Phoenix Rising Reborn With v1.1!
#43
Posted 03 January 2009 - 01:05 AM
Cool, thanks for the feedback (it seemed like everyone was just trying GC). If Hard is too easy, try 2 vs. 2, increase the starting credits, or set the win conditions to "destroy enemy star base". All of those seem to make it more challenging.
I just played Skirmish with the objective being to destroy the enemy base, it was fun, once I had a anti-fighter line while I had some Stormtrooper transports and 2 Aclamaters attacking their base I barely won.
Edited by bob345, 04 January 2009 - 01:50 AM.
#44
Posted 03 January 2009 - 02:24 AM
Although, 2vs2 at max credits with the objective set to "Destroy Starbase" is way too easy... hold the line with just a good anti-fighter unit or two and rush the Golan upgrades. Build Capital Ship for defense, let AI partner do the rest.
It's just that skirmish is over quite fast, while GC takes a long time. So most of the time playing PR is in GC.
Edited by Kitkun, 03 January 2009 - 02:25 AM.
Frosty Freaky Foreign Forum Fox
<DevXen> Today I was at the store and saw a Darth Vader action figure that said "Choking Hazard." It was great.
#47
Posted 03 January 2009 - 08:08 AM
EDIT: As for tactics, I usually go with antifighter screen as well, but I mostly use my fighters for it. I love TIE Fighters/Interceptors. Then I produce some bombers/dreads to take care of enemy heavy stuff, and finally an Acclamator or two to do the 'main' job
Edited by keraunos, 03 January 2009 - 08:10 AM.
#49
Posted 03 January 2009 - 06:31 PM
For Skirmish, making a mini-mod will be easy enough (two or three minutes), but I want to get opinions first:
Golans: Should have 150% or 200% health/shields?
Fighter Factory: Same or fine as is?
Phoenix: Why do the Rebels and Imperials have five space station (Golan) levels?
For Galactic Conquest, perhaps we could have space station upgrades? For the Golans and XQ5, at least. I find myself never really building them now that it's a choice between them and factories.
Frosty Freaky Foreign Forum Fox
<DevXen> Today I was at the store and saw a Darth Vader action figure that said "Choking Hazard." It was great.
#50
Posted 03 January 2009 - 07:30 PM
Doesn't anyone play Skirmish?
Yes, that's all I played until v. 1.1.1 was available. I enjoyed it thoroughly; like I said before, the sides are surprisingly well balanced. With such diversity in the unit selection, I was assuming some units would be overpowered and some underpowered, but it seems that even the humble TIE fighter has its niche in skirmish (I can only imagine the countless hours that were put into keeping the upgrade branches so well balanced and organized as well).
I have a question though. How do the countermeasures function to protect starfighters? In the inner-rim campaign, I upgraded my TIE defenders with countermeasures and sent them into battle, but I didn't really notice any visual cue that indicated the use of countermeasures.
#51
Posted 03 January 2009 - 07:37 PM
I ended up doubling shields and hull for v1, and it seemed to work a bit better.Yeah, even the Reinforced Golans don't seem to stand up to ships in PR.
For Skirmish, making a mini-mod will be easy enough (two or three minutes), but I want to get opinions first:
Golans: Should have 150% or 200% health/shields?
Fighter Factory: Same or fine as is?
I like the idea of a fighter factory. It adds a bit more of a tactical choice into skirmish by making you have to protect it if you want to make fighters. I had only added it into the Golan's final upgrade though, since that was when stuff got bumped off.
#52
Posted 04 January 2009 - 01:55 AM
They already do have 200% . The maps could probably stand to be made bigger, but you'd probably do well to throw some capitals in front of the Golan to block incoming fire in the meantime.Golans: Should have 150% or 200% health/shields?
