Jump to content

Deathwatch

Members
  • Posts

    86
  • Joined

  • Last visited

Everything posted by Deathwatch

  1. Grats! The mod really came to the point that it should've been released so I'm glad it did.
  2. For me, I would have to say its the ISD2. Yeah it's a common answer, but they just are iconic. In-Game, it is harder to say. I do like any Star Destroyer types in general.
  3. I haven't had much chance to play (yet again), but I did get to play a little bit this weekend. Most abilities I've seen seem pretty ok, but some are somewhat overpowered such as the Jedi Squadron ability on the Jedi Venerator - it can continuously spawn new squads which don't seem to disappear. Regarding the Explore ability, I'd like to see this more prominently stated on certain ships. The Alliance and Republic both have a ship that seems to be made for scouting (the diplomatic ones), but they don't have explore. Of course, their abilities may be a bit strong but that could be researched later perhaps.
  4. EDIT: Removed my initial message. The new build makes the frigates and cruisers better definitely, I do like it. So far I only had 1 mini dump when a lancer tried to deploy some mines. It's good to see that the defenses are indeed better. Maybe the cost is too low as Eville mentioned, but that just makes them worth building.
  5. Checking in (well, out )
  6. After a busy work week, finally had time for this - I set up a Mantis account now as well
  7. I'm interested in trying this as well.
  8. Enjoy your holidays
  9. It appears that the server hosting the file is down at the moment
  10. Unfortunately I get a null pointer exception when trying to log in: Populating configuration table... ..... Looking for custom configuration file... ........EnemyColor using custom setting NeutralColor using custom setting AlliedColor using custom setting Debris1Color using custom setting Debris2Color using custom setting Debris3Color using custom setting FormationEscortColor using custom setting FormationSelectedEscortColor using custom setting submitting update request to server... getting session info from hard drive... writing session info to hard drive... received response from server... WARNING: TURN CHANGED writing session info to hard drive... WARNING: Due to end/change of turn, saves were discarded. Please redo changes. java.lang.NullPointerException at gs.SimUtilities.createNewObject(SimUtilities.java:61) at gs.SimFrame.updateObjectsFromDatabase(SimFrame.java:15845) at gs.SimFrame.updateObjectsFromServer(SimFrame.java:16097) at gs.SimFrame.initiallyPopulateGameData(SimFrame.java:14222) at gs.SimFrame.actionPerformed(SimFrame.java:320) at javax.swing.AbstractButton.fireActionPerformed(Unknown Source) at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source) at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source) at javax.swing.DefaultButtonModel.setPressed(Unknown Source) at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Sour ce) at java.awt.Component.processMouseEvent(Unknown Source) at javax.swing.JComponent.processMouseEvent(Unknown Source) at java.awt.Component.processEvent(Unknown Source) at java.awt.Container.processEvent(Unknown Source) at java.awt.Component.dispatchEventImpl(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Window.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.EventQueue.dispatchEvent(Unknown Source) at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source)
  11. Is there any news about this? I am (and I am certain others are as well) quite curious about the updates. Also, when resetting everything, will the game get expanded a bit beyond the combat? Or is that still further off?
