Replying to The Thrawn Offensive Part I – The Economic War
Topic Summary
Ghostrider
Posted 18 November 2011 - 01:24 PM
If you have multiple orbital shipyards you build units quicker, but multiple shipyards have no effect on research. If you have 7 level 3 yards and 1 research station, you can build cruisers and frigates very quickly, but your research times remain the same. Multiple research stations over the same planet have NO effect other than using credits and one of your slots!
Tropical Bob
Posted 18 November 2011 - 11:43 AM
This was a known bug, and was dealt with in the Unofficial PR v1.1 Bug Fixes, which also fixes a few other things.I o have a question for you guys. I was playing the Thrawn campaign last night and I performed the research for the republic star destroyer but it never showed up in my list of ships to build. Do I have to wait until the empire comes and destroys my space stations before getting another chance to do research? I did the research on the planet Woostri, but I noticed I have 2 space station 3's,...oops right?
evilbobthebob
Posted 08 November 2011 - 11:08 PM
Admiral Lowarcher
Posted 08 November 2011 - 11:03 PM
Phoenix, Ghost Bob and everyone else that I just don't know yet, thanks for spending your time on this mod. It has been truly a enjoyable experience to play. Looking forward to 1.2!!
I o have a question for you guys. I was playing the Thrawn campaign last night and I performed the research for the republic star destroyer but it never showed up in my list of ships to build. Do I have to wait until the empire comes and destroys my space stations before getting another chance to do research? I did the research on the planet Woostri, but I noticed I have 2 space station 3's,...oops right?
bob345
Posted 26 June 2009 - 04:33 PM
Posted 20 June 2009 - 12:06 AM
During the Thrawn Campaign, the planet was the site of a battle with Grand Admiral Thrawn during his campaign against the New Republic. He attacked 112 warships docked over the planet, attempting to capture some of them. Although he failed, Thrawn's forces managed to leave over 40 of the vessels with inoperable control systems.[1] wookiepedia. just thought id add. cant believe the work u guys go to to get it right
Edit: Merged double-post.
Phoenix Rising
Posted 19 June 2009 - 08:15 PM
There is a mole miner model out there; the problem is getting the captured units from tactical to galactic. The available abilities just don't work that way.If there is, perhaps have "Mole Miners" (Altered CT-10s with a hijack ability) given to the Imperial Remnant once Nkllon is captured.
I'll let you guys speculate on this one for a while until we get there ...New campaign? About what? The hunt for Zsinj, perhaps?
Is there going to be a way for the Empire to get the Katana Fleet Dreadnaughts at all?
I sure hope so. I'm trying to work out some kind of quest to find the Katana Fleet that you need to complete in the campaign, something that each side has an equal chance to complete.Also, would it be possible to script the race for the Katana fleet?
I'm going to work on heroes for this release. Instead of the hero transports / unique units coming fully-upgraded, they're all going to be their canonical class (i.e. the Singularity would be an Imperial I), except with a 100% bonus to shields, hull, and damage. In practice, this is almost always better than what the upgrades can offer.Also, do you know if maybe we could have hero upgrades that upgrade their last ship class, like Blackhole could have a ISD1..ISD2...ISD3...ISD4, thus that way they aren't as easy to kill when UI upgrades
I'm doing it this way because I think it's more authentic to the films - the Empire has all this fantastic technology, but the heroes still always manage to come out ahead on scoundrel's luck or the Force. Just look at the Falcon; it can hardly be described as state-of-the-art, yet it's survived hundreds of battles. So this is our "intangible" factor with hero ships.
Hard to say. One of the boarded ships fired on Wedge, so they were able to take the first few, but whether or not any of those made it to hyperspace was never really made clear. It's possible that quite a few were successfully captured and subsequently disabled by the mole miners, so Thrawn was forced to abandon them.just finished re-reading heir to the empire last night (playing the thrawn campaign a few weeks ago made me dig em out) and am pretty sure the empire didnt get any new rep ships from the sluis van attack.
Yeah, that's one aspect that generally isn't very well documented. They always tell you how many fighters something can carry, but how the crew gets in and out of the ship is more often than not left to ambiguity. Given that starships can have umbilicals, cofferdams, or simply boarding ramps for ground landing, I've been resisting the urge to give everything a shuttle bay.Just because a ship doesn't have fighters doesn't mean it doesn't have shuttlebays, which is where they were in DFR.
