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Messages - t78

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61
Would Jace Dalin work as a temperary/ recruitable Republic hero? Recruitable from Rendili?

http://starwars.wikia.com/wiki/Jace_Dallin

62
Discussion, Suggestions & Feedback / Re: Fighter lasers.
« on: January 06, 2018, 12:16:05 PM »
I've been watching your videos near obsessively, and yet somehow I managed to miss the fighter laser changes. I don't know how. Sigh. Apologies for wasting your time with this.

63
Discussion, Suggestions & Feedback / Fighter lasers.
« on: December 31, 2017, 07:10:17 AM »
In 2.1, I have been playing with the EotH, and have noticed that clawcraft/other EotH fighter lasers are more visible than the craft of other factions. Either the bolts of other fighters are very small/fast/dull, or ties and other fighters show only a muzzle flash. It is a bit hard to track fights in this case.

By contrast, the EotH lasers are easy to see and I can track how many kills they make very easily, without having to zoom in. Are there any plans to make fighter/bomber lasers a bit more visible?

64
Discussion, Suggestions & Feedback / Civilian Space Structures.
« on: December 18, 2017, 05:03:04 PM »
Having heard that you wanted some structures to increase pop-cap, I wondered if this could be combined with an idea I had for civilian space structures.

The background: having seen how Ascendancy seeks to show the IR liberalising, and the NR's traits as a democracy, I wondered if this could be shown by civilian structures.

The NR gets civilian structures that provide economic benefits (details below). These have a lower price than military structures. If Upkeep was added to structures, these would go without. They would have very low health though, and could be easily destroyed by weak units. Any economic benefits would have a maximum limit per system so you don't build loads to get incredible cheap units and fast build times.

The IR, EotH, and the Warlords also have civilian structures (same types and effects as the NR, mind). These are much more expensive than NR ones, and provide lower numerical values for benefits. Their military structures would nonetheless be cheaper (i.e.: a greater focus on the military in a military dictatorship). The EotH would have the cheapest civ structures and most expensive military ones out of the group, followed in order by the IR, Zinj faction and then the other warlords.

To show Pelleaon liberalising things post- Daala, the IR's structures would get much cheaper in his GCs in era 5, with military structures going up in cost alittle. This would help in era 5 when they have few planets but need higher pop-cap (relating to your comment on the playthrough about how factions with less territory might need higher pop-cap).

The structures could be:

Colony- higher pop cap raises.

Storage depot/warehouse- faster build times/ lower upkeep costs (perhaps 2 structure types here for either effect).

Hyperspace E-Booster- Faster trade route travel times.

 

(possible thoughts:

They could have an effect across multiple systems (since they would take up existing space structure slots and should be kept to a minimum). For example, structures in Caridan space can mildly affect neighboring systems.

Also: Like in the original Command and Conquer- the NR would not be able to shoot civilian structures (same for EotH all eras, and IR era 5), but they would not count in victory conditions.)

Is any of that useful? 




65
Discussion, Suggestions & Feedback / Re: Probes and intelligence.
« on: December 10, 2017, 02:13:22 PM »
Thanks for responding so quickly! Ah, hardcoding again...   

Just out of interest, was there any organised pattern to what was hardcoded by the EAW dev team, or was it all random?



66
Discussion, Suggestions & Feedback / Probes and intelligence.
« on: December 10, 2017, 11:37:00 AM »
I had an idea concerning intelligence units. I have been fiddling around with ICW, and I noticed that probe droids are always accurate in their assessments of what units are where. Unless the Ai does its usual fiddling around, moving units, then there generally is little by way of guess work- sending a cheap, easy to use, expendable probe, generally reveals everything for minimal effort.

I wondered if there was a desire for a greater challenge in using intelligence units. What if probe droids only revealed a certain number of units- leaving the rest as question marks?


Taking this further, I thought of ways to make intelligence a little more 'interactive'. I am not sure what is happening with 2.3, and I am not sure what is possible, so anything I say should be taken with a pinch of salt in that context.

An intelligence unit might show an imperfect picture of an enemy system- crucially, certain units might not be shown (even as a question mark), and some might be shown but not be there. A Tector might be shown, but its actually a Dominator.

