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Author Topic: Suggestions for 2.1  (Read 282316 times)

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November 15, 2012, 05:27:28 PMReply #280

Offline tlmiller

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Re: Suggestions for 2.1
« Reply #280 on: November 15, 2012, 05:27:28 PM »
OK, yeah, in space I kinda agree.  I get slaughtered in space skirmish if I try to fight head to head.  I can't remember who posted about it, but just getting to a couple cap ships and jumping them in behind their base works even on the hardest level.  Seems "cheap" since you win despite being outgunned 100:1, but it does work almost every time.
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November 16, 2012, 12:10:47 PMReply #281

Offline Skyline5gtr

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Re: Suggestions for 2.1
« Reply #281 on: November 16, 2012, 12:10:47 PM »
Id like to see fighters rebalanced a little bit, they seem very op at the moment

November 16, 2012, 03:04:02 PMReply #282

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Re: Suggestions for 2.1
« Reply #282 on: November 16, 2012, 03:04:02 PM »
I have a suggestion to make some skirmish maps Infantry only maps, similar to what they have on RaW. You could only build infantry, speeders, and ground heroes. I also think certain maps should be infantry only, such as Coruscant (how in the world would ATATs maneuver in such a place?) maybe allow for aerial vehicles as well.
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November 16, 2012, 06:26:03 PMReply #283

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Re: Suggestions for 2.1
« Reply #283 on: November 16, 2012, 06:26:03 PM »
I'd quite like to see a version of Art of War but with the Alignment as a proper enemy faction with AI.

November 19, 2012, 04:53:43 AMReply #284

DarthAbbadon

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Re: Suggestions for 2.1
« Reply #284 on: November 19, 2012, 04:53:43 AM »
Hey guys!

First thing:
You really did great work with this mod, its really fun to play and surprisingly very well balanced (mods often are not).

I played it for a while now and I have some small ideas to change too.
For one thing its a little crazy, that every time when an enemy SSD looses his shilds and some hardpoints it just turns around and drives to the border of the map until it trys to flee at ~20% life  ::) That makes it sometimes a little easy to kill them.

Another thing is that your defending fleet is at the beginning of a space battle very near to the invading fleet an very far away from the space station. This is a problem, for example if you play with Hand against Empire and Pentastar, who both have many SSDs. Always when the battle begins the front ships have their shilds down before I can even click on them. Sadly this makes it impossible to use 'weaker' heros for defense like Voss Parck or even Thrawn with Grey Wolf. Immediately they get shot into pieces by the Preators, SSDs, ISZ II, ...

Also it would be fair if Pentastar gets a hero in space skirmish too  ;) Admiral Grant isnt that strong that it would be unfair or something like that.

I have no idea how coding or all that stuff works, so I have also no idea if these problems can be 'fixed'. If not, well its just small things I noticed.

Thats it from me for now.

Wish you all a good morning! (well it is morning where I am at the moment)

November 19, 2012, 01:47:52 PMReply #285

Offline Singularity

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Re: Suggestions for 2.1
« Reply #285 on: November 19, 2012, 01:47:52 PM »
Hey guys!

First thing:
You really did great work with this mod, its really fun to play and surprisingly very well balanced (mods often are not).

I played it for a while now and I have some small ideas to change too.
For one thing its a little crazy, that every time when an enemy SSD looses his shilds and some hardpoints it just turns around and drives to the border of the map until it trys to flee at ~20% life  ::) That makes it sometimes a little easy to kill them.

Another thing is that your defending fleet is at the beginning of a space battle very near to the invading fleet an very far away from the space station. This is a problem, for example if you play with Hand against Empire and Pentastar, who both have many SSDs. Always when the battle begins the front ships have their shilds down before I can even click on them. Sadly this makes it impossible to use 'weaker' heros for defense like Voss Parck or even Thrawn with Grey Wolf. Immediately they get shot into pieces by the Preators, SSDs, ISZ II, ...

Also it would be fair if Pentastar gets a hero in space skirmish too  ;) Admiral Grant isnt that strong that it would be unfair or something like that.

I have no idea how coding or all that stuff works, so I have also no idea if these problems can be 'fixed'. If not, well its just small things I noticed.

Thats it from me for now.

Wish you all a good morning! (well it is morning where I am at the moment)

That happens to me all the time, it always spawns my interdictors and carriers right in front only for them to get shot to pieces before I can even select them.