There's no reason why you can't have the features of Singleplayer in GC; they are effectively identical to the game.second part...I second that could you possibly transform the vanilla campaign into a campaign of the Thrawn Campaign. That would make things very interesting...
Those upgrades no longer exist. Star dreadnaughts are tough enough opponents as it is without upgrading them. Lusankya, however, should get the heroic combat bonuses I described above...Also for the heroes with SSD will you give the hero version the Executor-II upgrade(that was taken out in v1.1) possibly...since I have a campaign to keep up with Thrawn and Wedge that can't be staled by Hyperdrive 2.0
Posted 19 June 2009 - 07:36 PM
To the first part...True, but it would be assumed that he would take the planet as well, since Thrawn was exporting ysalamir still at the start of book 2, he would want that planet secure...just wanted to defend my pointThey attacked Karrde's base on Myrkr, they didn't take the planet.
Also, would it be possible to script the race for the Katana fleet? I think that would be really cool, and might do more to make it resesmble the actual campaign
second part...I second that could you possibly transform the vanilla campaign into a campaign of the Thrawn Campaign. That would make things very interesting...
ie. New Republic would get missions from Mon Mothma of the next step of the campaign, while the Imperials would get Thrawn
Also for the heroes with SSD will you give the hero version the Executor-II upgrade(that was taken out in v1.1) possibly...since I have a campaign to keep up with Thrawn and Wedge that can't be staled by Hyperdrive 2.0
Kaleb Graff
Posted 19 June 2009 - 01:24 PM
-will the Katana fleet be Dreadnaught Mark II, since it was considered they would need major retrofitting and also they also had hanger bays, which the Mark I didn't.
Just because a ship doesn't have fighters doesn't mean it doesn't have shuttlebays, which is where they were in DFR.
They attacked Karrde's base on Myrkr, they didn't take the planet.Ugh, one last thing...
I believe Wayland and Myrkr should be Imperial controlled, since Thrawn was expanding a Wayland base before the capture of the Katana fleet and he captured Myrkr at the start of book 2 (it's implied at least)
Also, would it be possible to script the race for the Katana fleet? I think that would be really cool, and might do more to make it resesmble the actual campaign
Ghostrider
Posted 19 June 2009 - 11:02 AM
AI** (sorry late here)UI upgrades
Also, I noticed that the New Republic shouldn't have Obroa-Skai if its in the start of HttE, they were still debating to join or not, or will it be the same as in the original campign of some ships floating above the planet?
There are three slightly confusing planets for mapping purposes.
Obroa-skai is a neutral planet with a New Republic Task Force in orbit - so essentially unchanged from the current version.
The second confusing planet is Qat Chrystac.
I have marked it as Imperial on the map, as it certainly has a strong imperial presence in orbit - with the orbiting defence platform mentioned in reference texts converted to an Acclamator II Star Frigate - the closest the game mechanics will allow to an Imperial defense station in orbit above an enemy world. So the map reference clearly shows a conflict point.
However, the planet is actually in Rebel hands (a very tough hold-out from GCW era) with some very nasty ground troops.
The whole situation has become a stalemate. The Imperials no longer have enough ground troops to mount a successful assault but are sucessfully blocading the planet to prevent rebel reinforcements arriving. However, the Imperial blocading force is partially trapped by Lando Calrissian on Nkllon!
The first side to reinforce will win this mini local war.
The third confusing planet is Farrfin, but you will have to wait until Part III (New Republic Forces) to find out more about this world.
I have to ask a noob question: Do cargo transport ships contribute to trade and income? I admit, i only bought (and haven't played) FoC to be able to play Phoenix Rising, which has so far been a blast.
It would also be nice to see which planets are (or will be) able to build which units, even before teching up. Is there a spreadsheet or something?
Otherwise, i can't wait for the thrawn campaign! This is looking mighty awesome.
In answer to the above: Yes.
CR90-Cargo - $40
EF-76 Nebulon-B Cargo - $150
Dreadnaught Heavy Cruiser Cargo - $300
MC80 Liberty-class Star Cruiser - Cargo - $1000!
As to planets - all are capable of building things, assuming you have built star bases in orbit.