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Kaleb Graff

Posted 21 April 2008 - 07:08 PM

I meant like commander ranks. It would be nice to get away from the one-size fits all commanders we have now. Say we would have 4 different types of naval commanders: Commanders, Captains, Vice Admirals and Admirals. This would allow you to get better commanders for more important fleets. The same would apply to ground, and possibly to starfighters.

For me it still means creating better heroes, not ships :p Though entire idea of upgrading not only units but ranks (& better bonuses) is great ;) It could simulate experience ;)

BTW, Kaleb, I just realised you're an ultimate spammer :p There's almost no thread without your name, and most end with your posts ;)

I have a lot of time on my hands, so I tend to read and reply to all topics that interest me. That's most of them, but not all. By better heroes, do you mean just increasing the bonuses heroes give? I'm not talking about upgrades, so much as different units. It's not meant to simulate experience, it is intended to simulate reality.

I doubt AI will be able to use this feature effectively - we won't be able to tell it to do so, AFAIK. I'd stick to current, character-driven system: we assume that every ship group has it's captains/commanders/admirals; some has better ones (represented by Fleet Commanders); the best ones start as good commanders, but as the war progresses they gain respect and are recognized, are given promotions & better ships (and in the same time, as experience accumulates, they become better at commanding ships).


I'm not worried about AI utilization. The point behind my idea is that in this mod we have gotten rid of the one size fits all in a specific role, so we should do the same with commanders. The AI doesn't use all of the new ships well, either, but we haven't let that stop us. 1000 credits is a lot for someone starting out, so they likely won't buy fleet commanders. Later on, though, you might have lots of money, but stacking commanders doesn't work, so you have to rely on heroes for boosts. However, heroes are limited, and thus you might not have enough for all of your fleets. This allows you to pick commanders like other ships.

keraunos

Posted 21 April 2008 - 12:57 PM

I meant like commander ranks. It would be nice to get away from the one-size fits all commanders we have now. Say we would have 4 different types of naval commanders: Commanders, Captains, Vice Admirals and Admirals. This would allow you to get better commanders for more important fleets. The same would apply to ground, and possibly to starfighters.

For me it still means creating better heroes, not ships :D Though entire idea of upgrading not only units but ranks (& better bonuses) is great :D It could simulate experience ;)

BTW, Kaleb, I just realised you're an ultimate spammer :rolleyes: There's almost no thread without your name, and most end with your posts ;)

I have a lot of time on my hands, so I tend to read and reply to all topics that interest me. That's most of them, but not all. By better heroes, do you mean just increasing the bonuses heroes give? I'm not talking about upgrades, so much as different units. It's not meant to simulate experience, it is intended to simulate reality.

I doubt AI will be able to use this feature effectively - we won't be able to tell it to do so, AFAIK. I'd stick to current, character-driven system: we assume that every ship group has it's captains/commanders/admirals; some has better ones (represented by Fleet Commanders); the best ones start as good commanders, but as the war progresses they gain respect and are recognized, are given promotions & better ships (and in the same time, as experience accumulates, they become better at commanding ships).

Kaleb Graff

Posted 20 April 2008 - 09:26 PM

I meant like commander ranks. It would be nice to get away from the one-size fits all commanders we have now. Say we would have 4 different types of naval commanders: Commanders, Captains, Vice Admirals and Admirals. This would allow you to get better commanders for more important fleets. The same would apply to ground, and possibly to starfighters.

For me it still means creating better heroes, not ships :D Though entire idea of upgrading not only units but ranks (& better bonuses) is great :D It could simulate experience ;)

BTW, Kaleb, I just realised you're an ultimate spammer :rolleyes: There's almost no thread without your name, and most end with your posts ;)


I have a lot of time on my hands, so I tend to read and reply to all topics that interest me. That's most of them, but not all. By better heroes, do you mean just increasing the bonuses heroes give? I'm not talking about upgrades, so much as different units. It's not meant to simulate experience, it is intended to simulate reality.

keraunos

Posted 20 April 2008 - 12:33 PM

I meant like commander ranks. It would be nice to get away from the one-size fits all commanders we have now. Say we would have 4 different types of naval commanders: Commanders, Captains, Vice Admirals and Admirals. This would allow you to get better commanders for more important fleets. The same would apply to ground, and possibly to starfighters.

