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Mick666

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Everything posted by Mick666

  1. Okay, ill try and sum this up- Things i dislike: The forced/buying selling feature of the economy is annoying- i had 80K metal at one point, but 600 crystal and about 2K credits. The market just cant support 2 players selling their resources like that. Im still not sure that the bots even comprehend what to do- i was selling like crazy in mine but it only ever crashed when i used it- and now that i think about it, the bot had an equivalent amount of resource income, but took an age to remake his fleet after a major battle- where mine was built up quickly. Ship movement speed- i know a lot of people whine about ship SIZE, but its the speed that irks me- getting from A to C takes an age. That really slows down gameplay. Stalemates- theres no (i think) anti structure vessel for each side. For example- the amount of Laser and Ion cannons i could put around my asteroid was more powerful, and more dangerous, than my Golan III platform. Plus the range is ridiculously large. The AI simply could not break through my defences without a significant (im talking a supercap) fleet. You put two humans in that situation, with a bottleneck, and its stalemate. Plus they're so cheap! And so quick to build! Range of the Starbases: the Golan III has a piddly range compared to the other stationary weapons. The damage output is also quite low... its rather useless. The broadsides: Most of the ships in this game are triangular, for the very reason that they present a smaller target front on without any loss of firepower. And the game accepts this- i saw my Executor charge a ship, head on, with both sides weapons pummeling it. Then the target stopped so it pivoted and showed its side- and only used half its weapons. Annoying, not as dramatic. Ship organization: You might want to rearrange your ships so that they are the same order as SoaSE ones. I spend more of my time reading what they do than picking them- a new player will be a bit lost. As in, heavy cruiser last, support cruisers first, carrier middle. Scout first, Light combat frigate next, then LRM (though in this game, that role feels moot), Anti fighter, Bomber and then Colony. Capital Ships seem to be Battleship, Carrier, two supports and a Bombing/Support capital. I know your ship designs dont fit that, but trying to line them up would be a great start. If nothing else, a piece added to each ship for quick reference would be nice. I.e., take the Nebulon-2B- After the Description, do a space, then go Role: Combat Frigate. Im still not sure what my Tartans are for. Oh, and you need another voice message for the Imperials ship being built message- 'We're moving out' or w/e gets quite annoying and frustrating with a large assembly line. Things i like: The drifting! Once the enemy starts fleeing or the battle becomes mobile, my Capitals just start drifting around in combat. Especially after their first target is destroyed- they just turn sharply and keep on fighting. The capital ship wars- Star Destroyers are a BIT expensive (the SD I could be a BIT cheaper, or the SD II have a bigger difference) but i tried a small Imperial v Imperial war and it was nuts- i tried using frigates (this game used to be Attack of the Frigates) and they were just meat. It looks cool. Mind you, a bit more balance in pricing and buffing the frigates a little (15 are a staple SoASE fleet, but late game, theres no room for them in my fleet- just wasted resources). Crazy big battles- they look and sound just like the movies or the shows- goosebumps galore. The weapon balance- not dominated by LRMs like the vanilla game. Love it.
  2. The concerns Unikraken raised i can share- id play this mod to death if it was a bit faster, and less tedious. In fact, i loved it when it was just SoaSE with Star Wars stuff. Actually, how hard would it be to remove the planet mods and whatnot so its just vanilla SoaSE with the new factions? Not that i dont like where its been going, but its not my cup of tea.
  3. Yeah, ill just add whats in the OP. What program do you guys use for the modelling and coding? I might be able to model them, and ill take a stab at coding..
  4. If you mean the 'just an honest opinion thing', then yeah, i just dont like wasting time skirting around it. Would they be included as an optional add on if i put enough work into them? I might try with a few basics- see if i can model a Galaxy Gun- what program is used for modelling for these?
  5. Note that only two of the mentioned weapons were planet killers, and would have effects similar to a Novalith. They aren't throwing them around- most have just one- and to be fair, of the multitude of ships in this game, only a minority i have ever seen or heard of. Heck, it takes a fair bit of effort to find some on the wiki. The backbone of my fleets- the Bayonet last time i played- is a rather minor ship. Canon isn't a great defence- its a great mod, trying to bring as much of SW into sins, but theres not a great deal of canon in it. I.e. most battles ive seen in SW were all cruisers and battleships, no frigates like we use. If nothing else, you could include it as a seperate module in addition to the current ones, so players have that choice. Not trying to be rude, just expressing an honest opinion.
  6. Any reason why not? They're useful in adding variety between races and ending late game stalemates.
