I Think, Therefore I Am
#42
Posted 19 February 2011 - 11:38 PM
also, i think i posted about this a while back, did anyone ever make a script that would spawn a hero's ship after there upgraded so say vader's custom isd does not just disappear, but becomes just a normal isd
Edited by smashedsaturn, 19 February 2011 - 11:39 PM.
#43
Posted 21 February 2011 - 03:54 AM
The Empire did build planetary superlasers, they built one on Dubrillion. Whether they would have built them on a galactic scale if Rogue Squadron hadn't destroyed it is anyone's guess. It'd be an almost like-for-like replacement of the Hypervelocity gun: one-shot, massive damage, long reload time.I doubt it would be able to destroy an ISD in a single shot. That's superlaser kind of power. Zeta mentioned being able to destroy one in one volley. If that's canon, it may need to be balanced for gameplay a bit, be it by making it have a long recharge, expensive, or reducing the power to taking two or more volleys to take down an ISD.
Edited by DaveAshton, 21 February 2011 - 03:55 AM.
#44
Posted 21 February 2011 - 02:48 PM
So PR, will the Planetary Turbolaser be able to destroy a star destroyer in a single shot?
Being able to destroy an ISD in orbit is very different from being able to do it in one shot. That's the sort of thing that would spark a massive improvement in shielding technology.I doubt it would be able to destroy an ISD in a single shot. That's superlaser kind of power. Zeta117 mentioned being able to destroy one in one volley. If that's canon, it may need to be balanced for gameplay a bit, be it by making it have a long recharge, expensive, or reducing the power to taking two or more volleys to take down an ISD.
I just meant to ask how powerful it would be ingame.
Both the Planetary Ion Cannon and the Planetary Turbolaser Cannon are rated at 20,000 damage, and fire once every two minutes.
The Ion Cannon does shield damage, but I'm not sure if it has an energy damage/stun effect. This will put a major dent in the shields of Praetor-class Star Battlecruisers, Executor or Sovereign, and elimitate entirely the shields of any other Imperial-class Star Destroyer. These are found protecting key rebel installations.
The only heroes with a chance to survive the blast of a Planetary Turbolaser Cannon are Ackbar/Home One and Wedge Antilles/Lusyanka. Anything else in the gunsights is toast. However, this has double the cost and is considerably rarer than the Ion Cannon. Rebels in Operation Skyhook should be wary of planets with ground-based Death Star/Superlaser research facilities, and naturally there is one of these on Byss to make Operation Shadow Hand even nastier to complete.
#46
Posted 22 February 2011 - 02:01 AM
Phoenix Rising and Ghostrider, we salute all your hard work and dedication and eagerly await the results!
#47
Posted 22 February 2011 - 09:28 PM
Two examples that stand out in my head are as follows:
The Alderann forces in the skyhook map that consist of ion weapons.
(Is it possible to make that fleet stay in orbit over the planet than have them float around? They are just a defense force after all.)
Outlaw and illegals.
(Is it possible to make them be stand alone forces where they won't intermingle with others? Say they would only seek you out to plunder if you had a system next to theirs?)
These sorts of things that might be more sensible for who or what they represent.
Just curious if the new AI makes any of that plausible.
Edited by implicid, 22 February 2011 - 09:43 PM.
#48
Posted 23 February 2011 - 07:08 AM
The only heroes with a chance to survive the blast of a Planetary Turbolaser Cannon are Ackbar/Home One and Wedge Antilles/Lusyanka. Anything else in the gunsights is toast. However, this has double the cost and is considerably rarer than the Ion Cannon. Rebels in Operation Skyhook should be wary of planets with ground-based Death Star/Superlaser research facilities, and naturally there is one of these on Byss to make Operation Shadow Hand even nastier to complete.
Thrawn Campaign was my favorite in 1.1. But it looks like things are about to change. :<insert here uncontrollable drolling at OSH>:
#49
Posted 23 February 2011 - 08:05 AM
A question shot into my brain earlier today and made me very curious. In relation to the changes to the AI made, is it now possible to make different AI controlled forces perform different behaviors on the same galactic map?
Two examples that stand out in my head are as follows:
The Alderann forces in the skyhook map that consist of ion weapons.
(Is it possible to make that fleet stay in orbit over the planet than have them float around? They are just a defense force after all.)
Outlaw and illegals.
(Is it possible to make them be stand alone forces where they won't intermingle with others? Say they would only seek you out to plunder if you had a system next to theirs?)
These sorts of things that might be more sensible for who or what they represent.
Just curious if the new AI makes any of that plausible.
