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Author Topic: Suggestions for 2.1  (Read 282199 times)

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November 06, 2012, 11:56:37 AMReply #260

Offline tlmiller

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Re: Suggestions for 2.1
« Reply #260 on: November 06, 2012, 11:56:37 AM »
You would be correct.  I've never been able to finish Art of War as anyone without the freeze, so I've been trying to get through lite as the PA.
People should not be afraid of their government...governments should be afraid of their people.

November 06, 2012, 03:20:48 PMReply #261

Offline Singularity

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Re: Suggestions for 2.1
« Reply #261 on: November 06, 2012, 03:20:48 PM »
I may have said this before, but how about giving the IR or PA Assault Gunboats, Missile Boats and TIE Avengers? (from TIE Fighter). Their answer to the NR's hyperdrive-equipped ships, and they look quite nice as a bonus.


About this 'freeze', I've been playing as the Alignment lately and I've gotten to Era 4 (though it still says Era 2-fix maybe?) and taken over half the galaxy without the game completely breaking (though it still crashes when I try to load sometimes).
« Last Edit: November 06, 2012, 03:24:30 PM by Singularity »

November 06, 2012, 07:55:40 PMReply #262

Offline tlmiller

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Re: Suggestions for 2.1
« Reply #262 on: November 06, 2012, 07:55:40 PM »
OH, I've gotten so that I have less than 1/2 dozen planets to conquer multiple times as the Alignment, but I've never completed a GC as them.
People should not be afraid of their government...governments should be afraid of their people.

November 08, 2012, 07:19:55 AMReply #263

Offline Eclipse

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Re: Suggestions for 2.1
« Reply #263 on: November 08, 2012, 07:19:55 AM »
I have a suggestion of a way to implement the galaxy gun. In era 3 it should work as a space station buildable only in Byss, the construction of it would allow you to build the galaxy gun proyectiles. These would work as a normal ship but much faster and with the self destruction (unless you can think of a way to ram an enemy ship and blow up) that would cause a huge explosion and damage enemy ships or destroy'em they should cost arround 4.000 credits more or less depending on the power of it's explosion
A Member of the Imperial Alignment(Allies With The Shadow Post Empire).

\"Yes, the destruction of Alderaan was regrettable, but so was the destruction of the Death Stars. Are the deaths of millions of Alderaanians?who conspired to overthrow the government?more tragic than the deaths of millions of Imperial soldiers who laid down their lives to defend our way of life? I think not.\"―Antinnis Tremayne


November 08, 2012, 02:50:14 PMReply #264

Offline Singularity

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Re: Suggestions for 2.1
« Reply #264 on: November 08, 2012, 02:50:14 PM »
I have a suggestion of a way to implement the galaxy gun. In era 3 it should work as a space station buildable only in Byss, the construction of it would allow you to build the galaxy gun proyectiles. These would work as a normal ship but much faster and with the self destruction (unless you can think of a way to ram an enemy ship and blow up) that would cause a huge explosion and damage enemy ships or destroy'em they should cost arround 4.000 credits more or less depending on the power of it's explosion

That would still make the IR overpowered.

November 08, 2012, 04:55:49 PMReply #265

Offline Eclipse

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Re: Suggestions for 2.1
« Reply #265 on: November 08, 2012, 04:55:49 PM »
Tell that to SOASE Ascendacy XD
A Member of the Imperial Alignment(Allies With The Shadow Post Empire).

\"Yes, the destruction of Alderaan was regrettable, but so was the destruction of the Death Stars. Are the deaths of millions of Alderaanians?who conspired to overthrow the government?more tragic than the deaths of millions of Imperial soldiers who laid down their lives to defend our way of life? I think not.\"―Antinnis Tremayne


November 08, 2012, 05:21:04 PMReply #266

Offline Slornie

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Re: Suggestions for 2.1
« Reply #266 on: November 08, 2012, 05:21:04 PM »
I have a suggestion of a way to implement the galaxy gun. In era 3 it should work as a space station buildable only in Byss, the construction of it would allow you to build the galaxy gun proyectiles. These would work as a normal ship but much faster and with the self destruction (unless you can think of a way to ram an enemy ship and blow up) that would cause a huge explosion and damage enemy ships or destroy'em they should cost arround 4.000 credits more or less depending on the power of it's explosion
If you don't mind me saying that seems like a rather laborious and convoluted way to implement the galaxy gun which, from my understanding of the superweapon, doesn't really make much sense at all given how it functions in canon.
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.

