
Komo val
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Everything posted by Komo val
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I'm aware that the Imperator III is just a sub-class of the Imperator II. Where did Eville get this description ?
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Hey Eville is there any cannon imagine of an Imperator III class star destroyer, because I can't find any imagine anywhere.
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First ask Eville if it's OK with him.
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random suggestions that will never probably get implemented
Komo val replied to EvilleJedi's topic in Gameplay
That's the thing, v0.6 has better damage effects, much more detailed ships and better explosions. If yo had shields now it would grind your comp to a hold, besides they had a bug of shots actually going thru the entire ship and emerging on the other side and continuing on it's path. Shields are compensated by having a high health recharge rate on the first quoter or so. -
Well reinforcements buoys are supposed to be very tough, as reinforcements is a ship vs ship mod without any precise objectives, but you can always buy the Eclipse it destroys the buoy in a few shots ;D
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There is a gameplay type which you can use, but it only supports 3v3 ships. If you want to create real custom fleet duels, you need some basic modding skills. There's no ''easy way''.
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Great version, besides the small bugs but amazing non the least. The only thing that I can find wrong is that Praetor Battlecruiser captains have a tendencies to ram ships and allthough it looks great it's really annoying seeing your entire fleet rammed to death.
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How did the rebels win ?? Well actually they didn't win, they ''only'' destroyed the Deathstar, the Executor and at least one Imerator star destroyer. The rest of the fleet fled after the destruction of the deathstar (and the Emperor's death who was probably using Battle meditation). The Executor was destroyed because it probably had no secondary bridge because, it was thought to be invincible. The shields weren't up because a Proton torpedo volley destroyed the bridge's shield. As far as replicating it, it's impossible, until computers have a terrabyte of RAM and processor power of several terraherz. Scaling down the models wouldn't do sh*t.
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The Endor map is in the scenarios. You probably have that version. The new version will come out soon as is writen on the front page.
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Well I can also do some scripting, but it seems there is an overload of scripters ;D . Plus if the master of scripting LeSunTzu is wiling to help then I'm not needed, however if anyone needs help I'll be here.
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Yes dreams do come true ;D . Definitely go for it.
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Yeah creating a new profile helps. I didn't know about the shortcuts dough. Oh and erase any other mod especially if it's not a mod in a .big file.
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Redownload everything that has been updated since your last download, other then that I don't know. If it doesn't work try posting Hw2.txt .
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Well, for starters, you can't put -overrideBigFile because this mod is in big files and they are not compatible (the command lines). If you really wanted to do something like this you should compile it into .big file. Secondly you can't create a notepad document because the game only reads LUA files (although thees can be open with notepad). Third you must create a startigfleets folder in your scripts folder. Fourth you should make separate Lua files for each race (eg. hiigaran00, vaygr00). And finally the way you wrote is completely wrong, it should look something like this: PersistantData = { StrikeGroups = { }, Squadrons = { { type = "Hgn_Shipyard", subsystems = { }, shiphold = { }, name = "", }, { type = "Hgn_Carrier", subsystems = { }, shiphold = { }, name = "", }, }, Research = { }, } After that you can play a deathmatch, and deathmatch only with this starting fleets, if it's even compatible with warlords because warlords doesn't have a deathmatch as the original HW2. So you can either implement a selectable scenario startin fleets like in PDS 7.3.1 (i think Evillejedi said he will implement it in the next version) or you can simply play the existing scenarios ;D. OK, I'm tired now, going to bed.
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Yes the toned down reload time is good. With it's cloaking field and proton torpedoes the Providence is still very dangerous and not to be taken lightly. Next on the list is ISD vs. Providence but I already have a hunch how it will end ;D. Anything short of a fleet and you can say by-by to your ship(s). Providence rocks !!!
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You're missing the FIXES.big and the CW.Big (although you only need CW if you want to play with CW era ships)
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You do see turbolaser towers on the sides of the ship, so you should see these also, but nevermind this would be nitpicking. When your ISDs face off in a massive battle against the rebels you don't pay that much attention to the details, although i do sometimes stop and enjoy the beauty of the ISD. I think this is the most detailed model you'll find in any game. OK back to bugs, the Endor scenario crashes (actually freezes) at the end of the loading. I may have set it up wrong since there are 4 players, but there are no setup instructions.
