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  1. New Beta Question. Is is a design decision/issue or flaw that means I can't put Acclamators and Venators into the same fleet? In fact it seems Venators struggle being grouped with other ships as well. I would have thought the whole point of a fleet was to have a cap ship, some cruisers and then support ships all under 1 movement order. Engine issue or something we can address?
  2. Just a difference of opinion on Intercept then. For me I see it as overpowered and making little sense to have a cruiser of that size with such an ability but thats obviously just me. Erm rephrase. What I'm suggesting again is probably personal taste but I'll try. Either up the support cost of all the larger ships leading to the need to use combinations of smaller ships to get the best firepower overall creating a system of Big Ship+ Support = most firepower Or lower the bonuses of the support and command upgrades to allow for less ships in general. Obviously there are huge flaws and problems with such a simple suggestion, especially in balance, and like I say it's more personal preference for the game I think Star Wars should be. I get bored quickly of any game that is effectively a 'tank rush' scenario which currently this feels like, however if ship costs are all being redone this could very well be improved on then.
  3. What about simply halving the speed increase, which would be I think a 60% speed boost. This would halve the overshoot as well in theory at least and would still keep it as a very usable ability without it being quite so insane. Also whats the speed difference between the capital ships and the regular ships in general? Even with intercept turned off this seems quite a difference. Maybe bringing this down a little and then less of a reduction maybe to 80% would be a better solution? I haven't played much of the other races so far but playing on hard these ships just seem overpowered as frigates. Sure they cost a bit but about an hour into the game I'm usually sitting on about 8-10 planets and 200000 credits so can just spam them and walk across the galaxy. Star destroyers seem no match at all especially once you add a fully charged battle meditation into the mix. --- On a slight tangent is it possible to alter the in game support mechanisms? For instance would it be possible to make the current small fleet sizes be represented by medium and medium by large and then alter small to something like half the number of caps per upgrade and halving the support costs. This would create a game mode that would force players to think much more carefully about where to put their cap ships and also create fleets much more like we would expect to see with a cap ship and then a decent amount of frigate and destroyer support. Obviously a big issue would then be systems defences that would most likely be overpowered and too hard to overcome without using a 'main' fleet. Just wondering if its possible though.
  4. Ok, understand the lack of Intercept on the Capital version, but still think the 'smaller' ones just move too fast in general. Even with intercept off they traverse a gravity well about 33%-50% faster than their big brothers. Also I think the speed bonus of intercept could be brought down a fair amount, right now it's actually a useless ability since the ship only gets 1-2 volleys in before its back out of range and if you're using it to cross systems to get to another place it actually doesn't save time due to the overshoot at the system edge. You could happily halve the intercept speed and it would still be a powerful ability for getting them across systems quickly and would even possibly be useful inside a single system during a fight....although having said that its entirely possible it should be unusable if an enemy is within gun range (not sure if thats possible though) Yep, Republic not NR. There are now 3 missing as of the update I just did which are (as you said) the tactical tree in the defense tab. Tactical Fortification, Tactical hardening and Tactical Damage Increase.
  5. Checked, done and working
  6. Ok so am new to the beta but wanted to get started with my notes and thoughts and have a thread I can put it all in - things that aren't bugs at least - so I can keep track of what I'm jabbering on about and if I decide to try and fix/alter things myself. Plus before I start a huge thanks to all the people who've done so much work on this mod, its already a joy to behold! Oh and planets are awesome, makes a massive difference to the game playing with a decent variety. 30 March 2011 1. Venator ARCS Frigate Speed Are these supposed to be the fastest ship in the game? They are so fast in fact that if I ask one to move to an equal distance between a planet and the edge of its gravity well by the time the ship actually comes to a halt it is almost twice as far from the planet as the edge of the gravity well and has to fly back again....where it of course overshoots...rinse and repeat. Its partly a byproduct of 'Intercept' which seems to fire every time they are ordered to move (so its now turned off) but even without this the frigate seems to be much faster than the cap versions which I don't understand since they are basically the same ship. 2. Ships turn transparent during hyperspace jumps. I've watched ships in hyperspace before and not noticed this in 1.0E or vanilla but will go and check for myself soon. For some reason the ships all turn semi-transparent during their hyper jumps, no idea why unless its a texture saver which I guess makes sense. 3. Scout Frigates are still a total waste, especially early on when you actually need them. 4. In Republic Tech Tree there are various upgrades that state unlocks 'missing string'. Can list but I'm sure you're aware of this. 5. Republic Colonizers seem to no longer auto colonize a system if they are in it, they seem quite happy to just sit there. Not sure why this would be. Edit: This is only when a fleet is present, if they are alone they colonize, if a fleet is there they join the fleet instead. Is this an Ironclad issue or something we can fix? 6. Clearing the systems of their militia is now just a chore. With 1 Jedi Venerator and two basic Venerators I was never in trouble at all, in fact I don't think my shields ever went below half even when facing off against 10+ ships on my third planet in a row. Needs more testing and checking of numbers compared to support costs but if those three ships (that can be owned without any upgrades) are more than double a match for 2 Broadsides, 5 Dreadnoughts and a whole bunch of smaller cruisers why would you ever need to build anything smaller? And thats with fleet size set to small as well! Overall I found the mod stable and looking great. My only issue is the whole Cruiser vs Frigate issue. I realise most people want to play big ships off against each other but if there is no point in having smaller cruisers for anything why not replace them with better ships of a usable size (if there are any in the canon of course and I know that means more modelling). More later
  7. ara

