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magnus64

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Everything posted by magnus64

  1. I think Imperial Torpedo Spheres are bugged at the moment. They queue up but never start building. I had enough supply/crew, and could build any other capital ship. Can anyone possibly double-check and confirm?
  2. Absolutely excellent addition! My only nitpicks are the remaining midi files which really don't blend at all with the full orchestral John Williams score, and the removal of the KOTOR II pieces which while not immediately recognizable to those who haven't played KOTOR II, would fit perfectly. Other than that, I'd say it's a VAST improvement over the previous midipalooza. Feels like Star Wars.
  3. I have a request in terms of audio. I realize that this will probably be the last thing you guys work on along with aesthetics, but it's just a suggestion. The music- The Sith Lords soundtrack fits magnificently. Hell, I'd say put in a few more tracks (Mark Griskey is very underrated and does excellent work)! You could always have more ambiance, and few of the battle themes would work great: One thing about the music I don't like however, are those midi files of The Imperial March and The Asteroid Field. No offense if anyone here made them, but they just stick out like a sore thumb and end up sounding a bit silly. I mean, one moment I'm going from the TSL soundtrack with it's magnificent full orchestra (if you can't tell, I REALLY like TSL ) and then all of a sudden, I enter a battle it feels like I'm playing Atari. I understand if you can't use John William's stuff for copyright reasons (which you should be able to because you're not selling the mod for a profit), but those midi files really don't do credit to the original works at all. If it's just a case of just not having the tracks, I have the entire clean unedited soundtracks of all six movies in mp3 format that I would be happy to contribute. Heck, if you need someone to handle music in general (if you don't already have someone that is), I would be delighted to help out.
  4. Another thing I should have mentioned is that this was a maxed-out capital ship-only fleet. Six Imperator Command Ships, six Tectors, two torpedo spheres, two Executors, and four interdictors to prevent escaping rebel scum. I use this cap ship-only build for my assault force, and then build Gladiators for capping nodes, ISD cruisers and interdictors for defensive purposes and reinforcements if need be (I rarely do, this case being the exception which is why I brought it up). One thing I must compliment you on however, is that your mod makes it entirely possible to do a capital ship only build while still keeping up with other players who put frigates and cruisers in the mix. I'm not sure if this is intentional or not, and this isn't necessarily because I find the other frigs a cruisers not useful; it's because I admittedly have a fetish for ISDs and playing this way satiates my particular play-style quite nicely. Ah, I see. I guess the new system will require some getting used to. I have a pretty strict build order in vanilla, but this is quite a bit different. I'll see if I can work out a new pattern that satiates my OCD build order. Thanks for the replies!
  5. Currently it seems like the defenses themselves are fine, but there are just WAY too many tactical slots available. It took literally 30 minutes to break through a maxed-out planet's defenses with a full bar Imperial fleet. This was with me prioritizing repair platforms first, then having to work through about 6-7 Golan Platforms with constant enemy reinforcements popping up. Turrets not even costing any tactical slots worsens the issue quite a bit. From what the IC said a while back, the primary purpose of planetary defenses is to scare off smaller forces and to hold off bigger ones until friendly reinforcements can arrive, NOT destroy/rout large fleets. I do understand that statement was meant for vanilla ENT and not your mod, but there is wisdom in what they envisioned. It helps to keep turtling to a minimum and keeps things interesting on offense without too much a grind. Other than that, I'd say that development costs for planets are my only other real concern. I'd look into standardizing some of your costs across different types of planets (ex. 450G for level 1 on civilian infrastructure on an asteroid which caps at level 1, but 1200G on a terran at level 1? I suggest having each one start out at 450G for level one and then go up incrementally or exponentially for each level, regardless of planet type, just have different planet types cap at different levels.), but I'm sure those are just work in progress anyway. Thanks again for the chance to test!
  6. Checking in. Downloading now, thanks!
  7. I'd like to give the beta a go as well. Mantis account is the same name. Thanks!

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