Squad Leaders, We've Picked Up A New Group Of Signals
#21
Posted 05 September 2007 - 03:19 PM
So the idea is that you will never be able to reach the full upgrade potential of any given complement ship just by doing upgrades on a carrier, which makes fighter and bomber upgrades still useful on their own. The other component to this is that you must also pay for all of the complements in both credits and build time once. [/quote]
OK. Does this mean there are price changes from the mini-mod, so that the cost and build time of all ships with a fighter complement is increased? and therefore upgrades are even more expensive?
If so, are upgraded transports and freighters going to give you more money?- and how do you build the XQ5 platforms. I'm gonna need a whole heap o' dosh to fund this.
You can still potentially lose the daughterships indefinitely in tactical combat as long as the mothership survives, but this goes a long way towards stemming some of the exploits that come up with hit-and-run tactics.
[/quote]
If the mothership survives the battle, are all destroyed daughterships replaced for free?
And finally... as the dreadnoughts only get one upgrade, I assume the daughter-ships are going to be very highly advanced versions?
PS. I note 4 levels of capital. Have you designed an Imperial IV-Class Star Destroyer? (Shudder)
If so, can anyone come up with a good name - Impstar Deuce works for the II-class, but I cant find any decent shorthand for III or IV. Tri-Star sounds weak, Triumvirate is possible. I thought Quadrant for IV, but this sounds like a new ship class, not the kind of nickname a fighter pilot would give.
#22
Posted 05 September 2007 - 07:03 PM
The dreadnoughts just get one upgrade, so T.I.E. Starfighters will basically go to TIE Fighters in the Executor II.Will Executors get better TIEs when upgraded?
Haha, well, it shouldn't be too much longer now. I would say I'm about 85% ready.I think the news now hits a proper Pavlovian response each time we log on! Each new section sets us dribbling in anticipation and itching to try out the new changes!
Well, the utility class was where I classified some of the ships from XW when I was going through it, things like utility tugs, combat utility vehicles, and maybe heavy lifters, since they're not really fighters and they're not really transports. The problem is, I can't find models for any of these, so they still have yet to make an appearance in PR. Utility will be a support class like freighters, but instead of getting a standard income-generation ability, they would get repair standard. So they would be fairly cheap and extremely vulnerable combat repair craft.What exciting concept are you hiding from us now?
Nope. You can still build and upgrade regular TIEs.Just checking - but does this now mean that imperials are limited ONLY to carrier complement fighters as TIEs don't have hyperdrives, while the rebels can have carrier complement PLUS additional fighter squadrons as long as they have hyperdrives?
Because there are 144 squadrons and I don't want to crash EaW.Why does this take a long time. The Executor class has multiple launch bays, and is capable of launching more than one squadron at a time. And those launch bays are not exactly small...
No, it's quite possible. Launch rate is currently determined inverse to the number of hangars on a ship. I gave the Executor 10 (just based on visual inspection of the model), so it can purge its hangars in just under 15 minutes.Or is it impossible to code in different launch rates?
I decided not to launch transports for now. If I did, the Imperial-class would be launching 36 TIE Fighters, 24 TIE Interceptors, 15 Delta-class DX Transports, 12 Sentinel-class Landing Craft, 12 TIE Bombers, 8 Lambda-class Shuttles, 5 Star Wings, ~4 GAT-12 Skiprays, and 1 Gamma-class Assault Shuttle, which is kind of excessive if you ask me. Most of those transports are not specifically geared towards combat and are not expendable.And while we're at it, why do the Dreadnought classes only launch fighters, their launch bays and vessel storage compartments can hold a lot more than just fighters.
Uh, I tried to get Chewbacca's ability to work in space and it just seemed not to like it.Talking of which, is it technically possible to capture or steal enemy ships mid-battle with troop drop-ships or would this be way too complex/unbalanced?
Yes, but upgrades do not cost anything more (although ships with fewer upgrades cost more to upgrade, but you get more).OK. Does this mean there are price changes from the mini-mod, so that the cost and build time of all ships with a fighter complement is increased? and therefore upgrades are even more expensive?