    ||New Maps

    So got sucked in...... Started a new map using GF but leaving everything as standard and so easy to redo in notebook later. Discovered the cunning ability to name planets using the who owns them field so I can actually see whats going on. Done pretty well this afternoon (not with work though!) and got Inner Core, Core and Colonies All done. Around 80 Systems so far included so may need to shave a few off, we'll see. Still aiming for around 150 so got 70 more for the rest which is nowhere near enough. No wonder you ended up with 500+ Just waiting for evaders to chuck me into the beta so I can start using the right types of planets and the like and then I should be able to start seeing how it all looks. Radius is up to 1500 at the moment, will probably be around 3000 by the time I'm done but I'm deliberately including a lot of long jump hyperspace lanes from the major hubs. Want to encourage sector fleets and less all powerful eggs in 1 basket types of game. Long way to go yet though. Oh and would love to see your latest as well. Any chance of sticking it somewhere with the relevant files for me to dl?
  8. Ah well, let the bombing continue then....
  9. Yea but doesn't that only work if you are near your own systems? I was thinking more along the lines of being able to infiltrate a more distant galaxy and take it over, especially one further away from the current theatre of war. If you play with small galaxies this is redundant but on larger scales it could prove vital to the survival of some of the races, especially if you're playing a more 'true' campaign where the empire owns most of the galaxy or some such
  10. I have no idea if this is possible with the game code of if its too hardcoded to alter but would it be possible to create a mechanism for taking over a planet owned by another faction without bombing it out of existance first? My suggestion would be to have a class of vessel that acts in the same way as the current colonisation ships but takes a lot longer. An invasion/assault class. For the Empire it would obviously be a ground assault class although samller Star Destroyers were capable of landing so maybe add it as an ability to those ships too? All tactical built stuff is destroyed however. CIS, again these guys are 'evil' so would go with assault and occupation, Driod Planetary assault ships or an ability added to their Big ships that carry all the droids. Republic - less force more persuasion with these folks. Allow Jedi ships to convert populaces and give them a clone assault option from certain vessals, maybe the Victory SD's that could actually land on planets. Alliance - Again these guys didn't really fight but more subvert systems. Not really played as these guys as I actually dislike the Alliance and Mon Cal's are just lame but woudl easily be possible to give them some sort of delegation ship or blockade runner and a 'Rebel Strike Force' or Freedom Fighter Landing Craft. This would of course need to take a lot longer than a planetary bombardment but has the huge benefit that you don't have to rebuild from the ground up which makes little sense. The more advanced the planet the longer it takes to control this way giving its owner a chance to retaliate. Fluff wise it would be great to see fleets blockading planets while their teams take over on the ground.
  11. ara

