
malric
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Everything posted by malric
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Re: Empire at War: Total Realism v2.0
malric replied to Athanasios's topic in EAW Mods General Workshop
the AI rarely builds higher starbases then lvl 2, thus cannot produce anything then corvette and first frigate..if you have much luck it builds lvl 3 base somewhere and gets some VSDs, but i have never seen them building lvl 4+ starbases and only seen those they get from the start. Only chance the empire go an ISD its because there is a script wich spawns them above planet (like when you get new recruits as rebels)..same way it gets VSD Same for ground bases, usualy it builds X heavy/advanced factories/mines only on all planets, no diversity no plan, just the heaviest factories on planet, and cheapest/lowest space units in fleets with ground units for you to breakfast... Just try it, mod it yourself, lower the cost of all IMP starbases to 1 credit, give the computer 100.000 start credits and see how they build my guess (or shall i call it bad experience) is it will spam tartans,acclamators,broadsides,heavy/advance factories, till they are out of money..dooing nothing Really this game is awesome only for multiplayer experience, sadly the singleplayer part for us older is like when you play MP with your 6age old cousin, who can click only on few icons over and over because they look nice... -
Re: Empire at War: Total Realism v2.0
malric replied to Athanasios's topic in EAW Mods General Workshop
If you want agressive AI, dont build starbases above lvl 2 (of course except those cap ship building sites) do not use ion cannons/turbolaser towers/heavy factories and use mostly troopers with only a handful of plex or vehicles...and you will see aggressive AI. From experience it seems that whatever mod you play, the AI will NEVER attack any fortified positions...it lacks balls and/or the ability to concentrate fleets/troops -
Why shoot ? only laugh in face fooooooooooooooool ;D
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Yeah i know...but this is better then nothing
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I give you a hint try not to build heavy factories/ion cannons/turbolasers and build only lvl 2 starbases except on mon calamari cruisers build sites...and see what is challenging
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Its only not enabled, because its not needed...
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Live in your fantasy world and dream about sweet things like SSD but dont whine tommorow when you realized you were naive And even 'authentic' report can be a good joke ))
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April joke ?
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A couple of titbits to help with the Planets.
malric replied to MajorPayne's topic in EAW Mods General Workshop
Some planets like Dagobah, should be hard to hold thus there exist thois cap...i personaly like playing as rebels when i capped my rebel starbases to lvl 2 only except for planets wich build cap ship, never had so much fun when the empire actualy attacked me, if you build starbases lvl 3+ the AI will hardly attack them, so if you think adding maximum slots everywhere will make game better you will soon find that the game will be more borning only..and i mean BORING To be honest, i did not only capped the starbases i removed turbolaser towers and heavy factories for myself (no artilery and T4B) was challenging even with ..ehm...not very briliant AI -
A couple of titbits to help with the Planets.
malric replied to MajorPayne's topic in EAW Mods General Workshop
Sooner or later it will crash -
Spaceunittargetingpriorities.xml Look there and you will know...
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MP in almost every game is for rushing teens nowadays..no place for older i play to play the game for fun, they play to rush and end it as quickly as possible wich is fun for them, but not for me...if there was some norush server i may find a free afternoon after work Seriously last time i played something MP intensively was Starcraft and back then i was a lot younger
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Easy problem solving is to put lvl 5 stations to empire planets, and they will build everything...the problem is the empire mostly (not always) isnt building starbases above lvl 2 thus can only build low tech level ships, add them free starbases in and they will !
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Oh Great
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Those 3 things in balance is all ? what about obsolete fighters, overpowered corvettes, overpowered rebel artilery and plex soldiers ? What about stupid AI ? Dont wanna sound like ass im very grateful for upcommin patch, but increasing tractor beam hardpoint health was somewhere in the lowest parts of balancing :/
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You Vs Pirates VS Imperials or Rebels
malric replied to kingdark's topic in EAW Mods General Workshop
Hmm it is working for me check spelling ! check >< ... -
Tested this mod and its excellent, only thing that is bad is that with adding free rebel fighters to capital ships you left the prices same for solo squadrons..in GC games for example... [*] MKII Assault Frigate spawns 2 A-Wing and 1 Y-Wing squadrons Means around 1/2 of the costs are fighters and the frigate alone costs less then corelian corvette, thus making assault frigate cheaper then nebulon-B not to speak about the fact that with fondor controlled its already cheap as hell... I would suggest lowering cost of solo squadrons to like 1/3 Yeah and btw the assault frigate had some fat turbolaser projectiles..it looks ugly
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You Vs Pirates VS Imperials or Rebels
malric replied to kingdark's topic in EAW Mods General Workshop
In Campaigns_singleplayer.xml create new or edit existing scenario and add...for example Pirates, Atzerri, Y-Wing_Squadron -
You Vs Pirates VS Imperials or Rebels
malric replied to kingdark's topic in EAW Mods General Workshop
I added Y-wings to pirates and it worked just fine.. -
Good that someone actualy used mine little xls for something usefull. I experimented a bit and added 15 asteoroid fields on the map wich are linked via slow trade roots together. It created a situation where no planets were safe and you could travel across the galaxy without the need of conquering planets. Was kinda alot better experience then usual GC, because i was always broke and had to defend almost all mine planets and always was attacking only with limited force and used everything wisely, not spamcreating like in vanilla GC...well i spamcreating smugglers wich kept me alive The bad thing is, the more "planets" you add on galactic map the more the game lags :/ so 43 planets +15 asteroid fields was kinda sluggish and almost unplayable. Perhaps i will create a smaller scenario and post it here.
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This is a little "map" with existing planets and their coordinates (X,Y), hope it helps a bit in placing new planets for new modders Its easy to add new planets with this, but sometimes you have to move the new planet around a bit but it gives you general idea about where to place them. Btw, anyone know why are my new hyperspace route working ? when i add them into campaign file ? :/ P.S. Its *.XLS file
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Every game (+-20) i played agains empire was only acclamtors,tartans and broadsides, with rarely exception of Victories + Piett, and the computer had rarely larger then lvl 2-3 starbases. Played only few games as empire tho...so cannot tell
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I would rather see asteroid fields added between each of 2 planets that are linked together, so you can travel across galaxy w/o need of assaulting planets, means the interdictor would have better use and rebels can make suprise attacks everywhere, but there should be like lvl 1 starbases cap only. Btw i know its very realistic adding more planets, but the more planets the more the game lags on galactic map :/ wich is very anoying :/
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The only problem with AI is that it doesnt upgrade their starbases, means all planets have lvl 1-2 starbases if lucky few have lvl 3, this happens mostly on huge maps on low tech lvl. Thus with small bases it can only build corvetes and first type of frigates, thus hoarding of acclamator and tartans or cc, fighters and nebulon-Bs. The solution would be either modifying AI that it has highest priority of upgrading starbases instead of building defence fleets, or that you can build everyship with lvl 1-2 starbases. I remember when played demomod, when you could build everything on small starbases, the computer had much better fleets, like ISD,2 VSD, interdictor, broadside and few tartans...its much better then 15 acclamators and 30 broadside cruisers with tons of tartans charging your lines and killing all your fighters insta... Btw it would be nice if corvettes vere more vulnerable to cap ships, and had lower accuracy or fewer hits to fighters, so it would be more fighter vs fighter and corvettes as defence agains bombers...not like now making fighters for the rebels obsolote... And yes its anoying, same as that the computer doesnt build super weapons on planets, and mostly only builds those heavy or advenced factories.