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Sirocco

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  1. When I'm playing Clonewars from the Separatist side, I'm always confronted by mass walls of fighters. Now, don't get me wrong, fighters are great. But the Speparatists lack a decent counter to the Aethersprite and Actis Jedi fighters, such that I've had my entire military operation destroyed by them before. Now don't get me wrong: the Jedi fighters should make an appearance. But I'd suggest putting them in a separate class from the normal ships much like the Separatist Droid Fighters. In this case, you'd be able to build a very limited number of them, perhaps four squadrons. Since Jedi were never very common, I don't think that the republic should be able to concentrate twenty four of them in one place, let alone have replacements when those die. That'll give Separatist fighter wings a fighting chance, and eliminate the rather silly problem of having an entire fleet held up by two dozen Jedi in ships. If this post is at all unclear, pardon me. I need sleep right now.
  2. To keep this from devolving into a personal taste debate, I'll just say that it's not realistic at all to expect a mining pod to be able to take more punishment than a small military corvette. If I were Eville, I'd change it. As I'm not, I'll leave it up to him.
  3. Clonewars 9.0? Where can I find it?
  4. I was checking the ship list page where Eville marks his progress in green, yellow, red and blue. I saw a few things that gave me pause there. Firstly, no K-Wing. Anywhere. It didn't exist. That confuses me since it's IN my game. Now, I have .45, so it might have been axed in .4997 or the upcoming .5, I guess. Second was to do with CLONEWARS. He listed a Vainglorious (or rather Vanglorious, but I assume a typo) cruiser that I don't have in my .81 version. If there's a newer one, point me to it and I'll shut up. But if it's not in the mod, then why's it listed?
  5. A few work arounds for the refineries exist. The Bothan Assault Cruiser will attack them with only a few of its turbolasers, but they're enough to do the job if you're patient. If you're not, wait until a large group of miners docks, and band box attack (ctrl+hold left mouse button and drag) the group of them. The refinery should 'shield' the miners by intercepting most of the turbolaser fire and take the resulting hits. All ships produced at the X-7 fighter factory will attack the refinery without any added coaxing. That means the entire vette/gunship group will, and the Alliance has some good ones. (I reccomend the Warrior Gunship. Mmm...)
  6. I personally find the game more interesting if you use resourcing. Perhaps not exclusively, but it gives the game a great deal more depth for me if I use low or nonexistent injections and have my primary cash flow be through my resourcers. I think that Shasla sums it up fairly well. One of the major defects of the engine is that there isn't lots of room for intelligent tactics, just building mass fleets and killing stuff. Only if they have an equally massive fleet does the game become at all cerebral. I don't know if Eville can think of a way to fix that problem, so I'll go away. I also realize that I tend to complain a lot. It's not meant out of malice, or dislike of the game. I'm trying to put forth ideas, perhaps Eville can make something useful out of them. EDIT: In CLONEWARS there's an option to turn of hyperspacing, but not so in WARLORDS. I rather like this option, is it possible to enable it in WARLORDS as well? (I have .45, I don't know if it's been added in .4997)
  7. Well, to take up my usual position as resident critical asshole, (if you'll pardon the language) it's not realistic to expect a civilian mining craft to be able to stand up to two fighting wings of military fighters for more than a second. On the other hand, it's highly realistic that if you're attacked, one of the first things to suffer is your nonmilitary logistics force. It's the way it is in real life and in any semi-reasonable RTS, Homeworld 2 included. In addition, having nigh-invincible miners makes commerce raiding almost impossible, whereas in the Star Wars canon universe, it's one of the main tactics of the Rebellion. I'd say that the miners are too well armoured and too quick to self-repair. No kind of vessel, no matter how highly automated, can go from nearly dead to full health in three seconds. That being said, it's not a major issue. I'd axe torpedo spheres first. But that's just me.
  8. Mole Miners do seem to repair themselves unusually quickly. I'm not entirely sure why.
  9. Then why do you want the older one?
  10. Eh, no. I'm almost useless when it comes to tech problems, but I'm sure others will be able to help you. Hint: Post in the thread that says "Post here if you cannot get the mod to run" and explain your problem in detail, i.e. what you are doing when it dies etc.
  11. Don't know about the sith fighter or the Leviathan, but as far as Torpedo Spheres go, you have to click the 'show all' tab rather than any of the other class specific ones. You also need either an X-11 shipyard, a Construction Ship or a Factory Ship (I think that's what they're called, but the canon basis for it was the Arc Hammer, so look for that). Obviously, you also need to be playing Empire.
  12. Even if it could be, that'd be one hell of a ship playing hell with everyone's game speed. Turbolasers flying everywhere and whatnot (the thing has more guns than the SSD, go figure) and anyway, why NOT make it a background? If you look at some of the stuff that the HW people did, you can see why making it a background is appealing (for an example: mission one in HW2). No animation needed, just someone who has skill and a graphics tablet. And a giant green superlaser blast, but that's something that I'm sure can be done.
  13. Well, I'm that annoying one who hates torpedo spheres for all sorts of reasons, but that's my experience too. Torpedo spheres release something like 500 objects, all of which have to behave like objects rather than weapon blasts, so that's a hell of a lot of things to track (think 500 small ships added all at once to the game). I understand how you feel, but I think this is a game issue more than a problem.
  14. Sounds good, then.
  15. Here's an idea for having the Death Star as a semi playable thing for Endor. Make it a background, but then have a huge green blast sort of lance out and glass a random destroyer every five-ten minutes. I'm pretty sure you can-- saw a reference to it being done in some other mod, not the Death Star per se, since it wasn't Star Wars, but I digress... Anyway, there'd be certain restrictions on what ships it can and can't destroy-- as in it can take out a generic Calimari Cruiser, but not the Home One. A similar action could be used in taking out the Executor, have a cutscene of an A-Wing fly into the Executor's bridge (make it an AI A-wing if it must be) and then back off to show the thing explode. As for the mission objective? Survive long enough (maybe 1 hour) for the strike team to take down the shield, and the Falcon and company to kill the reactor. Cutscenes ensue.

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