
Saituros
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There really isn't an equivalent to the yammosk in Sins, except possibly fleet coordination, aka. boost, abilities, and those aren't interruptable. The dovin bassals can, and are, taken into account via high shield mitigation. And yes, I do know they're supposed to be extremely powerful, and they will be, it's more that their current state is rather broken. Fleet coordination is about what I figured would be the best bet, and it is interruptible, kill the ship lol. With the exception of the end of Star by Star to The Unifying Force that was the only way to defeat their coordination, destroying the cruiser containing it. In terms of a "jammer" Ion cannon disabling a ships abilities would be the closest equivalent. Perhaps make it a cap ship ability? Increased stats that make them extremely tough. Would make it an interesting faction to play in that your capital ship would become extremely centerpiece to your strategy. Keep it safe and you enjoy a strong advantage, lose it and you become a lot weaker.
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Does the AI just randomly decide whether to frigate spam or not? The Vong definitely are an interesting class to try and balance, when you take into account the advantages they're given in the novels (dovin bassals that suck in incoming lasers/missiles, yammosks that give amazingly efficient coordination, cannons that do damage even after hitting the target, and the grutchins that eat through metal) In a way based on the novels they're meant to be OP as long as they keep a yammosk advantage, its when they lose it or it becomes jammed that the Vong become much weaker against NR and Imperial attacks.
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I noted the gravity well generators at the top of the reply, range seemed good, enough to have a tactical effect. Makes it a lot easier to trap those fast ships if they decide to bolt out of my defense range, as well as trap ships if I attack a planet containing a smaller fleet. Vong definitely seem vulnerable to the SSD class. NR I'll have to play as and see how they fare against Empire, since the AI doesn't want to help. Once I can get some time I'll probably run a quick scenario as NR and if time allows Vong.
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Been away for a couple weeks due to college, but I did have some time to check out things last night. Main points noted was the interdict ability, worked excellently, and actually allows me some ability to trap attacking fleets that try to hit and run. Range seems about right as well, a radius that has range but doesn't take over half the planets gravity well itself. On an off side, I do wish the NR AI would spam something other then frigates so I could have a challenging battle, 12 ISD class II star destroyers an interdictor, and a few broadside cruisers are pretty much laying waste to anything I run into. My SSD also seems able to single handedly fight the entire Vong AI as well haha. Not sure if this is due to balancing still being needed for those two newer races, or if the AI is just stuck in a rut of producing easy to kill ships.
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Don't really quite understand your third statement. From every book I've read an interdictor powers up, and creates an interdiction field (gravity well) and nothing inside of it can jump. So I don't really understand why putting the 700% ability is undoable. If there isn't an actual "interdict" then why do we even have the ship in the game? As for the mines, at the least you could have those mines wasted on those ships instead of your main fleet. From my experience as well the mine detectors ability to kill the mines isn't very good, and takes too long, so while they do have the function, I feel they aren't really able to perform it very well.
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1: Interesting, is there any reason why the game engine does this? 2: In order to just use Ion Cannons whenever this would require me to park a fleet there it seems, and chase the enemy fleet if it decides to stay out of orbital defense range and move on to raid a more inner hegemonic resource planet I control. Its not a major thing, just something I find a little odd, even in fleet vs fleet combat the increased speed leaves each side almost no time to make a decision on fight or retreat, or if to change a formation. It also makes simply running another fleet to reinforce extremely easy. I can have a fleet of ISDs parked and able to zone defend 3-4 planets because they move so fast. Sorry if I come off as bitching, not my intention at all. 3: On the interdictor, why don't you just take the 700% increased jump time that is from vanilla sins and give it to the interdictor cruiser? That would be a pretty good imitation of the ability IMO. 4: Lastly, because I'm not well versed in ship building in mods, is it possible to just make a dedicated mine locator/destroyer? For example, take the Tartan cruiser, which can lay mines. What if it could also have a decent detect range, and have light lasers that can take down the mines at a fair rate. This would actually give a reason to using an anti-mine defense as well as solve the issue of mine spamming if you had a task force of anti-mine frigates jump in before the main assault fleet, and time it so that they get 30-40seconds to clear a path before the fleet comes in to begin the main assault.
