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Absolution Version 2.0
How can I make it buildable in skirmish?
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Which mod are you using?
I'm using my own too at the moment. Just several unit tweaks here and there, mostly for space units...
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Fanmade 1.03 patch coming
I mean that when you are playing as the rebellion, the AI uses the maulers so fast that you don't have the time to move your troops out of the way manually, so you lose alot of them every time... You can't see em coming in time because the line of sight is so limited...
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Fanmade 1.03 patch coming
True, but the AI can move it's troops out of the way fast enough to avoid the slow T4-B tanks, but the Mauler is so fast that you can't get your troops out of the way in time...
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Fanmade 1.03 patch coming
Maybe up the maulers hitpoints a little, but it running over your entire infantry is indeed annoying!!! Bombing runs damaging your own units doesn't seem like a good idea to me, since you need units nearby where you want to bomb, due to the very limited line of sight of some units. This means you'd almost always end up damaging your units as much as the enemies... I really like the other ideas. I think that the larger space units are far too weak at the moment... Making battles more intense and strategic by increasing the importance of shield generators is a great idea! The ISD could use a decent special weapon, I can't seem to find a decent use for a tractor beam in the middle of a large space battle...
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Re: Zarkis personal weapons mod - WIP
I like the fact that you reduced garrisoned units, because now the AI just keeps me pinned down and keeps on getting reinforcements... Very frustrating when you assault a planet where you can only take 2 or 3 units at a time... Hyperspace could be a bit faster, but not the insane speeds as in the normal game. I would actually like to see an enemy fleet approaching, instead of just being thrown into battle every few minutes...
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Combined arms approach to infantry
Another idea, the Tie Bomber and Y-wing have two weapons, laser and torpedoes. Depending on the target they use one of these. Laser for small targets, torpedoes for capital ships. Maybe infantry could be programmed to use lasers/rockets depending on what the target is? As I see it, soldiers would use lasers against other infantry and use rocket launchers when they target a vehicle.
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Re: Official Topic - Warlord Total Expansion
Came across this bug again on several different planets... Could this have something to do with the amount of buildings on the planet I'm attacking? I read somewhere the Tatooine map doesn't support more than six (?) buildings? Seeing that Geonosis has more buildings on it than can be displayed on the Tatooine map, this might cause the bug?
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Re: Official Topic - Warlord Total Expansion
Another bug I found in version 3 (and the older ones). I can't enter ground battle on Geonosis. When I drag my ground forces to the ground slot on the planet, I wind up in space with 1 transport.
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Combined arms approach to infantry
Could it be possible to give an infantry platoon 2 weapon types (like a starship has different laser/ion/rocket hardpoints) that fire at different rates? For instance: a laser and rocket infantry platoon, the lasers fire every few seconds, the rockets at a lesser rate? Just a thougt.
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Re: Bryant's Mod: 2.0 Featuring Rebel AI
Hi everyone! First post so my first words go to thank all you guys working hard on those mods! Thx everyone! I encountered some bugs in v2.0, rebel version (full tech, tech 1 and and with the above planet fix..) After completing land battle on a planet my units I had left are suddenly gone, replaced by some Imperial pod walkers... My heroes I used during the battle are also lost (the droids and solo/chewie). If I then try to attack the planet again with some land units, I suddenly end up in a space battle with only the transports of my land units... Second, don't know if Kyle Katarn is supposed to be in the game? Came accros him in the xml files but never seen him in game. Haven't tried the imperials yet, maybe later tonight if I have some time left...
garbagechov
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