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#41 anakinskysolo

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Posted 23 July 2008 - 12:41 AM

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.


I know you've been converting some models from the X-Wing Alliance Upgrade, like the Lancer frigate, and they also have the Victory SD and the Interdictor, as well as the missiles. And MTD Industries has the Acclamator Assault Ship.

#42 Invadious

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Posted 24 July 2008 - 04:22 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.

You currently have the warhead speeds go 125 MGLT, wookiepedia says that to outrun a rocket you need to go faster than 90 MGLT, did you change them to 90 MGLT? Or haven't you changed it to 90 MGLT deliberatly because you have a better source?

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Edited by Invadious, 24 July 2008 - 04:23 PM.


#43 Phoenix Rising

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Posted 24 July 2008 - 04:58 PM

Wookieepedia often disregards its own standards. I believe those speeds are from TF, but XWA tweaked them, so the later source gets the trump. Here are the speeds I have now:

Concussion Missile - 500 MGLT
Advanced Concussion Missile - 600 MGLT
Proton Torpedo - 250 MGLT
Advanced Proton Torpedo - 300 MGLT
Proton Rocket - 100 MGLT
Proton Bomb - 50 MGLT

#44 Ki-Tarn

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Posted 24 July 2008 - 05:53 PM

And so the AI cannot spam you with SSDs.


So the Rebels tossing two or three Independence or Bulwark class drednaughts per space battle isn't spamming? :)

#45 El Danny

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Posted 24 July 2008 - 06:32 PM

Great to see you back Phoenix. :ermm: :facepalm:

About the new shipyards, is it possible to edit the AI so they still build the right level shipyard for right planet in terms on canon. I still want to see planets like Kuat and Mon Calamari the center of galactic capital ship building. Also I'm not keen on the idea of all my space stations being distoried if I lose my space colony, when things like that happen its around the same time fists and keyboards start flying into monitors.

Edited by El Danny, 24 July 2008 - 08:27 PM.


#46 Kitkun

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Posted 25 July 2008 - 03:15 AM

Also I'm not keen on the idea of all my space stations being distoried if I lose my space colony, when things like that happen its around the same time fists and keyboards start flying into monitors.

I think it's an engine thing.

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#47 keraunos

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Posted 25 July 2008 - 01:35 PM

Still, giving Space Colony plenty of HPs would be neat, especially for planets like Coruscant (going around Golans is just too easy there :facepalm: )

#48 Ghostrider

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Posted 25 July 2008 - 03:55 PM

Wow. Nice work.

Can you put the new starbases on the website??
Like to see the revised stats.

#49 Phoenix Rising

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Posted 25 July 2008 - 06:05 PM

About the new shipyards, is it possible to edit the AI so they still build the right level shipyard for right planet in terms on canon. I still want to see planets like Kuat and Mon Calamari the center of galactic capital ship building.

It's more desirable to build at planets that offer discounts or other advantages like the planets you mentioned.

Also I'm not keen on the idea of all my space stations being distoried if I lose my space colony, when things like that happen its around the same time fists and keyboards start flying into monitors.

I think it's an engine thing.

Yeah. I probably shouldn't have ever mentioned it, but I figured it was better to deal with it now than later. It wasn't my choice; you can thank Petroglyph 100% for it.

Can you put the new starbases on the website??
Like to see the revised stats.

Thanks for reminding me; I probably should do that. I'll first have to reconcile their new RPG stats. The armaments are quite different though, so I may just choose to rely on what was put in EaW.

#50 TheEmpire

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Posted 25 July 2008 - 07:21 PM

Yeah. I probably shouldn't have ever mentioned it, but I figured it was better to deal with it now than later. It wasn't my choice; you can thank Petroglyph 100% for it.


Petroglyph and their mistakes. They make a game then turn their back on it. They said they did not even know how auto resolve worked!
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#51 Valter

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Posted 26 July 2008 - 06:13 PM

Also I'm not keen on the idea of all my space stations being distoried if I lose my space colony, when things like that happen its around the same time fists and keyboards start flying into monitors.

I think it's an engine thing.

Yeah. I probably shouldn't have ever mentioned it, but I figured it was better to deal with it now than later. It wasn't my choice; you can thank Petroglyph 100% for it.



Well, maybe as a compromise, you can give the space colonies an exorbitant amount of hull strength to offset the consequential destruction of all other space structures. It's only fair if you ask me.
By the way, are the space colonies defenseless or can they offer some type of resistance (be it fighters, weapon emplacements, etc.)?

