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#1 sevrun

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Posted 29 September 2011 - 10:02 PM

I need a specific type of station in order to research the vessels it would produce, lvl 1 station for fighters and so forth. Makes perfect sense as you can't test a prototype without building it. now the base question is this: is there a maximum number of stations one can build so that the option to build additional stations disappears? I ask since this would free up a greater portion of the 2nd row to be able to get at research into fighters. If not, I'd have to ask how anyone else manages to research fighters? just have only a lvl 1 station?

I'd also like to point out that I'm not trying to knock the mod, just learn how to play it.

#2 Talmane

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Posted 29 September 2011 - 10:45 PM

There is a limit to the number of stations that can be built, though it depends on the planet. As for research, generally you should stick to only one or two different types of stations on research worlds to avoid overloading the interface. Level one space stations produce units which take up the bottom part, and levels three, four and five take up the top part. Level two is a little of both.

Edited by Talmane, 29 September 2011 - 10:46 PM.


#3 Zeta1127

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Posted 29 September 2011 - 11:22 PM

Specialization is the key to handling the limited number of space station slots available, as an example for the Empire, planets like Byss and Kuat are the ideal place for capital ship and/or dreadnought production, and Corulag is the perfect place to produce fighters. Knowing what a planet is known for and establishing production and research accordingly is the way to do things.
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#4 Stormhawk

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Posted 30 September 2011 - 12:23 AM

Another trick I've found is to queue up and then cancel researches to get at up to 4 previously invisible spots.

#5 sevrun

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Posted 30 September 2011 - 04:54 AM

Thanks guys, that's both very helpful and not terribly lol. I don't particularly know what a given planet may be known for (aside from the obvious like Kuat and Mon Calamari) That is however, not really an issue. Another question is whether additional stations of a given type would bolster production speed or the speed the research it enables? Still playing on the smallest map, Core Worlds, while I continue to learn my way around. Have to say it's a very interesting game, The ships move like they've got some real mass to them, and having seen the armament on an Tector... well I can see why they'd be intimidating. Also kinda like the array of options you have within a given class of ship, the choice between Dreadnaughts and the MC40s being a nice example between the longer range or having ion cannons. Calling it a lot to take in is something of an understatement, and I dunno if I'll be really happy when they get ground warfare in or even more overwhelmed.

#6 Ghostrider

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Posted 30 September 2011 - 11:42 AM

For V1.2 you need to pay attention to a planet's special abilities and base construction around that.

So some planets will become fighter yards, others research centres, yet more as frigate yards and so on.

The AI Does it very nicely.

#7 sevrun

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Posted 30 September 2011 - 02:35 PM

I don't know that I find that terribly reassuring. bad experiences with some mods deciding the game they were modding wasn't hard enough, which effectively ruined said mods for me.

#8 evilbobthebob

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Posted 30 September 2011 - 02:56 PM

The AI isn't broken-hard, at least not in my opinion, and I suck at the space station organisation aspect which is currently partly necessary.

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#9 Ghostrider

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Posted 30 September 2011 - 03:44 PM

I don't know that I find that terribly reassuring. bad experiences with some mods deciding the game they were modding wasn't hard enough, which effectively ruined said mods for me.



Ah, the AI has 3 difficulty levels - easy to Hard
On Easy, the AI does very little, giving you time to get used to the mod.
I appreciate where you are coming from, but if you don't pay attention to the abilities and build lots of ships, it's still fun.


We have put the detail in for those that want it, otherwise there is plenty of enjoyment to be had in building fleets and raiding pirate worlds and not worryiong about the specifics.

The point is it should be playable for anyone!

#10 sevrun

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Posted 30 September 2011 - 05:13 PM

I don't know that I find that terribly reassuring. bad experiences with some mods deciding the game they were modding wasn't hard enough, which effectively ruined said mods for me.



Ah, the AI has 3 difficulty levels - easy to Hard
On Easy, the AI does very little, giving you time to get used to the mod.
I appreciate where you are coming from, but if you don't pay attention to the abilities and build lots of ships, it's still fun.


We have put the detail in for those that want it, otherwise there is plenty of enjoyment to be had in building fleets and raiding pirate worlds and not worryiong about the specifics.

The point is it should be playable for anyone!


then it sounds absolutely perfect. :) getting into the swing of things as far as specializing my build sites has given me some false starts, and led me to another question...

