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Author Topic: Some Observations in Thrawn's revenge  (Read 18290 times)

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May 17, 2015, 08:08:17 PM

Offline Yellow 13

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Some Observations in Thrawn's revenge
« on: May 17, 2015, 08:08:17 PM »
So, as playing as the Empire of the Hand in a multi era campaign, I found some... odd things. Not bugs, but more balance choices and some gripes. If these have been fixed in a newer version that I don't have, then I'll just blush and bow out of here lol. (I took the first version on ModdB.com. Version 2.1)

The Kirov AA unit seems way too weak once the rebellion upgraded speeders are getting rolled out. Those seem to be the best Rebellion ground unit since the AA unit cannot hit them. Nor can a lot of other stuff and they hit REALLY hard. Do i just suck with using AA units or does the Kirov need to be buffed? Because if your AA unit can't hit what it was made to hit... what good is it?

In a similar vein, what happened to the strong vs/weak vs picture infographics that used to be in the base game? Too complicated to work it in with the new units or...? Same with space unit deformation. At a casual glance, it's kinda hard to tell what I've knocked off and what's still shooting at me.

The Airspeeder of the Empire of the hand is a good unit, but I don't like how it's too fragile/size varying. It looks very, VERY small, and the speed is very quick so how are turbolaser towers able to just slaughter them? Aren't they, in canon supposed to have difficulty hitting small, fast targets?

The Empire's droid tank seems to be way too good at it's job. Often multikilling a lot of my ground vechiles, shoots very fast and often kills even my megamaser and other tanks before they can get a shot off. Are they supposed to be that strong? Because from where I stand, they might be more cost effective then an AT-AT.

I do REALLY like how the Empire of the Hand can combat SSDs and Viscounts all without having a SSD version of their own. It gives them their own actual strategy instead of just Tank to Era X, build Y, Win without effort. My only gripe with the Hand's space units is that they feel a bit too... I dunno, limited? It feels like once you have access to Phalanx class destroyers, you don't really need much else beyond them and the corvettes. One thing I would highly recommend though is that the Hand is supposed to be lead or organized by Thrawn, right? So why don't they have something like the imperial probe droid to gather intelligence and see what's on the planet before beginning an invasion? I understand that the info on this is coming from the books, but surely they would still have a bunch of off-screen tech and stuff, right?

Also, maybe I just don't see it, but what does the Hand of Thrawn structure do? It just seems to be kinda... there on one planet not doing anything. Or is that for a future update? Same unit voices. I bring the voices part up because as it stands, most of the Empire of the Hand's units (if not all of them) are recycled from the Rebellion and Empire. It's kinda... Underwhelming to be honest. I'm not sure how to fix this problem beyond borrowing from other games like C&C Generals or whatever... (Also, I gotta say, i hate the new Garm Bel Iblis voice. Personally, I preferred the FoC version.)

Another thing I found is that the Pentastar Alignment is just dirt weak. Jerrec having horrible Auto-reslove stats is known (is there any reason why for that? It seems really weird.) But in all the games I've played, the Alignment tends to be the first faction to get wiped out. In my current game it was cut down to just one planet with Kaine and all that remained of his troops over it and in the previous one, I didn't even see him when I managed to fight my way there.

Another thing I found odd: How come Palpatine never takes to space except when the route is completely clear of enemy resistance? In the Eclipse, shouldn't he want to test that thing out and flatten anything that comes his way? Just seems like an odd AI choice. Both times I fought him, he was either trapped on a planet I was invading, or he was invading only to get run over by two megamaser tanks...

Also, the build limit thing. I understand why it's there and why it's a good thing. To stop the player simply spamming masses of Executors and the like, but why doesn't the AI follow the same rules? Them having limitless Viscounts is bad enough, but just recently, I encountered a fleet that came from nowhere which had a Viscount among other units that just popped into existence. The planet in question was locked down with only two hyperspace routes blocked by my forces and the planet in question was a tier 1 space station only.
« Last Edit: May 17, 2015, 08:12:49 PM by Yellow 13 »

May 17, 2015, 08:32:21 PMReply #1

Offline Corey

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Re: Some Observations in Thrawn's revenge
« Reply #1 on: May 17, 2015, 08:32:21 PM »
Quote
In a similar vein, what happened to the strong vs/weak vs picture infographics that used to be in the base game? Too complicated to work it in with the new units or...? Same with space unit deformation. At a casual glance, it's kinda hard to tell what I've knocked off and what's still shooting at me.

