Stellar_Magic Posted January 29, 2006 Posted January 29, 2006 Bug reporting, comments, and complaints for the modification can be reported here. I've already recieved some complaints about the scaling, and as far as I can tell the scaling is pretty accurate. The VSD is about 900 meters long in the game, the Venator is about 1.2 kilometers long, the Imperator is about 1.6 kilometers long, and the Independence Class Cruiser "Home One" is over 3 Kilometers long. If you're basing your complaints from images from games fromt he X-wing series (Specifically X-wing Alliance) I should note that the scaling is wrong in those games (The ISD is 400 meters longer in the game then in reality.) I'll be posting a topic in the EAW Military Academy for you to post tactics you've found to be of use in the mod, and which tactics are next to useless. Forum and RPG Membership:http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg Signature:Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke
dw333 Posted January 29, 2006 Posted January 29, 2006 can you please show me data that shows the actual size of the 'venator' and 'home one' please...Thanks Dan WilliamsMod Project : Star Wars - Civil War (v0.3)
Erzengel Posted January 29, 2006 Posted January 29, 2006 I have to say, that I love the changes that you made. Some really cool stuff. Thanks. I can't wait till we get the full game modded like this. CONFUSE-A-CAT!!
Mistrider Posted January 29, 2006 Posted January 29, 2006 There are some awesome changes, but would it be possible for you to add some thumbnails to the smaller units like the IPV and Broadside? it is REALLY hard to target them =( And when he reaches Heaven,To St. Peter he will tell,"Just another soldier reporting Sir,I've served my time in Hell."
Necro Posted January 30, 2006 Posted January 30, 2006 i think space wise it's quite balanced but ground wise not even close, i think rebel units should generally fight a bit better kind of like guerilla fighters do generally being better in they're setting...like wooden areas, urban etc. so if your near say trees you'd get a big bonus, while imps would get it in open areas. other things that could be changed is prices...i know it's realistic, but i had a bit under half the gal, and got 3k...for a space ship that costs 50k.. if i lose one of the beginning ones im in for a looooooong wait. i realize it being higher is very good as u cant just mass ships like u can normally. oh and tech lvl should start at 1 imho.
Darthscharnhorst2 Posted January 30, 2006 Posted January 30, 2006 There are some awesome changes, but would it be possible for you to add some thumbnails to the smaller units like the IPV and Broadside? it is REALLY hard to target them =( I think that the infantry could benift from an icon as well. Also, it might just be me, but it appears the infantry die to quickly given their larger force composition. Also the Y-wings can really tare through an ISD like its nothing. I like the changes to the economy, but what about build times? Finally, do you plan to adjust the visibility ranges? Given the larger size of the capital ships it seems very odd when they *dissappear* just outside firing range. Other than that, I am really looking forward to this mod for the full version. Thanks for the effort!
Necro Posted January 30, 2006 Posted January 30, 2006 yea...3 squads of ywing..are like voerkill the hardpoints are kinda pointless since a station dies in 1 run!
Necro Posted January 30, 2006 Posted January 30, 2006 its a bit unbalanced...i just saw my space station take on 8 tartans...well it died easilly..but the 4 ywing + 4xwing tore thru them without losses...
dw333 Posted January 30, 2006 Posted January 30, 2006 ^ that is why my mod increased the hardpoint health values and changed the weapon modifiers vs units, to a more realistic number. This game (not his mod) makes a star destroyer into a corvette, and fighters into heavy cruisers Dan WilliamsMod Project : Star Wars - Civil War (v0.3)
MastaSpoofa Posted January 30, 2006 Posted January 30, 2006 I was extremely suprised to see the venators extremely huge (I love you ;D ) and the fighters little dots (questionable) i could hardly see my fighters, and without the tabs they would be impossible to find. But the Capital ships being huge like the venator (i love you :-* ) is very good! also when i shot the empire with my MPTL's after one volley it killed an entire squad of m-2 tanks! (i think thats their name, the empires tank )also the mon calimari ship costs 80k credits! but it really makes you think about how to use your ships without having them destroyed, i never got to use a mon calimari ship :'( . you should set the tech starting level to 1 so we have to build up. just my 2 cents http://starwars.wikicities.com/images/thumb/7/73/300px-Imperial_Fleet.jpgLong live the Venator!
dw333 Posted January 30, 2006 Posted January 30, 2006 tech levels are based on station level, which are based on the planet station level max, each planet is dif. Dan WilliamsMod Project : Star Wars - Civil War (v0.3)
Necro Posted January 30, 2006 Posted January 30, 2006 this is hands down the best mod, and im sure it'll be even better when the isd's and such get they're true power! also about the tartan comment forgot that wasnt changed yet btw...why is the venator twice as expensive as the acclamator when they do practically the same thing?
