Jump to content

karamazovmm

Members
  • Posts

    21
  • Joined

  • Last visited

Legacy Profile Fields

  • INTERESTS
    Paintball
    Formula 1

karamazovmm's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. ahhhh damn! we can't agree on everything? thats a shame and I thought that we were going to be a happy couple anyway, Im busy playing rome 2 will see the time on the weekend, but currently my programming job has been taking much of my time, good thing is that Im earning cash
  2. they don't have equals that much is true, there is no problem with that I really don't know, I can't apparently convince you to change some things with the nebula, which all in all is a meaningless ship, much like the ISD2 with the empire. It doesn't stand out, it doesn't have anything that makes it appealing, it costs too much and given that we have options, I wouldn't choose it. well I don't. I perfectly understand some of the reasoning for the cost, I can get it without research I didn't know that the AI would be crippled with the cost arrangement, specially given that it would be somewhat similar to the vanilla SOASE, i.e. caps being caps and the rest being the rest, though its logical to think that it would choose more cost effective ships, and cheaper ones as well I think my main problem with the way caps are arranged now is the supply cost, its worth more getting tons of lightweight caps than getting those more expensive ones, dmg output will be greater, dmg soaking as well, or hell go for all out frigates instead of caps and use the command caps. it just doesn't feel right to me. I know that cruisers and frigates are the way they are because the AI can't handle bombing planets. Although I don't know the need to have so many bombing capable units thats a problem that exists in SOASE as well You did mentioned, and sincerely balance is something that is always very hard to achieve Anyway, sorry for the delay, but Rome 2 came out and Im a very large fan of the TW series. Unfortunately due to tech issues I haven't been able to play and that removed a crap ton of my enthusiasm to play any game. Thus Im reading, consequently the play test has been delayed for now, I shall resume it in the future btw I found interesting the new changes btw I recommend reading Sword Art Online, its fairly interesting, you can find the translations on baka-tsuki for now, since its been licensed by Yen Press and it will be removed in the future, which is good and bad news, since it will take a very long time to release the 12th and 13th novels
  3. And thats my point the nebula is a no go, good it can deal damage to 3 targets at the same time, its not really that good of thing, since it will disperse the fps over the ships plus it costs more than the AFC, aside that we also have that the AFC has the shield ability, which makes it more suitable for longer combats, being able to stay alive longer = more damage done over time aside that if you are not using it at the start, there is no point in using the nebula at all, given that the AFC is indeed a better and cheaper ship. My point is to make the nebula being able to enter a fleet My idea is to relegate the frigates to support action: Colonization, exploration, heavy constructors, mine sweeping Cruisers are cannon fodder, so cheap ships that can do specialised actions: long range, fleet carriers, fighter interception, fleet disrupment Caps are going to be divided as they are now: real caps - commanding units, 2 per faction as they are now Cruiser caps - long range, fleet carriers, damage dealers, damage soakers In turn of the levelling up abilities that command caps have and how they affect things fleet wide, you have made them cost more, my idea is to have them cost even more Frigates around 1-3 supply cost Cruisers around 4-8 supply cost Cruiser caps - 12-40 supply cost Real Caps - 40-80 supply cost For example the Republic can have: Frigates around 1-3 supply cost Cruisers around 4-8 supply cost Cruiser caps - 12-20 supply cost Real Caps - 40 supply cost While NR can have Frigates around 1-3 supply cost Cruisers around 4-8 supply cost Cruiser caps - 12-40 supply cost Real Caps - 70-80 supply cost Thus the idea to make you preserve even more the command caps as tactical and desired ships keeps going, and with that I can have more cruiser caps that can perform their duties with cost efficiency. Not to mention I can actually can make a decent fleet with just Command caps and frigates as its right now, I really don't need to use frigate caps at all, the NR with the cost increase for the Command caps might be a bit different, since the proficient lacks firepower, but it can make my caps live a lot longer, specially when massed, and when massed, everything deals some damage Depends, but its something that I will try, I have to see how your lowering of the replenish rate will affect fighters. Currently Im in the camp of I don't deploy frigate fighter killer, since I do deploy some carriers, though I don't see how 2 more squadrons would really make a difference, probably I will mix, damage soaking, damage dealing and anti fighter frigates at the same cost and get something better in return
