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Deathwatch

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    Versailles, France

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  1. Grats! The mod really came to the point that it should've been released so I'm glad it did.
  2. For me, I would have to say its the ISD2. Yeah it's a common answer, but they just are iconic. In-Game, it is harder to say. I do like any Star Destroyer types in general.
  3. I haven't had much chance to play (yet again), but I did get to play a little bit this weekend. Most abilities I've seen seem pretty ok, but some are somewhat overpowered such as the Jedi Squadron ability on the Jedi Venerator - it can continuously spawn new squads which don't seem to disappear. Regarding the Explore ability, I'd like to see this more prominently stated on certain ships. The Alliance and Republic both have a ship that seems to be made for scouting (the diplomatic ones), but they don't have explore. Of course, their abilities may be a bit strong but that could be researched later perhaps.
  4. EDIT: Removed my initial message. The new build makes the frigates and cruisers better definitely, I do like it. So far I only had 1 mini dump when a lancer tried to deploy some mines. It's good to see that the defenses are indeed better. Maybe the cost is too low as Eville mentioned, but that just makes them worth building.
  5. After a busy work week, finally had time for this - I set up a Mantis account now as well
  6. I'm interested in trying this as well.
  7. Enjoy your holidays
  8. It appears that the server hosting the file is down at the moment
  9. Unfortunately I get a null pointer exception when trying to log in: Populating configuration table... ..... Looking for custom configuration file... ........EnemyColor using custom setting NeutralColor using custom setting AlliedColor using custom setting Debris1Color using custom setting Debris2Color using custom setting Debris3Color using custom setting FormationEscortColor using custom setting FormationSelectedEscortColor using custom setting submitting update request to server... getting session info from hard drive... writing session info to hard drive... received response from server... WARNING: TURN CHANGED writing session info to hard drive... WARNING: Due to end/change of turn, saves were discarded. Please redo changes. java.lang.NullPointerException at gs.SimUtilities.createNewObject(SimUtilities.java:61) at gs.SimFrame.updateObjectsFromDatabase(SimFrame.java:15845) at gs.SimFrame.updateObjectsFromServer(SimFrame.java:16097) at gs.SimFrame.initiallyPopulateGameData(SimFrame.java:14222) at gs.SimFrame.actionPerformed(SimFrame.java:320) at javax.swing.AbstractButton.fireActionPerformed(Unknown Source) at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source) at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source) at javax.swing.DefaultButtonModel.setPressed(Unknown Source) at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Sour ce) at java.awt.Component.processMouseEvent(Unknown Source) at javax.swing.JComponent.processMouseEvent(Unknown Source) at java.awt.Component.processEvent(Unknown Source) at java.awt.Container.processEvent(Unknown Source) at java.awt.Component.dispatchEventImpl(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Window.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.EventQueue.dispatchEvent(Unknown Source) at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source)
  10. Is there any news about this? I am (and I am certain others are as well) quite curious about the updates. Also, when resetting everything, will the game get expanded a bit beyond the combat? Or is that still further off?
  11. Unfortunately, I've been very busy (and it looks like I will be busy for the new few weeks still as well I fear) - has there any combat happened in my absense? I'm currently awaiting the new updates to GalSim before putting more time into it again. I definately hope that, especially due to reduced spare time, that the game will go more towards the strategic side as the micromanaging requires still is a bit on the high side at the moment.
  12. Just contact Mark and he'll sort you out
  13. What happens if a ship is attacking one ship (red line) and you change priority targets, do you have to reissue the attack orders? BTW, someone be nice and kill the TDs from KySoto - they appear to be out of fuel.
  14. I agree with being able to set conditions for launching fighters, but still having to set them specifically to dock would still interfere when you do want them to change orders. In the fight I had with the TBs, I actually had to re-issue the orders twice as they switched targets to random ones. This was very tedious. What I would like to see, which would greatly simplify handling fighters, is to be able to set them to one given ship as their base, and set their break rates. Once these are set, you don't have to enter them anymore unless you want to change them and they persist even through "Clear Orders". And then you can just set the other orders which they will follow. As a side note, which has to do with managing fleets, I had organised my fighters into seperate sub fleets. But when docked, these fleets did empty themselves and the fighters were listed under the ship they were docked as onboard craft. But when they launched, they ended up in the main fleet. This can be quite a mess with 144 fighters there.

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