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Planetkillerzz

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Everything posted by Planetkillerzz

  1. We must be in two different realities or maybe we are missing some information in mechanical understanding terms. Fully researched trees the lower tier Imperial caps are nothing like some other caps low tier in this game when we look at in-game stats anyways, and as I said some NR cruisers ie not supers outmatch or closely perform to them. I am starting to get the feeling im missing something in terms of understanding but if we look at the stats on the ships in numbers it doesn't make sense.
  2. Were always happy to take more people, mind you we play in a relaxed non-uber competitive way. Were a bit more into the immersion value than the win I suppose. If that play-style is ok with you, you're more than welcome to join us. There will be no middle ground capital ship. The lower tier supercaps already serve as a bridge between the larger supercaps and capitals. Besides this, this would mean adding in mid-tier capitals to every faction, when balancing current ships is still an issue, and there isn't any models for these, while some current ships lack skins and models, never mind star bases. This makes me a bit sad, I disagree that it automatically requires all the other factions to get YXZ of caps. You say NR is supposed to be able to chew the SSD on one to one with their end-tier, which means they will have what I am suggesting Empire also have in terms of options. They have 5 cap choices being better at every tier than Empire, having a very powerful in-between cap and then the penultimate end-cap. Problem is all the cruisers are better too so what you end up with is a massive one-sided faction. Intentional or not but that is weak sauce. The synergy between the NR caps is also notable. Shield regen, gravity wells, good to epic firepower pending on Tier, etc. If anyone should be firepower heavy it would be Empire. I may not be up to canon lore as much you lot but both films and the books ive read is about "might is right" for empire, so they should lack subtlety but be heavy on hammer meets anvil. In the current incarnation they're weak pants The irony is I dont even play them much anymore but we would like them to be the mean AI. Speaking of which, we have never ever seen them build a SSD when in AI mode, despite some 50+ games on this mod over the years and even as we play in Unfair mode. Is this intentionally? a engine limit? I do not agree on the Praetor explanation either. As much as it takes more cap slots that doesn't really translate into actual gaming terms as you cannot have SSD´s for all cap slots as your fleet supply runs out, and is neither a hindrance or a problem. And as much as you can take it down with less than all out assault, you cant when there is 3 of them. They waste anything ive ever seen. mind you I think Republic is good but Empire is not in my humble opinion. NR seems over-the-top. Somebody must really dig those fish people , Republic, and CIS seems well balanced, Empire, Alliance seems to need a tiny bit of tweaking love to be up there. Again just observational, your mod your rules.
  3. I do not honestly know what class is canon and therefore appropriate. No, definitely not the Eclipse. I do not know what you want or do not want. I just submit my findings here for feedback considerations. How you act or do not act on it is entirely up to you, but I stand by the previous statement that Empire seems to come up short unless we talk about the SSD. I am just advocating an in-between. Ahh explains why it aint working then I thought I had somehow borked the SVN update that was released.
  4. Thanks for the step-by-step replies and the fixes you already put in. Epic win. Since people keep saying "all you need is notepad" I would love a quick "how to" and you will just have bagged a limitless pit of time (how sad is that?) As I said and meant, I do want to help with the tedious stuff I just dont know where to begin or how to. Tell me what notepad file I should open and what to change and any tips and ill jump all over it. As to the Republic omment, I should prob have mentioned all of my observations are multiplayer based sometimes with us against AI however. I find that in multiplayer Republic is some mean ladies, not overpowered but mean. I just wanted to reflect that I thought they were a lot more balanced than the Empire was when we play. The Empire reference is as follows: Using Republic as an example they got something for all tiers Praetor is like a mini SSD with massive firepower when its leveled up and takes 1/3 the tactical slots of the SSD so its much more flexible and if you make the same number of them as ssd´s in terms of pop cap they're insane. Thats 3300+ firepower, more shields combined, more tactical options (to spread out) for the price of one ssd. For the non SSD Empire has, theyre pretty underpowered. Again to use Republic as an example the jedi cap gets some 300+ firepower and more shields than any of the two "vanilla" caps empires got. Abilities aside my observation be it agreeable or not is that I feel that nothing short of the SSD makes Empire shine. In fact they seem kinda meh. So in the spirit of being productive is there maybe 1 capital ship that could make its way in at some time between the 2 low tiers and the extreme other end being SSD? something with teeth but not all out domination that had more shields than the lower tiers and a bit more firepower? I mean some new republic cruisers are tougher than the empire caps. Seems just odd to me. Anyways observations only so please dont think im ragging on your skills It is awesum.
  5. Love your work though^^ added my appreciation to my OP
  6. I wish I could I really do, Irony has it that I have a lot of spare time ATM but no programming skills :/ Wouldnt even know where to begin.