  12. Unfortunately, I've been very busy (and it looks like I will be busy for the new few weeks still as well I fear) - has there any combat happened in my absense? I'm currently awaiting the new updates to GalSim before putting more time into it again. I definately hope that, especially due to reduced spare time, that the game will go more towards the strategic side as the micromanaging requires still is a bit on the high side at the moment.
  13. Just contact Mark and he'll sort you out
  14. What happens if a ship is attacking one ship (red line) and you change priority targets, do you have to reissue the attack orders? BTW, someone be nice and kill the TDs from KySoto - they appear to be out of fuel.
  15. I agree with being able to set conditions for launching fighters, but still having to set them specifically to dock would still interfere when you do want them to change orders. In the fight I had with the TBs, I actually had to re-issue the orders twice as they switched targets to random ones. This was very tedious. What I would like to see, which would greatly simplify handling fighters, is to be able to set them to one given ship as their base, and set their break rates. Once these are set, you don't have to enter them anymore unless you want to change them and they persist even through "Clear Orders". And then you can just set the other orders which they will follow. As a side note, which has to do with managing fleets, I had organised my fighters into seperate sub fleets. But when docked, these fleets did empty themselves and the fighters were listed under the ship they were docked as onboard craft. But when they launched, they ended up in the main fleet. This can be quite a mess with 144 fighters there.
  16. As for the fuel thing - it requires too much of a micro management of the fleets. Even if you set break & refuel orders, you still have no choice but to watch out for the "base" ship from being destroyed. While it's ok to micro things right now as it's a test of the combat system, in the long run you'll probably end up having several fleets about, and with limit time to manage it, I fear it'll cause too much of a hassle. Besides that, what Kob said. A very much simplified system would do - set a mother ship and then a break level and there would be no need to further micro this. Maybe set a secondary ship to dock on as well. (oh, and a out-of-warheads break too please )
  17. Something I was able to reproduce - make a fleet inside another fleet and then move that fleet as an independant fleet will make this fleet hidden in your UI until you refresh your DB/have a turn switch.
  18. Keep the magazines intact, just don't allow CM tubes to have PTs (but PT tubes can have CMs) - that would work.
  19. A bunch of AWINGs destroyed my TBs utterly there. It saved KySoto's ESC from destruction. (and grr, another EIDLN? ) Destroyed Ships: VULTRE Gamma 3 VULTRE Gamma 13 VULTRE Gamma 15 VULTRE Gamma 1 VULTRE Gamma 18 VULTRE Gamma 5 VULTRE Gamma 2 VULTRE Gamma 14 VULTRE Gamma 10 VULTRE Gamma 9 VULTRE Gamma 11 VULTRE Gamma 7 KWING Gamma 15 VULTRE Gamma 6 VULTRE Gamma 17 VULTRE Gamma 8 TUFTR Alpha 28 TUFTR Alpha 2 TUFTR Alpha 5 VULTRE Gamma 4 TUFTR Alpha 23 VULTRE Gamma 16 VULTRE Gamma 12 TUFTR Alpha 9 TUFTR Alpha 30 TUFTR Alpha 20 TUFTR Alpha 22 TUFTR Alpha 24 TUFTR Alpha 17 TUFTR Alpha 13 NFRG Putrid (own) TB Sigma 27 (own) TB Kappa 4 (own) NFRG Twisted (own) TB Kappa 21 (own) TB Rho 18 (own) TB Rho 5 (own) TB Epsilon 33 (own) TB Rho 10 (own) TB Sigma 1 (own) TB Rho 17 (own) TB Kappa 34 (own) TB Epsilon 34 (own) TB Sigma 20 (own) TB Epsilon 28 (own) TB Kappa 15 (own) TB Rho 