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Author Topic: Balance & Flavor submod for Imperial Civil War 2.1  (Read 175824 times)

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October 30, 2014, 05:05:14 PMReply #180

Offline Lord Xizer

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #180 on: October 30, 2014, 05:05:14 PM »
That's odd. I only encounter V Wing hordes on Adumar. Other than that they are few and far between even on Admiral difficulty.  I blitz throughokay with llighting strikes before the NR gets comfy and builds
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October 30, 2014, 05:42:36 PMReply #181

Offline tlmiller

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #181 on: October 30, 2014, 05:42:36 PM »
That's odd. I only encounter V Wing hordes on Adumar. Other than that they are few and far between even on Admiral difficulty.  I blitz throughokay with llighting strikes before the NR gets comfy and builds

Really?  I encountered 3 or 4 on almost every planet I got to at the beginning, although yes, Adumar had 9.
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October 31, 2014, 12:50:28 PMReply #182

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #182 on: October 31, 2014, 12:50:28 PM »
Really?  I encountered 3 or 4 on almost every planet I got to at the beginning, although yes, Adumar had 9.

Yeah, other than Adumar only Coruscant and Mon Cal have had em for me. As to how to deal, i land a whole force of plex troopers and scouts.CCasualties are high but relatively cheap to replace
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

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October 31, 2014, 06:36:07 PMReply #183

Offline tlmiller

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #183 on: October 31, 2014, 06:36:07 PM »
Yeah, other than Adumar only Coruscant and Mon Cal have had em for me. As to how to deal, i land a whole force of plex troopers and scouts.CCasualties are high but relatively cheap to replace

Yeah, these attacks were before I had even built a single unit, using only what you start with, so no plexies.  I did go through my scouts at an alarming rate.  Every time it said "bombing run ready" another scout went off to his doom.
People should not be afraid of their government...governments should be afraid of their people.

October 31, 2014, 10:24:38 PMReply #184

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #184 on: October 31, 2014, 10:24:38 PM »
Their sacrifice was not in vain for it allowed the Empire to rise again.
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

"The New Order has never fallen. Only the Emperor."-Grand Moff Ardus Kaine

November 01, 2014, 03:50:42 AMReply #185

Offline Vulcanus

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #185 on: November 01, 2014, 03:50:42 AM »
Yet again the inconsistency of EaW's AI continues to baffle me. Despite my efforts I've yet to achieve an aggressive NR AI in any of my own Orinda GCs as the Remnant, yet here you guys are talking about being steamrolled by the NR or being spammed with V-Wings.

And yeah, V-Wings are starting units only on Adumar, since it is a planet of pilots and there is no Adumari airspeeder in the game for me to use. And since Adumar is controlled by the Warlords faction, that has no effect on the NR using them.

I'd love to see the Orinda Campaign as a multiplayer GC as well. Too bad that the old multiplayer no longer exists. Still, I would gladly adapt it for multiplayer if someone really wants to try it.

November 01, 2014, 03:55:44 AMReply #186

Offline Pali

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #186 on: November 01, 2014, 03:55:44 AM »
I like Adumar being full of V-Wings.  Represents the planet better than any other units unless you were going to create Blades specifically for that planet to use for that one campaign (unless you made them special units available only from Adumar in other campaigns... no, Pali, shut up, stop asking people to do more work for your amusement).  Anyhow, yes, I like it.

Also, I decided to test TLMiller's claim that the Final Imp Push is harder for the IR now... and yes, he's right.  I got lucky as hell and took out the Lusankya in week 3 with lightning strikes at Bilbringi with most of my fleet, and since then have spent the entire damned game on the defensive anyways. ;)

November 01, 2014, 03:58:07 PMReply #187

Offline tlmiller

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #187 on: November 01, 2014, 03:58:07 PM »
I like Adumar being full of V-Wings.  Represents the planet better than any other units unless you were going to create Blades specifically for that planet to use for that one campaign (unless you made them special units available only from Adumar in other campaigns... no, Pali, shut up, stop asking people to do more work for your amusement).  Anyhow, yes, I like it.

Also, I decided to test TLMiller's claim that the Final Imp Push is harder for the IR now... and yes, he's right.  I got lucky as hell and took out the Lusankya in week 3 with lightning strikes at Bilbringi with most of my fleet, and since then have spent the entire damned game on the defensive anyways. ;)

Yeah, I didn't take out Lusankya that quickly, but it was quick, and it still took a fair amount of time before I was really able to go onto a real offensive rather than just retaking planets that I'd lost.

