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razielad

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  1. I had SOOOO much fun. I got a full 10 pop count, had Vader and three VSD's landed... LIFE IS BITCHEN!
  2. We need a mod with some sort of "map ping device". Like perhaps if you invade right after sending in a probot you would start the tac with no Fog of War and it would persist for like three or four minutes before the FoW would come back. Planets need a buildable version of the communication relay. I would SO build one of those on most of my planets.
  3. More playing = more feedback. I like the balance now. Rebel infiltrators seem to be a little underpowered. Stormtroopers own them. And their "ping" only works in areas where you already have line of sight... which defeats the purpose. Now for a funny story: AI: I'm coming for you! Me: Oh yeah? AI: Yeah.. on Tatooine. Me: Oh no... All I've got in oribit over Tat are two MKII's and two Corvettes! AI: Well then you're going to die die die... cause I'm bringing my favorite ship. Me: What's your favorite ship? AI: Tie Scouts! Me: Just a squad of Tie Scouts? AI: No... more than one squad. Me: How many squads? AI: FOURTY TWO MOTHERFARKING SQUADS OF TIE SCOUTS! Me: Fourty... two... what the? AI shows up and the tac starts... it somehow deploys all 42 squads of tie scouts AT THE SAME TIME. I still won....
  4. >In skirmish they are definitely buildable, yet, we might have editted (by mistake) a value for GC, when we removed it from Rebels. Are you sure you advanced to the required level to build them? Yep. I made a point to go all the way through tech 5 and even build a DS and blow up some planets.
  5. When I did this the DS seemed to take the shortest path to Mon Mothma. I moved her around a few times and they just kept trying to get to her. They never blew up any planets after Alderaan, even though the battles lasted long enough for them to get within range. Red Squadron showed up at the planet I had Mon Mothma at after about three battles with the DS
  6. Upon completion of my first two GC's (one Emp, one Reb) I have give a big thumbs up. There were only a few little things: The AI still spreads like wildfire and spawns stations/buildings/garrisons/fleets in violation of the rules. (ie: within a few days of the start of the GC the AI has taken over and fortified every single unclaimed planet.) As Emp I couldn't build Interdictors. T4 tanks are overpowered. They're fast, heavily armored, shielded, and good against everything up to and including AT-AT. Just about the only two ways to combat them were Veers (all power to weapons!) and Vader (crush!) though I suspect Force Corrupt would have worked as well. I used my t4's (on unit, two tanks) several times to rush the base and take out the shield generator. They couldn't stop me. There's something wrong with one of Home One's hardpoints. Durring two separate battles, I could not destroy the Hero ship. I would end up with one Turbolaser hardpoint left and even with 5 squads of bombers and Piet with his energy beam I couldn't bring it down from 100%. By either letting the Home One retreat (turn off my gravity well generator) or using auto-resolve once that one hardpoint was all that was left, the Home One would be "lost" after the battle ended. Was it indended that the rebel ships (with the exception of Home One) have invisible docking bay hardpoints? Frigate MKII are CRAZY. I'd rather face down two mon-cals than one Frigate MKII.
  7. Unfortunatly after more testing I have discovered that something is horribly broken. On "medium" the AI will take over every planet you don't own by the end of day 3. Any planets you own but don't have garrisoned will be raided (doesn't mean by a raid group, just attacked) by the end of day 5 with the AI using Tech 4 units. The AI will come into orbit with a fleet over planets it cannot get to. Scouting reveals that the AI has large fleets (no way it could have built them that fast, I don't CARE how many credits it has) over every planet it owns. If the AI is rebel, it will raid you with raid fleets that don't follow raid fleet rules. Once, on day 6 my coruscant was "raided" by 20 SPMATS, 10 speeders, some t2's, 4 (yes FOUR) Han Solo's, 4 Chewies, and 2 Obi-wans. This raid seemed unaffected by pop cap as I saw 6 speeders (2 groups) 6 SPMATS (3 groups) 4 Solo's, 4 Chewies, 2 obiwans, and a whole gaggle of t2s all at the same time.
