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REL - Unofficial PR v1.1.2, Ship Skirmish Pack


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#81 Tropical Bob

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Posted 21 November 2010 - 01:05 AM

I noticed that this mod does not seem to include the scripts folder changes in the 1.1 bug fixes. Is this intentional?

Oh, ho-ho...Thanks for catching that. I thought I brought everything over, but apparently I was wrong. Fixed, with new upload.

Download link.

#82 Panzer VI Tiger

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Posted 21 November 2010 - 01:35 AM

Thanks for fixing this. This should solve the MC120s and SSDs spawning out of nowhere.

#83 Tropical Bob

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Posted 22 December 2010 - 02:33 AM

After further Skirmish testing, the Invincible was too strong of a ship to be present at tier 1. So it's been moved to tier 2, and the Victory will also stay there. The CSA will be one ship short in its roster compared to the other factions.

New version added to the original post. Hotfix added for those who have the version from 11-20, since it was only one file edited.

#84 Tropical Bob

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Posted 24 December 2010 - 10:32 AM

Bumpdate
-Courtesy of Kitkun, there's a Ship Skirmish Pack available for PR that adds in some of the ships from EaW and FoC for Skirmish mode. Unfortunately, these two sub-mods are incompatible. Fortunately, I tinkered a bit and made a Ship Skirmish Pack that's compatible with this sub-mod. Presenting: the Unofficial PR v1.1.2 Ship Skirmish Pack! To install, unpack the Unofficial PR v1.1.2 unto your main PR folder first, then unpack the compatible Ship Skirmish Pack in the same location. Be sure it's in that order. All the ships included are from Kitkun's work, so be sure to give thanks where it's needed! (Hint: Not quite me.)
-A couple of AI Script changes that escaped my notice previously. One possibly prevented the AI from building heroes if it possessed a Merchant Dock in Skirmish, so hopefully they may do that now.
-An issue with the multiplayer Thrawn Campaign that might have prevented a campaign load.
-Fixed Mirkovig Hirken's hangar complement.
-Link

Original post amended with the new version of the Unofficial PR v1.1.2 and the Unofficial PR v1.1.2 Ship Skirmish Pack.

EDIT: Fixed the Skirmish Golan hardpoints. New version uploaded.

Edited by Tropical Bob, 24 December 2010 - 08:12 PM.


#85 Tropical Bob

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Posted 24 December 2010 - 08:15 PM

Unofficial Ship Skirmish Pack update:
-Messed up the Skirmish Golan hardpoints. Fixed now. New version in post above and OP.

#86 Stormhawk

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Posted 27 March 2011 - 12:36 AM

Just downloaded this. It's really nice to see all the old ships. Just one observation I made while playing.

I think the Skirmish AI was adversely affected. I've only played 2 skirmishes, but the computer just upgraded their space stations both to level 3 continuously. After the first cruiser the computer always gets, it just got four consecutive space station upgrades. That gave me about 10 min in which the computer got no fighting units, so I just took all the mining facilities and basically won. Is it possible to reduce station upgrade incentive?

Also, two questions. I noticed the Keldabe Battleship has Baradium missiles. What do they do?

And I noticed the Aggressor destroyer is now the Krayt class destroyer. I assume this change is due to the Krayt being more canon. Where does it show up? I've never heard of it before. Is it really a canon ship with a megalaser?

Overall, really really fun and cool additions to the ship pool. Many thanks to both Tropical Bob for 1.1.2 and Kitkun for this skirmish pack. Any chance these will be official for 1.2?

#87 SpardaSon21

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Posted 27 March 2011 - 01:00 AM

According to this list, Baradium Missiles are more powerful versions of flechette missiles. They do more hull damage, and do more damage to the initial target.

#88 Tropical Bob

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Posted 27 March 2011 - 03:51 PM

Just downloaded this. It's really nice to see all the old ships. Just one observation I made while playing.

I think the Skirmish AI was adversely affected. I've only played 2 skirmishes, but the computer just upgraded their space stations both to level 3 continuously. After the first cruiser the computer always gets, it just got four consecutive space station upgrades. That gave me about 10 min in which the computer got no fighting units, so I just took all the mining facilities and basically won. Is it possible to reduce station upgrade incentive?

Also, two questions. I noticed the Keldabe Battleship has Baradium missiles. What do they do?

And I noticed the Aggressor destroyer is now the Krayt class destroyer. I assume this change is due to the Krayt being more canon. Where does it show up? I've never heard of it before. Is it really a canon ship with a megalaser?

Overall, really really fun and cool additions to the ship pool. Many thanks to both Tropical Bob for 1.1.2 and Kitkun for this skirmish pack. Any chance these will be official for 1.2?

I can't really speak to the reasons as to why anything was named, renamed, or included in the Ship Skirmish Pack. That was all Kitkun's doing. I merely did the compatibility work. Ships like the Krayt are canon straight from FoC.

The tests that I ran with the AI didn't seem to play any differently. The AI does almost never tend to take Mines, however.

Unfortunately, I'm not really knowledgeable on how to meddle with the AI.

#89 Stormhawk

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Posted 27 March 2011 - 06:18 PM

Were the Krayt or Keldabe ships given fighter complements?

#90 Tropical Bob

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Posted 28 March 2011 - 04:08 AM

Were the Krayt or Keldabe ships given fighter complements?