The strong/weak against thing was uninformative to begin with, and even moreso with the number of possible units in the game. The damage decals aren't there because with the number of hardpoints, it clutters up the units/too much particle spam.

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One thing I would highly recommend though is that the Hand is supposed to be lead or organized by Thrawn, right? So why don't they have something like the imperial probe droid to gather intelligence and see what's on the planet before beginning an invasion? I understand that the info on this is coming from the books, but surely they would still have a bunch of off-screen tech and stuff, right?

Also, maybe I just don't see it, but what does the Hand of Thrawn structure do? It just seems to be kinda... there on one planet not doing anything. Or is that for a future update? Same unit voices. I bring the voices part up because as it stands, most of the Empire of the Hand's units (if not all of them) are recycled from the Rebellion and Empire. It's kinda... Underwhelming to be honest. I'm not sure how to fix this problem beyond borrowing from other games like C&C Generals or whatever... (Also, I gotta say, i hate the new Garm Bel Iblis voice. Personally, I preferred the FoC version.)

These are connected, That structure gives you galactic intel. Not the same kind as the probe droid, but a constant galactic passive.

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Another thing I found is that the Pentastar Alignment is just dirt weak. Jerrec having horrible Auto-reslove stats is known (is there any reason why for that? It seems really weird.) But in all the games I've played, the Alignment tends to be the first faction to get wiped out. In my current game it was cut down to just one planet with Kaine and all that remained of his troops over it and in the previous one, I didn't even see him when I managed to fight my way there.

Because it's a hero company, and mixes up the space and ground autoresolve values. Also with the PA, keep in mind that in mind that in GCVs with multiple factions we have the galactic AI turned off for some of them in order to prevent the Unit Selection Freeze bug EaW has, so they can't create units or attack in those GCs, meaning they're destined to lose pretty early.

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Another thing I found odd: How come Palpatine never takes to space except when the route is completely clear of enemy resistance? In the Eclipse, shouldn't he want to test that thing out and flatten anything that comes his way? Just seems like an odd AI choice. Both times I fought him, he was either trapped on a planet I was invading, or he was invading only to get run over by two megamaser tanks...

The AI in EaW sucks, and doesn't listen to the scripts telling it to use him in space.

Quote
Also, the build limit thing. I understand why it's there and why it's a good thing. To stop the player simply spamming masses of Executors and the like, but why doesn't the AI follow the same rules? Them having limitless Viscounts is bad enough, but just recently, I encountered a fleet that came from nowhere which had a Viscount among other units that just popped into existence. The planet in question was locked down with only two hyperspace routes blocked by my forces and the planet in question was a tier 1 space station only.

Because EaW's AI doesn't give a fuck about build limits.
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May 17, 2015, 09:07:44 PMReply #2

Offline tlmiller

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Re: Some Observations in Thrawn's revenge
« Reply #2 on: May 17, 2015, 09:07:44 PM »
Just a note about PA, while as an AI they are weak, as a player, they are possibly the most powerful faction in ground combat.  And discounting limited build & hero units, the PA is more powerful than all but the EoTH/era-3 IR in space with the Praetors.  They're very weak economically in almost every GC they're in, but when using them as a player, as soon as you start getting some decent income, they become insanely powerful.
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May 17, 2015, 09:18:07 PMReply #3

Offline Yellow 13

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Re: Some Observations in Thrawn's revenge
« Reply #3 on: May 17, 2015, 09:18:07 PM »
Another thing I found a bit weird was that the NR show up in the Imperial Civil War. the MASSIVE GC campaign with 100 planets, yet you can only play as the PA, IR, and EotH? Wouldn't it make more sense to have the NR in that campaign too since they're the ones that do most of the work there anyways?