Nevertheless! It would be a fairly accurate picture more than 70% of the time. You would not be wasting your time with a probe droid, and annoying surprises should be kept to a minimum.  It just increases the guesswork a little.

However, if you think something is incorrect, you might invest in another intelligence unit to show the system again. Once again, it would show something more correct 70% of the time, and less correct, 30% of the time. (provisional numbers here) On average, you improve the picture with more probes sent. Maybe probes should be a little more expensive?

Thus intelligence is no longer sending a unit to scout things out with a single click. It is a game in itself- an investment. Generally, you would see a fairly accurate picture. VERY rarely, you might find that you have a worse picture after sending multiple probes to a system than when you started.


All of this means that your choice of units (your reserves?) have to take uncertainty into account. You can't just blindly jump everything. To be honest, that would be the entire point of what I'm suggesting.


So... would anyone find that interesting? Might it be Fun?

If not knowing where things are is annoying, then why not just show everything in an enemy system adjacent to a friendly system? *shrugs* Just some thoughts. Pick and choose if anything sounds good.

67
Discussion, Suggestions & Feedback / Re: Small GCs.
« on: October 30, 2017, 02:27:53 PM »
My apologies! Just looked up Prentioch- confused him with someone else. I need to research canon more.....

68
Discussion, Suggestions & Feedback / Re: Small GCs.
« on: October 27, 2017, 03:53:39 PM »
True, I was just going on the assumption that Teradoc's attack on Firestorm, and Daala's attack on Teradoc's HQ in Darksaber meant that everyone could access each other's HQs quickly. I'm not sure how resource starved the warlords would be in era 2. In Darksaber (and thus era 4) shortages would be acute, and the remnants of the EA and Zero Command were fighting Maldrood in the core at that point too. *shrugs* The unchanging warlord rosters make either possible!

"Another idea
Delvardus Campaign:
Planets: 15-25
Playable Factions:
Eradiu Authority
Imperial Remnant
New Republic
Non Playable factions:
Prentioch's Dominion
X-1s Factions(really a joke don't take seriously)
Other minor warlord planets."

Would that require a Prentioch hero to lead that faction? I presume not- its still a nice tidy GC!

69
Discussion, Suggestions & Feedback / Re: Small GCs.
« on: October 27, 2017, 06:01:21 AM »
"I would like a smaller gc with one ship Yard planet for every faction, plus a few poor planets. And the ships would be reaallllyyy overprieced so that big Capitals are rare and you have smaller space battles, following you have to micromanage with fightersqoudrons , rethink yoúr strategy and so on and so on.
Also if you lose a mc90 or something like that it would hit you harder."

Not sure that changing prices is possible, but frigate shipyard-only planets, and non-buildable starting capital ships could certainly emulate that. Alliance mod essentially. ;)

"New republic vs ciutric hegemony for a really small GC, say 4 planets on either side. And if you take to long the lusankia pops up and destroys everything ;D"

That's quite an end-game crisis! :)

70
Discussion, Suggestions & Feedback / Re: Planet-Specific Shipyards
« on: October 27, 2017, 04:36:17 AM »
Have you tried Phoenix Rising? They have pretty much every GCW ship there could possibly be.

Nonetheless, with the IR losing ships, and the NR pursuing a standardization program, I'd argue that after Endor, there isn't as much variety as previously- the imperial era is essentially a military industrial complex gone mad, and the NR tries to change that. Its not the availability, its what the factions choose to have, and in what number. If properly represented to scale, the crusader gunship purchase would be a single gunship. 

71
Discussion, Suggestions & Feedback / Re: Small GCs.
« on: October 22, 2017, 02:29:56 PM »
If only I could code! Maybe when the map editor comes out...

72
Discussion, Suggestions & Feedback / Small GCs.
« on: October 21, 2017, 06:31:29 PM »
I think Corey mentioned in a let's play that he didn't want too many large GCs being suggested in addition to what is already there. [I apologize if I mis-heard you on this Corey] Thinking on this, I put together some small ideas. I've tried to make them different to other GCs, and hopefully involve minimal effort. Some are previous ideas I have re-heated a little.

Deep-Core War: No NR, no Daala, just post-Shadow Hand warlords fighting. Poor-resources worlds, all connecting to each other, no bottlenecks. Essentially a short-vicious knife-fight. 15 worlds or so.

