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Author Topic: post 1.1beta suggestions  (Read 20174 times)

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January 04, 2011, 08:02:48 AMReply #20

Offline rlebron21

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more turrets posts at land
« Reply #20 on: January 04, 2011, 08:02:48 AM »
the cpu in 1.1 beta is very aggressive, there are just a few planets have turret post to capture but the majority have not.

January 04, 2011, 12:17:54 PMReply #21

Offline Enceladus

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Re: more turrets posts at land
« Reply #21 on: January 04, 2011, 12:17:54 PM »
Turret pads have been added to all the land maps for the release version of 1.1 (not this beta). However turrets will be changed to be weaker so that they will not be like the one man (machine :p ) armies they were in default FOC/EAW.


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January 05, 2011, 05:00:09 PMReply #22

Offline Slornie

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Re: post 1.1beta suggestions
« Reply #22 on: January 05, 2011, 05:00:09 PM »
For the Hunt for Zsinj GC it would be nice to have some more unique heroes like Admiral Trigit/Implacable and Wraith Squadron/Night Caller ;)

Trigit could have some form of galactic spy ability revealing NR fleet movements (ie, the Morrt project).
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why do u hate america? if it were not for us u guys would be lost. i mean we invented the tv, we invented the internet, cars and we even went to the planet moon. we won all the wars and we always help the little countries who cant fight and we give food to poor people.

January 05, 2011, 05:46:57 PMReply #23

Offline Corey

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Re: sith temple and jedi academy
« Reply #23 on: January 05, 2011, 05:46:57 PM »
the inclusion of [the sith temple and jedi academy] will open new possibilities to the game  -_^

There aren't many Sith during that period, so no to that. The closest they get is the Shadow Academy and that isn't part of any faction in the mod. As for the Jedi academy, they used the pre-existing Massassi temple on Yavin, which is why we don't have a structure for it, that'd be unnecessary. You can still build Jedi though.
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January 05, 2011, 07:52:03 PMReply #24

Offline vadereclipse

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Re: sith temple and jedi academy
« Reply #24 on: January 05, 2011, 07:52:03 PM »
the inclusion of these two will open new possibilities to the game  -_^
The Jedi academy is present as far as that you are able to build jedi on Yavin at certain tech levels.

As the mod is guided by canon, it's highly unlikely a sith temple would be present, as there weren't really any major sith temples in the period of the mod. the only eras where there were widespread sith were those of the Jedi Knight series, which aren't included in the mod, and even then, there isn't an inherent "temple".

January 05, 2011, 11:12:27 PMReply #25

Offline rlebron21

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Re: post 1.1beta suggestions
« Reply #25 on: January 05, 2011, 11:12:27 PM »
Well you are the guys but it is just for the sake of the game for playing

January 06, 2011, 12:48:14 PMReply #26

Offline fFoxfire

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Re: post 1.1beta suggestions
« Reply #26 on: January 06, 2011, 12:48:14 PM »
How about the long range Missile ships like Marauder and Broadside dont know why they got taken out I still see a use for them even with the missile system in TR they are at least better at times to take down fighter waves then small Anti Fighter Corvettes.


January 06, 2011, 05:32:12 PMReply #27

Offline siegfried1

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Re: post 1.1beta suggestions
« Reply #27 on: January 06, 2011, 05:32:12 PM »
I think you need to work on making the tanks a little more durable, they don;t seem to be able to take very much damage.
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January 06, 2011, 07:39:26 PMReply #28

Offline Enceladus

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Re: post 1.1beta suggestions
« Reply #28 on: January 06, 2011, 07:39:26 PM »
How about the long range Missile ships like Marauder and Broadside dont know why they got taken out I still see a use for them even with the missile system in TR they are at least better at times to take down fighter waves then small Anti Fighter Corvettes.

The Marauder is in the mod.


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January 07, 2011, 08:44:03 AMReply #29

Offline vadereclipse

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Re: post 1.1beta suggestions
« Reply #29 on: January 07, 2011, 08:44:03 AM »
Well you are the guys but it is just for the sake of the game for playing

it's to do with canon. The closest thing to a sith temple is the shadow academy, which is outside the timeline. as there isn't a sith temple present in that period, i doubt there will be one.

January 09, 2011, 09:57:38 AMReply #30

Offline dothmessar

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Re: post 1.1beta suggestions
« Reply #30 on: January 09, 2011, 09:57:38 AM »
Small request?  Add that female voice for Dalaa and Isard?  Its weird hearing that dude when you click on their units. 

This may be just me, but the rebels (I'm not sure about the Hand yet) don't seem to build intelligently, as in 5 light machine factories per planet.  They don't seem to build mines or whatever the NR has to generate credits.  I'm guessing that's why about mid campaign the rebs stopped throwing units at me? 

Also, is it possible to removing raiding (or whatever it's called) from GC?  Its SO annoying and unrealistic that 3 units could take over an entire planet, destroy the buildings and space station just because I only have garrisons of storm troopers.