Probably. I haven't finished those upgrades yet.If so, are upgraded transports and freighters going to give you more money?- and how do you build the XQ5 platforms.
XQ5s are built from any space station with available slots, but since it's a structure, it doesn't upgrade.
Yup. Unfortunately that's how it has to be with EaW.If the mothership survives the battle, are all destroyed daughterships replaced for free?
Nope. You need to buy the squadrons individually to get the top upgrades.And finally... as the dreadnoughts only get one upgrade, I assume the daughter-ships are going to be very highly advanced versions?
I have. Actually, it wasn't that hard because I styled them after existing ships:PS. I note 4 levels of capital. Have you designed an Imperial IV-Class Star Destroyer? (Shudder)
Imperial I - Devastator
Imperial II - Avenger
Imperial III - Emancipator
Imperial IV - Anakin Solo
#23
Posted 05 September 2007 - 08:54 PM
AWESOME AMOUNT OF WORK!
PR gets better and better.
I think the news now hits a proper Pavlovian response each time we log on! Each new section sets us dribbling in anticipation and itching to try out the new changes!
#24
Posted 06 September 2007 - 08:17 AM
Can the imps still have fleets with additional fighters that do not have hyperdrives, and still move around the galaxy.
Basically how do you justify a fleet of say, 1 Victory and 20 squadrons of advanced Ties invading a planet. TIES are canoncially limited to being transported by the mothership, while the rebels can have unlimited fighter escorts as long as they are hyperdrive capable.
Or are you assuming that the above fleet has a few cheap transports crammed with fighters that do not appear. Seems a bit unfair that the rebels have to pay for much more expensive hyperdrive capable ships that give little battlefield advantage when the imps dont get hyperdrives but can still have fleets of non-hyperdrive capable ships moving around.
I also note that the imps can move fleets that include IPV's - but these are supposed to be SYSTEM patrol craft. They dont have a hyperdrive.
If it don't have a hyperdrive - it cant move to another system!
Could you consider making imp fleets only move with compliment ships BUT give them very cheap carriers, for example a modified Action IV transport with faster hyperdrives and all cargo holds modified to carrier decks.
#25
Posted 06 September 2007 - 09:45 AM
Probably. I haven't finished those upgrades yet.If so, are upgraded transports and freighters going to give you more money?- and how do you build the XQ5 platforms.
XQ5s are built from any space station with available slots, but since it's a structure, it doesn't upgrade.
I can't find how to do it in your mini-mod. What level space station do you need, and what do you mean 'available slots'. I really want to build one on Coruscant to get that extra income.
Does this mean that if you can ultimately build a level 4 station, you can have either a level 4 space station OR a level 3 space station and an XQ5 platform?
#26
Posted 06 September 2007 - 05:15 PM
Well, unfortunately that's a bug with EaW and there's not much I can do about it (other than putting it on the bug list). The one thing I can do is give them hyperdrives in effect, but make them really horrible, like 8x or 16x, so that if you do try to move them around, it will take forever.Can the imps still have fleets with additional fighters that do not have hyperdrives, and still move around the galaxy.
That's simply not true:Basically how do you justify a fleet of say, 1 Victory and 20 squadrons of advanced Ties invading a planet. TIES are canoncially limited to being transported by the mothership, while the rebels can have unlimited fighter escorts as long as they are hyperdrive capable.
http://starwars.wiki...TIE_Advanced_x1
http://starwars.wiki.../ad_starfighter
http://starwars.wiki...ki/TIE_Defender
http://starwars.wiki...iki/TIE_Phantom
http://starwars.wiki.../sr_starfighter
Yeah, tell Petroglyph...If it don't have a hyperdrive - it cant move to another system!
It's not in the mini-mod. I think it's at least at a level 2 station for that one. By "slots," I just mean the number of space structures that a planet can support. It doesn't show up in the game, but it's in effect behind the scenes and works just like land slots, except for the long-range scanner / gravity well generator.I can't find how to do it in your mini-mod. What level space station do you need, and what do you mean 'available slots'. I really want to build one on Coruscant to get that extra income.
Edited by Phoenix Rising, 06 September 2007 - 05:17 PM.