11 (own) TB Kappa 11 (own) TB Sigma 32 (own) TB Sigma 8 (own) TB Epsilon 6 (own) TB Kappa 35 (own) TB Sigma 14 (own) TB Sigma 7 (own) TB Sigma 34 (own) TB Kappa 7 (own) TB Kappa 29 (own) TB Rho 8 (own) TB Kappa 10 (own) TB Sigma 11 (own) TB Epsilon 9 (own) TB Rho 30 (own) TB Rho 9 (own) TUFTR Alpha 15 TB Rho 13 (own) TB Rho 21 (own) TB Rho 22 (own) TB Epsilon 27 (own) TB Kappa 17 (own) TB Kappa 23 (own) TB Sigma 5 (own) TB Epsilon 14 (own) TB Rho 34 (own) TB Rho 1 (own) TB Rho 23 (own) TB Kappa 9 (own) TB Kappa 31 (own) TB Epsilon 1 (own) TB Sigma 15 (own) TB Sigma 26 (own) TB Epsilon 16 (own) TB Kappa 25 (own) TB Kappa 18 (own) TB Kappa 33 (own) TB Rho 12 (own) TB Epsilon 3 (own) TB Sigma 35 (own) TB Kappa 1 (own) TB Sigma 17 (own) TB Kappa 26 (own) TB Sigma 9 (own) TB Kappa 27 (own) TB Epsilon 31 (own) TB Kappa 8 (own) TB Sigma 10 (own) TB Epsilon 17 (own) TB Rho 3 (own) TB Epsilon 5 (own) TB Sigma 23 (own) TB Epsilon 24 (own) TB Epsilon 35 (own) TB Rho 35 (own) TB Kappa 14 (own) TB Kappa 2 (own) TB Epsilon 26 (own) TB Sigma 36 (own) TB Epsilon 7 (own) TB Sigma 19 (own) TB Sigma 4 (own) TB Epsilon 8 (own) TB Kappa 13 (own) TB Rho 28 (own) TB Kappa 24 (own) TB Sigma 22 (own) TB Kappa 30 (own) TB Epsilon 32 (own) TB Kappa 32 (own) TB Epsilon 25 (own) TB Kappa 22 (own) TB Epsilon 30 (own) TB Epsilon 13 (own) TB Kappa 12 (own) TB Kappa 20 (own) TB Kappa 5 (own) TB Epsilon 10 (own) TB Sigma 31 (own) TB Sigma 25 (own) TB Epsilon 4 (own) TB Epsilon 22 (own) TB Rho 14 (own) TB Epsilon 19 (own) TB Epsilon 2 (own) TB Kappa 36 (own) TB Sigma 28 (own) TB Sigma 13 (own) TB Rho 16 (own) TB Rho 33 (own) TB Epsilon 21 (own) TB Rho 6 (own) TB Rho 24 (own) TB Epsilon 20 (own) TB Epsilon 11 (own) TB Kappa 3 (own) TB Sigma 21 (own) TB Kappa 16 (own) TB Kappa 19 (own) TB Epsilon 12 (own) MNFRG Tom Fool TUFTR Alpha 4 TUFTR Alpha 3 TUFTR Alpha 14 TUFTR Alpha 18 AWING New AWING NFRG Cursed (own) AWING New AWING AWING New AWING AWING New AWING AWING New AWING AWING New AWING AWING New AWING AWING New AWING AWING New AWING AWING New AWING AWING New AWING AWING New AWING AWING New AWING AWING New AWING AWING New AWING AWING New AWING AWING New AWING AWING New AWING AWING New AWING AWING New AWING AWING New AWING NFRG Warped (own) Jumped Ships:
  20. I don't particularly like the fuel thing. It just seems too harsh in many cases (especially since it burns so fast), especially when you don't have a lot of spare time. It overly complicates fights and causes problems where you'd have ships left behind who can't jump when their carrier dies and if noone kills them, there isn't much that can be done. Also it requires you to micro your fleets. While possible at this stage, later in the game when we have (hopefully ) far larger fleets to our disposal, it'll become very tedious. A better system would be one where you are limited by the resources you have. I.e. you can only have XX number of fighters based on the cap ships you got. (see Kob's post about a suggested way of having this)
  21. 7000m wouldn't be too bad (its 10km now?) - but don't make it too weak as i said. I would definately recommend removing the ability to allow all fighters with CMs to switch to PTs.
  22. I wouldn't make the PTs have a lower chance to hit. Just restrict them to the bombers that can carry it. The bombers themselves are quite fragile or really expensive, and in all cases they are pretty easy targets for fighters to intercept. But I reckon that it's an acceptable tactic which I used - in normal fights, bombers will need to have cover to get through. In this case, I could jump on top of the EIDLN and LIBRTR and had the benefit of them not having any fighters on patrol near them other than some KWINGs.