  7. Yeah, i know, this idea has been shot down multiple times, but i thought id have a stab at trying to supply a balanced super weapon loadout for each tree. Imperial: Galaxy Gun. Similar to the TEC Novalith. More powerful, however, but only one can be built. The damage is sufficient to kill any planet. Requires all tactical slots on a Terran planet. The pre-firing sequence is alerted on the map by about a minute. After effect is that it stops credits being earned at the planet and said planet from being recolonized. Unable to move, only turn. No defensive weapons. Slow turning. Very long cooldown. Yuuzhan Vong: Yo'gand's Core. Similar to the Vasari Loyalist's Titans planet sucker ability. Requires a ship to be built to transfer said cargo to the planet. Cargo ship is slow, bulky and lacks any offensive weapons. V. expensive. Activated by approaching an enemy planet, and activating ability. Countdown of about 2 minutes until the moon is plucked from the sky (cool if an effect could be made for it). Can't be stopped. Hence the requirement for the ship, and the weak ship. A small garrison could easily kill it. The crashed moon cripples the planet, making it uncolonizeable for a long time (x3 of the Galaxy Gun.). I was caught on which path to take next- so heres both. 1- A package of resources is delivered to the faction that used it. Req. that they have ships in orbit inside a window (about 5 frigates). If they dont reach it in time, another faction in orbit (the most amount of ships) can get it. The attacking faction has an exclusive window to get it. 2- (alternatively) the crashed moon generates an additional 2-4 asteroids (more likely to be metal). Also, the terror effect means that if said planet is recolonized by another faction it suffers a weakness (opposite to cultural resistanve) to the attacking factions culture. If attacked again, the latest attack receives said bonus. If the attacking faction recolonizes, the planet gets a major boost to its cultural resistance. Nearby planets get the same thing, but in a far smaller amount. Pick whichever seems the most balanced. Republic; Hammer. Nothing extra-ordinary here. Massive battlestation- incapable of movement (potentially though if it is too weak in comparison)- of which only one can be constructed. Exceedingly expensive. Has the same upgrade style as a regular starbase- but comes equipped with 8 hangar slots, and massive amounts of weaponry. The planet where it is built is highlighted during construction. Doesn't take up tactical slots. Takes up three starbase slots however. Can manufacture Frigates, cruisers- and capital ships. The balancing factors of this is simple- for being so large, it has a very slow repair rate. The shield mitigation is also low. It doesnt have a specific weakness for ranged weapons or numbers- but as a defensive weapon, of which only one can be made, i dont think it can be considered too OP. The range isnt great- cant cover more than a single phase lane effectively. No tractor beams that can be utilized on ships. Can draw in asteroids and fire them out from a cannon (this is canon) but the AM cost is so high its the entire reserves, and has a long charge up and cool down. Tbh, that was one of like 2 Republic Superweapons on the wiki. Alternatively, you could include something more basic, like a massive trade station. No defences, but ridiculous credit making. CIS: Starkiller. This destabilizes hyperspacing in ships. In game, this translates to one facility- defenceless, cant move. The effect can be one of two things: A passive ability or an active ability: It has a 5-10% chance of destroying ships phase jumping in. 50% of ships will be sent off course to a planet within 2 phase jumps. The remainder will jump per-normal. If it was passive, the values for destruction would be lowered. If it was active, itd also supply phase jump detection directly to said planet. And you couldn't construct it around a star. New Republic: Starlancer Project: Only superweapon for them i could find. Would be a small- very fragile- piece of equipment that can control several small enemy ships, or one large one. Up to three can be built. All three are needed to control a Titan. The structures can release a captive ship. When it is released, the damage of the ship is doubled- the enraged crew releasing they were tricked- and their shielding is increased (to stop them being released before death. Released ships are also immune to be controlled again for several minutes. Destroying a Project, when all three are controlling a Titan, will return the Titan to your control. The range is also moderate, so they are a very tactical weapon. Only works within its own gravity well. Couldnt find anything for the alliance. Perhaps a giant Ion cannon? Stop anything in its track for a proportional amount of time. Like a structure version of the Malevolence cannon, except more powerful. Again, only one can be built, cooldown is slow. Moderate AM cost. After the hammer, it has the best armour. Can take a few hits. Makes up for the lack of offensive power. Hope these are balanced.
  8. Sorry i ditched this, end of year exams took precedence. Im still willing to do this, but the wiki was deleted since it didnt see any activity. Therefore, ill leave it to you guys- give me a location to start wiki'ing, and ill start contributing.
  9. Really? I got a response in 2 days, as they stated and had no troubles. If the software or some other problem presents itself later down the track we can go with plan B. Transfering isnt hard. Worst case scenario? Fed up, pack up and move out.
  10. Thanks for the support- via wikia means support, updated software, and a far better site. New url: sinsofagalacticempire.wikia.com Adding admins now, ill make a bugs page now as well. Edit: Cant add anyone, go on the main pages talk page and add a comment. Then your contributors and i can add you.
  11. Give me a day or so, wikia's gonna reset the URL to sinsofagalacticempire.wikia.com so the names proper.
  12. Ah, okay, misread your tone. The idea is to add a lot more detail to everything- that can never hurt, right? Make an account and ill admin you though.
  13. Well whattya want me to say now? I throw up a wiki for youse, and was gonna add some detailed pages, but instead im getting told.. Dont bother, we can do it local? Wikia is fine, if you want control you can have it. Geez, ya try to help..
  14. I would love to see this happen. Absolutely no objections from me. http://sinsofgalacticempire.wikia.com/wiki/Sins_of_a_Galactic_Empire_Wiki Added, just sign up lavo and ill make you an admin on it. Ill add the basic groundwork of each race tomorrow.
  15. Turns out, Sins of a galactic empire has the word fag in it.. ive contacted wikia and they should fix it soon. At which point ill give admin to lavo... and anyone else he wants.
  16. If theres no objections... i could start on a wikia one? i play the mod a fair bit, if we get a decent team together it could be a decent wiki.

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