November 08, 2012, 09:21:29 PMReply #267

melbournelad

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Re: Suggestions for 2.1
« Reply #267 on: November 08, 2012, 09:21:29 PM »
Any plans for a couple more story missions?

November 09, 2012, 04:04:11 PMReply #268

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Re: Suggestions for 2.1
« Reply #268 on: November 09, 2012, 04:04:11 PM »
I remember when attacking th eclipse in the FoC the star destroyers could be repaired in certain shypyards. Why not adding'em as repair structure on certain planets like Kuat, Fondor, and other important planets?
A Member of the Imperial Alignment(Allies With The Shadow Post Empire).

\"Yes, the destruction of Alderaan was regrettable, but so was the destruction of the Death Stars. Are the deaths of millions of Alderaanians?who conspired to overthrow the government?more tragic than the deaths of millions of Imperial soldiers who laid down their lives to defend our way of life? I think not.\"―Antinnis Tremayne


November 10, 2012, 09:12:23 AMReply #269

melbournelad

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Re: Suggestions for 2.1
« Reply #269 on: November 10, 2012, 09:12:23 AM »
These units might fit well if you have time to create a model;

NR- Arrow-23 Landspeeder
Storm IV cloud car (Bespin only?)

IR-Talon I combat cloud car (Remnant doesn't have anything right now as a counterpart to the vwing or snowspeeder)
PX-10 Compact Assault Vehicle

All of these are in Phoenix  Rising, so alternatively they could possibly give you one or two of their models if you asked, maybe in return for a model from ICW

November 10, 2012, 10:37:39 AMReply #270

Offline Enceladus

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Re: Suggestions for 2.1
« Reply #270 on: November 10, 2012, 10:37:39 AM »
We have zero intention of using unit models and skins from other mods. We like to make our our art assets for that.


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November 10, 2012, 11:51:08 AMReply #271

Offline Singularity

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Re: Suggestions for 2.1
« Reply #271 on: November 10, 2012, 11:51:08 AM »
Why aren't the TIE Interceptor sounds from the original game in the mod?

November 10, 2012, 03:57:44 PMReply #272

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Re: Suggestions for 2.1
« Reply #272 on: November 10, 2012, 03:57:44 PM »
We have zero intention of using unit models and skins from other mods. We like to make our our art assets for that.

Yeah, we spend quite a bit of time making sure we don't just pack our mod with other people's stuff.



« Last Edit: November 10, 2012, 04:29:06 PM by Corey »
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November 12, 2012, 10:43:26 AMReply #273

Offline Ahkreeah

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Re: Suggestions for 2.1
« Reply #273 on: November 12, 2012, 10:43:26 AM »
I got to say this is a lovely mod, I'm having lots of fun with! I also registered however because I felt I had to suggest something:

I'd suggest (I don't know if it is mentioned already, or if others disagree) to increase Modular Taskforce Cruiser pop count to 2 or 3. Right now it can quickly unbalance battles when it is used in large numbers. With a population count of 1, up to 40 MTC's can be placed close to eachother on the edge of the map, each launching a large number of fighters. This quickly totals up to about 100+ bombers and another 100+ fighters. When grouped together these bombers can rapidly form a screen that is so deadly, that even dreadnoughts fall to it in minutes, while the fighters take care of any enemy fighters in seconds. The only way to reasonably counter this is by forming huge wings of Corellian Corvettes. Using carriers of your own isn't a success either, as they have a population count of 3, opposed to the MTC's mere 1.