As far as multiplayer, anyone tried Tunngle yet?  Supposedly that still will allow you to play multi.
« Last Edit: November 01, 2014, 03:59:41 PM by tlmiller »
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November 01, 2014, 09:19:29 PMReply #188

Offline Pali

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #188 on: November 01, 2014, 09:19:29 PM »
It was pure luck - pulled a hit and run on Bilbringi to take out bel Iblis, and Wedge decided to try to chase my fleet by himself - then not start retreating until he had 4 hardpoints left.
« Last Edit: November 01, 2014, 09:21:58 PM by Pali »

November 02, 2014, 03:58:13 PMReply #189

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #189 on: November 02, 2014, 03:58:13 PM »
I normally leave Lusankya alive so it keeps things interesting.  However I attacked it with Pellaeon, a Praetor, Interdictor and tge 181st at Orinda. Took down her shields and rogue squadron along with two X wing squadrons damaged my Interdictors grav well and Lusankya jumped. Fun battle.
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

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November 02, 2014, 06:51:43 PMReply #190

Offline Pali

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #190 on: November 02, 2014, 06:51:43 PM »
Sounds like a good one.  My best recent one was in my NR AoW campaign where I for the first time got to fight the Eclipse - Palpy is always on the ground when I find him, but this time I had just taken Thrawn out above Coruscant so I was only a couple jumps from Byss.  Bel Iblis, Nammo and Wedge vs Palpatine and nearly all his supporting heroes (IR was nearly gone at this point, so they all spawned there).  Byss also had a full set of stations and a pair of hyper-vs - I ended up somehow keeping my heroes alive but lost something like eight capital ships and two dozen frigates.  Ugly battle, but Palpy's second reign didn't even last a week. :)

Does anyone else play with an altered pop cap for space battles?  I've tried up to 60, but things got a bit too hectic and I felt it lowered the power of defenses too much.  Lately I've been running at 50, and really enjoying it - battles are just a bit bigger, two SSDs can be used again under this submod but with almost no support ships, and defenses still remain powerful enough to make a big difference.

November 02, 2014, 07:59:26 PMReply #191

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #191 on: November 02, 2014, 07:59:26 PM »
Nicely done
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

"The New Order has never fallen. Only the Emperor."-Grand Moff Ardus Kaine

November 03, 2014, 07:29:39 AMReply #192

Offline Vulcanus

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #192 on: November 03, 2014, 07:29:39 AM »
Guys, if you've got any suggestions specific to the Art of War GC such as changes to hyperlanes, planets and starting units, now is your chance. I'm hoping to add an era-advancing Zsinj as IR Art of War GC, but hoping to keep it as simple as possible in terms of map changes. Suggestions for Imp hero allegiances and what should happen to reborn Palpatine would also be appreciated. The idea is to have a three-tech 1-3-5 advancement, with era 3 triggered by Eoth or NR capturing Coruscant and 5 triggered by EotH capturing Denon or NR capturing Bilbringi, keep Thrawn with EotH and potentially develop EotH to have an optional tech advancement path that abandons some of the indigenous Chiss/EotH designs but provides Imp designs with megamasers and mixed TIE/Clawcraft fighter complement.

November 03, 2014, 12:52:36 PMReply #193

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #193 on: November 03, 2014, 12:52:36 PM »
Captain Netbers-Zsinj's unarmed combat specialist and commando leader using an army trooper skin. Llon Banjeer in space with either a modified ddestroyer that had higher carrier potential or something with carrier capacity like he was known to use. Zsinj Raptor commandos to set up money businesses on enemy planets(similar to defilers in base game) Zsinjs planets more accessible
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November 04, 2014, 04:19:02 AMReply #194