Invasion! A space-only GC. One faction has many worlds but ships spread thinly, the other has few worlds, but a very large stack of units. 20 worlds?

Rat-tag bunch o' misfits:  An NR force consisting of a diverse collection of units- a nebulon b, a nebulon b-2, cr90, some y-wings, a pair of dp 20s, etc.  No matter how large the starting force, no more than 2 of any unit. Against them, an equally sized homogenous force of dreadnoughts, neutron stars and ipvs. 3 worlds TOTAL.

Thoughts: Over elaborate? Boring?

73
Discussion, Suggestions & Feedback / Re: Minor schism events
« on: October 14, 2017, 05:11:14 PM »
The sheer amount of work involved with the emergent faction mechanic means that most of this would be very difficult to do. A random planet seceding would be extraordinarily difficult to fit in, balance wise.

This is why there are the missions there are- following ideas similar to yours but involving as manageable a workload as possible for the team.

They aren't bad ideas, mind. Its simply the amount of work involved that is the problem!

74
Discussion, Suggestions & Feedback / Re: Emergent factions query.
« on: October 14, 2017, 05:07:12 PM »
Sorry for taking so long to reply!

"Typically we've been building a few fleets and a grouped army to take over planets. It would be nice to have a system that's undefended suddenly turn over and go it alone."

Mega-fleets was the reason for my thought here- having to actually occupy/ administer etc.

That said, Nightraven has a point- having to double back to retake things could be tedious. I don't think it could be linked to an unrest mechanic either due to the need to have structures/ mechanics to raise population happiness etc. It might not be possible at all with hard coding, and if possible would take ALOT of work. Probably far too much.

Given all the complications, IF I obtain some coding ability/ the map editor gains certain features then I might try a sub-mod on my own to test things out and offer things to people that want them...

75
Discussion, Suggestions and Feedback / Re: Hyperdrives and fighters.
« on: October 14, 2017, 09:33:40 AM »
"Even if there were, we don't want to oversaturate the mod with random old fighters."

Absolutely. I did draw up a list of 2 inferior fighters for 'civilised regions' with an armed consular as the cruiser garrison, with two other fighter types and a Kaloth battlecruiser for 'uncivilised' regions, but even that seems too much.  Thankyou for reading this though.

76
Discussion, Suggestions and Feedback / Hyperdrives and fighters.
« on: October 14, 2017, 07:46:39 AM »
I’m wary of suggesting this, since it sounds too much like I’m obsessing about canon here. Not to mention that the team is probably thinking things up as I type. Nonetheless, I am attempting one more roll of the dice to see if this idea is useful.

Having tried to work out how the Clone Wars might be different in gameplay, even with the proto-imperial tech, I was thinking about how EU material from the Original Trilogy emphasised that the Rebel’s Starfighters were innovatory somehow. Something about their hyperdrives.

With this, I remembered that the Prequel Trilogy shows fighters as less mobile. The N1s needed to link the Padme’s diplomatic cruiser in Ep 2, with Obi Wan’s fighter needing a massive hyperdrive ring.

While there are plenty of EU examples to the contrary, there does seem to be a lot of stuff about fighters that need carriers of some sort to get to other places. If we try and reconcile this with various hyperdrive equipped fighters, we might say that the latter are only good for short ranged jumps.

Building on this , I wondered if there is any way this could be represented. Hero only fighter units (all others come from carriers)? Small hyperdrive rings as mini-carriers? Fighters can only move between systems if a ship is in the fleet?

I know that most things I suggest are over-thought, complicated or make the game less fun. I was previously wondering about making fighters less useful and thus making corvettes much more useful until fighters suddenly jump up in power, and make them good only for anti-fighter duties. I did have a silly idea about giving station fighter complements lots of different fighters depending on the location, and then having the republic replace these fighters with standardised units, to represent the republic’s growing influence. Maybe show limited capital ship hyperdrives by featuring certain battlecruisers as garrison only units? All of this is useless. Other than the usual ‘add this unit’, I am beginning to feel like I can’t make any useful suggestions.

So, I am basically saying that this is probably a worthless suggestion, and that I am really wondering if anyone can think up something like this that would actually work.  I don’t want to obsessively adhere to canon though if it makes the game less fun, or deviate from the winning formula the team already has. Maybe it should be exactly the same in tactics as ICW, only with cosmetic differences. I really don’t know.