November 20, 2012, 03:04:29 PMReply #286

Offline tlmiller

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Re: Suggestions for 2.1
« Reply #286 on: November 20, 2012, 03:04:29 PM »
Yeah, I never understood that about the game why it put your fleet up front instead of near the relative protection of your golans...
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November 20, 2012, 03:43:08 PMReply #287

Offline Slornie

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Re: Suggestions for 2.1
« Reply #287 on: November 20, 2012, 03:43:08 PM »
Yeah, I never understood that about the game why it put your fleet up front instead of near the relative protection of your golans...
Because that happens to be where the fleet markers were put when the maps were made.  And with 100+ maps (there is almost one for each planet), it's understandable that no one has been keen to go through and change them all.
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November 20, 2012, 07:23:50 PMReply #288

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Re: Suggestions for 2.1
« Reply #288 on: November 20, 2012, 07:23:50 PM »
I was just seeing Alliance mod for FoC and if there was one thing that really like and would be cool ( tought I think it's a bit too late) is the way the show the planets. The truth is that they make it look more realistic and they give a planet a size it should have if you have time you maight want to take a look. It's just a small detail but would be really nice one

EDIT: In infinites instead of starting with one planet with heavy shypyard why not starting with a planet with capital ones? or if you think it's stupid and that the IA will get the viscount/sovereign too soon(wich they do anyway), at least made the planets like Byss a bit more reachable, I mean i expected to see just a few star destroyers instead they are armed to the teeth (Sovereign four star destroyers and a lot more)
« Last Edit: November 21, 2012, 06:21:59 PM by Eclipse »
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November 22, 2012, 12:38:02 AMReply #289

Offline Corey

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Re: Suggestions for 2.1
« Reply #289 on: November 22, 2012, 12:38:02 AM »
Alright, a little less crazy now, so here we go...


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.

I'll look into this. I was under the impression their pop cap was higher already. Either way, I'll blame Slornie.


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! :)

This wouldn't be possible, the basic functionality isn't doable via LUA. I think at most it *might* potentially be possible with 1 ship per battle in a very basic way, with a lot of work.

Quote
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.
We'd probably end up doing something like Akreeah said for that.

Quote
Id like to see fighters rebalanced a little bit, they seem very op at the moment
In what way?

Quote
Another thing is that your defending fleet is at the beginning of a space battle very near to the invading fleet an very far away from the space station. This is a problem, for example if you play with Hand against Empire and Pentastar, who both have many SSDs. Always when the battle begins the front ships have their shilds down before I can even click on them. Sadly this makes it impossible to use 'weaker' heros for defense like Voss Parck or even Thrawn with Grey Wolf. Immediately they get shot into pieces by the Preators, SSDs, ISZ II, ...

Enceladus wrote a response to this but then he deleted it somehow, so I'll say what he said. It's not entirely the laziness thing Slornie said, it's a lot to do with starting forces markers. Put them close to the Golans and station, or farther back in general on most maps and they start the battle completely clipped into each other.

Quote
I was just seeing Alliance mod for FoC and if there was one thing that really like and would be cool ( tought I think it's a bit too late) is the way the show the planets. The truth is that they make it look more realistic and they give a planet a size it should have if you have time you maight want to take a look. It's just a small detail but would be really nice one

I'm assuming you mean tactically. The problem with those full map planets is how high res the texture would have to be to actually look decent or tile properly. I've been an off-and-on fan of the general concept since it started being used in mods like 6 years ago, but while I've always found the idea to be good, I've frankly never seen it executed in a way that actually looks half-decent. It tends to look blurry as hell, which it has to or else there'd be huge performance issues.

Quote
EDIT: In infinites instead of starting with one planet with heavy shypyard why not starting with a planet with capital ones? or if you think it's stupid and that the IA will get the viscount/sovereign too soon(wich they do anyway), at least made the planets like Byss a bit more reachable, I mean i expected to see just a few star destroyers instead they are armed to the teeth (Sovereign four star destroyers and a lot more)

That kind of defeats the entire point, and it has nothing to do with the AI. There's 2 sets of capital shipyards; primary and secondary. Every faction starts within like 2 planets of the primary ones, which have relatively light defenses. The other 3 secondary shipyards are that heavily defended because they're supposed to be an actual challenge to take, which is also why they're the ones that are farthest away from any individual starting world and effectively equidistant between two other starting planets. It wouldn't be much of a GC about building up your forces and prioritizing targets if you started with the best planets in the game and had everything handed to you.
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November 22, 2012, 10:51:43 AMReply #290

melbournelad

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Re: Suggestions for 2.1
« Reply #290 on: November 22, 2012, 10:51:43 AM »
Since 2.1 will be the last release are you looking to get it out within the next 2 or 3 months so you can move on from ICW and focus on Ascendancy?

