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tlmiller

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Everything posted by tlmiller

  1. I flat out refuse to weaken it's health. The Venator had hull and shielding equal to the VSD-I, and that ship was by no means a glass cannon. Further, this would mean the capital Venators would not be able to go into battle and use their support abilities on the fleet, which would make them utterly useless. Additionally, the AI would not understand this and keep sending in Venators to their deaths. Also, the Venator's 8 main cannons were said to have equal or superior firepower to the ISD-I's 8 large cannons (4 on each side of the bridge), but not the ship itself. I'd say the Venator, which has a total of 160 DPS versus the VSD-I's 200, has more firepower than it truly had, and reducing that in favor of more fighters would be a very apt and canonly correct thing to do, though I could be wrong in this regard. Hadn't even thought about it's abilities, yeah, true.
  2. One thing I don't like about them, they have 3 Venators for Capitol ships. Kinda makes them booring since everything in their fleets are the same. Since the Rothana Destroyer is in the game, I'd love to see the Venator-C be replaced by the Rothana Battleship. Yeah, almost no canon stats are known for sure, but would be nice to have something a little different than fleets cap compliment composed of tons of Venators with a Vic and Procurator to break the monotony. At least then you'd have a 3rd ship to break the monotony of the Venator (even though I actually love the Venator as a ship). Maybe also add in the Tector (which the Republic did have, although not until late) as IMO Tector + Venator would make for the single most terrifying 2 ship team since the Tector is so powerful and the Venator has such massive hangars.
  3. tlmiller

    SVN Update Log

    Yes occassionally on "normal" I've seen AI fleets composed of 5-8 capitol ships before I've had enough time to capture a 3rd planet. And I played a game on unfair before and had conquered like 9 systems before I even ran into the AI.
  4. I wouldn't suggest weakening their weapons systems (their batteries are stated to be capable of similar output to an ISD-I), but rather weaken their hull and shields. Make it so they've got lots of fighters/bombers, and can provide a good punch if you move them into battle, but are a bit "glass-hulled" and won't last long when going against other large capital ships. OH, 1 thing I forgot. When you start looking at things, any plans on making the Procurator the correct size? I like the ship in game, but it's canon size is 2500 meters, more than DOUBLE the size of a Venator (and over 1/2 the size of a Praetor mk1 (4000 meters)). I actually agree with having it at it's current (moderately weak) stats due to the fact that at the time of the Clone Wars, it's already a 2 CENTURY old design, but would like to see it correctly sized if possible.
  5. Same question for the Republic. How come the Venators are being jipped out of their fighters. Canonically they had over 400 total fighters vs. the 72 of the ISD/ISD-II (over 450% advantage), yet they have only 8 vs. 6 (33% advantage)? Even if you ignored 1 of the 2 types of fighters they had, they still had over 220 total fighters (still over a 200% advantage).
  6. Quick question on the mod. Started playing the latest update the other day. So far just played a couple games as the Empire. Planning on playing some as the Republic when I get back from vacation, but anyway... 1. For the Empire, shouldn't the Vic-II/Vindicator/Galdiator have 2 fighters, not 1 as it currently does? Canonically they have 2 Squadrons, 1/3 the fighter complement of an ISD-II (24 vs. 72), which in the mod has 6 squadrons. So should have 2 squadrons.
  7. I'd bet simple lack of room. Sins doesn't allow for many capital ships, and all the existing room is full unless one of the existing ones was dropped.
  8. Ah, well that explains why I didn't get any.
  9. Yeah, I noticed the Diamond Boron, but didn't know what it actually did. I use Broadsides a TON in my fleets because of the torpedo sphere's liking to target the planets. I love missile cruisers if you've got enough fleet to protect them. I'll have to turn off more off their abilities autofiring, will have to start using the salvo against the "big guns" Yeah, I actually like the Strike Cruiser a lot. Can't take a hit for nothing, but some serious ability to deal damage. I've found that putting a bunch of those JUST BEHIND an Allegiance will get the AI to attack the Allegiance, and you can use the Strikes to beat on them without losing so many while the Allegiance does it's best impression of a heatsink.
  10. Yeah, I had tons of those, Vindicators, and the little corvette that I can't think of the name (the one you start out with 2 of as the Empire). I had more Imperial units in my fleets than I did my own units due to everyone getting killed off except my Praetors, and then I'd just pick up others as I went. I think my main battle fleet was 3 Praetors, 1 Venator colonization ship, 3 gladiators, 6 vindicators, 4 escort carriers, and more of those corvettes than I could shake a stick at. That's awesome that you get to use their abilities. Next time I just need to convince them to clone some Tectors and an ISD-II-C...
  11. That's fine, it's your mod. I'm just posting what I see. If I ever see it be useful, then that's fine. But in every game I've played, it made not one iota of a difference. Although a question in regards to that. When you clone one as the Republic, does it get the abilities also, or just the basic stats? I forgot to look when I was playing as the Republic because I had cloned like a dozen of these things. And while I don't like the units, free units is free units, so I put them to use.
  12. That's odd, because I was in the middle of researching a tech that required 8 military research and it was researching without issue (I actually had to build another for those 4 techs because I didn't keep track of how many I had), and I had it queued the entire time before, during, and after the research. I ended the game with it still queued. Never thought to look at abilities for the Venator since you can't add them. Thought the things were on drugs.
  13. So played as the Replublic, and found a couple minor issues. 1. Clone Masters ability. Says it has a chance of cloning an "enermy" vessel instead of enemy. 2. It won't let me build Acclamator II CRS-H. I tried from multiple different shipyards, they queue up, but never build. I queued ships before and after (including the other Acclamators), and they all built. Confirmed on another machine with another download of the mod. And not an issue, but is there any way to prevent the Venators (normal one, not the colonization one or the Jedi one) from going full steam across a gravity well without any support and getting themselves killed? I tried setting my fleets to "tight", but they seem to ignore it and go speeding off 3x as fast as my fighters can go and powerslide right into enemy formations, thus successfully committing hara kiri.
  14. Right now it doesn't do anything. They simply don't have enough squads to affect any battle where you're fighting anything bigger than a construction ship unless you use them in MASSIVE quantities. As is, they're just, useless... Even an invulnerable squad for a few seconds with only have 2 squads does...nothing. They're slow enough you get 1 pass while the ability is active, then they're back to being able to be shredded.
  15. tlmiller