  4. I had kind of agreed that the AFC as it stands is a good proposition, but given the fleet experiments I still think it costs too much while a difference to the rejuvenator is almost 20 supply, I still think that a more clear separation between real caps and frigate caps should be interesting, so that I can actually pay for those precious time and money on the research for those mid late frigate caps. Basically my idea is to field more of those frigate caps so that the real caps that command have more meaning, I think a good approach would be to raise the cost on command caps and lower a bit on frigate caps Thats the thing, while the need to divert ships to counter fighters is true, I don't see that as a real problem. My cpu agrees with you on the other hand yeah they can hit hard, but due to the amount needed and how much is lost in the first few seconds of the engagements make them a hard proposition, Im actually thinking in stop fielding carriers and divert frigates to that role, they are cheaper to make and faster to replenish not necessarily, basically the real point of the nebula is to fill the gaps till I can research the AFC, thats the thing, I don't need it early game, I want to get my real caps to the max level as soon as possible so it makes sense to field real frigates early in the game instead of fielding the nebula that will consume my dear xp points that will boost my real caps efficiency and I don't consider an essential ability to bomb planets, Im going to do that after the fleet is destroyed, true the planets HP are large, but I still have at least 8 caps that can do that in the fleet
  5. by how much on each? I still think the bothan AC with its ability removed should cost less, around 30 and the AFC can also cost 40 My thinking is to: bothan AC currently is great it rivals heavier and more expensive ships the endurance, doesn't have neither the endurance nor the firepower, I would lower the firepower and the endurance a bit and give it that ability to summon fighters, or not just raise the cost in terms of supply and materials, I really think around 33 is just about right and I bet that as currently stands the bothan AC will beat it fighters as currently stand don't make a really big difference on fights, I try to maintain a 50/50 ratio of fighters and bombers, will experiment on going 75/25 fighters vs bombers. Simply put they don't last long enough in a battle, they don't replenish fast enough, only really massed fighters/bombers can do damage, that means 30+ in an active fight that number goes higher to at least 50 squadrons, given that most of them only have 1-3 fighters active and they are all trying to kill each other or foolishly trying to take on a larger vessel, put at least 5 anti fighter frigates and that number grows quite a lot in essence I agree with the thinking of fighters are not that powerful and compare to frigates they are not only flimsy, they are ridiculously weak as they should be, thus the ability to actually have some fighting force is appreciated, but it won't break the balance. but that is something that can only be attested with testing its not working, it does have the slot, when you go to level up you can select it, but it won't appear as an ability that I can click and engage, from what I saw it doesn't trigger automatically either, unless the animation screw up somehow I really think we have to modify the nebula, currently it costs a ton and in terms of benefits it doesn't provide any, I will test a 1vs1 against the AFC, it will probably be a very tough fight, and if it loses by a bit, which I think it will, it won't provide anything to the fleet rooster as it is, its more expensive for just a little bit of endurance? for that supply I can have more soaking done with frigates, or more firepower with the majestic
