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Phoenix Rising Reborn With v1.1!


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#41 Future74

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Posted 02 January 2009 - 10:19 PM

Love the skirmish PR! Since my campaign core worlds errors, i've started skirmishing and i love the maps, i was supprised to find heroes! Already played as every available party against every available party on hard.

Thanks for all the hard work! :thumbsupsmiley:

#42 Phoenix Rising

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Posted 02 January 2009 - 10:43 PM

Cool, thanks for the feedback (it seemed like everyone was just trying GC). If Hard is too easy, try 2 vs. 2, increase the starting credits, or set the win conditions to "destroy enemy star base". All of those seem to make it more challenging.

#43 bob345

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Posted 03 January 2009 - 01:05 AM

Cool, thanks for the feedback (it seemed like everyone was just trying GC). If Hard is too easy, try 2 vs. 2, increase the starting credits, or set the win conditions to "destroy enemy star base". All of those seem to make it more challenging.


I just played Skirmish with the objective being to destroy the enemy base, it was fun, once I had a anti-fighter line while I had some Stormtrooper transports and 2 Aclamaters attacking their base I barely won.

Edited by bob345, 04 January 2009 - 01:50 AM.


#44 Kitkun

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Posted 03 January 2009 - 02:24 AM

I think I mentioned in the original release thread that skirmish is awesome.
Although, 2vs2 at max credits with the objective set to "Destroy Starbase" is way too easy... hold the line with just a good anti-fighter unit or two and rush the Golan upgrades. Build Capital Ship for defense, let AI partner do the rest.

It's just that skirmish is over quite fast, while GC takes a long time. So most of the time playing PR is in GC.

Edited by Kitkun, 03 January 2009 - 02:25 AM.

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#45 EduardPais

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Posted 03 January 2009 - 02:35 AM

Doesn't anyone play Skirmish?


Nope :p I'm only playing GCs.

#46 Kitkun

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Posted 03 January 2009 - 02:37 AM

Your loss.
You're missing out on a great aspect of the mod.

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#47 keraunos

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Posted 03 January 2009 - 08:08 AM

Well, I used to be the same - playing only GCs. Funny, PR 1.1 is the first FoC in which I actually enjoy skirmish! Great work PR, as always :p

EDIT: As for tactics, I usually go with antifighter screen as well, but I mostly use my fighters for it. I love TIE Fighters/Interceptors. Then I produce some bombers/dreads to take care of enemy heavy stuff, and finally an Acclamator or two to do the 'main' job :D

Edited by keraunos, 03 January 2009 - 08:10 AM.


#48 Tropical Bob

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Posted 03 January 2009 - 05:56 PM

The only time I played skirmish in v1.1 was against the CSA, and I promptly lost. Rather quickly in fact...

While we're on the topic of skirmish...Does anyone else find that the current shielding and hull rating of the Golans just doesn't stand up enough?

#49 Kitkun

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Posted 03 January 2009 - 06:31 PM

Yeah, even the Reinforced Golans don't seem to stand up to ships in PR.

For Skirmish, making a mini-mod will be easy enough (two or three minutes), but I want to get opinions first:
Golans: Should have 150% or 200% health/shields?
Fighter Factory: Same or fine as is?

Phoenix: Why do the Rebels and Imperials have five space station (Golan) levels?

For Galactic Conquest, perhaps we could have space station upgrades? For the Golans and XQ5, at least. I find myself never really building them now that it's a choice between them and factories.

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#50 Valter

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Posted 03 January 2009 - 07:30 PM

Doesn't anyone play Skirmish?


Yes, that's all I played until v. 1.1.1 was available. I enjoyed it thoroughly; like I said before, the sides are surprisingly well balanced. With such diversity in the unit selection, I was assuming some units would be overpowered and some underpowered, but it seems that even the humble TIE fighter has its niche in skirmish (I can only imagine the countless hours that were put into keeping the upgrade branches so well balanced and organized as well).

I have a question though. How do the countermeasures function to protect starfighters? In the inner-rim campaign, I upgraded my TIE defenders with countermeasures and sent them into battle, but I didn't really notice any visual cue that indicated the use of countermeasures.

#51 Tropical Bob

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Posted 03 January 2009 - 07:37 PM

Yeah, even the Reinforced Golans don't seem to stand up to ships in PR.

For Skirmish, making a mini-mod will be easy enough (two or three minutes), but I want to get opinions first:
Golans: Should have 150% or 200% health/shields?
Fighter Factory: Same or fine as is?

I ended up doubling shields and hull for v1, and it seemed to work a bit better.

I like the idea of a fighter factory. It adds a bit more of a tactical choice into skirmish by making you have to protect it if you want to make fighters. I had only added it into the Golan's final upgrade though, since that was when stuff got bumped off.

#52 Phoenix Rising

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Posted 04 January 2009 - 01:55 AM

Golans: Should have 150% or 200% health/shields?

They already do have 200% ;). The maps could probably stand to be made bigger, but you'd probably do well to throw some capitals in front of the Golan to block incoming fire in the meantime.

Phoenix: Why do the Rebels and Imperials have five space station (Golan) levels?

Not in-game; just in XML. That's how many they had with vanilla, so I decided not to delete them because they're still referenced by some of the AI scripts. I may revive 4 and 5 in the future, but right now there are no stations that would be appropriate for them. Maybe someone could kitbash a hypothetical Golan IV and V for that purpose? Certainly the new tech tree has more levels than we're currently able to accommodate.

