1.3 suggestions
#1
Posted 19 May 2011 - 03:02 AM
Space: make a level 0 ventnator available that is a light destroyer variant and not a carrier to represent the GAR fleet ~18bby
give more clone wars era fighters at the beginning to get more of a transition feel
Land: instead of starting with storm troopers there should be clone troopers and storm trooper to be trained that are not quite as effective as their fett counterparts
AT-TE garrisons
scaled models and bigger maps if possible
transports moving at the slowest speed of the capital ship in the fleet
thanks and cant wait for more from this great mod!
#3
Posted 19 May 2011 - 12:43 PM
#8
Posted 19 May 2011 - 08:12 PM
I also have a nagging feeling that Shift+Click will drag half a stack. FoC isn't installed on my new computer though, so I can't really verify that for sure.
Just tested that and there's no difference between using Shift+Click or just clicking.
I should also add that Ctrl+Click doesn't always work for some reason, such as when moving ground units to a space slot when there are other ground units of that type there.
#10
Posted 19 May 2011 - 09:04 PM
the first one is scaled land models, like the space ships, everything has one relative size, no giant stormtroopers and suchscaled models
Not quite sure what these two mean.transports moving at the slowest speed of the capital ship in the fleet
and for the second one, when having transports of land units in a fleet, they slow the fleet down, but the transports themselves could be loaded into a capital ship (in universe) and thus their hyper drive rates would be the same as the slowest cap ship in the fleet, if this could be implemented for tugs and hyper drive less fighters too that would be excellent
another one I just thought of, Imperial commandos as a counterpart to rebel spec ops
Edited by smashedsaturn, 19 May 2011 - 09:04 PM.
#13
Posted 20 May 2011 - 12:28 AM
Edit: As it is, there is no advantage to having 4 mining facilities to your opponent's 3 because you can't spend that extra money as your production is limited by the build speeds anyway.
Edited by Stormhawk, 20 May 2011 - 01:55 PM.
#14
Posted 20 May 2011 - 07:02 AM
#15
Posted 20 May 2011 - 01:51 PM
Edit: And it's really only in the later stages of each battle that this becomes a problem, when you've split the map in half and each have several mining facilities. In the early game, I doubt anyone would have enough income to constantly produce out of both queues and specialization could still happen.
Edited by Stormhawk, 20 May 2011 - 01:53 PM.
#16
Posted 20 May 2011 - 02:01 PM
#17
Posted 20 May 2011 - 05:05 PM
So I do have 2 questions.
1. Will Bin Essada be introduced as a Imperial hero (if he isn't in 1.2)?
I grew very attached to chap in Supremacy.
2. Is it possible to scale down buttons in the interface so you can have more ship/land unit/building/research buttons visible?
I know from some old discussion that it is not possible to expand build menu because it is hard-coded thingy, but buttons are just simple bitmap [targa]. Would be great because now pretty much the only option to avoid chaos is planet specialization.
#18
Posted 20 May 2011 - 05:21 PM
I'll just clarify this: the build bar is not simply defined by the size of the buttons themselves. Instead it is a set of meshes in a model file. The problem is that the number of meshes is hardcoded. Adding more will not make any difference. This is also why a scrollbar can't be added. The in-game UI bar doesn't use the same interface method as the game's main menus, which are the only part supporting scrollbars.
Edited by evilbobthebob, 20 May 2011 - 05:27 PM.
#19
Posted 20 May 2011 - 07:15 PM
I'm open to rebalancing the economy. What did you (or he) have in mind?Personally, I would like to see some of the changes that Tropical Bob implemented in his unofficial patch in regards to the economy, to make sitting in your base with freighters a less viable strategy. In my opinion, the situation Stormhawk was in should not be allowed to happen.
#20
Posted 20 May 2011 - 07:21 PM
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