For me it still means creating better heroes, not ships ;) Though entire idea of upgrading not only units but ranks (& better bonuses) is great ;) It could simulate experience ;)

BTW, Kaleb, I just realised you're an ultimate spammer :D There's almost no thread without your name, and most end with your posts ;)

Kaleb Graff

Posted 19 April 2008 - 12:12 AM

You could make such ships as commander level II. That might be a good idea. You could have diffrent levels of commanders for both ground and space, with diffrent bonuses.

We have to assume that every major commander commands a command ship... And we already have diffrent bonuses: weakest for generic commanders and stronger for heroes. In my mod I plan to implement 3-command-levels (generic commanders-heroes-space commanders (Thrawn, Ackbar, Bel Iblis)).

If we introduce heroes, we have to agree that they are supposed to be heroes: be better at doing things and able to survive more punishment (otherwise AI loses them too fast).


I meant like commander ranks. It would be nice to get away from the one-size fits all commanders we have now. Say we would have 4 different types of naval commanders: Commanders, Captains, Vice Admirals and Admirals. This would allow you to get better commanders for more important fleets. The same would apply to ground, and possibly to starfighters.

keraunos

Posted 17 April 2008 - 11:44 AM

You could make such ships as commander level II. That might be a good idea. You could have diffrent levels of commanders for both ground and space, with diffrent bonuses.

We have to assume that every major commander commands a command ship... And we already have diffrent bonuses: weakest for generic commanders and stronger for heroes. In my mod I plan to implement 3-command-levels (generic commanders-heroes-space commanders (Thrawn, Ackbar, Bel Iblis)).

If we introduce heroes, we have to agree that they are supposed to be heroes: be better at doing things and able to survive more punishment (otherwise AI loses them too fast).

I've come across a strange problem.. I've reviewed G-canon movie footage from the Battle of Endor (specifically, this; ) and (at 1:06 to 1:10 of the video) I did a count of the small, distant ISD-shaped objects, discounting the Executor. I could find only 24. How did these other 26 ISDs show up?

They are hidding behind the pillar :thumbsupsmiley:

Praetyre

Posted 17 April 2008 - 03:17 AM

Well, managed to get it working on Empire side, though Palpy/Pestage/Piett group on the Executor rather than on the DS II and Vader remains in his Advanced rather on the DS II. Also, the FPS is about 0.3 or something, but eliminating some unnecessary ships might help that somewhat.

What precisely is the critical difference to determine campaign playability? I've gone through the XMLs with no success, and the names are the same even in the vanilla PR files.

TheEmpire

Posted 16 April 2008 - 09:47 PM

Not all could be seen so could have been behind the other ships.

Praetyre

Posted 16 April 2008 - 09:32 PM

I've come across a strange problem.. I've reviewed G-canon movie footage from the Battle of Endor (specifically, this; ) and (at 1:06 to 1:10 of the video) I did a count of the small, distant ISD-shaped objects, discounting the Executor. I could find only 24. How did these other 26 ISDs show up?

Kaleb Graff

Posted 16 April 2008 - 05:33 PM

Ok.. I've managed to set some of it up. Of course, it currently overwrites the Operation Shadow Hand campaign, due to the fact making a new campaign would require new text files and the like.

Apologies for being a question-hog, but how does one make both the GE and ARR playable? I have two copies of the campaign in the XML file, is it determined by the active player settings? When I go to the ARR from the Galactic Conquest menu, "Advanced" and "Start Game" are greyed out.

The two copies are one for each faction.

According to Wookiepedia

Battle meditation was a manifestation of the Force which instilled in the meditator's allies a greater morale in battle and reduced the enemy's will to fight. Using the Force, one could coordinate entire fleets of ships, allowing them to perform at maximum efficiency, acting as one to counter every enemy move quickly and effectively.

That's what inspire/control mind do. The power is slightly diffrent, but it ammounts to the same thing. And I would consider the RPG books higher sources because the data includes numbers.


Something I'd like to somehow implement. The main communications ship. Would it be a Imperial I/II, Tector or something else?

What could it do? If for some kind of bonuses, it's IMO pointless... You get bonuses from heroes/minor heroes - and that's because they have ships acting as com centers & efficent commanders running them.


You could make such ships as commander level II. That might be a good idea. You could have diffrent levels of commanders for both ground and space, with diffrent bonuses.

Review the complete topic (launches new window)