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1.3 suggestions


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#1 smashedsaturn

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Posted 19 May 2011 - 03:02 AM

I know its a little early to start suggestions for 1.3, but here goes

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!

#2 Phoenix Rising

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Posted 19 May 2011 - 03:46 AM

scaled models

transports moving at the slowest speed of the capital ship in the fleet

Not quite sure what these two mean.

#3 Stormhawk

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Posted 19 May 2011 - 12:43 PM

Not sure either, but I have a little suggestion I've been meaning to put up for a while. Not even sure if this is possible or if it's hard-coded into FOC, but it becomes annoying when I'm trying to transfer 30+ starfighter squadrons from one fleet to another and have to do it by dragging them one at a time. Is it possible to make, say, shift+drag move 5 of that unit? Just a little thing.

#4 Ghostrider

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Posted 19 May 2011 - 12:54 PM

You should be able to drag whole stacks in FOC. I do it regularly - but Im not playing raight now so I cant confirm the actual keystroke combination!

#5 Talmane

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Posted 19 May 2011 - 03:44 PM

You should be able to drag whole stacks in FOC. I do it regularly - but Im not playing raight now so I cant confirm the actual keystroke combination!



Ctrl+click and drag seems to do it.

#6 Stormhawk

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Posted 19 May 2011 - 04:19 PM

Huh, I never knew that. Thanks.

#7 Tropical Bob

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Posted 19 May 2011 - 07:16 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.

#8 Talmane

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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.

#9 evilbobthebob

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Posted 19 May 2011 - 08:26 PM

Well, I doubt it's a feature Petro put much thought or effort into; I don't recall it being mentioned in either the game manuals or the tutorials.

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#10 smashedsaturn

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Posted 19 May 2011 - 09:04 PM

scaled models

transports moving at the slowest speed of the capital ship in the fleet

Not quite sure what these two mean.

the first one is scaled land models, like the space ships, everything has one relative size, no giant stormtroopers and such

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.


#11 Phoenix Rising

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Posted 19 May 2011 - 11:11 PM

Got it, thanks. The second part probably isn't feasible though, as I've explained in another thread.

#12 Reedek

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Posted 20 May 2011 - 12:10 AM

You should be able to drag whole stacks in FOC. I do it regularly - but Im not playing raight now so I cant confirm the actual keystroke combination!



Ctrl+click and drag seems to do it.

I didn't know that either, thanks!

#13 Stormhawk

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Posted 20 May 2011 - 12:28 AM

A skirmish suggestion: Can the current Hero Build Queue become the build queue for the X7/X8/X9 station and only the Golan fill the right queue? On large skirmish maps, I find that capturing 3-4 mining facilities causes a buildup of money that cannot be spent even constantly building ships. This especially discourages carrier production, as they tend to have higher build-time to cost ratios than their cruiser or battleship counterparts. Heroes built can simply be inserted into the queue they would be a part of if they were not a hero: i.e. Wedge in X7 queue, Leia in Golan queue, Ackbar in the Golan queue etc...

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 Phoenix Rising

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Posted 20 May 2011 - 07:02 AM

It's an interesting idea and certainly it could work that way. I just don't know if I like the implication of forcing players to generalize between starfighters and starships. The stations upgrade separately... some people must specialize. I guess I'd like to hear from a few other Skirmish players before I did anything.

#15 Stormhawk

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Posted 20 May 2011 - 01:51 PM

I was just playing some skirmishes against my friend, and found that even if I took all the mining facilities, he could keep up by spamming freighters and holding the one mining facility next to his base. Since I had more money than I could spend, he was keeping up despite having half my income.

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 evilbobthebob

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Posted 20 May 2011 - 02:01 PM

Yeah, having the two factories in separate queues could only help skirmish. It makes more sense to the player, and as stormhawk said, it won't really affect early game. 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.

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#17 Aizen Teppa

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Posted 20 May 2011 - 05:05 PM

LOLzer. 1.2 isn't out yet and here we go with 1.3 already. Why not!

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. :wink_new:

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 evilbobthebob

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Posted 20 May 2011 - 05:21 PM

The answer to 2 is an unfortunate nope.

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.

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#19 Phoenix Rising

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Posted 20 May 2011 - 07:15 PM

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.

I'm open to rebalancing the economy. What did you (or he) have in mind?

#20 evilbobthebob

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Posted 20 May 2011 - 07:21 PM

What needs to happen is a shift of emphasis. Currently freighters and mining facilities are both equally viable, so map control isn't particularly important. I think that the mining facilities need to be the most important income stream, and freighters scaled back, so that map control becomes more important. I think TB's patch had a changelog which explains some of the stuff, and in my opinion it was a big improvement on standard skirmish in PR.

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