  8. LOL PipfunatUT. What he means is where you have the link "here" in the post (on this page) right click and "save as". The link is a direct link to the file, so when you open it in your browser... you're actually seeing the .rar file in text format!
  9. I downloaded and installed it just fine. But I got some strange results right off. Can we get a readme? I'd like to know, point by point what got changed. First glance has the rebels in severe need of of defense at alderaan. I crushed them within seconds. No planet for you! With all of those unclaimed planets, the Galactic AI needs some tweaking. I watched in horror (on hard) as planet after planet changed to the rebel faction. Apparently the rebels knew which planets were unclaimed and sent a raid fleet consisting of a single unit in a radiating pattern from their starting planets to the unclaimed planets. As each planet came under their control, they would "spawn garrison" it (I watched with probe droids, which I spammed since I was just screwing around) and then radiate out again to all new planets within reach. Interestingly enough... one of the rebel planets spontainiusly turned to mine at one point.... Too bad it was isolated from my forces and they just took it back a few seconds later. After a few weeks, the rebels still did not attack any of my planets (space or land), and I reinforced them all to hell. I spread out a little bit, scouting ahead as I went, and found the conquering to be just about normal. Until I hit a friggin huge fleet. I fell back and went to other planets. The massive fleet didn't move. Will do more testing tomorrow. Things I'd like to see (some may be in there but I haven't experienced them): 1. Due to timeline, cap the tech at level 3. Is there a way to make it so a tech doesn't become available until a predesignated "day"? If you can, then maybe put the max tech at 3 for a long time then let 4 then go a bunch more before allowing 5. 2. Similar to 1, perhaps red squad, ackbar, could be restricted to "later in the game" regardless of tech. Or perhaps the tech restrictions would take care of this. 3. Did I mention a readme?
  10. [Twisted angry spoilerrifiC!~] Nice work MC, but you forgot the part about the Eaw files pwning your LUA editor with logic defying all-organic technology.
  11. >No, thats just difficulty ajustment No... a difficulty adjustment would look like this: Teh stupid Teh equal of the average player as found by extensive beta testing OMFG I just got Pwnd by superior tactics with absolutely no obvious cheating! ;D Seriously for a moment though. There are so many ways to make the AI a better player without resorting to giveing it exceptions from the standard rules. One of the most powerful AI features in an RTS is it's ability to provide detailed instructions to it's units all at once... it can multitask. It doesn't need more credits. It doesn't need infinite line of sight. It doesn't need stronger lasers and more powerful armor. It doesn't need faster build times. How hard is it to program an AI to rush? How hard to program it to vary it's technique between air and land attacks? How hard to make it notice what units you are using against it and then counter them? How hard to make it remember what units you used LAST land battle and plan for you to use those units again in the planet one click to the right? How hard to make it scout your base with "ping" and take notice of your lack of AA? How hard to make it notice the AA with it's ping and not send it's speeders to their deaths... over and over and over?
  12. AutoResolve = More AI cheating: In the xml files there are entries that actually make the player units WEAKER THAN NORMAL if you use autoresove. So not only do your units get slaughtered because of bad attack plans (can't expect your attack AI to be any better than the defending AI), they take extra losses because they're nerfed by the autoresolve function. I had an ISD in orbit around a rebel planet once. I was just waiting for my deathstar to arrive to blow it up and didn't want them to build and defenses. Suddenly there's a space battle! I look at the enemy fleet... it's some speeders (yah... the land ones). The morons were trying to sneak a raid fleet off the planet! Anyway.. an ISD vs some speers in space.... NOt fun. So I auto-resolve.. and LOSE MY FREAKIN STAR DESTROYER TO THE SPEEDERS. My Death Star arrived moments later to find a reinforced rebel fleet with ALL their heros, several extra Mon-Cal's and an actual fleet worth of other craft. did I mention there were no approaches to this planet that I did not control? Did I mention that this was the last rebel planet in the galaxy?

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