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So as the debate about the Providence rages on I found this scenario lurking in the newest version, so I gave it a try : Forces : Republic: 3 Venator SD, 3 Dreadnaughts, 1 Carrack cruiser CIS: 1 Providence TAKE 1 Outcome: Providence destroyed, 1 Venator's health at 90 % I decided to play as the Republic for the first time. After identifying the Providence's target ( the one all the missiles were flying to ), a Venator I quickly puled it back and formed a frigate line in front of it. The other two Venators flanked the Providence. The combined PD fire of all ships made short work of the missiles and any barely hit. The Providence was quickly destroyed. TAKE 2 Outcome: Providence destroyed, 2 Venators destroyed I basically just watched on this one. I was ''playing' as the CIS. The Providence was quickly overcome but managed to destroy 2 Venators at close range TAKE 3 Outcome: Republic forces destroyed, Providence health at 100% (although the port shield projector was at 50% health ;D ) As soon as the scenario loaded i hit pause, put the tactics to passive and engaged the cloaking field on my Providence. I got to the back of the enemy formation and fired the missile and then gave a move order ( and since it was on passive it stopped firring and cloaked again). I did this many times until all enemy units were destroyed, although the protom torpedoes of the Venator SD's did manage to make some damage to the subsystems.
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If they were fired in smaller volleys the PD grid could destroy them before they reach a ship andfewer would hit thus the damage wouldn't be high. Actually the ''shields'' are strong because the first part of the health bar which regenerates quickly rapresents the shields, once the health drops below a certain point the ''shields'' are down and the regeneration time is much slower. Or something like that.
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Actually i think that the ISD I had NK-7 Ion cannons on the sides which look like this : http://images.wikia.com/starwars/images/7/7e/Ioncannon_negwt.jpg Otherwise the models are just perfect.
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My battles normally take place at long ranges so i don't really know about close range disablement, however i did see a Class III heavy defense installation disabling a wingless MC-80 cruiser and those massive turbolasers decimate enemy formations. Anyways back on topic. The Imperator II does indeed have only class 10 turbolasers. I'm not sure about the position of the ion cannons. I found only one picture from an unknown source where the ion cannon is the second from the back but this is strange and illogical.
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The Providence is one of my favorite ships. However as I said in the Bugs thread they are overpowered. The time between the missile volleys should be reduced or the the missiles should be fired two at a time with a recharge time similar to the Procurator cruiser.
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Interesting, I never had an MC-80 confront two ISD II's, but i think the reason is (probably) that the first two guns in the gun rows on the sides of the superstructure are actually ion cannons and being octa class 8 or 10 ion cannons they should disable targets quickly. I know they were ion cannons in version 0.45 I'm not sure they are in this version. The fact they were at close range means that the guns didn't miss. The redundancy of systems doesn't effect the time it's needed to disable a ship as the ''EMP'' bar is a paramater in the .ship files.
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The Praetor is an old model and EvilleJedi said that those are bugged. I agree that the Providence should win even against 3 Venators, but the Venators didn't even penetrate it's ''shields'' (although the Providence has superior Mon Calamari shielding) and by the end of the battle its health was back to 100%. I'll try playing as the Republic to see how much damage i can do to that Providence ;D.
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I love the new release, the Venator and providence look great, however there are still some bugs : 1. The refinery ships don't work properly, mole miners get stuck and they don't use all of the drop points 2. Some ships still have the massdriver fire effect when firring missiles 3. When building the executor the resources go down to - 1220000 or something (however this does not happen with the mandator and Class III forts which are also expensive) 4. The barrels on the class III go too far behind when firring 5. The 2 front double turbolasers on the Venator have a too big firring arc (they turn completely frontal which is absurd) 6. Not a bug but will the star dreadnaughts ever get guns like other ships ? 7. The providence annihilated the 2 Venator with minimal damage is this intentional or is it a lack of balance Anyways it's a great release, the battles are breath taking and massive. Keep up the awesome work.