run would hit that unit, but no others, with the same recharge time for the ability.

Meh, V-Wings are good enough. It doesn't really matter.


55
Discussion, Suggestions and Feedback / Re: Corporations.
« on: March 09, 2018, 02:16:41 PM »
I've been thinking about corporations, and wondered if a little economic management could be introduced through them. Nothing too big, but perhaps:

Grant license/ Denationalise- discounts reasonable and some extra income.
Nationalise- Extra income goes, but discounts increase.

Nationalising permits-

Merger- Corporations that are known to cooperate are able to merge. One loses some discounts, while the other gains (predetermined). Only a few choices would be given, so KDY could merge with Sienar, but not Mon Cal. Splitting up corporations (and then denationalising them) is possible, but expensive. Choose your policy wisely!

The New Republic could be better at denationalising, the empire better at nationalising, and Zinj at merging. (presumably through cost)

It is probably way too complicated, but I am just putting it out there.

56
Maybe a Heavy Tracker/ Chariot command vehicle could be given this role. They can call down an airstrike that follows a set of units for a short time before they leave the battlefield due to lack of fuel. Fighters would be no where as manoeuvrable as an airspeeder, having a terrible turning circle, with similer power in lasers. What they would have is a torpedo attack (if its an X-Wing) that has half the power of a bomber's bomb attack. Can attack other fighters, but vulnerable to ground fire. Say, 30/40 second loiter time on the map?

Of course, only one set of fighters, no matter how many command vehicles on the map. Would that be reasonably gated?

57
Maybe like HVGs? 2 Hangers/ 2 fighters max?

It would be interesting to see the TR team interpret what Zahn meant by the 'pyramidal launch towers' of Morishim's starfighter command in Specter of the Past.
http://starwars.wikia.com/wiki/Morishim_New_Republic_starfighter_base

58
News & Updates / Re: [ICW 2.2] Era Progression Overhaul
« on: February 11, 2018, 07:57:16 AM »
This almost feels like Crusader Kings!

Regarding the Tsoss Beacon event... cut-scenes are of course impossible, but might the loss of heroes be explained by the picture from the Essential Guide to Warfare showing them being gassed, with text underneath describing that? Just thinking about the way the Total War series used to explain an event with a picture and some text.

59
Discussion, Suggestions and Feedback / Corporations.
« on: February 06, 2018, 03:12:18 PM »
Out of sheer interest, do you have any plans to include corporations similar to KDY/ Mon Cal? Perhaps Baktoid and Rothana? (presumably the corporation-heavy CIS would get only 1 or 2 for balance)

60
News & Updates / Re: [FotR] Faction Profile: The Galactic Republic
« on: January 29, 2018, 08:24:52 AM »
I do hope the Mandator II doesn't look too similar to a star destroyer or the Bellator (which is a Mandator III variant I think?). Ever since Bioware pumped out those Leviathon/Harrower proto SDs I've felt the careful crafting of different aesthetics for different periods has been diluted for cheap nostalgia. I get that Evillejedi's designs are a bit dated, but the slow evolution from a clamshell Procurator (slightly mimicking munificents and dreadnoughts) to the almost wedge-shaped Mandator I, to the almost SD-like Mandator II, told a story of developing technologies, while allowing the Venator to really stand out as the first 'true' star destroyer.

I think that alot of this is down to fractalsponge. For all the brilliance of his designs, I think he is a little too focused on the ISD aesthetic- it takes away an ISD's distinctiveness if ALL large republic warships have that look. His Procurator is well made, but I think it just looks too similar to an ISD for something that's centuries old come the Clone Wars.

Gah, sorry. Just my 2 cents. I'm not arguing in favour of the Evillejedi Mandator, but it would be nice to see some adventurous differences in colour, shape and texture for a pre-Venator/ pre-dreadnought Republic capital ship.

*edit: I accidentally stated Mandator II in relation to the Bellator when I meant Mandator III. That has been corrected.*

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