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Recently, my modded game stopped working for reasons that I've since resolved (for the most part). It took me a couple of days though to do it. In the intervening time, I decided to just plan vanilla and have a go at it. I wasn't quite prepared for just how different the two of them were! There was a lot of stuff that I preferred from the mod, but there was also a few things that I'm curious as to why they aren't in the game. I've only played through the Art of War mode so far so maybe some of these features show up elsewhere. And I'm sure some of these things have been talked about in the past but I couldn't find it. 1) I'm not overly fond for how the hero system seems to work. I looked in the guide for some direction as to what each person's primary role was but it's not overtly obvious to me. Where this means the most to me is when commanding armies or fleets. I really liked having those bonuses in the base game. So I was disappointed when I discovered I couldn't create Fleet Admirals or Generals. I'm curious as to why that is and also as to a list of what leaders provide those battle bonuses. Or does it happened as long as a hero is present? 2) This next one might just be because I was playing on the largest map and you didn't want to have to deal with it there and that is Planetary Bonuses. Granted I didn't make my strategic plans based solely off of capturing certain planets. But it was really cool to use it to specialize my fleet. Like when playing the Rebel fleet you started out with increased shields and firepower on the fighters. It doesn't have to be on every planet like it is in the base game and in fact, I'd prefer it not to be as it decreases the value of the others. Make the bonuses really valuable and obtainable in only one spot. And you can even do like you do with Mon Calamari and Kuat where you have to purchase the upgrade. 3) More varied maps! Now I'm not saying that you need to make more maps per say, but it would be nice to not be fighting the same battle map in the core area. It got to the point that it became a rhythm of Capture Strategic Point, Capture the Sensor Array, Sends strike squad to take out shield generator by taking the secret path, Mop up with tank swarm (using bombers to soften the AT-AT's). It felt like I fought on this particular map five times in a row, or close to it. It I didn't see the map so much then it wouldn't have bothered me. 4) I really like how this mod handles technology because it's just silly to be sending out droids to steal and what not. But one thing that does bug me about the way the tech system works is how it will remove stuff that I feel is still useful. Say the snow speeders that were super effective against AT-ATs. While I like the V-Wings (and they saved my ass on one planet where the guy had six fighters), that doesn't mean the Snowspeeders don't have a place. Or how the Y-Wing just goes away when to my knowledge, there's not another Proton-Torpedo capable bomber the Rebels have. Those are all nitpicks and just to reiterate, I love this mod. These are just things I was looking for clarification on.
1) I'm not overly fond for how the hero system seems to work. I looked in the guide for some direction as to what each person's primary role was but it's not overtly obvious to me. Where this means the most to me is when commanding armies or fleets. I really liked having those bonuses in the base game. So I was disappointed when I discovered I couldn't create Fleet Admirals or Generals. I'm curious as to why that is and also as to a list of what leaders provide those battle bonuses. Or does it happened as long as a hero is present?
2) This next one might just be because I was playing on the largest map and you didn't want to have to deal with it there and that is Planetary Bonuses. Granted I didn't make my strategic plans based solely off of capturing certain planets. But it was really cool to use it to specialize my fleet. Like when playing the Rebel fleet you started out with increased shields and firepower on the fighters. It doesn't have to be on every planet like it is in the base game and in fact, I'd prefer it not to be as it decreases the value of the others. Make the bonuses really valuable and obtainable in only one spot. And you can even do like you do with Mon Calamari and Kuat where you have to purchase the upgrade.
3) More varied maps! Now I'm not saying that you need to make more maps per say, but it would be nice to not be fighting the same battle map in the core area. It got to the point that it became a rhythm of Capture Strategic Point, Capture the Sensor Array, Sends strike squad to take out shield generator by taking the secret path, Mop up with tank swarm (using bombers to soften the AT-AT's). It felt like I fought on this particular map five times in a row, or close to it. It I didn't see the map so much then it wouldn't have bothered me.
4) I really like how this mod handles technology because it's just silly to be sending out droids to steal and what not. But one thing that does bug me about the way the tech system works is how it will remove stuff that I feel is still useful. Say the snow speeders that were super effective against AT-ATs. While I like the V-Wings (and they saved my ass on one planet where the guy had six fighters), that doesn't mean the Snowspeeders don't have a place. Or how the Y-Wing just goes away when to my knowledge, there's not another Proton-Torpedo capable bomber the Rebels have.
1. AI loved to spam them. You'd get fleets of 40 fleet commanders with no other ships, etc. It was horrible, so the team removed them. I fairly certain the manual gives the fleet bonuses that any hero gives the attached fleet in combat.
The manual has a complete rundown of all hero command bonuses, and in 2.2 they'll be listed in the description. Almost every hero has a command bonus of some form, which occurs automatically in battle, exactly like in the base game. The reason the buildable minor heroes were removed was because the AI would build stacks of several hundred, to the exclusion of any other unit. The ground ones we've sort of snuck back in in 2.2 with the commanders which come from infantry platoons.
2. Never really liked this, so never missed it. Someone else will have to comment more as to the reasoning.
We're re-evaluating some of them in 2.2 to use one or two extra ones, but there's not much there, to begin with. For one thing, high credit value planets are still worth a lot of credits, but that's not listed as a "bonus" in the mod per se. Plenty of planets still has base stealth like Kashyyyk did. Production bonuses still exist, but we typically do them in a different way, namely the corporations. There are 233 planets spread across 20 GCs, so you can easily end up with one faction having a ton of bonuses in one GC and the others not having any.
3. 2.2 is addressing this.
