Bug Report: New Heroes & 'Vanguard' Unit
Started by PlushCthulhu, Jul 09 2007 08:31 AM
24 replies to this topic
#22
Posted 06 August 2007 - 01:57 PM
The hero problem in the vanguard box is an EAW FOC original bug. I played as empire and invaded with Moff Tarkin - He didn't appear and I didn't get the 25% health bonus. Ouch.
Leave the Pathfinder slot empty and all heroes appear as normal.
Hope this helps!
Dear Phoenix,
My idea was to give heroes a fleet box, so that you can assign any vessel to guard your favourite hero. Then you can choose to play them in the battle (and risk them) or leave them safe - but not have the ship. This does not with Phoenix though as you have LOTS of heroes.
It would be nice to be able to assign your heroes that don't have vessels to partcular ships to keep them safe. I don't know how easy it would be to cram several heroes in one ship though.
Leave the Pathfinder slot empty and all heroes appear as normal.
Hope this helps!
I'll cross my fingers, but I won't hold my breath.
The Vanguard/pathfinder unit issue effects Heroes, but not the "uniqueunits", such as Thrawn and Piett.
For minor heroes I worked around the issue by changing fleet commanders into ships(with the appropriate icon still though).
Dear Phoenix,
My idea was to give heroes a fleet box, so that you can assign any vessel to guard your favourite hero. Then you can choose to play them in the battle (and risk them) or leave them safe - but not have the ship. This does not with Phoenix though as you have LOTS of heroes.
It would be nice to be able to assign your heroes that don't have vessels to partcular ships to keep them safe. I don't know how easy it would be to cram several heroes in one ship though.
#24
Posted 07 August 2007 - 09:17 AM
Dear Phoenix,
My concept applies to the original EAW as follows - in Phoenix it may be a bit different as you have LOTS of heroes.
Imagine a small fleet comprising say 4 classes of ships e.g.
4 x Tie Fighter,
1 x Tie Bomber,
2 x Acclamator,
2 x Corellian Corvette
in the fleet together with a hero Icon, such as Moff Tarkin
Place an empty box directly below Moff Tarkin, and you can drag say, one acclamator into Tarkin's Fleet Box.
Now when you move Moff Tarin, one acclamator is tagged with him, so you now have have the option of selecting which ship to put him in, and you get to choose whether you want to risk him in the battle.
This also automatically overcomes the pathfinder slot problem that has been raised on your forum. It now means that ALL heroes can have ships assigned to carry them, but this is going to cause massive problems with your system as you have lots of heroes and there won't be enough space.
A better concept would be to apply the same principle as used in Star Wars Supremacy (which Lucas Arts have quietly forgotten as I can't find references to it ANYWHERE - worth getting a copy it had some great game concepts, including all force users gaining power through the game - sorry getting side tracked)
In that game you could click on a fleet, or an individual vessel and pull up three different filters - namely fighters, heroes and troops.
Each ship class can carry a variety of fighters and troops - from memory something like:
Dreadnought - 1 Squadron (of 12), 1 Troop
Carrack - None
Nebulon B - 2 fighters
Mon Cal - 3 Fighters 3 troops
ISD - 6 Fighters 4/5 troops (the books mention a standard load out of Stormies and AT-ST's/ATAT's)
Victory - 3 Fighters & 2 Troops
and so on.
You can select the filters for the fleet or for each ship. You can also put your most expensive troops in the most protected ships. While this was not necessary for the original game, as hyperspace was too quick, considering your version has much slower hyperdrive transit times, who wants to invade with a fleet, then send in the troops and before the troops arrive (or worse have them in orbit when the enemy fleet arrives) all of a sudden you best troops are cannon fodder for the enemy, stuck in unshielded light transports.
Now each capital has a fighter screen it can instantly deploy, but the imps are limited by their lack of hyperdrive capable fighters, while the rebel fleet can carry the some fighters in cargo, and a few extras for good measure.
My concept applies to the original EAW as follows - in Phoenix it may be a bit different as you have LOTS of heroes.
Imagine a small fleet comprising say 4 classes of ships e.g.
4 x Tie Fighter,
1 x Tie Bomber,
2 x Acclamator,
2 x Corellian Corvette
in the fleet together with a hero Icon, such as Moff Tarkin
Place an empty box directly below Moff Tarkin, and you can drag say, one acclamator into Tarkin's Fleet Box.
Now when you move Moff Tarin, one acclamator is tagged with him, so you now have have the option of selecting which ship to put him in, and you get to choose whether you want to risk him in the battle.
This also automatically overcomes the pathfinder slot problem that has been raised on your forum. It now means that ALL heroes can have ships assigned to carry them, but this is going to cause massive problems with your system as you have lots of heroes and there won't be enough space.
A better concept would be to apply the same principle as used in Star Wars Supremacy (which Lucas Arts have quietly forgotten as I can't find references to it ANYWHERE - worth getting a copy it had some great game concepts, including all force users gaining power through the game - sorry getting side tracked)
In that game you could click on a fleet, or an individual vessel and pull up three different filters - namely fighters, heroes and troops.
Each ship class can carry a variety of fighters and troops - from memory something like:
Dreadnought - 1 Squadron (of 12), 1 Troop
Carrack - None
Nebulon B - 2 fighters
Mon Cal - 3 Fighters 3 troops
ISD - 6 Fighters 4/5 troops (the books mention a standard load out of Stormies and AT-ST's/ATAT's)
Victory - 3 Fighters & 2 Troops
and so on.
You can select the filters for the fleet or for each ship. You can also put your most expensive troops in the most protected ships. While this was not necessary for the original game, as hyperspace was too quick, considering your version has much slower hyperdrive transit times, who wants to invade with a fleet, then send in the troops and before the troops arrive (or worse have them in orbit when the enemy fleet arrives) all of a sudden you best troops are cannon fodder for the enemy, stuck in unshielded light transports.
Now each capital has a fighter screen it can instantly deploy, but the imps are limited by their lack of hyperdrive capable fighters, while the rebel fleet can carry the some fighters in cargo, and a few extras for good measure.
#25
Posted 10 August 2007 - 02:47 AM
While it would do that, I'm afraid it's completely impossible to implement in a mod for EaW .This also automatically overcomes the pathfinder slot problem that has been raised on your forum.
Same as above .A better concept would be to apply the same principle as used in Star Wars Supremacy
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