  6. oh crap... material costs or supply costs? material costs don't affect much my gameplay (admittedly Im not gaming on huge resources anymore, I could field 5 fleets in 30 min, now I can only field 1), supply costs affect a lot more Im wondering the bothan is a good craft, specially if you consider the fighter restore, although in fleet engagements those added fighters are proving to be... well nothing, even on 1vs1 engagements. The real good thing about the bothan is that you have a early heavy hitter, at least earlier than the mon cal AFC H, and clearly despite the fighter advantage, the AFC H will destroy the bothan. The question is why to give that carrier ability? I don't remember the endurance ability but raise the cost of it to 33 supply, give the carrier ability to it Give the bothan minor boost ability, they are crafty and have spies everywhere, know the weaknesses of the enemies give the majestic the cluster missile ability back or remove the heavy bombardment of structures ability from it to give the cluster missile to it as you can see Im toying with fleet compositions to avoid proficient spam, which is still the best thing to do Current limit per NR fleet is 560 supply, which is a big fleet and can operate on its own, if its a heavy battle 2 of those can deal with it Currently tested, NR VS NR Empire Republic The nebula is a big dead weight, much like the ISD2 frigate, not enough benefit for a too high cost
  7. Yeah I noticed that, its pretty much reflected on the cost of the ships themselves, given that I don't have much experience with CIS, Vong and republic, can't comment much on the costs of those perfect any last minute changes? Im going to test it out tomorrow
  8. Sometimes I get things that are in the description as they are now. But I do have knowledge of the SW universe, I was thinking about those that don't have it, which is to make it accessible to everyone. Iron will of the empire doesn't specify the duration or the percentage affected by unlock text multiplied I meant that there are several unlocks attributed to the research, i.e. several unlocks heavy constructor. Given that you explained the purpose and the improvement of the ai there isn't much that can be done When you are satisfied with the vong tech three, I can try to provide the names for some of the tech, or we can just make somethings up (names), since in the Vong arc there isn't much discussion about the tech of the ships themselves, just that they are organic, actually outside the dovin basals there isn't much discussion about vong tech at all Im glad that you are going to change the caps levelling upgrades, one idea can you lower the levelling up xp points needed for those frigates that are caps? Im going to do some tests, all factions included except the vong to see what can be done in terms of balance. My thinking behind the balance is going to be most advanced technologically faction needs to have higher cost ships, aka smaller fleets, thus the reverse is true for the opposite Most tech faction NR Empire Alliance CIS and Republic This is constructed based on the fact that we have units from the Darth Caedus arc in the NR, even during the Vong it was clear that the NR had the best ships. Empire had, non arguably, the best equipment, save the fighters compared to the alliance CIS and republic are on the same level technologically but behind considerably compared to the NR I pretty much take that this is how things are balanced now, but for me, apart from the vong there isn't much work that needs to be done, models are good, we have variety of ships and the tech threes are fairly solid. So balance as I take is what needs to be done I will wait for your comment on this, those tests that I want to do, involve a lot of work: individual units worth balance of the units across the faction, balance of the units across factions and their analogs fleet composition problems (inevitably things need to be balanced differently if you are fighting someone that is as fighter based as the republic to the NR that is cap based) balance of abilities balance of costs all I did preliminarily were things like fights based on their worth (specific focus on supply cost) and that led to fleets that aren't actually varied as I posted before I know before hand that there will be some units that aren't worth at all, as in all the strategy games I played (I basically only play this genre), there will be those units that even as cannon fodder aren't worth their place. But its good for variety on its own sake. Thus Im thinking of some core units that will always form a fleet (command caps as a example) and the support that they need to get the job done, because this isn't starcraft that you can build tons of zerglings and win the game
  9. i would just remove then outright, the only placement of structures on those planets is through automatic emplacement, for example If I want to build on the planet defensive capabilities I won't be able to effectively there is zero benefit to them as well, you just get some more of research out of the bat, thats all
  10. hummm my bad, for some reason I thought that you were the creator of the planets... But yes its true that large or bigger planets don't work, there are some downsides, but actually being able to place the defences where they make sense is also a big plus but I like your maps, I haven't saw if you made a map like the one in the awakening of the rebellion, but its a very tactical map I like it very much, its not canon in any sense, but its a good map nonetheless