Something else that threw me for a complete loop was that the PA somehow got acess to the old Droid control ships from Episode 1. Or that class of ships, whichever they were but on the faction wiki here, i can't find a single mention of them. They don't seem that hard to kill, but it was just a pretty big shock seeing them suddenly appear literally out of nowhere.
« Last Edit: May 17, 2015, 09:28:47 PM by Yellow 13 »

May 17, 2015, 10:59:42 PMReply #4

Offline tlmiller

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Re: Some Observations in Thrawn's revenge
« Reply #4 on: May 17, 2015, 10:59:42 PM »
ICW is specifically made for the Imperial splinter factions to fight each other, NR therefore isn't enabled that GC.

Lucrehulk is the ship you're thinking of.  Yes, they can build them on a few planets, although as you saw, they're weak adn cost a lot of population cap.  They're only real good feature is that they're really cool looking.
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May 17, 2015, 11:40:09 PMReply #5

Offline Corey

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Re: Some Observations in Thrawn's revenge
« Reply #5 on: May 17, 2015, 11:40:09 PM »
ICW is specifically made for the Imperial splinter factions to fight each other, NR therefore isn't enabled that GC.

It's actually because there was a bug with the NR version we didn't figure out until post-release.
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May 18, 2015, 07:17:40 AMReply #6

Offline Pali

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Re: Some Observations in Thrawn's revenge
« Reply #6 on: May 18, 2015, 07:17:40 AM »
Same with space unit deformation. At a casual glance, it's kinda hard to tell what I've knocked off and what's still shooting at me.

I am not a staff member here, but I suspect this was a matter of not wanting to invest the time/work on a relatively minor matter so that it could be put to better uses.  The health bars above ships will give a good approximate overall hp value for the ship, and if you need to keep track of individual subsystems, don't be afraid to pause the game to check what's still running.

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The Airspeeder of the Empire of the hand is a good unit, but I don't like how it's too fragile/size varying. It looks very, VERY small, and the speed is very quick so how are turbolaser towers able to just slaughter them? Aren't they, in canon supposed to have difficulty hitting small, fast targets?

Send more than one squad and you'll kill the tower with very few losses - but the better tactic is to bypass the tower altogether with your air units and have them find/kill the generator.  Also, both Eoth and NR air units suffer from bad AI pathfinding - micromanaging them to make sure they are actually making decent attack runs will more than double their damage output versus time over target, but will require your attention the entire time you're using them.

Quote
The Empire's droid tank seems to be way too good at it's job. Often multikilling a lot of my ground vechiles, shoots very fast and often kills even my megamaser and other tanks before they can get a shot off. Are they supposed to be that strong? Because from where I stand, they might be more cost effective then an AT-AT.

The AT-AT's advantage is in range, deployable stormies and perhaps even damage per second if not damage per shot (I don't know the numbers and I rarely play IR), but otherwise I agree, the droid tank is far superior.  However, it sucks against massed air units and infantry, so use them to counter it.  Worst case, it isn't a garrison unit, so on the offensive wait until you can use bombing runs/bombardments to take them out - on the defensive you're just screwed, but that's the way life is sometimes.  Fortunately, the IR doesn't get it until later eras when it is already likely to be significantly weakened - another balancing aspect to them, now that I think about it.

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I do REALLY like how the Empire of the Hand can combat SSDs and Viscounts all without having a SSD version of their own. It gives them their own actual strategy instead of just Tank to Era X, build Y, Win without effort. My only gripe with the Hand's space units is that they feel a bit too... I dunno, limited? It feels like once you have access to Phalanx class destroyers, you don't really need much else beyond them and the corvettes. One thing I would highly recommend though is that the Hand is supposed to be lead or organized by Thrawn, right? So why don't they have something like the imperial probe droid to gather intelligence and see what's on the planet before beginning an invasion? I understand that the info on this is coming from the books, but surely they would still have a bunch of off-screen tech and stuff, right?