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Noted the update given and downloaded. 1:Antimatter recharge is indeed now fixed on Imperial Golan's, so I assume NR is fixed as well. 2:I still notice the odd turning with ships when moving at full speed and ordered to make a hard change in direction. Again at points Star Destroyers will be moving sideways as if thrust is carrying them in a slingshot like motion. The heavy corvette still performs its "strafing attack" however it does seem to have reigned in its extreme flying to the edge of the planet. Again I understand that ships in SW do move at a faster rate, but I still wonder if the current speeds it makes defensive platforms/strategies useless. If I jump into a planet and its filled with defensive systems, my ships move so fast I can just speed to the other side, jump again, and keep going until I find a weak point. I feel this makes the whole concept of "choke points" a lot weaker and defenses in general weaker. 3:Researched Gravity well generators, the ability that is -100% antimatter and 30% hull points work, but I do not see anything preventing phase jumps, and when putting the mouse cursor over the ability there is no radius of effect to be seen.
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This makes a lot more sense, and does explain why because I am used to just grabbing up every planet I can asap.That also explains the Low and High variants I had noticed. Again props on the planets, and adding that element as well, and thanks for the help in clearing that up!
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I'm also new (just tried the mod for first time today) and if the OP doesn't mind I'll post my thoughts as well to make everything fit in one thread. Bear in mind as of this post I have only played it for under 2 hours, playing Empire and watched about 30minutes of the replay viewing the NR and Vong factions I'm up against. As a whole, the mod looks awesome. The game runs smoothly, the fights look excellent, and to whomever did the planets on this did an amazing job. The attention to Star Wars Cannon on ship types also impressed me, I gave a special omg seeing a Hapan Battle Dragon for the first time haha. The Vong are also great looking as well. I do have a few questions though. I'm sure like the OP you guys are aware of a lot of these things but I have to play it safe. First off, are some of the planets supposed to start out so that when you colonize the planet, the population upgrade is already full? The reason I ask is this has led to several frustrating colonizations, leaving me unable to upgrade the population, and having a planet now sucking credits since it is in the red on tax income. Also noted is one Asteroid colony I had was raided, destroying my structures and more importantly my construction vehicle, which for some reason would not auto respawn like normal, leaving me unable to rebuild. Secondly, the resource drain upgrading the planets I felt was a little high. I was unable to really afford any higher tier planetary upgrades unless I just focused entirely on it, then leaving me with a small fleet, which I learned quick has big trouble when its outnumbered. So it seemed either expand really fast, don't upgrade more then 1 step of population and try to spam trade ports to build an economy or turtle and concentrate all your money on slowly doing 1 upgrade at a time, hoping you didn't get utterly slammed. Also, I noticed several ships having irregular movement patterns. The most extreme case was the Imperial equivalent of the Cobalt frigate from vanilla sins, which would basically at full speed strafe the target, fly off to the other side of the planet, turn around and sometimes move backwards and then repeat. The speed of the ships also seemed a little high to me as well as a whole, with a fleet moving so fast across your planets, it seems easy to just move an assault fleet quickly out of range of defensive areas, then attack the weaker half since your ships move so fast. Like the OP, I felt maybe the smaller ships are a little pointless, once you hit the point of massing your cruisers, it seems they just die really fast. Early game I think there's use obviously, but once everyone gets in a little they just seem cannon fodder. Otherwise the other things I noticed were rather small, and mainly minor things. 1:Coralskippers (Vong starfighters) represented as Y-Wings and X-wings and when you scroll into them, the x-wing variant i believe comes up as string not found. Also fire green lasers like tie fighters. 2:M60 for NR is partial visible. 3:One minor thing that frustrated me was finding the Imperial's colonization frigate, none of them had a description that clearly said the ship colonizes or "invades" a planet. Meant building one of each ship till I found the right one. Also on that note, out of curiosity where did the two capital class variants of the ISD come from? Most of Star Wars novels I recall have Imperial fleets led by ISD class II attack star destroyers, such as the famous "Chimaera" and a lot of the Imperial fleet consisted of Victory SD's as well, which I note are also absent. 4:Constructed the Starbase Golem Defense platform, and the volley technique seems to be a one/two fire only, after using its antimatter down to 15, the station would not regenerate any antimatter. Also, how come the one buildable from the tactical slot on a planet has more hull/shields? 5:Dreadnoughts "Slave Rigging" ability yield range also seemed kinda small, and requires really close knit fleets if its to work at all in my opinion. Thanks for reading, hope maybe I caught something new and didn't just waste your time! haha.
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I would also like to help out with testing the mod, I'm a fan of the earlier mod and star wars in general. In truth, I'm not well versed in bug reporting, but I'm willing to learn if need be to help things out. Mantis account name is Saituros.