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#21 Phoenix Rising

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Posted 21 July 2008 - 06:39 PM

I rather see all proton's being toned down a bit, I'd like to see the Turbolasers upgraded and the proton's (to still keep the same battle time) weaker. This is because for example the Corvettes and Light Frigates rather die from proton's than turbolasers, the shield aren't even pierced before the ship gets destroyed.

That's the point of bombers though.

And can you do something about those huge quote blocks? They're pretty distracting.

#22 Invadious

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Posted 21 July 2008 - 06:58 PM

I rather see all proton's being toned down a bit, I'd like to see the Turbolasers upgraded and the proton's (to still keep the same battle time) weaker. This is because for example the Corvettes and Light Frigates rather die from proton's than turbolasers, the shield aren't even pierced before the ship gets destroyed.

That's the point of bombers though.
And can you do something about those huge quote blocks? They're pretty distracting.

Ok, quotes are fixed. I know that is the point of bombers, I was actually refering to for example Acclamator-class assault ships or Victory-class Star Destroyers, they already kill frigates rather fast with their proton torpedoes. I completely agree with the turbolasers that will be made stronger but in my opinion the proton torpedoes should be made a little bit weaker to keep the same battle times. No offence though, it's something you should decide :p

Edited by Invadious, 21 July 2008 - 07:02 PM.


#23 Phoenix Rising

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Posted 21 July 2008 - 07:17 PM

I made some changes to warhead speeds so that you can now basically outrun proton rockets/bombs, but still have to contend with torpedoes and concussion missiles with jamming or point-defense. I'm also re-evaluating hull upgrades, because I think I went too soft in some cases. But damage won't change - you really need it for some of the capitals - however, rockets and bombs (yes, those are new) will only really be effective against larger targets because of how slow they are, not to mention really easy to point-defend against.

#24 Kitkun

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Posted 21 July 2008 - 07:19 PM

I modded it on my computer so that there is no shield bypassing, and instead upped the damage of those projectiles a bit. They're still powerful, but bombers and the hypervelocity gun don't slaughter everything like before. Now I actually find enemy capitals to be a challenge as I can't just spam a few squads of Y-Wings or the like.

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#25 keraunos

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Posted 21 July 2008 - 07:19 PM

Have you seen Phoenix Rising Enchanced, which was supposed to add some flavour and eliminate bugfixes? Link: PR E. You might also be interested in progress that Kaleb made: PR E Shippack

BTW, as you can read in PR E topic, I've gave up modding PR any further, so that I won't double your work. If you need my help (esp. coding/making icons) just contact me over MSN/Skype. I should be home tomorrow afternoon/evening.

#26 Phoenix Rising

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Posted 21 July 2008 - 07:24 PM

I modded it on my computer so that there is no shield bypassing, and instead upped the damage of those projectiles a bit.

I had considered doing that, but found it less interesting. It kind of makes the distinction between shields and hull irrelevant, so your only tactical option is to just blow things away with firepower. I mean, if that were the case with the Death Star, Yavin would've been toast, and the trilogy would've looked a whole lot different.

#27 Kitkun

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Posted 21 July 2008 - 07:33 PM

I had considered doing that, but found it less interesting. It kind of makes the distinction between shields and hull irrelevant, so your only tactical option is to just blow things away with firepower. I mean, if that were the case with the Death Star, Yavin would've been toast, and the trilogy would've looked a whole lot different.

I suppose. I just got tired of destroying everything with half dozen Skiprays or Nova Wings or kiting a Bulwark using a Hypervelocity gun.
Maybe I'll upload that some time. Would probably be after the next release, though.
Without hull repair, shields are still important.

Edited by Kitkun, 21 July 2008 - 07:35 PM.

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#28 TheEmpire

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Posted 21 July 2008 - 07:44 PM

Yeah it does get kind of boring but destroying a entire attacking fleets with only two skiprays and a Hv gun never gets old. (The fleet had 2 bulwarks)
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#29 Phoenix Rising

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Posted 21 July 2008 - 08:11 PM

I should just get rid of the HVG then. Replace it with a planetary turbolaser.

#30 Invadious

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Posted 21 July 2008 - 08:50 PM

I'm also re-evaluating hull upgrades, because I think I went too soft in some cases.

Great idea :D , I really hope you add that for the next version.

Edited by Invadious, 21 July 2008 - 08:50 PM.


#31 Phoenix Rising

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Posted 21 July 2008 - 10:45 PM

Well, it's more of a case-by-case basis. In general, I think some of the capital ship upgrades didn't quite go far enough. It's easy to add an extra light laser or 25 SBD to a starfighter, without realizing it's 12 light lasers and 300 SBD per squadron, because that's an insignificant amount. When it's 10 quad lasers or 1200 SBD, that's easier to come across as looking overpowered.