For the first part... the IR can win with simply SSDs and a couple lancers, the PA and NR similarly.  If you choose to play that way, well, your choice... but while it often works because the AI isn't very good, it is not at all the most effective strategy.  To just take your example, while a Phalanx and a corvette will be fairly effective against whatever they fight, they wouldn't be as effective as a Phalanx, a corvette and a Chaf - which you can fit in nearly the same amount of space on the map, giving you a greater concentration of firepower versus area of space required for the ships (more importantly, versus number of enemy ships in range to shoot back).  You can't layer Phalanxes on top of each other, but you CAN fit multiple smaller ships on top of a Phalanx, allowing you to maximize firepower in a specific location (like an SSD's blindspot to the aft).  For the second, controlling Nirauan as any faction will grant you partial intel on all worlds you border.  Canonically, the EotH didn't really have spies or droid sensor systems all over the place - it relied on information it could gather passively, which this system does a fair job of mimicking the pros and cons of.  In some ways, the other factions' spy systems are of less use - they're great for gaining information about a specific target, but not nearly as good at giving you an easy and constant glance of the overall picture.

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Also, maybe I just don't see it, but what does the Hand of Thrawn structure do? It just seems to be kinda... there on one planet not doing anything.

It provides extra income.  Don't know that it does more.

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Same unit voices. I bring the voices part up because as it stands, most of the Empire of the Hand's units (if not all of them) are recycled from the Rebellion and Empire. It's kinda... Underwhelming to be honest. I'm not sure how to fix this problem beyond borrowing from other games like C&C Generals or whatever... (Also, I gotta say, i hate the new Garm Bel Iblis voice. Personally, I preferred the FoC version.)

Understand that the team here is not made of professional voice actors with free access to studio recording equipment.  It's good of you that you admit you don't know how to fix the problem, but without a suggestion that isn't just copying from another game (which this team, to their credit, seems quite unwilling to do), the criticism isn't terribly constructive.

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Another thing I found is that the Pentastar Alignment is just dirt weak. Jerrec having horrible Auto-reslove stats is known (is there any reason why for that? It seems really weird.) But in all the games I've played, the Alignment tends to be the first faction to get wiped out. In my current game it was cut down to just one planet with Kaine and all that remained of his troops over it and in the previous one, I didn't even see him when I managed to fight my way there.

I recommend the 2.15 beta patch, available at http://thrawnsrevenge.com/forums/index.php?topic=4976.0, which guarantees that all AI factions have functional AI but risks the need for using the defreezer at some point down the line (the other major change being the NR being playable in the Imperial Civil War galactic conquest).  Quite often in my games the PA actually does quite well.  They can also be very potent in the player's hands if used right - they're my 2nd favorite faction after the NR (particularly with Vulcanus's Balance and Flavor submod, available at http://thrawnsrevenge.com/forums/index.php?topic=4920.0 - I highly recommend giving it a shot, especially if you like the PA).

Quote
Also, the build limit thing. I understand why it's there and why it's a good thing. To stop the player simply spamming masses of Executors and the like, but why doesn't the AI follow the same rules? Them having limitless Viscounts is bad enough, but just recently, I encountered a fleet that came from nowhere which had a Viscount among other units that just popped into existence. The planet in question was locked down with only two hyperspace routes blocked by my forces and the planet in question was a tier 1 space station only.

The AI will spawn units to at least some degree without regard for the stations available to it.  My experience has fluctuated between it seeming to follow the rules after I've taken all its tier 3 planets and only sending frigate fleets at me, to later that same game somehow dropping three Sovs on me.  I've come to think of it as part of the challenge.  ;D

It's actually because there was a bug with the NR version we didn't figure out until post-release.

And you have little idea how glad I am that you figured it out and released the 2.15 patch.  That campaign as the NR is my favorite in the damned game. ;)
« Last Edit: May 18, 2015, 08:06:30 AM by Pali »

May 18, 2015, 05:47:14 PMReply #7

Offline Yellow 13

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Re: Some Observations in Thrawn's revenge
« Reply #7 on: May 18, 2015, 05:47:14 PM »
Another good point for the mod is that a few of the custom units have their own death animation. Usually limited to space units, that is. I love how the Sovergin breaks apart, and a good deal of most of the other units. That being said, I really wish there was one for the Viscount since it just pops out of existence.