We're mixing more of the vanilla maps back in, and removing some of the worse mod maps. Even before now, though, we've not used any particular map on more than 5-7 planets out of 233 total that I'm aware of. In 2.2 it's typically two or three planets per map, with the most being 5, but again, this is a function of there being 233 planets and only so many possible maps. The maps also tend to have to fit the planet type, and the rich core worlds tend to be similar planet types, which were less common in the base game and also which are by far the most time intensive maps to create, which means you're more likely to come across the same map a bit more in that area.
4. It's not a tech system anymore. It's an era system. So things that weren't used often, whether due to losing the company that produced it, something else replacing it, or just the ruling powers at the time bias against it is reflected in said era system. Also, B-Wings carry proton torpedo's, and I THINK E-wings as well.
The build bar is only so big, and stuff was only used for so long in the lore (because keep in mind, the era system is not strictly a tech system). While Snowspeeders do offer a unique way to take down AT-ATs, that single unit interaction isn't really enough to justify them sticking around. As far as Y-Wings go, there are plenty of options for torpedoes. The B-Wing and K-Wing are both actually better bombers than the Y-Wing while still having anti-fighter capabilities, and E/X-Wings both can use proton torps as well. The A-Wing and Defender are actually the only NR starfighters I can think of that don't use proton torps. The Y-Wing had been phased out in the lore and entirely outclassed game.
The manual only says that they are heroes and where they are used. Correct me if I'm wrong, but the only heroes that give bonuses are the ones with the glowy circle around them? If all heroes will grant that morale bonus then I'm good as I can easily figure out where people go.
To be fair it probably was a bit of an exaggeration but I'm sure I saw the map from Corulag several times in that condensed area. Again, it's not that it repeats that's what bothersome but seeing it again so soon. But it seems like it's being addressed so that's nice to know.
And while we're on the subject, is it possible to get more information on these vehicles that fit similar roles? For instance, getting armor and hit point values would be great to know when purchasing ships to find out which is the hardier.
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.
There's a chapter later on in the manual listing all the abilities and bonuses for units and heroes in table form. I may revisit this for the 2.2 version (but no promises).
I just had to go double check this. In 2.1 the ground map from Corulag was used on three planets out of 145: Corulag, Morishim and Talfaglio. I think the distribution of planets using the map (in galactic/GC terms) may have more to do with it than pure frequency.
I'm glad @Corey you brought up the era system because I do have one issue with it. Don't misunderstand me; I much prefer this way of doing things compared to the base game. But how about removing some build options that have been superseded. It would make things less confusing for me, say when I'm trying to determine which of these light frigates (Corellian Corvette, Corellian Gunship, Sachseen). This goes back to the issue of above where it gets really tough to tell which one is ultimately better. I know the manual outlines their weaponry and what they do against particular targets (appreciate that), it still is a lot of work that could be taken care of by decommissioning one of the older ships. Like is it really necessary to be able to build the Nebulon B-Frigate when the Nebulon B-2 is available?
Page 121/122 specifically, though it's also gonna be in game in 2.2 either way.
I honestly wouldn't say it's that condensed; this is the distribution. You probably just got unlucky in which battles you ended up doing in a row.
Armour and hitpoint data has been requested before, but that's a lot of additional information to include in an area which is frequently subject to change (i.e. lots of work to maintain).
As we've said in a few places, we're doing more documentation as it becomes possible in 2.2, however there are always going to be some stats we can't list without basically just pasting the unit code in the manual so in some cases less information is more and players are better off using experimentation to see which units they prefer. Giving too much information can turn off players looking for basic information, and also be much harder to retain. We likely won't go too far beyond adding health and shields.
Holy cow, there it is! I'll tell you why I kept missing it was because I'd just look in the faction chapter for the information as the heroes are listed out there. I guess it's a mute point as you are doing it in 2.2, but I think it be more intuitive if in the manual the abilities were listed with the appropriate chapters. But like I said, probably not worth it at this point.
what about a more vague idea in comparison with others in the class. I assume that while the numbers might change in general a Nebulon B-2 Frigate will be superior to a Nebulon B Frigate. So for example, let's say that if you look at the list of frigates (sorted by hitpoint value) and see that the one in the middle is the Nebulon B-2 Frigate. This would make this frigate "average" and you work from there. So like, the Nebulon B Frigate would be "below average". This sort of organizing would be more helpful for players anyways as you can tell at a glance if a ship would be an upgrade and just how much so. I also think it look better in the UI.
Also, your description of the different corvettes was extremely helpful! I have been stuck attempting to figure out which one to fill the anti-starfighter role and assumed the gunship was superior as it had concussive missiles (I looked at the manual and it said that those missiles are better than lasers against strike craft). Perhaps along with the armor and hitpoint, have two more sections for anti-starfighter and anti-ship (or something to that effect). This would be immensely helpful in allowing players to identify areas the fleet is weak in and look to address those inadequacies.
since you displayed the current map, what does the map look like for 2.2?
It's the kind of thing that's usually listed in appendices because comparisons are generally easier that way; the table of contents also directly references the hero bonus section.
That's not as simple as you may think. Things are either put into row 0 or row 1 (bottom or top) and they're filtered in in the order the files are read. Typically this means the units are grouped by class, but if you have them ordered by health, and then you lock out some units or unlock others, that row shifts and it's out of order. If you try to say all light frigates are on one row with all heavy frigates, then all fighters buildings, capitals on the next row, you end up pushing things off the build bar. Especially if you're using variants that are in another file (ie, when we make Hapan ships buildable), which means they're in the order that file is read relative to the other file. Listing the total shield and hull strength should be more than enough, but documentation is usually one of the last things we do.
Pretty sure it's Roselia.