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#41 Kitkun

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Posted 08 January 2009 - 09:30 AM

I miss the Venator's awesome speed, great range, and repair ability. The ship itself seems less useful than before.
There's exactly one reason to have the Venator now: fighters per population cost.

I haven't seen too much 1.0 text, but I really have to give props for the Historical Info on the planets. It's such a small aspect that really makes battling at different places more interesting. Makes the mod itself seem that much more complete.
I consider myself an SW fan, and I hadn't heard of a big chunk of the planets and ships in this mod.

Edited by Kitkun, 04 February 2009 - 06:09 PM.

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#42 Fox83

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Posted 08 January 2009 - 10:25 AM

I haven't seen to much 1.0 text, but I really have to give props for the Historical Info on the planets. It's such a small aspect that really makes battling at different places more interesting. Makes the mod itself seem that much more complete.
I consider myself an SW fan, and I hadn't heard of a big chunk of the planets and ships in this mod.


Well what I ment by text remnants:
Ugrade of Venerator mk III to MK IV says improve .... and repair ability.
Palpatine's majestic have ISD mkIV list of weapons but in real is seem to be only mk II, same for Cronal's singularity (But I'm not copletly sure of ISD version but defenitly not IV).
Many heroes of empire have on ISD level button for proton beam but only Piet can fire it.
And list could go on but I can't remember at moment......

Some things can be counted as bug.

BTW why Dominator IV can't use gravity crush also on units biger than frigate. (Considering fact that it destroys said frigate using primary armament before it gets to range to use gravity crash.)

Edited by Fox83, 08 January 2009 - 10:26 AM.


#43 Ghostrider

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Posted 08 January 2009 - 11:37 AM

BTW why Dominator IV can't use gravity crush also on units biger than frigate. (Considering fact that it destroys said frigate using primary armament before it gets to range to use gravity crash.)


I don't think gravity crush works, and neither does the whirlwind of the 418 Cruiser. We tried it 1.0 and it didn't work. I don't think it has been fixed (or can be made to work at all).

Hey - PR - whats the state of these wierd abilities now?

I haven't seen to much 1.0 text, but I really have to give props for the Historical Info on the planets. It's such a small aspect that really makes battling at different places more interesting. Makes the mod itself seem that much more complete.
I consider myself an SW fan, and I hadn't heard of a big chunk of the planets and ships in this mod.


Thanks. I put a LOT of effort into the scripts. I also tied the fleets into the scripts where I could. So you should get hints as to force composition in some of them. Others I tried to theme with the planet and it's abilities / population.

Edited by Ghostrider, 08 January 2009 - 11:40 AM.


#44 Tropical Bob

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Posted 08 January 2009 - 01:10 PM

But at guess droids are better than orphans.

Disadvantage of orphans:
1. You have to teach every one how to fly.
2. They grow up to fast (Only peace time disadvantage :p )
3. Young one have hard time to keep focused :xd:
4. For time it take to train orphan. You can have hunreds of driods in same time.

1. Who said anything about training?
2. That's what waging war is for: creating more orphaned children.
3. Stims. Lots and lots of stims.
4. Again, who said anything about training? And orphans come free with the war effort. You have to pay for droids.

I miss the Venator's awesome speed, great range, and repair ability. The ship itself seems less useful than before.
There's exactly one reason to have the Venator now: fighters per population cost.

And the SHPA-T is rather strong.

BTW why Dominator IV can't use gravity crush also on units biger than frigate. (Considering fact that it destroys said frigate using primary armament before it gets to range to use gravity crash.)


I don't think gravity crush works, and neither does the whirlwind of the 418 Cruiser. We tried it 1.0 and it didn't work. I don't think it has been fixed (or can be made to work at all).

Hey - PR - whats the state of these wierd abilities now?

I had the gravity crush in v1.0 work a couple times. Can't see why it wouldn't now. It's just got a short range compared to all the guns on the ship.

#45 Fox83

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Posted 08 January 2009 - 02:51 PM

1. Who said anything about training?
4. Again, who said anything about training? And orphans come free with the war effort. You have to pay for droids.
I had the gravity crush in v1.0 work a couple times. Can't see why it wouldn't now. It's just got a short range compared to all the guns on the ship.



1. and 4. If you want them to be able repair ships, than you have to. Flying part migh be easy in the end space is free of obstacles you can't see long time ahed (exept for fighters.)

And I saw Dominator IV crush corelian corvette (or ohter small ship) in 1.1 but the other 4 was waporised by turbolasers.

#46 Tropical Bob

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Posted 08 January 2009 - 08:16 PM

Who said anything about wanting to repair ships with them?

#47 Casen

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Posted 08 January 2009 - 08:37 PM

The gravity crush only seems to work on corvette-sized ships.

Also someone explain to me why the MKIV Dominator loses it's gravity wells and gains the eight double turbolaser turrets of an Imperial 1 Class? Is there a canon reason for that?

Edited by Kacen, 08 January 2009 - 08:38 PM.


#48 feld

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Posted 08 January 2009 - 08:50 PM

Also someone explain to me why the MKIV Dominator loses it's gravity wells and gains the eight double turbolaser turrets of an Imperial 1 Class? Is there a canon reason for that?


If you mean why Dominator IVs have no large bulges and get the ISD's heavy TLs back, PR mentions something about why here. Basically, the advanced gravity generators take up much less space than the earlier versions, so the designers could squeeze the armament back in.

PR has not explained why the late model Dominator's go back to ISD I double (vice ISD II eight barrel) guns. It is likely power limitations. The sacrifice of 48 (8x8-8x2 = 64-16) guns was necessary to power the gravity wells. I actually haven't played with fully upgraded DSDs so I never noticed this...love the detail!

Edited by feld, 08 January 2009 - 08:53 PM.


#49 Phoenix Rising

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Posted 08 January 2009 - 11:37 PM

Hey - PR - whats the state of these wierd abilities now?

Looking to completely redo the Im418 as soon as I can get it a new model. The Gravshock ability on the Dominator should work though, but it may need tweaking.

Also someone explain to me why the MKIV Dominator loses it's gravity wells and gains the eight double turbolaser turrets of an Imperial 1 Class? Is there a canon reason for that?

Dominator I is representative of the Dominator. Dominator II is somewhat representative of the EX-F (as much as can be surmised about it anyway). Dominator III is representative of the Mon Mothma/Bail Organa/Elegos A'Kla class that the authors persist on calling Imperial IIs. Because of advances in gravity well technology, these do not feature the characteristic bulges in the hull, as stated in NJO.

PR has not explained why the late model Dominator's go back to ISD I double (vice ISD II eight barrel) guns. It is likely power limitations. The sacrifice of 48 (8x8-8x2 = 64-16) guns was necessary to power the gravity wells. I actually haven't played with fully upgraded DSDs so I never noticed this...love the detail!

Gravity wells are improved by DSD III, but I didn't feel they were necessarily perfect. I didn't want it to be able to rival the ISD or TSD in terms of firepower. So, yes, it still takes a great deal of power to use even the new gravity wells.



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