Stellar_Magic Posted January 30, 2006 Author Posted January 30, 2006 I forgot to mention that the stations haven't been changed yet... ;D As to the effectiveness of Y-wings and Tie-Bombers, I know I'm going to have to adjust them considering just how dangerous they are right now (But if you use X-wings, A-wings, or TIE Fighters properly you'll be able to rack up a number of kills on them). I never finished adjusting their values to their D20 stats, but even so the starfighters in Fighter v Fighter combat are pretty accurate to their capabilities from the movies. As I hope many of you have heard my computer suffered a problem this morning when the CPU fan failed, until I can fix it I won't be able to release V0.2 of the mod which was about 90% finished this morning. It included adjustments to the ground forces, the fixing of a number of UI problems with planets and a whole new planet credit value system where the credit value of a world was directly proportional to the taxable population of the world (You know, Ewoks don't pay taxes...) This will make a number of worlds useless as far as credit value goes, though they will make excellent military bases for your forces. It also makes a number of the Core worlds extremely valuable as far as supporting your military is concerned (You don't want to know what the credit value of Coruscant is ) I also cut the build costs to accomodate some of the restrictions I discovered (Like how the maximum you can earn is 440,000 credits a day.) I've had some problems changing the build times, right now all your units appear as though you bought the equipment at some dealer and gave it to your troops... no assembly required. Eventually I'm planning on changing that, but I'll have to do some serious research into the XML scripts to determine how long a game day is... and go from there. As far as how long infantry lasts in an engagement... I wonder why they're so cheap : Remember these are untrained troops that have just been given a weapon and someone to give the orders. They're personal protection (Especially on the Rebel side) stinks, a single hit from a blaster will kill them most of the time, and against trained stormtroopers they don't last long... against untrained armored vehicles like AT-STs, AT-ATs, and 2-M Repulsor tanks they stand a much better chance, though it still takes a number of hits from a PLX-2M to kill an AT-AT it can be done. (I've used missile infantry to take down AT-ATs a number of times during playtests, its not the most effective tactic, but it works.) Alliance T-4B tanks can do a lot of damage when using their missiles, but their blasters are more of a secondary weapon for use against light vehicles (Sort of like Bradley APCs) but a couple of hits and they blow up... because they have inferior armor. The T-2B is the opposite in some respects, its shield protects it against glancing hits from heavier weapons, but its lightly armed, only with quad blasters that are meant more for use against completely unarmored vehicles. The absolute Gods of ground combat in the game are the MPTL-2a and the Turbolaser battery. If you don't know what I mean, when it comes to the turbolaser just send a platoon of T-4Bs against one... : The MPTL-2a delivers a volley of torpedoes that can kill most any vehicle in a single hit or two... They're often the only good choice for a means to take down AT-ATs, but they're really vulnerable. If an AT-AT sees them and opens up before they're deployed, expect to loose some valuable equipment. Forum and RPG Membership:http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg Signature:Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke
Necro Posted January 30, 2006 Posted January 30, 2006 oh and for some reason CIVILIANS are owning storm troopers =.0
dw333 Posted January 30, 2006 Posted January 30, 2006 I hate the civies, im turning them off in my mod, the rancor at tat is just dumb, it isnt native there, so why is it there, its off to! Not to hyjack your mod thread, it sounds good! Dan WilliamsMod Project : Star Wars - Civil War (v0.3)
Necro Posted January 30, 2006 Posted January 30, 2006 rancor maybe but civies in general are good cannon fodder
dw333 Posted January 30, 2006 Posted January 30, 2006 well, i did use them as spotters... ;D Dan WilliamsMod Project : Star Wars - Civil War (v0.3)
Zer_Teron Posted January 30, 2006 Posted January 30, 2006 Ah the infamous AT-AT vs the Rancor, and the Rancor wins! I lost Veers against a Rancor once, deprived me of a valuable resource(still won though) http://img20.imageshack.us/img20/3488/zersigef1.jpg
Necro Posted January 30, 2006 Posted January 30, 2006 oddly enough i saw ONE group of humie civies take on the rancor. alone.
Necro Posted January 30, 2006 Posted January 30, 2006 okay you REALLY need to rethink damage...i just saw ONE squad of z-95 take on a TARTAN. it didnt kill it but it's attack run completely killed the shields.
Stellar_Magic Posted January 30, 2006 Author Posted January 30, 2006 Actually thats pretty accurate, there are stories of single squadrons of fighters giving Carrack Class Cruisers (Which are better armed and armored) a major headache. Also remember the units as their respresented now are untrained, and its a lot harder to miss a 200 meter starship then a 10 meter starfighter. Forum and RPG Membership:http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg Signature:Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke
Erzengel Posted January 30, 2006 Posted January 30, 2006 I agree with you there, but these units are meant as anti-starfighter platforms. Also, I took a few groups of Xwings and completely destroyed a Star Destroyer. They take out hardpoint after hardpoint. They're just a bit too strong against the heavier ships. CONFUSE-A-CAT!!
Stellar_Magic Posted January 30, 2006 Author Posted January 30, 2006 You may find that the reverse will be true once I put in the training levels. In the mod accuracy is determined by training level, I mean, if you build a Legendary ISD it should absolutely dominate any foe and it will. While Starfighters seem to dominate at the moment, the same will not be true in later versions of the mod. I may have to steepen the damage modifiers in reguards as to the damage delivered by starfighter laser cannons. Right now a starfighter laser does something like 0.05 damage against a capital ship (Or something along that line since my computer is still down). Of course if you buy a better trained ISD I think you'll be surprised by just how deadly they may become. For one thing the accuracy cone is halved each training level. Untrained: 30 Degree ConeBasic: 15 Degree ConeTrained: 7.5 Degree ConeHighly Trained: 3.75 Degree Cone and so on... Which means they will become capable of defending themselves against fighters when they've been better trained. Forum and RPG Membership:http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg Signature:Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke
Erzengel Posted January 30, 2006 Posted January 30, 2006 I see. Thanks for the reassurance. I was just a bit worried that starfighters would dominate space combat. CONFUSE-A-CAT!!
Necro Posted January 30, 2006 Posted January 30, 2006 it'd be good if they could advance after lota fights. so say u dont wanna spend the 50x as much on legendary u keep him alive for a while and he'll train himself?
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