I suspect this is a little over precise. While the Ai knows the difference between a fighter and a bomber (see BEHAVIOUR tags in the XML's), i'm fiarly sure you can't get it to assign different behaviour to particular units.
The only thing you could do is change the guard and chase ranges for indivudual units, as this affects the level of 'unit agression' i.e. at what distance does an enemy have to be from said unit to get it to react.
Best thing to do is try and see. We havn't done it.
Edited by Ghostrider, 23 February 2011 - 08:06 AM.
#50
Posted 24 February 2011 - 02:24 AM
The hypervelocity gun seems like esoteric technology. I never liked how it balanced with it being able to blow out hulls in one shot while the ion cannon does no physical damage. Planetary turbolasers can still one-shot kill destroyers and maybe capitals (depending on how many bonuses you have to damage), but there's a better chance of defending against them, especially with Mon Calamari shields.So, the HVs-2 Hypervelocity Gun and the m-68 Planetary Magnapulse Cannon are gone? The w-165 Planetary Turbolaser seems like a great idea, but what is the reasoning behind losing the others? Can they be researched, because they don't seem to be very common, might be a good way to keep them around.
The magnepulse cannon is gone only because I didn't want to have two buildings with the same model. There's no tech tree planned for structures as of yet; if we do add one, it's almost certainly going to require someone able to produce some new structure models for us because there just isn't enough variety to do it now. For the foreseeable future, active structures will remain unlocked.
There are some subtle differences built into the AI code; for example, the AI will be more aggressive and responsive in Galactic the higher the difficulty. As far as infrastructure goes, there are no differences - other than the global difficulty adjustments that we've always had. I figure it's best to prove that it works for this release and worry about that later; however, if there is a demand for it, I could turn off the advantage-consideration block for the Easy AI.Question: What will the differentiation be between difficulty levels, if any?
30-second ion stun.The Ion Cannon does shield damage, but I'm not sure if it has an energy damage/stun effect.
To some extent, yes, although it would require a lot of special cases. You could eliminate the non-lethal units from attack plans, but I don't think you could prevent the free store from shifting them around to other planets (maybe there's a way to do it with story scripting). At this point, I'm more concerned about general than specific behaviors.A question shot into my brain earlier today and made me very curious. In relation to the changes to the AI made, is it now possible to make different AI controlled forces perform different behaviors on the same galactic map?
It would be interesting to give them a separate faction with Galactic AI, like the Pirates in SoaSE. And I think it makes good design sense to separate outlaws from planetary defense. Aside from space forces (which would still have to be converted), you're talking about setting up a whole new faction though... and if we're going to do that, there are probably a couple of alternatives that would be more prudent.Outlaw and illegals.
(Is it possible to make them be stand alone forces where they won't intermingle with others? Say they would only seek you out to plunder if you had a system next to theirs?)
These sorts of things that might be more sensible for who or what they represent.
#53
Posted 28 February 2011 - 10:18 PM
Is it really necessary to have objects on space maps? I mostly find nebulas & asteroids annoing since they tend to imobilize SSDs. I rather have big obstacle free maps were even SSD can move around.
I think they can enhance as well as deter gameplay. I would assume that PR and his team are trying to make the space maps accurate for the orbit or niche of space they represent. It's good in that it adds to the strategy for certain maps. However, I believe that caution is needed when doing so.
#56
Posted 09 March 2011 - 03:42 AM
Actually, that's curious that there weren't any starships present (unless the fleet had already made its move); only a raid would not need ships. It's likely that the AI was doing "blind" production for a future invasion. If that's the case, it's probably because the alternative offensive options were not working in some way (again, the functionality of the v1.1 AI is suspect). I haven't seen it happen yet in this version, so hopefully it's not an issue. Come to think of it, I don't remember it leaving any frontline planet undefended. If we leave something open with starting forces, it likes to reinforce from nearby strongholds.
#57
Posted 09 March 2011 - 09:56 PM
Also, when are you making the next X-Wing game?
Seriously though, I'd love to see what you'd do to that series...
Edited by Kitkun, 09 March 2011 - 11:46 PM.
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<DevXen> Today I was at the store and saw a Darth Vader action figure that said "Choking Hazard." It was great.
#60
Posted 10 March 2011 - 03:22 AM
Yeahhhhhhhh. Fightin' dem Vong.Oh, I have some ideas. For starters, I'd lobby for a 25 ABY setting .Also, when are you making the next X-Wing game?
Seriously though, I'd love to see what you'd do to that series...
I still want a game or movie based around that era. Damn you LucasArts!
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