I believe both ships are without hangars. The Krayt is basically a heavy artillery ship, and therefore without many weapons at all, so it's really reliant on external escorts. The Keldabe is still, even without a complement, entirely self-sufficient. It has the slugthrower cannons meant for point defense, so it's not without anti-fighter capability though.

#91 Ghostrider

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Posted 28 March 2011 - 09:06 AM

According to this list, Baradium Missiles are more powerful versions of flechette missiles. They do more hull damage, and do more damage to the initial target.



Baradium technology is seriously bad news. Prince Xisor's palace on Coruscant was destroyed by a single illegal Class A thermal detonator - incidentally the one Leia threated Jabba with in ROTJ.

Baradium is extremely unstable, but generates fusion-type explosions.
Imagine holding a bottle of unstable nitroglycerine with the explosive power of a plutonium munition. That's baradium. Hold it very very carefully.

While the merits of firing baradium missiles at opponents are good, the effects of a single warhead detonating inside your ship render the munition pretty pointless in space combat. It is not currently found as an illegal munition in the mod.

Edited by Ghostrider, 28 March 2011 - 09:24 PM.


#92 Phoenix Rising

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Posted 29 March 2011 - 12:01 AM

It used to be, but it was terribly underpowered. I'll do it correctly if the opportunity ever presents itself. Think anti-starship diamond boron.

#93 Zeta1127

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Posted 29 March 2011 - 03:38 AM

The Keldabe has a complement of 36 fighters, 2 shuttles, and 2 light freighters, while Aggressors as of yet doesn't have a fighter complement.
"I'm just a simple man trying to make my way in the universe." - Jango Fett
"You are fooling yourself, Captain. Nothing here is what it seems. You are not the plucky hero, the Alliance is not an evil empire, and this is not the grand arena."
"And that's not incense." - The Operative and Inara Serra
"What you will see, if you leave the Mirror free to work, I cannot tell. For it shows things that were, and things that are, and things that yet maybe. But which it is that he sees, even the wisest cannot always tell. Do you wish to look?" - Galadriel
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#94 Tropical Bob

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Posted 29 March 2011 - 06:25 AM

The Keldabe has a complement of 36 fighters, 2 shuttles, and 2 light freighters, while Aggressors as of yet doesn't have a fighter complement.

That may be a canonical complement, but the Ship Skirmish Pack's Keldabe does not have a hangar.

The thing is still a powerhouse, however. Don't underestimate it.

#95 Stormhawk

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Posted 29 March 2011 - 12:27 PM

Speaking of complements, will ships get transport-class complements come 1.2? Such as ISD's carrying Lambda Shuttles, Gamma's and Sentinels?

#96 Ghostrider

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Posted 29 March 2011 - 01:11 PM

Speaking of complements, will ships get transport-class complements come 1.2? Such as ISD's carrying Lambda Shuttles, Gamma's and Sentinels?


Yes.

Take a look at the units page.

Ghost.

Edited by Ghostrider, 29 March 2011 - 01:12 PM.


#97 Stormhawk

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Posted 29 March 2011 - 11:09 PM

Stormwhak wrote:

Wow. 43 Transports. That's quite some firepower

Sorry - went into blonde mode and hit edit instead of reply. I've lost your original post. Ghost.

Edited by Ghostrider, 30 March 2011 - 06:44 AM.


#98 Ghostrider

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Posted 30 March 2011 - 06:44 AM

That's indiviual transports, mind, that launch in groups of 3, I think, so you don't get them all at once.

Normal groups that you build are of 4 transports, but complement transports normally fly in smller groups.

In tactical, it's really nice to have a slow but steady stream of combat transports, but ISD's are still vulnerable to a dose of rebel TRD! With mininmal fighter opposition, however you can build up a pretty overwhelming assault force purely based on complement.

You just have to keep an eye on the opponent, as they are doing the same thing....

#99 Zeta1127

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Posted 30 March 2011 - 07:55 AM

The Keldabe has a complement of 36 fighters, 2 shuttles, and 2 light freighters, while Aggressors as of yet doesn't have a fighter complement.

That may be a canonical complement, but the Ship Skirmish Pack's Keldabe does not have a hangar.

The thing is still a powerhouse, however. Don't underestimate it.

I was just pointing out the canon complement, because it is relatively new info that surfaced after this pack came out. I could never doubt the Keldabe, one of my most favorite ships; Ke nu'jurkadir sha Mando'ade!
"I'm just a simple man trying to make my way in the universe." - Jango Fett
"You are fooling yourself, Captain. Nothing here is what it seems. You are not the plucky hero, the Alliance is not an evil empire, and this is not the grand arena."
"And that's not incense." - The Operative and Inara Serra
"What you will see, if you leave the Mirror free to work, I cannot tell. For it shows things that were, and things that are, and things that yet maybe. But which it is that he sees, even the wisest cannot always tell. Do you wish to look?" - Galadriel
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Admiral Zebulon Wilhelm of Task Force Mystic/Fleet Junkie

#100 Phoenix Rising

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Posted 30 March 2011 - 06:07 PM

That's indiviual transports, mind, that launch in groups of 3, I think, so you don't get them all at once.

Normal groups that you build are of 4 transports, but complement transports normally fly in smller groups.

I don't want to hijack this thread, but transports always launch in groups of four unless the complement doesn't divide evenly.



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