As for an idea of a new gameplay mechanic:

I always found it a shame that when you destroy a ship's engines, the ship is destroyed by default when the owner retreats from the battle. It would be far more interesting when there is a chance of that stranded being captured if left behind in a retreat. A capture could depend on factors such as outnumbering the vessel and the size of the vessel (a frigate would be considerably easier to end up captured than say, a massive destroyer). The ship would simply be turned over with a message once the battle is over and the galactic map resumes, similar to how we gain a ship after capturing Fondor or Kuat. It is a reward worth taking the risk for to keep enemy ships alive, while it adds weight to the choice of retreat. You may just end up facing those very cruisers you left behind in the battle later on! :)
« Last Edit: November 12, 2012, 01:01:28 PM by Ahkreeah »

November 13, 2012, 02:33:22 PMReply #274

Offline Singularity

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Re: Suggestions for 2.1
« Reply #274 on: November 13, 2012, 02:33:22 PM »
Can you do something about specialists having thermal detonators? Its nearly impossible to win if they've got 10 infiltrators/commandos running around, as just one can destroy your entire army, and the bombs are so small you can never tell which tank its attached to.

November 14, 2012, 11:28:58 AMReply #275

Offline Ahkreeah

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Re: Suggestions for 2.1
« Reply #275 on: November 14, 2012, 11:28:58 AM »
Can you do something about specialists having thermal detonators? Its nearly impossible to win if they've got 10 infiltrators/commandos running around, as just one can destroy your entire army, and the bombs are so small you can never tell which tank its attached to.

That's usually why you put down the odd sensor array on a buildpad and mix units with ones that can quickly take down infantry. My commandos always have to get pretty close before they can place explosives. Some troops marching in front and behind a group of vehicles makes quick work of them. They'll think twice before charging. But maybe the re-use timer on the thermal detonators can be set to 99999 (recharging for re-use indefinitely), that way commandos only have one detonator each and have to use them sparsely.
« Last Edit: November 14, 2012, 11:30:55 AM by Ahkreeah »

November 14, 2012, 06:03:29 PMReply #276

Offline Senza

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Re: Suggestions for 2.1
« Reply #276 on: November 14, 2012, 06:03:29 PM »
Please, nerf the hell out of the Air Straeker. Finally got around to using these things. Saw that they were nerfed in the hotfix. Still think the skirmish AI need to be looked at though! Okay Corey, I didn't know that. One thing though,  the MTC costs 1 pop and carries more fighters than the Escort Carrier, which has 2 pop, the MTC is also a good deal more powerful, it'd be nice if this could be changed!
« Last Edit: November 14, 2012, 10:10:17 PM by Senza »

November 14, 2012, 08:50:44 PMReply #277

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Re: Suggestions for 2.1
« Reply #277 on: November 14, 2012, 08:50:44 PM »
I don't have the time to go through and address everything people have mentioned so far, but I'll say again; there is no such thing as a "skirmish AI" in EaW as far as what you're talking about. It is the exact same stuff as the Galactic AI uses, so changing income rates and whatnot on skirmish changes the income rates in the exact same way in galactic, and we have no intention to destroy the Galactic AI just to make skirmish on medium and hard easier. If everything above easy is too hard for you to beat, then don't play above easy.
« Last Edit: November 14, 2012, 08:56:43 PM by Corey »
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November 14, 2012, 11:21:11 PMReply #278

Offline tlmiller

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Re: Suggestions for 2.1
« Reply #278 on: November 14, 2012, 11:21:11 PM »
I don't see why you'd want to.  Other than the Airstraeker was too powerful (which is being addressed), with the changes so that they don't get unlimited garrisons it's made skirmish quite winnable even on the hardest levels IMO.
People should not be afraid of their government...governments should be afraid of their people.

November 14, 2012, 11:49:29 PMReply #279

Offline Senza

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Re: Suggestions for 2.1
« Reply #279 on: November 14, 2012, 11:49:29 PM »
I meant in space, not on land, where they have like 6 capital ships 10 minutes into the game. But I understand where Corey is coming from and there is nothing really that can be done about it, so I will continue to play 1v1v1 so that the AI can beat each other up while I build up my own forces!

 

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