January 09, 2011, 11:03:07 AMReply #31

Offline Slornie

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Re: post 1.1beta suggestions
« Reply #31 on: January 09, 2011, 11:03:07 AM »
Small request?  Add that female voice for Dalaa and Isard?  Its weird hearing that dude when you click on their units. 

This may be just me, but the rebels (I'm not sure about the Hand yet) don't seem to build intelligently, as in 5 light machine factories per planet.  They don't seem to build mines or whatever the NR has to generate credits.  I'm guessing that's why about mid campaign the rebs stopped throwing units at me? 

Also, is it possible to removing raiding (or whatever it's called) from GC?  Its SO annoying and unrealistic that 3 units could take over an entire planet, destroy the buildings and space station just because I only have garrisons of storm troopers.
Some of this will probably be further clarified (or corrected) by Corey later, but for now..

Which female voice are you referring to?  Beyond using whatever is already in the game unit voices aren't a high priority at the moment, although we may look into adding more in the future.

As for AI income, you might not have noticed but the AI doesn't need to build mines to generate income (just check the economy graph).  I don't think lack of money is a problem.
Quote from: RonMaverick291 (Gametrailers)
why do u hate america? if it were not for us u guys would be lost. i mean we invented the tv, we invented the internet, cars and we even went to the planet moon. we won all the wars and we always help the little countries who cant fight and we give food to poor people.

January 09, 2011, 01:12:46 PMReply #32

Offline dothmessar

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Re: post 1.1beta suggestions
« Reply #32 on: January 09, 2011, 01:12:46 PM »
By the voice I was just talking about the ingame voice of that consortium female hero and adding it for daala and isard, like I said its just a small, unimportant request.

January 09, 2011, 07:53:02 PMReply #33

Offline rlebron21

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Re: post 1.1beta suggestions
« Reply #33 on: January 09, 2011, 07:53:02 PM »
what about a sub menu where you can pick heroes for both conquest and skirmishes
Sith lords should have self healing capabilities the opposition is very strong
 -_^

January 09, 2011, 09:03:23 PMReply #34

Offline Corey

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Re: post 1.1beta suggestions
« Reply #34 on: January 09, 2011, 09:03:23 PM »
what about a sub menu where you can pick heroes for both conquest and skirmishes
That's neither possible nor desirable. Galactic Conquest heroes were chosen to be relevant to the time frame, so in many cases you'd only have a few to choose from and end up picking all of them anyways, and in skirmish you buy the heroes you want so it's pointless.
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January 11, 2011, 08:05:52 PMReply #35

Offline fFoxfire

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Re: post 1.1beta suggestions
« Reply #35 on: January 11, 2011, 08:05:52 PM »
How about the long range Missile ships like Marauder and Broadside dont know why they got taken out I still see a use for them even with the missile system in TR they are at least better at times to take down fighter waves then small Anti Fighter Corvettes.

The Marauder is in the mod.

For some odd reason I cant buy it in GC Art of War only in Skirmish then looks like i found another bug.

January 11, 2011, 08:19:49 PMReply #36

Offline Zeron

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Re: post 1.1beta suggestions
« Reply #36 on: January 11, 2011, 08:19:49 PM »
Yes, there was a small mistake in the coding. A very, very small mistake. It'll be fixed in the next release.

January 12, 2011, 08:04:59 AMReply #37

Offline vadereclipse

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Re: post 1.1beta suggestions
« Reply #37 on: January 12, 2011, 08:04:59 AM »
speaking of which, shouldn't the marauder have turbolasers? EAW is the only source i know of giving them diamond-boron missiles?

February 14, 2011, 03:47:02 PMReply #38

Offline fFoxfire

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Re: post 1.1beta suggestions
« Reply #38 on: February 14, 2011, 03:47:02 PM »
Another suggestion NERF the NR Gallo Transports, with almost nothing on the mod besides turrets and turbo lasers that and AA, theses things are super annoying and with 3 of them you can literately drop enough infantry to destroy and entire base plus the things shoots back also, this was really annoying in Skirmish as it seemed all the Nr sent was 5 transports mixed with random units.

My suggestion either nerf there HP alot or removed the Laser on it to make it balanced because EOTH cant defend themselves from them besides turrets and turbo lasers and IR AT-AA's dont do enough damage in fact the transport can kill 3 of them before it even takes any serious damage. however in GC I rarely ever see them and because you cant really kill them they either die automatically when planet is taken over or just keep hoping planets.

March 09, 2011, 02:24:39 AMReply #39

Offline Lucinator

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Re: post 1.1beta suggestions
« Reply #39 on: March 09, 2011, 02:24:39 AM »
I would like to see a reversal of the weapons load outs on the NR destroyer and the Nebula, since by cannon the nebula should be all duel turbos and be stronger than the NR destroyer which currently it is not

what about Desann's reborn, technically they were dark jedi

also I would like to see fleet commanders again

also most chiss fighters and hero's dont have special abilities, hunt for the fighters would be good.

« Last Edit: March 09, 2011, 02:29:31 AM by Lucinator »

 

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