#32 Valter

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Posted 22 July 2008 - 02:18 AM

rockets and bombs (yes, those are new) will only really be effective against larger targets because of how slow they are, not to mention really easy to point-defend against.


Interesting, so what makes the rockets and bombs unique? I'm guessing the rockets are just slower, more powerful, versions of proton torpedoes. But the bombs...well, I can't really guess what their purpose would be.

By the way, on the subject of new ship models: have you found a new Victory Star Destroyer model yet? The vanilla victory cruiser looks terrible IMO.

#33 Pred the Penguin

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Posted 22 July 2008 - 08:00 AM

I don't think the mod uses the Vanilla Victory SD model.


Nice to know you've been working behind the scenes, PR. :D

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#34 Casen

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Posted 22 July 2008 - 11:00 AM

Glad to see this mod hasn't gone the way of many other mods...

I think the proton torpedos and concussion missiles and so on should get models, like the cone-shaped thing for the proton torpedos and of course a missile for concussion missiles.

#35 Valter

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Posted 22 July 2008 - 03:39 PM

I don't think the mod uses the Vanilla Victory SD model.


Are you sure? They look remarkebly the same to me (including a lack of swiveling turrets). The only difference is that Phoenix's Victory cruiser is slightly scaled-up from the vanilla version.

#36 Phoenix Rising

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Posted 22 July 2008 - 05:07 PM

Interesting, so what makes the rockets and bombs unique? I'm guessing the rockets are just slower, more powerful, versions of proton torpedoes. But the bombs...well, I can't really guess what their purpose would be.

Proton bombs, AKA "space bombs" from TIE Fighter, are slower and more powerful yet than rockets. The ones the TIE Bombers were using in ESB were essentially proton bombs. I've just added them for variety; they only will show up in very specialized roles.

By the way, on the subject of new ship models: have you found a new Victory Star Destroyer model yet? The vanilla victory cruiser looks terrible IMO.

Not yet, but I would agree. Same for the Im418 and Acclamator.

I think the proton torpedos and concussion missiles and so on should get models, like the cone-shaped thing for the proton torpedos and of course a missile for concussion missiles.

I've always sort of wanted to do that, but I'd have to do it right if I did.

#37 GrandAdmiralBeck

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Posted 22 July 2008 - 06:14 PM

i understand that if you want to make canon armaments, you cant have hardpoints because you end up like z3r0x's mod have the ship entirely covered in green. But how about you make some of the hardpoints untargetable, that way, you have some hardpoints, but you still have canon armaments, without hardpoints it takes way to long to destroy a ship, the lasers just go everywhere.

And when in actually battle, the game isnt slow at all, so i dont understand why you couldnt up the space cap, because when i bring a SSD in, i would like more than just one ISD to accompany it.

#38 Guest_StarWars_*

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Posted 22 July 2008 - 07:22 PM

Great to see you back Phoenix, love the new updates you have done. :p

#39 Invadious

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Posted 22 July 2008 - 07:55 PM

i understand that if you want to make canon armaments, you cant have hardpoints because you end up like z3r0x's mod have the ship entirely covered in green. But how about you make some of the hardpoints untargetable, that way, you have some hardpoints, but you still have canon armaments, without hardpoints it takes way to long to destroy a ship, the lasers just go everywhere.

And when in actually battle, the game isnt slow at all, so i dont understand why you couldnt up the space cap, because when i bring a SSD in, i would like more than just one ISD to accompany it.

You can easily change the popuolation cap of the Executor yourself, just change this line in SpaceUnitsDreadnoughts_Executor-class_Star_Dreadnought.xml: <Space_Override_Population_Value>44</Space_Override_Population_Value> with wordpad.
Or to change the total population capacity just change this line in Factions.xml:
<Space_Tactical_Unit_Cap>48</Space_Tactical_Unit_Cap> with wordpad.

PR did this becaus not everyone has a good pc, for example me, my pc is too slow for a higher population capacity than 48.

Making some hardpoints targetable is rather useless because what would it help to destroy like 8 hardpoints for an ISD if it has more than 100...... It's just better this way.

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#40 TheEmpire

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Posted 22 July 2008 - 11:08 PM

And so the AI cannot spam you with SSDs.
"Just once, I'd like to destroy a starship that we didn't pay for!"
"Welcome to the jolly old death star."
"Vader gets the plesure of killing someone while we get to stay among the living. Private Perkins overhere has been stranged over 30 times haven't you Perkins." "Good man."



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