I'd also ask: Is it possible to give more ships names? Especially the SSDs. All the Executor class ships are just "Annihilator" lol

May 18, 2015, 06:14:46 PMReply #8

Offline Corey

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Re: Some Observations in Thrawn's revenge
« Reply #8 on: May 18, 2015, 06:14:46 PM »
We're not doing death clones for anything. The farther away we get from Max 9's release, the worse it runs on new computers. I get a ton of viewport bugs to the point that it's extremely frustrating to even do the base rig for a new unit, let alone work on animations.

For ship names, they all have tons. The Executor class has 8. The problem, is that the game basically just reads them sequentially, so if you only have one on the field it'll mostly if not always always be the Annihilator.
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May 21, 2015, 01:09:59 AMReply #9

Offline Yellow 13

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Re: Some Observations in Thrawn's revenge
« Reply #9 on: May 21, 2015, 01:09:59 AM »
As for something else that I like, the ground unit damage indicators, how they slowly deteriorate after taking fire. That works really well. Though I'm not sure if it was in the original game. As for another like, the replacement of the rebellion artillery unit with the heavy tank for the heavy factory garrison unit. That artillery unit was SO ANNOYING when trying to advance. I'm also glad you got rid of the raids. You couldn't ignore them, and they were so annoying to deal with having one every five seconds practically. I also LOVE the boost in  space unit capacity. It really makes it feel more like a movie with what feels like hundreds of ships and thousands of fighters in the really big battles.
Speaking of massive battles, one thing that i friggen LOVE is that capital shipyards have discounted prices for units in tactical space battles. One thing that would be very cool is if all shipyards had that ability based on what they can make in space. (though one thing that's weird is why can't interdictor ships be made in those? Every other ship is there except fighters and interdictors.)

I'm a bit confused as to why the hyperspace trade routes as a source of income got cut. Those were very helpful in expanding if you could hold them and they also sped up unit movement. Does it still speed up movement when you go through hyperspace between planets you own? I'm also sure this next point has been brought up, but how come warhead damage was nerfed? By that i mean why can't it go through the shields?

Let's see... Another point I could bring up is that the EoTH doesn't have a hyper velocity gun equivalent or even a space station mounted thing that the Zann Consortium had. That would make space battles a bit easier for them, I think. Every other faction has one or the ion cannon. Another thing that I can bring up is that the multi era campaigns could maybe have a tier select option or something. I know there are other specific era campaigns, so I dunno if this is a valid point or not.


May 21, 2015, 06:02:55 AMReply #10

Offline Pali

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Re: Some Observations in Thrawn's revenge
« Reply #10 on: May 21, 2015, 06:02:55 AM »
Quote
I also LOVE the boost in  space unit capacity. It really makes it feel more like a movie with what feels like hundreds of ships and thousands of fighters in the really big battles.

If you want and your system can handle it, this can be boosted even more by an easy edit of the xml files (open the Imperial_Civil_War\Data\XML folder, search the factions.xml and Expansion_Factions.xml files for "Space_Tactical_Unit_Cap", change the numbers, viola).  Just make sure to do it for all the factions... or, well, not, if you want one faction boosted or weakened in relation to the others (honestly had not considered doing this until now, and now I'm damned tempted to play an NR ICW with the IR having a space cap bonus against the PA and myself... thanks for causing me to write this post :)).  Thrawn's Revenge gives a space pop cap of 40, but I tend to play at 50 - it gives slightly bigger battles that remain manageable, and balance-wise it doesn't shift too much in favor of offense vs defense.  60 tends to push things too far in that direction, I think, though it also somewhat weakens superships since more ships can be called in at once to deal with them.

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Speaking of massive battles, one thing that i friggen LOVE is that capital shipyards have discounted prices for units in tactical space battles

Only EotH has this, actually.  The others only get garrison units for it.  Part of the tradeoff for the lack of planetary weaponry, I'd guess.