    multiplayer?

    Anyone playing SoGE interested in some multiplayer sometime in the coming week? I'm not overly good, but would like to play against a flesher, I mind losing to them much less than an AI.
  16. So, playing as the empire (but I'm willing to bet all factions have this issue), I noticed the escort carrier is more expensive than the Vindicator (24.1% credits, 59.1% neutronium, 38.7% lumite), is unarmed, has lighter shields, less hull strength, but only carries 1 additional fighter unit. In order to make it useful to actually have in existence, I'd suggest upping it to 4 or 5 fighter units instead of the 2 that it currently carries, or massively slashing the cost.
  17. Might be something I look into. Doubt it though. If it has to be changed for each unit, and I'd have to change it on each pc (I'm in IT, so I have 2 desktops I play on and 3 laptops), it's probably just as easy to keep micromanaging.
  18. This is correct. Additionally the Torpedo Spheres were not optimized for combat and don't exactly have much in terms of weapons. They do decent enough missile damage. More than any other non-capital ship available for the Empire, and I do believe they actually show in their profile ingame slightly more damage than the broadside as well.
  19. Ah, so that is an issue with default Sins. One weakness of my not being particularly fond of the unmodded game is that I'm also not familiar with it's bugs.
  20. Bummer. Thanks.
  21. So, I really like the torpedoe spheres. Great, long range, good damage, and decently shielded enough to survive a little combat. However, the one thing that annoys me with them (when on the offensive) is that they seem to prioritize bombarding a planet over neutralizing enemies. So every time whatever you tell them to attack gets blown up, they immediately turn towards the enemy planet. Is there any way to reprioritize them so they deal with active enemies first (things that actually attack, ships, starbases, fighter depots), THEN go after the planet?
  22. I noticed that a vast majority of my ships like to set back and use their longest range weapons. That's fine for things like Broadsides and Torpedoe Sphere's, but not so good for things like the Tector. Is there any way to code in something so that you can tell your ships to engage enemies from close range to bring their maximum amount of weaponry to bear? As is I just manually tell them to move forward and suddenly the damage being done on their enemies SKYROCKETS. but with larger fleets, it gets really difficult to micromanage like that.
  23. On further experimentalization, it seems it's one particular map that does that (and no, I didn't write down which one, because that would be ENTIRELY too intelligent). I played the map that's NEARLY the same (medium, 29 planets instead of 28), and it didn't happen. So I started like 2 other games and played just long enough so that it would happen on that first map, and every time, no ultrastrong AI coming to destroy me. Not that he didn't destroy a ton of my fleets (I lost 3/4 of my Allegiances in 1 battle), but they weren't coming with supercaps already when I was still struggling to get a single fleet formed.
  24. Yeah, hopefully they can resurrect it. I liked that game when it was around.
  25. That's cool then. Yeah, while I like the Allegiance, they're "meh" in their design. I think the Praetor is AWESOME looking. http://images2.wikia.nocookie.net/__cb20120901014725/swfanon/images/thumb/8/88/Praetor_mark_ii.jpg/320px-Praetor_mark_ii.jpg so much cooler looking than Allegiance SSD which other than a few minor differences just looks like every other star destroyer that tom, dick, and harry have (linked due to margin raping).

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