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#281 abesinay

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Posted 05 August 2012 - 02:13 AM

I dont know if its just me but it seemed like the amount of buildable ground units was low and in some cases reduced from vanilla like with the dark troopers which I really liked. I couldn't build LAATs or some other kind of dropship which was kind of a bummer. Although altogether land battles are ten times as fun as before with the new dynamics. I played around with the Reupblic at War mod and i was impressed with the different economy mechanisms like agriculture and casinos is there a way of incorporating that into PR for a more robust economy?

On a side note i miss death clones.

Edited by abesinay, 05 August 2012 - 05:32 AM.


#282 evilbobthebob

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Posted 05 August 2012 - 10:06 AM

Firstly, we have a lot of land units planned but we don't have the art assets for them yet. LAATs aren't buildable because the Empire didn't build new ones. As for economy, we want to add farms, we just need a 3D model (as with everything). In v1.3 we will be adding banks, buildable on financially-centric planets.

Death clones double the work required for each unit model, and with so many different ships it's just not feasible for our three man team.

Edited by evilbobthebob, 05 August 2012 - 10:07 AM.

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#283 abesinay

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Posted 05 August 2012 - 02:08 PM

Oh sweet the im satisfied, will there be a Imperial dropship?

#284 evilbobthebob

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Posted 05 August 2012 - 02:49 PM

We are hoping to add this: http://starwars.wiki...pship_Transport eventually, once we get a model for it somehow.

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#285 abesinay

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Posted 06 August 2012 - 03:53 AM

Ah love that model.

#286 Hanti

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Posted 27 September 2012 - 05:51 PM

(...)
The main goals of v1.3 are Atlas conformity and optimization. I'm purposely trying to be more agile - keeping the mod in a perpetually polished state now, rather than going off in a dozen directions at once. As soon as we have a feature done, I want to release it. Less checking, less testing... unfortunately for you guys, less self-advertising. More planning and development. I really haven't slowed down from the release crunch yet.


Quite reasonable goals.
I just play the Core Worlds campaigns and wanted to suggest a few things. But please bear in mind that I virtually didn't test other campaigns (except Skyhook) because of lag. So some things may act different in other scenarios.

1. Auto-Resolve.
Rebel commando troops are not invincible in auto-resolve anymore, which is so good. :thumbsupcool:
Keep it this way.

2. AI builds.
AI builds research stations and probably upgrades its ship models, but not as frequently and purposely as human. Should AI prioritize its research with its build queue it will be more dangerous.

3. AI attacks.
AI attacks a lot. It attacked all my planets at least once, but failed miserably in tactical. I must say invasion fleets were strong and capable, but AI don't know how to concentrate firepower during fighting. I won all battles having smaller fleets (with similar technology level of ships).

4. Starfighters.
Fighters/bombers still rule the galaxy. When human player will manage to set 1-level shipyard world and start pumping fighters, the game is over. I tried this with Y-Wings and Z-95. Human player don't need more advanced fighters because he/she can bring some 80 squadrons into battle.
It's enough to have 30-40 bomber squadrons to kill every capital ship with concentrated attacks. I see a possible solution for this star fighters supremacy in making them cost more in tactical. Maybe 2 points for fighters, and 3 points for bombers.
(actually with 1 point for star fighter, using any other ships is pointless.)
The other solution is to lower points for other capital/support ships. If I could bring 10 star destroyers into battle, maybe I could hold off those fighters. But now I prefer fighters.

5. Lag
If it will help reduce the lag, please consider putting star bases for rebel/pirate/independent forces with set up garrisons and reduce their ships in orbits. If star base can spawn finite number of units (let say 3 cruisers, 10 fighters), then those forces could be removed from galaxy and that should help. I suggest it for neutral forces only, as they are meant to die anyway :whatoa:

6. Star bases.
Humans knows how to create dedicated world to produce specific level of ships. So human will build 8 level four shipyards on planet with level four advantage. I did not notice AI can do the same. I also did not notice AI can actually defend that world more than others. Is it possible to instruct AI to protect its special-shipyard worlds?

Cheers.