November 22, 2012, 01:19:14 PMReply #291

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Re: Suggestions for 2.1
« Reply #291 on: November 22, 2012, 01:19:14 PM »
I wouldn't begin to put a timeline on the release. Frankly this is the busiest part of the year for most of the staff due to University. It'll be done when it's done.


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November 22, 2012, 09:58:28 PMReply #292

Offline Lord Xizer

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Re: Suggestions for 2.1
« Reply #292 on: November 22, 2012, 09:58:28 PM »
All should be patient, the team always delivers great work.
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November 22, 2012, 10:17:38 PMReply #293

Offline Corey

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Re: Suggestions for 2.1
« Reply #293 on: November 22, 2012, 10:17:38 PM »
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November 23, 2012, 12:36:01 PMReply #294

Offline Lord Xizer

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Re: Suggestions for 2.1
« Reply #294 on: November 23, 2012, 12:36:01 PM »
Not necessarily true.

Oh yeah, forgot about that...okay so ALMOST always.
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November 23, 2012, 01:14:21 PMReply #295

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Re: Suggestions for 2.1
« Reply #295 on: November 23, 2012, 01:14:21 PM »
Wow I must see that "bad thing" the TR team did please. Checking the corey's links I don't see why you consider those releases as something "bad".
« Last Edit: November 23, 2012, 09:33:22 PM by Eclipse »
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November 26, 2012, 06:17:28 PMReply #296

Offline Corey

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Re: Suggestions for 2.1
« Reply #296 on: November 26, 2012, 06:17:28 PM »
The minimod was awful because I was 15 and had no idea what I was doing. 1.0 was awful because we just threw it together and wanted to get something out cause I thought I'd be leaving once I got to Uni and the team had been dead for months. I didn't though. Either way, the team's concensus is that 1.3 was what the beta should have been and 2.0 is what 1.0 should have been.
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November 26, 2012, 08:00:53 PMReply #297

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Re: Suggestions for 2.1
« Reply #297 on: November 26, 2012, 08:00:53 PM »
Well you should actually feel proud about it doing a minimod at the age of 15? I don't even know how to write basic commands. Besides there are a lot of awful mods that I doubt the V 1.0 was so bad in fact I liked it. I had a lot of troubles to make 1.3 work so I decided to download 1.0 (love the menu music)
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 30, 2012, 07:57:31 PMReply #298

Offline rumiks

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Re: Suggestions for 2.1
« Reply #298 on: November 30, 2012, 07:57:31 PM »
when you get a other fleet comming in niether side make it a verbal warning to not just a small writting in a corner i dont even get that sometimes
give eoth some more capital ships pls 3 are ok but the asendency can be shot up in like seconds i put that as a medium frigate not a capital
eoth to finally have a super wepon for the space battles (only faction that doesnt and its actually a game about him "THRAWNS REVENGE")
i still think golans are better to give eoth you just take a mass of fighters and it gets out 8 i destroy the hive i destroy the fighters even before the fleet gets near them hive are useless or at least beef up there securityor more star fighters
give the penstar more fighters to buy like the tie hunter maybe give it some missiles back to
maybe give thrawn not a ssd but a ship like one once again eoth is the only group who doent have a big ship imps and penstar has ssd rebels have viscount what about eoth?(i actually had some fun one day took 10 of the phalanax and 10 of the syndic everytime i got behime the ssd it started to move around and omg it moves around faster than my capitals movei actually got it down to half dead before it killed me )
and will you be making more era 3 4 5 maps at all
thats my ideas now just 1 question why is it that rebellion only have 1 ion cannon is there a reason or just made that way
thank you and good afternoon
« Last Edit: November 30, 2012, 08:08:35 PM by rumiks »
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November 30, 2012, 08:09:22 PMReply #299

Offline rumiks

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Re: Suggestions for 2.1
« Reply #299 on: November 30, 2012, 08:09:22 PM »
oh and dont think i dont like your mods i do there the only ones i am playing at the moment lol
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