77
Discussion, Suggestions & Feedback / Krytos Virus.
« on: October 06, 2017, 12:59:23 PM »
I was listening to your Bacta War playthrough Corey, and I had an idea with the Krytos Virus. Instead of getting bonuses from researching a cure, what if you had a series of cures to research (costing money that could otherwise be sent to units), and if you don't research each one in time, an NR world declares neutrality. You can't seize it as it is not selectable (like Byss in Shadow Hand) and trying to invade yields a 'we're not like the empire!'  message from Mon Mothma. Thus you lose money, Pop cap, and territory. Only researching the Krytos cure prevents this, meaning you have to balance research money with funds for your forces.

On the Ir side (and maybe Zinj), you can research a counter cure... which requires a small amount of money, but mainly infantry units (serving as test subjects for control groups). Thus with this you put infantry on the world where the counter cure is being researched, and they get taken away. This one is more of a balancing act between money and pop cap. (and sacrificing disciplined expendable stormtroopers shows how eeeeeevil Isard is!)

Thoughts?

78
Discussion, Suggestions & Feedback / Emergent factions query.
« on: September 25, 2017, 12:32:08 PM »
So, when I was listening to Corey’s playthrough yesterday, I heard him say that there was talk of allowing raid fleets to stay on the strategic map after a battle. It did seem a little odd that a random faction gets to pop up in the middle of a war between two other factions, but hey, ho.

Nonetheless, this did give me a thought regarding emergent factions. A lot of people have occasionally posted about a pirate faction, and have been told that it would be a bit odd to have a pirate faction conquering the galaxy. This I agree with- all those ‘Black Sun’ factions always seemed oddly flush with manpower and logistical capability. Fantasy this may be, but that did stretch suspension of disbelief.

 Things change slightly with the emergent faction mechanic. Instead of a faction that actively grabs territory, what about a group that springs up in a small group of lawless outer-rim systems and simply sits on a system it takes? No ground battles, just destroying a station and dominating orbit. Not so much organised crime as utter chaos.

Here’s the tricky bit: If you wish to avoid skirmishing with such outmatched forces every hour, then simply place a number of units in orbit, which suppress the pirates. Say, 4 units or more prevent them from emerging.

Thus, some worlds have a little extra-flavour. Do you want to take that planet and be stuck with a small-but-draining garrison force, or will you avoid it to avoid the hassle? (might you pay the Hutts protection money?)

And yes, it could still be irritating... but getting bounties for every pirate killed might lessen that abit.

If this works, then this could also be applied to the unknown regions- showing the EotH as a guardian against the horrors of the unknown- say, a small (space only) Siruuvi/Silentium fleet that emerges in two systems, forcing whoever conquers that region to place units in a custodian/sentinel role in those systems. It might be odd having them simply sit on territory, but that might be handwaved away as ‘they’re blockading the system for their own inscrutable gains’.

Thoughts?

79
Discussion, Suggestions & Feedback / Re: Your Best/Most Memorable Battles
« on: September 25, 2017, 06:51:28 AM »
Sent a Praetor II and 3 Acclamators against a light shipyard. The only other thing there was a shuttle filled with stormtroopers.

I was low on units at this point, without interdictors and wanted every unit I faced gone. Thus, when the shuttle swung past, I directed an Acclamator to destroy it.

The frigate's salvos all missed. The shuttle zoomed out of range, and I know that only ties could hit it. Thus, out went a squadron... just as a garrison squadron zeroed in- I had only a few seconds to hit it. My fighters began firing...

Then the shuttle suddenly turned, performing a tight turn that my ties zoomed past. My fighters then performed a wide arc round to perform another attack run, as I clenched my teeth in frustration. That allowed the garrison squadron to swoop in and hit my ties.

While they were occupied, the shuttle jumped out-system.

80
Discussion, Suggestions & Feedback / Re: Planet-Specific Shipyards
« on: September 24, 2017, 08:50:11 AM »
The Ai would also find it difficult to use planet only ships. :/


THAT SAID, I am currently working on a post concerning garrison units, which applies to both FotR and ICW, which you might find reflects some of your thoughts here!

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