#287 evilbobthebob

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Posted 27 September 2012 - 05:56 PM

Thanks for the detailed suggestions! It's important to note that nearly all the focus on the AI was based around making it use the mod's infrastructure system correctly. With that done, we can concentrate on making its attack/defence more interesting and effective. Tactical battle AI is unlikely to be changing very soon because that is another layer entirely.

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#288 Zeta1127

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Posted 29 September 2012 - 04:50 AM

Grand Admiral Paxis from JCF has just pointed out a decent alternative to the Reef Home as the lead MC80a Star Cruiser, the Solidarity from TFU II novelization, which is the earliest known MC80a Star Cruiser.

Also, I am trying to get an answer on why type is used instead of class for the MC80 family and to propose some proper class names for the MC line in general.

Edited by Zeta1127, 30 September 2012 - 06:07 AM.

"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
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#289 P.O._210877

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Posted 29 September 2012 - 01:00 PM

TFIUII ?

TFU II by any chance?

Edited by P.O._210877, 29 September 2012 - 03:06 PM.

If it's hard then it's worth doing.

 


- Alcor, Alcor pardonne-moi mais je ne veux pas que tu meurs. Je ne veux
pas que la planète bleue soit mise à feu et à sang par ces monstres. Je
me battrai pour les empêcher de détruire ce qui est devenue ma Terre.
Goldorak m'aidera. Au besoin, j'irai jusqu'au camp de la Lune Noire
puisque c'est là que Véga et ses monstres ont établi leur base. Et je la
détruirai.

 

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#290 Zeta1127

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Posted 29 September 2012 - 08:19 PM

TFIUII ?

TFU II by any chance?

Yes, yes, that's exactly what I meant, it was a typo.
"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
Clone Marshal Commander Zeta 1127 of the 89th Legion
Admiral Zebulon Wilhelm of Task Force Mystic/Fleet Junkie

#291 Phoenix Rising

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Posted 03 October 2012 - 06:28 PM

Solidarity sounds good. Of course, Reef Home being MC80a breaks the tech tree a bit, but I'm sure that can be worked out.

I was actually considering dropping -class in the MC names. My conclusion was that classes must be standardized - see Gozanti Cruiser.

#292 Madurai

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Posted 03 October 2012 - 07:04 PM

It's my understanding that none of the Mon Cal ships are actual classes--they're loosely grouped in terms of size and capability, but were never manufactured in large uniform runs. So "type" would be a reflection of that, where "class" wouldn't.

#293 Zeta1127

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Posted 03 October 2012 - 11:03 PM

I guess type does work.
"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
Clone Marshal Commander Zeta 1127 of the 89th Legion
Admiral Zebulon Wilhelm of Task Force Mystic/Fleet Junkie

#294 Hanti

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Posted 04 October 2012 - 09:16 AM

Solidarity sounds good. Of course, Reef Home being MC80a breaks the tech tree a bit, but I'm sure that can be worked out.

I was actually considering dropping -class in the MC names. My conclusion was that classes must be standardized - see Gozanti Cruiser.


Yes. And they should be manufactured only on Mon Calamari planet :whatoa:
So the Rebels would need to find another ships models to be mass-produced elsewhere.
(Corellian's, SoroSuub Corporation, Rendili)


PS: Icons for use with credits without permission. Usable?
http://www.moddb.com...imate-icon-pack

Edited by Hanti, 05 October 2012 - 07:51 AM.


#295 Ghostrider

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Posted 05 October 2012 - 04:24 PM

Yes. And they should be manufactured only on Mon Calamari planet :whatoa:


Completely disagree with this. If this is the case then the Empire should only be able to build ISD's at Kuat/Bilbringi.

However, I have another answer. If you look at many yards in the Canon - eg Royal Alderaanian Engineers, they don't produce whole ships, they build components.

The Alderaanian yards produced the acclamator's engines for example. In the mod they are down as level 3 yards, that can build whole cruisers.


My point is that in order to build MC80 Star Cruisers or Imperial Star Destroyers you need lots of industrial capacity across the Galaxy. The KDY yards are simply where all the parts get bolted together into the final ship.

Clearly in the mod you can't have the level of detail to say have a planet that just produces hyperdrives, or Bridge components, of computer cores etc, but clearly these are all components of the final unit.