  11. I have to say that fleet movement when in large or bigger planets doesn't work. it won't hyperspace to another system (there is always some unit that gets stuck, specially super caps) and if I manually control units they don't go to where I want in the planet radius (i.e. click to move right, they go forward) I have outright eliminated all planets that are large or bigger in my maps on another note, we could try to make something of the wiki with some info on the planets, if you tell me how to scavenge or provide the stats for each Im happy to do it
  12. This is the Tech Three that needs some clarification and correction, I avoided double entries, if its needed I will post Empire Military Tech Three Ion Accu-Accelerators - too many damage increase text Synthetic Coolant - too many rate of fire increase text Tibanna Gas Refinement - too many damage increase text Heavy Quad Turbolasers - unlocks what? Fire-Linked Turbolasers - too many damage increase text Precision Calibration - too many damage increase text Coumpound Beam Alignment - too many damage increase text Shield Penatrators - too many shield negation increase text Shaped Proton Charge - too many damage increase text Heavy munitions - unlocks what? Counter Measure Analysis - too many range increase text Slave Circuitry - What does it do? improves fighters? certain frigates? fleet wide? Advanced Fighter Designs - unlocks heavy constructor? Defense Tech Three Repair Platform - Fleet Maintenance Platform Unlock text doubled Proximity Mines - Unlock text multiplied Ion Defense Platforms - Unlock text multiplied Golan III Platform - Unlock text multiplied Auxiliary Government - Unlock text multiplied Deep Space Trade - is hidden behind an arrow Superconductor Plating - Unlocks what? Hangar Defense - Unlock text multiplied Tactical Damage increase - too many damage increase text Civilian Tech Three Orbital Refinement - Unlock text multiplied BoSS Customs Registry - Unlock text multiplied Insulated Arcology Type I - is hidden behind an arrow Iron Will of the Empire - what does it do? Shield Arcology Type II - unlocks heavy constructor? Shield Governance Edict - unlocks heavy constructor? Interstellar Networks - Unlock text multiplied Development Mandate - unlocks heavy constructor? Favored Client Discount - is hidden behind an arrow NR Military Tech Three Mag Pulse Warheads - benefits to what? Civilian Tech Three Hit and Run Tactics - Boost by how much? CIS Military Tech Three Discord Missiles - unlocks heavy constructor Self-Destruct Protocols - double unlock text Republic Military Tech Three Advanced ECM - unlocks heavy constructor and what does it do? Fire-Linked Turbolasers - connects directly to Efficient Heat Dissipation, however you need to research all the others in front that got blocked by the extended arrow Defense Tech Three Clone Cadet Corps - is such an important tech that unlocks what? and its being hidden by Reinforced Durasteel Plating that doesnt appear completely on the screen (the name only) Vong Military Tech Three It needs to be completely renamed, and we dont have sources as far as Im aware Civilian Tech Three It needs to be almost completely renamed, and we dont have sources as far as Im aware Defense Tech Three It needs to be almost completely renamed, and we dont have sources as far as Im aware Shameless triple post
  13. arranging the empire tech three currently aside the modifications that I indicated for balance purposes I think its very pleasing, just played a game against a hard AI empire VS NR and had no problems, it was too easy though, without giving massive initial income the AI becomes very lethargic, though those urban planets have very heavy pirate forces, on the other hand it guarantees a good fleet for the enemy and myself mini dump was fixed by removing completely the game and steam
  14. its appearing for me now, it wouldn't register, but I hope its fixed and no its not showing, I will reposte here, glad I saved it The idea of the changes is to bring more choice, despite the disappearance of the ISD2 frigate. because in the end the non commanding units are treated as frigates, thus cannon fodder, though in that a very expensive and harder to replace cannon fodder. I didn't mention the abilities of the ISD 1, but I wasn't thinking of commanding ones, simply some involving damage dealing, since its assumed that the empire didn't have any defensive abilities, I don't know of any and never saw it applied in games with the absence of the ISD 2 frigate and flesh out of the IDS1 as a cap, the problem (for me) with the disadvantages of less choice is to actually have choice. I did at first