For Galactic Conquest, perhaps we could have space station upgrades? For the Golans and XQ5, at least. I find myself never really building them now that it's a choice between them and factories.

Hmm, I'd want to see what other people think before I do anything.

I have a question though. How do the countermeasures function to protect starfighters? In the inner-rim campaign, I upgraded my TIE defenders with countermeasures and sent them into battle, but I didn't really notice any visual cue that indicated the use of countermeasures.

Well, there is no Countermeasure ability in FoC, so they're actually running Point-Defense. I couldn't exactly show flares as lasers though, so I turned the visuals off. There is an aural cue though if you zoom in enough to hear it.

#53 Kitkun

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Posted 04 January 2009 - 04:33 AM

Not in-game; just in XML. That's how many they had with vanilla, so I decided not to delete them because they're still referenced by some of the AI scripts. I may revive 4 and 5 in the future, but right now there are no stations that would be appropriate for them. Maybe someone could kitbash a hypothetical Golan IV and V for that purpose? Certainly the new tech tree has more levels than we're currently able to accommodate.

Hmm... maybe you could have it go:
  • Golan I - Can build Transports and Corvettes
  • Reinforced Golan I - Add Frigates
  • Golan II - Add Cruisers
  • Reinforced Golan II - Add Destroyers
  • Golan III - Add Capitals and Dreadnoughts
(All levels with increased hull/shields over normal.)

They already do have 200%.

For Galactic Conquest, perhaps we could have space station upgrades?

Hmm, I'd want to see what other people think before I do anything.

Against the regular ships, they're fine, but upgraded ships just make them obsolete. If they are supposed to be protection against Capital Ships, then I find it kind of odd that I can take them down with a cruiser or two.

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#54 keraunos

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Posted 04 January 2009 - 08:03 AM

I actually really like an idea of Golan IV and V. After all, Golan IVs were commonly used on techlevel 2 (Thrawn campaign), so making Golans IV for techlev 3 and Golans V for techlev 4 has a quality on its own. It would also help keep defensive structures on similar level to offensive units. As it is now, they're simply too weak

#55 wuffles

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Posted 04 January 2009 - 11:43 AM

Another way to improve the golans would be to give them a slightly longer range turbo laser say 4000 instead of 3600 so they are more likely to be able to hit the targets with the amount of ships that now wield heavy TL themselves. I mean we have bayonets with multiple heavy turbo lasers, which while at least its now worth building corvettes means things like golans just dont have the same punch as they used to.

Of course if you do Golan IV or V then why not give them a few of the advanced TL the recusant gets, that will certainly make them a nastier target. I think the recusant is one of the few ships that is actually still good before upgrading although it gets much better especially at IV.

If the mods speed issue can be fixed this will be fantastic, as I have spent hours already having fun even with the speed issues.

#56 anakinskysolo

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Posted 05 January 2009 - 03:17 AM

Did you put HTL to them as you said some time ago? It doesn't show in the text file, at least. And if you did, then at least the GC Golans should remain the same, because if not I think it would be too uncanon, unless to add a Golan IV and a Golan V, which would at least fit the rules followed by the rest of the ships and space stations armaments (you know, the initial units and some upgrades have all their canon armaments, but once you start upgrading, they cannot follow canon). BTW, did you change the armaments of the vanilla space stations?

#57 Kaleb Graff

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Posted 05 January 2009 - 05:30 PM

Could we have upgrades like heroes do? That would let us have upgraded Golans at important worlds, while less-important worlds have less-powerful versions.

#58 Ghostrider

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Posted 05 January 2009 - 05:38 PM

Could we have upgrades like heroes do? That would let us have upgraded Golans at important worlds, while less-important worlds have less-powerful versions.


You should get that already. The Golan levels that you can build should be linked to the colony size. If you only have a level 2 colony, you can't build the bigger Golans.

#59 Phoenix Rising

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Posted 05 January 2009 - 08:57 PM

Another way to improve the golans would be to give them a slightly longer range turbo laser say 4000 instead of 3600 so they are more likely to be able to hit the targets with the amount of ships that now wield heavy TL themselves.

I'm not keen on doing that since everything else is standardized.

Did you put HTL to them as you said some time ago? It doesn't show in the text file, at least.

Oops - I always forget to update either the reinforced stats or the standard ones when I make a change since they're not next to each other.

BTW, did you change the armaments of the vanilla space stations?

Kind of. I finally converted them from EaW's stats, but they're still largely based on EaW, so it's about the same difference. I didn't attach individual fire bones or anything like that.

#60 SpardaSon21

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Posted 06 January 2009 - 07:57 AM

Well, since AFAIK the "reinforced" Golans are technically PR fanon, PR can do whatever he wants to them. Although Death Star superlasers would be a wee bit on the excessive side of total overkill. However, giving them 50% more HTL than the standard has TL and some HTI's (heavy turboions) just because he can would do a lot. Also some concussion missiles for anti-fighter duty and replacing 1/4 of the torpedoes with a heavier missile weapon like rockets or baradium missiles would help.


So all Golans get 50% more HTL's, a Golan I gets a few HTI's added in, a Golan II gets more HTI's and adds some concussion missiles with no reduction to torpedo complement, and the Golan III is pouring turbolaser and turboion fire at everything that isn't friendly, shooting concussion missiles and has 1/4 of its proton torpedoes replaced with heavier anti-cap warhead weapons like rockets or baradium torps.



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