What we do in the mod is have 5 types of shipyard and have all level 3 yards capable of building cruisers. In reality, each planet may only contribute part of a cruiser, but have the final product delivered on completion. In other words if you build a level 3 yard in the mod and have it "build" 5 Carrack Light Cruisers, I'll bet you A Sith Lightaber that the Carracks are produced on Esseles and delivered to your planet of choice in exchange for "other industrial goods or components."
So if you build a level 3 shipyard on Ukio, it's a good bet that the EF-76 Nebulon B you just "built" was constructed elsewhere and traded for several hundred tonnes of foodstuffs created. Your shipyard is producing "industrial goods that result in ships being delivered, not necessarily the ships themselves!"

All ships can be built anywhere because they can travel by hyperspace to your planet from their point of origin.

#296 Phoenix Rising

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Posted 05 October 2012 - 05:01 PM

It's a galactic economy... I wouldn't buy into Obo Rin.

As for the icons, they appear to be Clone Wars heroes that are dead by our era.

#297 MawDrallin

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Posted 06 October 2012 - 06:38 PM

I have a few suggestions to make. First, I'd like to see the Guardian added to Admiral Ackbar as his final upgrade. It was captured by the New Republic around 16 ABY, and was added to Ackbar's Third Fleet the following year, and the Admiral made the ship his command vessel during the Final Imperial Push.

Next, I'd like to see Booster Terrik added as another NR Hero. It was known he supported the Republic from at least 7 ABY to its transition into the Galactic Alliance, and he commanded the ISD-II Errant Venture as well, so I don't know why he has yet to make it into the mod.

Finally, a ship suggestions. One of the ships I think the mod desperately needs is the MC90 Star Cruiser. As I recall, doesn't Evilbobthebob have a model of the MC90 he made for Ultimate Empire at War?

Edited by MawDrallin, 06 October 2012 - 06:38 PM.


#298 Darth Stalin

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Posted 07 October 2012 - 11:17 AM

My other 5 cents are:
1. introduce Allegiance-class battlecruisers for Operation Shadow Hand campaign - at least or Emperor's forces on Byss. The mpodel should be no problem, as there's quite nice one (or even two to be used) from Nomada's "Alliance" mod.

2. Replace the existing Praetor II-class battlecruiser's model with the one also found in Nomada's "Alliance" mod - these were the personal ships of at least two Imperial admirals - Admiral Mils Giel (the "Helmsman") and Admiral Sander Delvardus (the "Thalassa"). I suppose that adding these ships to the mod would not be very hard... but quite usable. Also the Giel himself could be added as a hero, as well as some otyher heroes could get their icons instead of "generic Empire/Rebel officer" icons.

3. Maybe also adding some Bellator-class dreadnoughts would be of use?

And one thing: I suppose there's a way to limit the number of ships of such powerful classes in a player's fleet - for example the Praetor IIs could be only these 2 ships already mentioned (with heroes or without them), while Allegiances could be no more than 6 or so... and with no more than 2 Bellators (as visible around Byss only).

Edited by Darth Stalin, 07 October 2012 - 11:23 AM.


#299 MawDrallin

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Posted 04 November 2012 - 01:38 PM

I'm a little surprised this thread's been dormant for as long as it has. Anyways, I have a hero suggestion:

http://starwars.wiki...iki/Shea_Hublin

According the Wookieepedia, Shea Hublin was a renowned Imperial pilot who became known as the "Rebel Destroyer." He could definately fit within several campaigns, as he was active around 17 BBY, partaking in the Western Reaches Operations. For transports, he would start out with a single Alpha-3 Nimbus V-wing, which could then be upgraded to the 77th Air Wing, whose pilots all flew V-wings. As a final upgrade, he could be given the Kabalian Cross, an Imperial-class Star Destroyer he served aboard around 13 BBY.

#300 Madurai

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Posted 04 November 2012 - 08:32 PM

Completely disagree with this. If this is the case then the Empire should only be able to build ISD's at Kuat/Bilbringi.


And Corellia, of course.

I would have no problem with there being a lot fewer 4- and 5-star space facilitites everywhere, generally. Your comment about trade is perfectly valid, but undercuts the value of holding choke points in the hyperlane routes.



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