chose to build some ISD2 for the fleets, but in the end it didn't offer me a good bang for the buck and it was eventually flushed out of the choice roosters, thus it was replaced more with a mix of vindicators and strike cruisers, I do lose fighters, but I get more staying power, more soaking damage, less expensive, easier to replace, doesn't interfere with the xp for the caps that need it. thats why despite losing something you are actually giving the player more choice. Im not going to comment on the balance across faction that I don't have much play experience, which is very unfortunate, since I won't have the necessary knowledge for a cross wide balance, but really the VSD at 22 supply it doesn't even feature in the I would consider using case, its an average ship with a high cost Well the idea wasn't to use in large numbers, but to be actually worth considering, I didn't know that it was supposed to be a high single target damage dealer, even with the tests that didn't become clear. great, glad to hear well the supply is already balanced, it should be a good move. I proposed to combine both, because I didn't see the need to actually have that many caps for the NR, the nebula is a meh cap, not good not entirely bad with a high cost, the good thing is that it doesn't need research like the mon cal H, although it loses badly to that ship I really had mixed feelings when I posted that due to the possibility of being too overpowering its damage and its shields make it a real contender after the raise in supply for rejuvenator and mc90, but I don't know I still feel that its not what it could be, there is some nagging feeling telling me that that ship could be more good, I think if you really add that, and lower the other cap ships it should give the player more choices in the game shall be done, but I have a very constrained time, I work, do side jobs and go to uni unfortunately all is done, it was sudden, I had some 30 min free today and decided to play 4 mini dumps, and with the loading times, I lost all those 30 min it was a 1v2 map, both were empire and allied and in total that battle had 4 executors, so each had 2 executors, sorry the text was terrible after I reread it. One thing, is there a particular reason why only command caps work as real caps? I noticed that each faction has 2 caps that are real caps, i.e. they can upgrade their abilities and enjoy the raise in levels. I know that you mentioned that it was partly done due to how the AI manages planet bombing in frigates and that there is no limit to cap I don't know I think that there are some caps that deserve a better destiny of expensive cannon fodder, that share the xp from my caps that need it, that are harder to replace, take longer to build. Maybe by just allowing the abilities that they have to be levelled that could solve things, although I do feel that some caps in the faction rooster could be made real caps. After all in Sins we had caps that took advantage of different areas, though I will be sincere that I didn't saw the need to use them all, actually I used 3-4 depending on the faction, even with rebellion. I know that its a simplistic approach the one that Sins used, basically its a mixed fleet for rock paper scissors, which in reality is inevitably true, we do use that system for fleet deployment today
  15. I haven't read the Vong and post-Vong much personally. Doing that would remove choice from the player, and leaving no non-command ISDs would put the Empire at a disadvantage. Making the VSD cost less would make it extremely unbalanced vs. other factions which depend on ships of comparable strength (ex. Republic, CIS). The Dreadnaught is a second line old ship and cheap planet bomber, though it has more firepower than the Vindicator. The Hapan is a unique craft. Unlike every other ship in the game, it's DPS is all directed against a single target. It's really powerful in the right hands, and isn't meant to be used in large numbers. Both of these are things I should look at, agreed. I don't like this idea. Perhaps instead, remove planet bombing from the Endurance and make it a frigate entity? Actually I'll do that. There's no real need to make it a command, as it has no abilities, and plus I'm afraid doing so would make it even more powerful, which is the last thing I want to do. Owing to what you mentioned earlier, the Prof will have it's cost increased by 15%. This would be great. I would appreciate the help for this a lot. Make sure AA is off, though Rebellion lately has been seemingly unstable, it's not just you. Make sure you got a paging file on for the partition Sins is on, or move Sins to a partition with a paging file. 2 Executors from 2 allied AIs, or one single AI?

Copyright (c) 1999-2025 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...