  7. This is the best mod ever. I will stress this is just initial post I will add the "why of fry" later as well as add all in-depth observations but its 05 AM so im gonna crash and edit later To all of you who makes it happen i salute you. Nothing short of epic work. So when I post below do not read it as me being bitchy. just observations Mantis is still down right? because I went to the addy I got but nothing is happening yet? Just making this so i can edit my own OP with list of features/ideas and bugs if thats ok. I will add the Mantis items once I have done the list. Observations: - New Republic needs massive balance changes. The shield regeneration ability inherent in almost all Capital ships as well as some sub-caps is crazy overpowered in 1 on 1 fights combined with offering from basic to all the way up to the biggest super-capital that can chew out the SSD due to the very same shield regeneration. Non-cap ships with 18k+ shields is also madness. - Empire needs an overhaul. Meant as the premier bad guys maybe with the exception on the Vong they lack severely in the "omg we are all going to die" opression factor. Theyr capital range is very small, very outdated, very underwhelming and its all (SSD+150 fleet cap) or nothing (lolol underpowered capitals) - Republic (classic) seems pretty good to me at this juncture. Mean but can be taken out due to somewhat limited shields. - Love the "extra planet" option. I play this option always now including with my multi-player friends. - Build is stable. Back in the day I got mini dumps to no end, have not had any whatsoever since this BETA went out. Bugs: - Bothan Assault cruisers seems to not trigger their shield regen ability when they need to or rather consistently. Sometimes they do, sometimes they dont. This bug seems to affect most shield regen abilities across all ships who have them in New Republic fleets. - When choosing the extra planets version of a map for this mod, the first "asteroid" class system you're given refuses to build LEV construction frigs to make upgrades like trade ports but all neutral later-to-be-conquered asteroids seems fine. So just the asteroid class you begin with only seems to have this bug. Not even extractors. It will Que them but they will never actually be built. Question: Did the missile upgrade fixes get sorted yet? some gentleman was pointing out some wrong reference date between phased and actual missile uses? Defence/Structures: - Needs total overhaul. Woefully inadequate ATM. Massive gravity wells (which I love) but inferior engagement ranges, poor survivability combined with limited slots, massively overpowered Ion Cannons, etc, need total rework mechanics/stats wise. - Not sure how the warp prohibitory defense structure is working currently but would be nice to know what the range is or if it is the entire system and while its fine it nukes antimatter etc I think hyper-space initiation slow-down is much better. Gives you and actual chance to destroy fleets who raid your system all the time - Weird movement behavior when engaging Broadsides. They will keep going out of the gravity well if they're alone in an attempt to flee perusing vessels with your ships ending out in no where waaaay outside the gravity wells. Same goes with end-tier Republic capital. Its turn rates sometimes bugged and it ends up doing a massive U turn that sends it hurtling outside the gravity well before it returns in. Wish-listing: - Eclipse Super-Capital for Empire (cannot stress how epic this would be, would also give some much needed boost to whats roughly the biggest villain faction in the game.) - Sovereign ^^ same as above. sex on hyperdrives!
  8. Thank god You sir are all kinds of awesome.
  9. I will shortly write a full report on proposed game issues/ballances that are not "bug" pr say. But I must say right quick that the ability "adaptive Forcefield" is insanely overpowered. Colossally so. Nothing short of vast fleets can overpower vessels with this ability. Played a few multi-player games and every time alliance or CIS used their normal destroyer designs with said ability the game ended. When you shoot AI he will let you chew him down to low shields then instantly they will recharge to full and with players micro managing that it becomes an surplus fight in futility. That ability is in complete overdrive in its current incarnation. If anything it needs to be severely throttled. Ironically big ships like super-capitals never ever regen their shields in a full game before its over which is a bit silly too. Maybe a compromise can be reached? Anyways I will go have some coffee and recover from shock
  10. Multiplayer seems to be as stable as single player for me so far. Its basicaly the same "triggers" that dumps the game in or out of multiplayer ie the structures I reported. Rest been rather smooth. nice work Where do we report things like balancing stuff ect? here? I mean generic stuff that isnt a bug pr say. Also my bug reports mailed my email that feedback was needed, so I went and read Evaders replies, what feedback do you want ? did I miss something that I am supposed to do? or we good? Heh sorry for the questions just making sure im reporting bugs correctly is all.
  11. What a disturbingly awesome program to do this with Will be testing like a mad man shortly. Will multi-player feedback be wanted as well ?
  12. Ok I am at your disposal since this mod is insanely awesome. I have registered both here and on mantis. I have also left a bunch of feedback in your thread on Stardocks mod thread in the past during .90 release and I am looking forward to assist whatever limited knowledge I have of technical issues. Also I know nothing of textures, density limitations or any of the sort but thought you might appreciate if not use? this http://www.foundation3d.com/forums/attachment.php?attachmentid=31494&d=1253551955 You can browse the entire catalogue. He/she/whomever made them are very good Anyways ready to be approved.

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