Offline kucsidave

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #194 on: November 04, 2014, 04:19:02 AM »
Captain Netbers-Zsinj's unarmed combat specialist and commando leader using an army trooper skin. Llon Banjeer in space with either a modified ddestroyer that had higher carrier potential or something with carrier capacity like he was known to use. Zsinj Raptor commandos to set up money businesses on enemy planets(similar to defilers in base game) Zsinjs planets more accessible
Couldn't agree more.
Also would be nice if Zsinj could be played as the original Warlord color. I know, I know, but brown looks so cool on his ISDs.
about that Defiler like Raptor commandos... I think that would be much better f it would work like base game's steal credit option, or it would take a lot of effort to bring back the "remove corruption" ability.
Guys, if you've got any suggestions specific to the Art of War GC such as changes to hyperlanes, planets and starting units, now is your chance. I'm hoping to add an era-advancing Zsinj as IR Art of War GC, but hoping to keep it as simple as possible in terms of map changes. Suggestions for Imp hero allegiances and what should happen to reborn Palpatine would also be appreciated. The idea is to have a three-tech 1-3-5 advancement, with era 3 triggered by Eoth or NR capturing Coruscant and 5 triggered by EotH capturing Denon or NR capturing Bilbringi, keep Thrawn with EotH and potentially develop EotH to have an optional tech advancement path that abandons some of the indigenous Chiss/EotH designs but provides Imp designs with megamasers and mixed TIE/Clawcraft fighter complement.
I have a few ideas...
I found out that in Into the Cluster you can build SSD as Zsinj, and in The Hunt for Zsinj you can't, so what do you think about giving Zsinj the ability to build SSDs in Era 2?
Let's face it everyone, if Zsinj would survive Han Solo's and Teren Rogriss' onslaught he would be able to build SSDs. Face it everyone, he had a mayor part of the galaxy in his hands at one point!
Like the PA could build an extra Vengeance class at Kuat, they could build an Executor class too at somewhere. And what do you think about giving Zsinj his own buildable Capital production company(like KDY for IR or Sienar Fleet System for PA)
About hyperlines, i don't think it would be wise do disturb the original, working ones. It would be much better to add a few more planets to Zsinj, and make them as new border planets, so the overisolation of Zsinj is also solved :P
« Last Edit: November 04, 2014, 08:18:07 AM by kucsidave »
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November 04, 2014, 04:32:22 AMReply #195

Offline kucsidave

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #195 on: November 04, 2014, 04:32:22 AM »
also forgot, would be nice to see the Greater Maldrood in the GC :D
And if i talk about them, it would be nice to give them Hiperv. cannons. Their lack of ground to space weapon is most... disturbing.
« Last Edit: November 04, 2014, 08:19:28 AM by kucsidave »
"He who fights with monsters should be careful lest he thereby become a monster.
And if thou gaze long into an abyss, the abyss will also gaze into thee." - Friedrich Nietzsche

November 04, 2014, 01:43:51 PMReply #196

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #196 on: November 04, 2014, 01:43:51 PM »
Leonia Tavira with Silri's VO from base game in the Invidious, Kosh as well for Maldrood. As to the Zsinj money option kucsidave makes a great idea, them in the smuggler steal money option would be good and maybe put in Zsinjs terror programs via the sabotage in base game but with limited build so as not to be OP
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

"The New Order has never fallen. Only the Emperor."-Grand Moff Ardus Kaine

November 06, 2014, 01:16:23 PMReply #197

Offline Mat8876

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #197 on: November 06, 2014, 01:16:23 PM »
I've had a problem on Shadow Hand as the NR.

I only have heroes from Tech 2 of Foc i.e. Mon Mothma, R2 and C-3PO, Han and Chewie and Captain Antilles. all units are fine nothing different.

This doesn't seem to affect IR as I could see they have the heroes from the Mod.
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November 06, 2014, 02:42:41 PMReply #198

Offline Vulcanus

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #198 on: November 06, 2014, 02:42:41 PM »
I've had a problem on Shadow Hand as the NR.

I only have heroes from Tech 2 of Foc i.e. Mon Mothma, R2 and C-3PO, Han and Chewie and Captain Antilles. all units are fine nothing different.

This doesn't seem to affect IR as I could see they have the heroes from the Mod.

Shadow Hand works just fine for me and all the heroes spawn correctly, so I don't know why this is happening for you.
Have you made any personal modding before or after installing?
Also, are you sure you installed over 2.1 rather than 2.0? IIRC the file location of the Shadow Hand changed after 2.0 so this could be causing problems.
Did you restart ICW and tried starting a new Shadow Hand GC as the NR again? It could be connected to a single play-session rather than be a persistent issue.

November 06, 2014, 03:43:04 PMReply #199

Offline kucsidave

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #199 on: November 06, 2014, 03:43:04 PM »
Just a small tip
In Fel Empire GC you should also add Syca(The planet) to the map and/or also give Fel Empire the KDY, so the Fel Empire(FE) would have a corporation of their own, as they don't have any right now.
You should also add them some kind of SSD building capacity, because the IR starts with 2 Executor class(Reaper and Lusankya), and the Eclipse and they can also build the Night Hammer + two additional sovereigns. that's 6 at the same time if we add it up.
I think it is pretty overpowered, and as an addition the FE's territories are quite scattered with the NR everywhere.
« Last Edit: November 06, 2014, 03:52:17 PM by kucsidave »
"He who fights with monsters should be careful lest he thereby become a monster.
And if thou gaze long into an abyss, the abyss will also gaze into thee." - Friedrich Nietzsche

 

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