Quote
By that i mean why can't it go through the shields?

Canonically, they don't - it never made sense that they did in the vanilla game.  I'm pretty sure that in overall DPS they actually do more than they originally did, especially against stations and capital ships since they get damage bonuses against them.
« Last Edit: May 21, 2015, 06:09:03 AM by Pali »

May 21, 2015, 12:50:39 PMReply #11

Offline Yellow 13

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Re: Some Observations in Thrawn's revenge
« Reply #11 on: May 21, 2015, 12:50:39 PM »
they were able to though. The first movie even said that the death star's thermal exhaust port was ray shielded so they had to use proton torpedoes. \and one way i heard it was that there were two types of shields: Energy to protect aginst lasers and the like, and physical shields which blocked asteroids and microscopic space debris.

Is it also possible to boost the ground unit cap? 10 just seems... kinda limiting. I know that's the number of garrison slots, but in my mind, an attacker should be able to use a lot more of their forces.

May 21, 2015, 02:06:28 PMReply #12

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Re: Some Observations in Thrawn's revenge
« Reply #12 on: May 21, 2015, 02:06:28 PM »
I'm a bit confused as to why the hyperspace trade routes as a source of income got cut. Those were very helpful in expanding if you could hold them and they also sped up unit movement. Does it still speed up movement when you go through hyperspace between planets you own?
Trade route income got removed because aside from a few rare examples (where planets are really close together) the only way to travel from one planet to another in ICW is via a trade route.  Every single planet connection in every map is achieved through trade routes, whereas in vanilla EAW you could travel between a lot of nearby planets without one.  Again, the movement bonus is pretty irrelevant when every connection is a trade route.

Let's see... Another point I could bring up is that the EoTH doesn't have a hyper velocity gun equivalent or even a space station mounted thing that the Zann Consortium had. That would make space battles a bit easier for them, I think. Every other faction has one or the ion cannon.
The Visvia is the EotH's equivalent to a ground based weapon.  It has four very powerful megamasers (the corner turrets) which are I think about on par with the hypervelocity gun.

Another thing that I can bring up is that the multi era campaigns could maybe have a tier select option or something. I know there are other specific era campaigns, so I dunno if this is a valid point or not.
I think it's probably technically possible to do this, in the same way you could choose the starting tech level in vanilla GCs.  As far as I know it's just not something we've looked into (and as you say we have a whole suite of era-specific campaigns).

Speaking of massive battles, one thing that i friggen LOVE is that capital shipyards have discounted prices for units in tactical space battles. One thing that would be very cool is if all shipyards had that ability based on what they can make in space. (though one thing that's weird is why can't interdictor ships be made in those? Every other ship is there except fighters and interdictors.)

Only EotH has this, actually.  The others only get garrison units for it.  Part of the tradeoff for the lack of planetary weaponry, I'd guess.
Going to answer you both here.  The fact that the EotH can do this is as far as I know a bug, introduced when we added the Survival mode (which runs through a scripted GC).  The reason fighters and interdictors aren't available are because in Survival you don't need them - the enemy can't retreat!

I'm also sure this next point has been brought up, but how come warhead damage was nerfed? By that i mean why can't it go through the shields?

Canonically, they don't - it never made sense that they did in the vanilla game.  I'm pretty sure that in overall DPS they actually do more than they originally did, especially against stations and capital ships since they get damage bonuses against them.

they were able to though. The first movie even said that the death star's thermal exhaust port was ray shielded so they had to use proton torpedoes. \and one way i heard it was that there were two types of shields: Energy to protect aginst lasers and the like, and physical shields which blocked asteroids and microscopic space debris.
We removed the ability for warheads to travel through shields because they made fighters and bombers overpowered - especially when you consider that our squadrons have the full 12 fighters vs the 5 in vanilla fighters.  Our approach is that a ship's shields incorporates both ray and particle shielding.