Also, will the space stations receive new models or are you sticking with the vanilla ones?

Edited by Valter, 26 July 2008 - 06:17 PM.


#52 Phoenix Rising

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Posted 28 July 2008 - 06:34 PM

They said they did not even know how auto resolve worked!

Yeah, that kind of sounded like a cop-out to me. Oh well, I tentatively understand how it works. I don't think auto-resolve in PR is as crazy as it can be in some other mods, at least for space.

Also, will the space stations receive new models or are you sticking with the vanilla ones?

Vanilla, as there are no alternate station models.

#53 anakinskysolo

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Posted 29 July 2008 - 01:18 AM

The armament of the space stations is given on the same format of the latest Starships of the galaxy, yes? Because then it would be a considerable armament. For example, the Viscount in Starships of the Galaxy had 25 turbolaser batteries, when in reality there should be 2000 turbolaser cannons.

#54 Phoenix Rising

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Posted 29 July 2008 - 02:10 AM

Well, a standard battery should be five guns - at least according to WEG - but I've been looking at how many gunners per battery to indicate gun count with Saga SotG, although that doesn't always work out right either. I'm not sure what their rule is and I don't have the Saga core rulebook to be able to get a better idea, but I'm beginning to think some of them are just wrong. Hopefully it's a good RPG, because the new edition is a headache for stats.

#55 keraunos

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Posted 29 July 2008 - 08:56 PM

I'd go with older versions, as 2000 turbolasers is really a bit too much for me. That would create really 'uber' ships, and kind of kill 'vanilla PR' feeling of progress (reasonably better units for reasonably better price)...

#56 anakinskysolo

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Posted 29 July 2008 - 10:58 PM

Well, a standard battery should be five guns - at least according to WEG - but I've been looking at how many gunners per battery to indicate gun count with Saga SotG, although that doesn't always work out right either. I'm not sure what their rule is and I don't have the Saga core rulebook to be able to get a better idea, but I'm beginning to think some of them are just wrong. Hopefully it's a good RPG, because the new edition is a headache for stats.


The real problem here is that d20 says that a battery is a five gun emplacement and d6 doesn't use that classification. And as not all ships have been converted from d6 to d20, some stay with the older stats, and we then have cases like the Republic Star Destroyer that, if you follow d20 rules, would have 200 turbolasers. I don't understand what is the point of complicating this so much; and I don't know why the last Starships of the Galaxy gave so strange armament to some ships, that don't fit earlier sources that they themselves produced. But its not much what I can do.

#57 Phoenix Rising

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Posted 29 July 2008 - 11:03 PM

The real problem here is that d20 says that a battery is a five gun emplacement and d6 doesn't use that classification. And as not all ships have been converted from d6 to d20, some stay with the older stats, and we then have cases like the Republic Star Destroyer that, if you follow d20 rules, would have 200 turbolasers. I don't understand what is the point of complicating this so much; and I don't know why the last Starships of the Galaxy gave so strange armament to some ships, that don't fit earlier sources that they themselves produced. But its not much what I can do.

Easier to roll damage for 4 batteries than 20 guns in a tabletop game. But it's easy to convert. A "battery" in d6 is just a heavy turbolaser. A battery in d20 is a true battery, but it's not always clear how many guns it includes.

#58 anakinskysolo

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Posted 30 July 2008 - 12:38 AM

OK, but there are cases like the Republic Star Destroyer that have heavy turbolaser batteries. What's that, an ultra heavy turbolaser cannon? And as many people use RPG not just to play, and Starships of the Galaxy is probably the book that shows the stats of more ships, then they should include the real stats, because its impossible that a Viscount has only 25 turbolaser batteries because the ship measures 17000 m and to put just 25 turbolaser emplacements in it is just plain stupid, they won't be able to cover the entire ship. If they are not willing to do that, then at least stick to the rules that they stated, and in the rulebook it says that a battery is a five gun emplacement, and nothing else, so that you can be able to convert it.

#59 Kaleb Graff

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Posted 30 July 2008 - 12:49 AM

Did any of you see the Saga conversion document. It said to divide the number of batteries by two, which still leaves the Viscount low, though. I don't like the new space combat. It's mostly straight from d20 future, and it's far weaker then the old one. That, and the stats are not scientific (They're what the designers feel they should be, instead of made based on a formula.) And the number of gunners is the number of guns in the battery. (I do have the core rulebook)

#60 anakinskysolo

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Posted 30 July 2008 - 01:06 AM

Saga document?



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