Not in-game; just in XML. That's how many they had with vanilla, so I decided not to delete them because they're still referenced by some of the AI scripts. I may revive 4 and 5 in the future, but right now there are no stations that would be appropriate for them. Maybe someone could kitbash a hypothetical Golan IV and V for that purpose? Certainly the new tech tree has more levels than we're currently able to accommodate.Phoenix: Why do the Rebels and Imperials have five space station (Golan) levels?
Hmm, I'd want to see what other people think before I do anything.For Galactic Conquest, perhaps we could have space station upgrades? For the Golans and XQ5, at least. I find myself never really building them now that it's a choice between them and factories.
Well, there is no Countermeasure ability in FoC, so they're actually running Point-Defense. I couldn't exactly show flares as lasers though, so I turned the visuals off. There is an aural cue though if you zoom in enough to hear it.I have a question though. How do the countermeasures function to protect starfighters? In the inner-rim campaign, I upgraded my TIE defenders with countermeasures and sent them into battle, but I didn't really notice any visual cue that indicated the use of countermeasures.
#53
Posted 04 January 2009 - 04:33 AM
Hmm... maybe you could have it go:Not in-game; just in XML. That's how many they had with vanilla, so I decided not to delete them because they're still referenced by some of the AI scripts. I may revive 4 and 5 in the future, but right now there are no stations that would be appropriate for them. Maybe someone could kitbash a hypothetical Golan IV and V for that purpose? Certainly the new tech tree has more levels than we're currently able to accommodate.
- Golan I - Can build Transports and Corvettes
- Reinforced Golan I - Add Frigates
- Golan II - Add Cruisers
- Reinforced Golan II - Add Destroyers
- Golan III - Add Capitals and Dreadnoughts
Against the regular ships, they're fine, but upgraded ships just make them obsolete. If they are supposed to be protection against Capital Ships, then I find it kind of odd that I can take them down with a cruiser or two.They already do have 200%.
Hmm, I'd want to see what other people think before I do anything.For Galactic Conquest, perhaps we could have space station upgrades?
Frosty Freaky Foreign Forum Fox
<DevXen> Today I was at the store and saw a Darth Vader action figure that said "Choking Hazard." It was great.
#54
Posted 04 January 2009 - 08:03 AM
#55
Posted 04 January 2009 - 11:43 AM
Of course if you do Golan IV or V then why not give them a few of the advanced TL the recusant gets, that will certainly make them a nastier target. I think the recusant is one of the few ships that is actually still good before upgrading although it gets much better especially at IV.
If the mods speed issue can be fixed this will be fantastic, as I have spent hours already having fun even with the speed issues.
#56
Posted 05 January 2009 - 03:17 AM
#58
Posted 05 January 2009 - 05:38 PM
Could we have upgrades like heroes do? That would let us have upgraded Golans at important worlds, while less-important worlds have less-powerful versions.
You should get that already. The Golan levels that you can build should be linked to the colony size. If you only have a level 2 colony, you can't build the bigger Golans.
#59
Posted 05 January 2009 - 08:57 PM
I'm not keen on doing that since everything else is standardized.Another way to improve the golans would be to give them a slightly longer range turbo laser say 4000 instead of 3600 so they are more likely to be able to hit the targets with the amount of ships that now wield heavy TL themselves.
Oops - I always forget to update either the reinforced stats or the standard ones when I make a change since they're not next to each other.Did you put HTL to them as you said some time ago? It doesn't show in the text file, at least.
Kind of. I finally converted them from EaW's stats, but they're still largely based on EaW, so it's about the same difference. I didn't attach individual fire bones or anything like that.BTW, did you change the armaments of the vanilla space stations?
#60
Posted 06 January 2009 - 07:57 AM
So all Golans get 50% more HTL's, a Golan I gets a few HTI's added in, a Golan II gets more HTI's and adds some concussion missiles with no reduction to torpedo complement, and the Golan III is pouring turbolaser and turboion fire at everything that isn't friendly, shooting concussion missiles and has 1/4 of its proton torpedoes replaced with heavier anti-cap warhead weapons like rockets or baradium torps.
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