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#21 SpardaSon21

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Posted 02 January 2009 - 04:28 AM

for pr., you need a 15,20 planet map for gc, just to like get used to all the new units :p



I agree. A smaller, tutorial-ish GC for newbies to get adjusted to the new stuff would be nice. Currently PR has a cliff-like learning curve in its GC.

#22 coinich

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Posted 02 January 2009 - 04:43 AM

It took me months to figure out what those darned tugs were for! :p

Also, does anyone else have the AI upgrade? Alls I've seen upgraded/researched was a Reef Home.

#23 Phoenix Rising

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Posted 02 January 2009 - 07:49 AM

I agree. A smaller, tutorial-ish GC for newbies to get adjusted to the new stuff would be nice. Currently PR has a cliff-like learning curve in its GC.

I realize we're lacking in documentation. I'll try to work on that for the next release, but it does put content at a standstill, so I've been reluctant to do it.

#24 Pred the Penguin

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Posted 02 January 2009 - 09:02 AM

It's actually not that difficult to master, you just have to get used to scale.

Also you'll probably need to know at least the basics of Star Wars ships...

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#25 SpardaSon21

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Posted 02 January 2009 - 09:18 AM

I agree. A smaller, tutorial-ish GC for newbies to get adjusted to the new stuff would be nice. Currently PR has a cliff-like learning curve in its GC.

I realize we're lacking in documentation. I'll try to work on that for the next release, but it does put content at a standstill, so I've been reluctant to do it.


Nice to hear. Although a small (10-13 planet) GC would still be nice as a beginner map. Best way to learn is by doing, not getting your ass handed to you in five minutes in one of the current ones.

#26 Tropical Bob

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Posted 02 January 2009 - 09:42 AM

It should get a tutorial briefing at the beginning as well.

Is there a way to change the text in that useless droid help speech box? Could put PR-related info in there instead of something obvious like "Click on a planet to select it."

#27 Guest_StarWars_*

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Posted 02 January 2009 - 12:47 PM

I would prefer a really challenging 20 world map...
Ex. A galactic map that your mission is to control the main trade routes, that would give some of the best planets and hard battles...and maybe even more challenging having you start out with 1 planet :thumbsupsmiley:

#28 Kitkun

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Posted 02 January 2009 - 04:07 PM

Is there a way to change the text in that useless droid help speech box? Could put PR-related info in there instead of something obvious like "Click on a planet to select it."

Factions.xml seems to point to a set of strings. Lines 660 through 718 for Rebel, and 1406 to 1462 for Imperial.

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#29 coinich

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Posted 02 January 2009 - 05:42 PM

I would prefer a really challenging 20 world map...
Ex. A galactic map that your mission is to control the main trade routes, that would give some of the best planets and hard battles...and maybe even more challenging having you start out with 1 planet :thumbsupsmiley:


Try Core Worlds. I didn't get going until around week 70 or so.

Also, the AI is not building space stations. Am I doing something wrong? :D

#30 Phoenix Rising

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Posted 02 January 2009 - 10:13 PM

Also, the AI is not building space stations. Am I doing something wrong? :thumbsupsmiley:

I was afraid of this... I don't think they're building Space Colony 1s for whatever reason. Everything else isn't a problem.

#31 Ghostrider

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Posted 05 January 2009 - 05:43 PM

I agree. A smaller, tutorial-ish GC for newbies to get adjusted to the new stuff would be nice. Currently PR has a cliff-like learning curve in its GC.

I realize we're lacking in documentation. I'll try to work on that for the next release, but it does put content at a standstill, so I've been reluctant to do it.


Nice to hear. Although a small (10-13 planet) GC would still be nice as a beginner map. Best way to learn is by doing, not getting your ass handed to you in five minutes in one of the current ones.



I hear you, but GFFA was designed to be nasty. So I've done something right. :p

We still have more tweaks and campaign variations to do (probably an endless job) - so I'll incorporate your comments in the next major overhaul.

Try Outer Rim of you want some freebies though - it has some utterly pathetic planets if you can find them!

#32 anakinskysolo

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Posted 05 January 2009 - 11:42 PM

Also, the AI is not building space stations. Am I doing something wrong? :unsure:

I was afraid of this... I don't think they're building Space Colony 1s for whatever reason. Everything else isn't a problem.


Yes, they are not building them.

#33 Tropical Bob

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Posted 06 January 2009 - 03:41 AM

I hear you, but GFFA was designed to be nasty. So I've done something right. :unsure:

Speaking of the game being designed for nastiness...it's so true. Excellent work on the Kuati Defence Force! I was disappointed throughout most of the battle when I only noticed two Star Destroyers, as I was expecting more. I taught them a lesson, but only after having a mixture of the remaining nine Imperial- and Tector-class Star Destroyers, plus a bunch of other ships, jump into the middle of, and ambush, my fleet when I thought I was safe. They creamed half of my Acclamator-classes, a few of my Dreadnought-classes, and one of my extremely expensive and precious Venator-classes. Those SPHA-Ts are life-savers!

#34 Phoenix Rising

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Posted 06 January 2009 - 05:25 AM

Those SPHA-Ts are life-savers!

They're so much more useful as an ability, even if EaW sometimes draws the projectile through the hull :unsure:.

#35 Tropical Bob

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Posted 06 January 2009 - 05:45 AM

Those SPHA-Ts are life-savers!

They're so much more useful as an ability, even if EaW sometimes draws the projectile through the hull :unsure:.

I think they need a new particle though. The photon beam one is quite crazy and loopy, and not the best shade of blue.

#36 Phoenix Rising

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Posted 06 January 2009 - 06:26 AM

I think they need a new particle though. The photon beam one is quite crazy and loopy, and not the best shade of blue.

The Energy Weapon ability? Unfortunately the color is a constant, so it has to be shared for SPHA-Ts and proton beams all the same :unsure:.

Edited by Phoenix Rising, 06 January 2009 - 07:24 AM.


#37 Tropical Bob

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Posted 06 January 2009 - 06:41 AM

Is it not possible to create a new particle and a different energy weapon ability then?

If not, then how about changing it to something at least more attractive for both?

#38 Phoenix Rising

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Posted 06 January 2009 - 07:24 AM

I can modify it, but it'd have to be for everything. It's more like a tractor beam than a regular weapon though, so it's not as flexible.

#39 SpardaSon21

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Posted 06 January 2009 - 07:41 AM

Well, I wouldn't mind if the Proton Beam looked like a SPHA-T's beam.

#40 Davis 65

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Posted 16 January 2009 - 03:54 AM

You guys have really out done yourselves with these campaigns i have to say ....they are unique in every way and give a whole new level to EAW...the only thing that is horrible about them is completely not your fault. I think eveyone would agree with me when i say that the only problem -and it is shown greatly- is that the engine for EAW is outdated and limiting ....and you guys have pressed it to its limits so congrats on your masterpiece of this limited game



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