    ||New Maps

    Yea I'm just waiting on access to the beta although it doesn't look like Eville has been on that board for a while. Hopefully soon. Once I get in and can use the mod stuff properly I will probably use your map as a framework and then take out some planets. My aim would still be a 4-player map somewhere between 120-150 planets I think, probably about 100-120 habitable + the extra fluff areas. Would still be a fairly specific game setting and I'm unsure as to if it would even work to be a different race although I think thats possible using the teams rather than the races if you designate a player to a specific team, changing the team would then change your start planet since you can't alter which player number you are. At least I'd have something to write in the description! I had another look at the planet editing and it does seem like it should be possible to give a planet its own sustainable militia, however without delving into the mod and finding out all the entity names (the ones in GF are all standard ofc) and working it through notepad there is no chance of getting that working. Wish I had time to get more involved in the mod, been ages since I sat down and got stuck into a game, last one was when I redesigned Dragon Age for realism.
  12. ara

    ||New Maps

    Hey, not sure if you're still working on these but have a few thoughts. Firstly...holy shit! These must have taken you a while. Admittedly I only just started playing with the system but even so. I started off with my aim to make a 4 player map based somewhere between EP3 and 4. The Empire has a good hold of the core systems based around Coruscant (plus a few systems such as muunliest and bastion), the Alliance has just formed (I gave them Alderaan despite its proximity...we all know what happened to it after all...and Mon Cal since its far enough away to get them going before someone kills them). Trade Federation is licking its wounds but still has some decent strongholds (Homeworld of Neimoidia...close to empire but thats just fun...then places like geonosis, naboo, Commenor) and finally we have the Jedi who have taken refuge on their stronghold at Dantooine (again close to the empire so there is at least some action) and also I chose Sullust (mainly for positioning) as their new Homeworld and base of operations. After getting a few planets in and realising I had no clue to scale or anything like I downloaded your maps as a guide. Apart from all the extra planet types that I can't use unless I make the effort to mod this mod (although from the sounds of it the beta now uses these so if I can get into that I'll be good to go) I have a few questions, mainly about how to do things and if they would be possible. Firstly and most annoying (but not game breaking) I can't for the life of me get the computer to take the names I give my players...do they only work for human players? I've tried everything but they never stick to anyone apart from me. I can however get them to have the right start positions, money and everything else so I know I've got the right numbers. I just want my 4 groups to be called the right things! As far as the game/map goes what are the possibilities of adding in specialised militia to areas such as Hutt Space? I had a quick look at the templates and planet editing but without constantly starting up the game to see if I changed anything and how it might of changed I just couldn't tell if I was having an effect. It would be great to get some of the local militia to actually be called what they should be. Since I only just started looking at this and am so far using GalaxyForge I have no idea how I would go about getting the right ships etc into the zones but it looks as though its possible to use pirates and give the planet a militia that will refresh itself. But I'm guessing a little here. I don't have time to get into modding the game but I think a big part of a mod like this is playing under the right circumstances, namely in the right universe with the correctly named planets and some good SW stuff going on. I realise I've sort of manipulated the timeline a little to get all 4 groups fighting for the same galaxy and it will totally rewrite history...unless ofc the trade fed get wiped out, as do the jedi then the alliance somehow beats the empire...but it seems fitting and possible and would go a long way to adding to the immersion of this game. Sorry for the essay...hope people are still reading this forum!
  13. Hey guys, been playing the mod for a few days now and would love to get in on the beta now I've fixed the minidump issue. Also reg'd on Mantis, username the same.

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