  23. From the moment I jumped in, this is what happened in my detection range. I don't think all kills are mine but not sure: Destroyed Ships: TB Kappa 28 (own) TB Epsilon 29 (own) TB Rho 26 (own) TB Sigma 16 (own) TB Sigma 3 (own) TB Epsilon 36 (own) TB Epsilon 15 (own) TB Sigma 12 (own) TB Rho 15 (own) TB Rho 4 (own) TB Rho 20 (own) TD Omega 16 EIDLN Galatea TD Omega 12 TD Omega 14 TD Omega 24 TD Omega 19 KWING Gamma 9 KWING Gamma 11 KWING Gamma 22 KWING Gamma 5 KWING Gamma 20 KWING Gamma 4 KWING Gamma 16 KWING Gamma 2 TB Rho 2 (own) TB Sigma 33 (own) KWING Fortress Squadron 2 KWING Fortress Squadron 1 KWING Blaze Squadron 6 KWING Blaze Squadron 9 KWING Fortress Squadron 4 KWING Blaze Squadron 8 KWING Fortress Squadron 6 KWING Fortress Squadron 7 KWING Blaze Squadron 1 KWING Blaze Squadron 5 KWING Fortress Squadron 9 TB Rho 19 (own) TB Rho 25 (own) TB Rho 36 (own) TB Sigma 18 (own) TB Kappa 6 (own) TB Epsilon 18 (own) TB Rho 27 (own) TB Rho 31 (own) TB Epsilon 23 (own) TB Sigma 29 (own) TB Rho 7 (own) TB Sigma 24 (own) TB Rho 32 (own) TB Sigma 6 (own) TB Rho 29 (own) TB Sigma 2 (own) LIBRTR Home Base One KWING Gamma 21 KWING Gamma 17 KWING Blaze Squadron 2 KWING Blaze Squadron 4 KWING Fortress Squadron 3 KWING Blaze Squadron 7 KWING Gamma 12 KWING Blaze Squadron 3 KWING Fortress Squadron 8 KWING Fortress Squadron 5 For those that are interested, I'm using a very easy (and very sloppy) parser for the log files to extract all the destroyed/jumped ships made in Autohotkey. The code for that is as follows: FileSelectFile, SourceFile, 3,, Pick a report file to analyze. if SourceFile = return ; This will exit in this case. OutputDest = Destroyed Ships: OutputJump = Jumped Ships: Loop, read, %SourceFile% { Loop, parse, A_LoopReadLine, `n,`r { RegExMatch(A_LoopField,"i)LOST CONTACT with (.*) at.*DESTROYED.*",DestPat) RegExMatch(A_LoopField,"i)(.*) destroyed",Dest2Pat) RegExMatch(A_LoopField,"i)LOST CONTACT with (.*) at.*JUMPED.*",JumpPat) if DestPat1 OutputDest = %OutputDest%`n%DestPat1% if Dest2Pat1 { IfInString,Dest2Pat1,Onboard System(s) break else OutputDest = %OutputDest%`n%Dest2Pat1% (own) } if JumpPat OutputJump = %OutputJump%`n%JumpPat1% } } MsgBox,%OutputDest%`n`n%OutputJump% Clipboard = %OutputDest%`n`n%OutputJump%
  24. I would limit the fighters that can carry PTs really. The loadout change thing makes some bombers even more deadly. Of course, the value of the total nr of bombers I put in was far more than the EIDLN was (it was 220k worth of TBs and NFRGs). But I destroyed a LIBRTR as well in 5 cycles of a turn. To be honest, bombers should be this deadly - the TBs I used are quite weak, usually 1 or 2 shots from anything takes them down (sidenote: the unshielded fighters are way too weak compared to the shielded ones and overpriced as well in my opinion, especially if you consider the huge drawback of having to have a carrier) so any decent CAP/CSP of fighters would've done significant damage to them. It is the PTs that really make bombers worth it - you don't want them for anything else as they just are too weak. (and hit shields) But they are also slow so you need to provide cover for them, which is a fair tradeoff.
  25. ;D The EIDLN had to go though, I think it survived three big battles and managed to escape destruction every time. I think the EIDLN lasted 2 cycles in that turn to go from 100% hull to destroyed. There were 144 TBs going for the EIDLN - a few died early on. Actually, due to some dock & jump order mistake there were some TBs left behind as well.

Copyright (c) 1999-2025 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...