#27
Posted 06 September 2007 - 08:12 PM
I gave them all 8x hyperdrives now, so you all need to be heads-up about what the rating of your fleets are (that would be a useful thing to display if I had engine access ).The one thing I can do is give them hyperdrives in effect, but make them really horrible, like 8x or 16x, so that if you do try to move them around, it will take forever.
#28
Posted 07 September 2007 - 08:00 AM
That's simply not true:Basically how do you justify a fleet of say, 1 Victory and 20 squadrons of advanced Ties invading a planet. TIES are canoncially limited to being transported by the mothership, while the rebels can have unlimited fighter escorts as long as they are hyperdrive capable.
Sorry - I was just talking about the ordinary TIE fighters. The ones that Die alot.
Thanks for the x8 modifier. Will this apply to unescorted TIES or in all situations (effectively limiting non-hyperdrive capable ships to planetary defense roles only)
That makes some sort of sense if you assume the massive journey time reflects the hassle and logistics of arranging for a transport carrier to arrive, loading onto non-combat vessels, transportation, landing, unloading etc.
As to the heads up on the fleet display, hows this for an idea:
If you move a fleet, just have a box come up saying: this will take X days. Do you want to proceed?
This avoids the embarrasement of trying to move fleets with one slow ship hidden in the roster.
#29
Posted 07 September 2007 - 05:40 PM
Anything without a hyperdrive.Thanks for the x8 modifier. Will this apply to unescorted TIES or in all situations (effectively limiting non-hyperdrive capable ships to planetary defense roles only)
It's a lovely idea, but again, beyond the scope of modding.As to the heads up on the fleet display, hows this for an idea:
If you move a fleet, just have a box come up saying: this will take X days. Do you want to proceed?
This avoids the embarrasement of trying to move fleets with one slow ship hidden in the roster.
#30
Posted 10 September 2007 - 12:54 PM
all your ideas are amazing, just wanted to say this mod rocks!, but yea, ive been away and not updated,
keep the good work up
Edited by Dr-Ludvig, 10 September 2007 - 01:45 PM.
#31
Posted 10 September 2007 - 03:11 PM
It's a lovely idea, but again, beyond the scope of modding.
Sneaky idea:
Is it feasible to modifiy the icons slightly - to say colour coding in some shape or form with colour indicating hyperdrive capability.
For example, have all icons with a x8 modifier outlined in red so that it's screamingly obvious it don't have a a hyperdrive.
Alternatively place the hyperdrive modifier ON the icon - afterall each icon is square in shape - just add multiplier in top left corner.
If this is possible, I suggest big colour change for x8 vs others.
I appreciate than in the case of the upgrades this may require MORE icons for the ships, but It would be nice to see instantly between x8 and others.
Edited by Ghostrider, 10 September 2007 - 03:35 PM.
#32
Posted 10 September 2007 - 09:26 PM
I'm estimating that I'm about 85% done with all of the changes since the mini-mod, so you can roughly deduce my schedule from that. There are actually quite a few surprises in store yet too, some of which I may or may not announce before the release .omg, i almost forgot this amazing mod!, how could i do that... *shame on me*
all your ideas are amazing, just wanted to say this mod rocks!, but yea, ive been away and not updated,so when can we expect this amazing mod to come out ?naah, scratch that, how far have you gotton, much to do still?
keep the good work up
It would be possible, yes, but not necessarily feasible, as I'm going to try to put the variant designation or at least relative level thereof on the icons as it is, so you don't need to mouseover to tell whether those are XJ7s or T-65As coming at you. Fortunately, there aren't too many ships without hyperdrives, so you should be able to keep track of them somewhat easily. Here's the complete list of ships that start without a hyperdrive, but keep in mind, you can upgrade hyperdrives in for most of these:Is it feasible to modifiy the icons slightly - to say colour coding in some shape or form with colour indicating hyperdrive capability.
Alpha-3 Nimbus-class V-wing (which only pirates get)
B-wing
BTL K-wing
IPV System Patrol Craft
TIE Bomber
TIE Fighter
TIE Interceptor
Z-95 Headhunter
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