Is it also possible to boost the ground unit cap? 10 just seems... kinda limiting. I know that's the number of garrison slots, but in my mind, an attacker should be able to use a lot more of their forces.
Not possible. Well, it is for the attacker.  But then as soon as you return to the galactic map after a battle the game will crash if the attacker has won with more than 10 units left (because it would try to fit e.g. 11 units into the 10 ground slots available on a planet in galactic mode).
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May 21, 2015, 07:28:26 PMReply #13

Offline Pali

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Re: Some Observations in Thrawn's revenge
« Reply #13 on: May 21, 2015, 07:28:26 PM »
they were able to though. The first movie even said that the death star's thermal exhaust port was ray shielded so they had to use proton torpedoes. \and one way i heard it was that there were two types of shields: Energy to protect aginst lasers and the like, and physical shields which blocked asteroids and microscopic space debris.

Apologies, I was thinking EU (now Legends) canon, and should have stated so.  The movies were never terribly clear regarding shields or their effectiveness; unlike Star Trek, we never got shield bubbles shown, nor any other kind of shield effects.  Instead, we see fighters die after one shot finally hits the target, and capital ship shields seem almost nonexistent (nearly every laser blast that hits seems to penetrate hull and cause an explosion).  The books at times will maintain the dual particle/ray shield dynamic, but most tend to treat them as integrated and Star Trek-like with bubbles that extend a ways off the hull which protect against both laser and physical weapons at once.

May 22, 2015, 03:06:26 AMReply #14

Offline Yellow 13

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Re: Some Observations in Thrawn's revenge
« Reply #14 on: May 22, 2015, 03:06:26 AM »
Ahhhh okay. I thought it was something similar to that on both points. At the moment, that's all I can think of, but I'm sure more things will come up lol.

May 24, 2015, 02:21:03 AMReply #15

Offline Yellow 13

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Re: Some Observations in Thrawn's revenge
« Reply #15 on: May 24, 2015, 02:21:03 AM »
Something I found as the Era 3 IR when I was playing around: I saw that the superlaser on the Eclipse couldn't take out the Lysankya. I opened up with it as the first move, expecting a one hit kill, but all it did was knock out the shields and damage all the hardports evenly to about half health. I know, I say only, but i was expecting a one shot kill lol. Was this just because it was a hero unit and normally it would work or would the superlaser need a buff to make it even more devestating?

May 24, 2015, 03:23:19 AMReply #16

Offline Pali

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Re: Some Observations in Thrawn's revenge
« Reply #16 on: May 24, 2015, 03:23:19 AM »
Any enemy heroes present other than Lusankya?  HP/shield buffs from them might kick an SSD over the damage done by the superlaser.

May 24, 2015, 10:47:07 AMReply #17

Offline Grimnak

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Re: Some Observations in Thrawn's revenge
« Reply #17 on: May 24, 2015, 10:47:07 AM »
I believe I've mentioned this before in another thread, but it's still fairly odd.

When playing as the NR in EoW, you can send Han and Chewbacca to invade the surface of Dathomir.  All you have to do is stand next to the abandoned turbo laser tower conveniently placed right next to your landing zone.  That and the indigenous creatures are more than enough to win.

While not a huge deal, it allows the NR to have 5 extra mining facilities without the need for defending them, as Zsinj is sitting there in his SSD.
We're not retreating, we're advancing in the opposite direction.

May 24, 2015, 07:36:24 PMReply #18

Offline Yellow 13

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Re: Some Observations in Thrawn's revenge
« Reply #18 on: May 24, 2015, 07:36:24 PM »
I don't recall, but I don't think so. Still, that shouldn't matter, should it? And even if it was extra health, wouldn't most of the ship be destroyed in one shot instead of leaving all the hardpoints at halfhealth?

May 25, 2015, 01:56:32 PMReply #19

Offline tlmiller

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Re: Some Observations in Thrawn's revenge
« Reply #19 on: May 25, 2015, 01:56:32 PM »
superlaser does all over damage, doesn't damage individual hardpoints, so all hardpoints blow up at once, and if 1 survives, they all survive, but at a drastically reduced health.
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