Is there any place I can get a look at various ship types to get a general feel for how each would be properly utilized before researching them? I don't think that you guys have posted all the stats for the ships, and I wouldn't really expect you to given how much I watched the Carrack change over just 4 generations. However I'm not familiar with some of the ships and would like a better idea of their capabilities before I spend research on them and find they're duplicating a role I've already covered.

#11 Talmane

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Posted 01 October 2011 - 01:58 AM

The topic in the general discussion section named 1.1 Upgrades is what you're looking for.

#12 Ghostrider

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Posted 01 October 2011 - 07:44 AM

Is there any place I can get a look at various ship types to get a general feel for how each would be properly utilized before researching them? I don't think that you guys have posted all the stats for the ships, and I wouldn't really expect you to given how much I watched the Carrack change over just 4 generations. However I'm not familiar with some of the ships and would like a better idea of their capabilities before I spend research on them and find they're duplicating a role I've already covered.


Ah. yes. This would be a major project, considering the large number of base models, and all the possible upgrades each unit gets.
The problem is this:

Either we give a brief overview of each unit type and guidelines as to how the class as a whole upgrades, or do we do a proper job and get really technical on every single unit in the mod?
The latter would take a LOT of time to document accurately and would probably blow the power converters/motivators of the average reader.

Please let me know.
Cheers

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#13 sevrun

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Posted 01 October 2011 - 02:20 PM

lol I could recommend both but given the amount of effort involved in just the pieces of a full rundown of every unit/upgrade that I've seen around the forums... well it's a lot more time than I'd have to sink into it just to read it all. :blink:

At the same time a general version may not do justice to some of the more advanced units that cover roles already handled. the array of TIEs for example are almost enough for my eyes to cross, but the life expectancy in combat of a Tie fighter vs that of a Tie Interceptor is... well laughable.

#14 Ghostrider

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Posted 01 October 2011 - 02:27 PM

lol I could recommend both but given the amount of effort involved in just the pieces of a full rundown of every unit/upgrade that I've seen around the forums... well it's a lot more time than I'd have to sink into it just to read it all. :blink:

At the same time a general version may not do justice to some of the more advanced units that cover roles already handled. the array of TIEs for example are almost enough for my eyes to cross, but the life expectancy in combat of a Tie fighter vs that of a Tie Interceptor is... well laughable.


In any case you have set me off on a new line of thought that could improve the mod.
Cheers

#15 Phoenix Rising

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Posted 01 October 2011 - 02:29 PM

I don't know that I find that terribly reassuring. bad experiences with some mods deciding the game they were modding wasn't hard enough, which effectively ruined said mods for me.

Ah, the AI has 3 difficulty levels - easy to Hard
On Easy, the AI does very little, giving you time to get used to the mod.
I appreciate where you are coming from, but if you don't pay attention to the abilities and build lots of ships, it's still fun.

Excellent point. The AI - at least the parts I've rewritten from scratch - is keyed in to your difficulty setting. Planetary advantages offer nice incentives for building certain ways, but if you want to play without worrying about all of that, choose Easy, which will cause the AI to similarly ignore that feature.

My goal with the AI is for Normal to make use of our entire game mechanic as a human player would. In contrast, Easy should be limited to core gameplay and Hard should reason above-and-beyond average human capabilities (without resorting to cheats).

Edited by Phoenix Rising, 01 October 2011 - 02:30 PM.


#16 sevrun

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Posted 01 October 2011 - 05:40 PM

Ok, finally found some time to peruse the listing of ship types and how they're armed... gotta say that's a LOT of ships. :)

It answers a lotta questions about how to use various ships, and makes me realize just how many of them I'm NOT seeing. In some cases I know what the tech is reliant upon to obtain (the Modular Cruiser and Scimitars) but in others I have no clue (Lancers for example) also without some way to tie fighter research to the compliments aboard ships, I find very little reason to research them as said compliments are my primary source of strike craft outside gunboats like the Skipray and T-4 series shuttles.

And yes, I'm sure you've considered all this, but I tend to think out loud so that someone can tell me when I start to repeat myself. lol

P.S. Ghostrider, if yer gettin ideas from my ramblings, I think everyone should be VERY afraid ;)

#17 Zeta1127

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Posted 02 October 2011 - 04:04 AM

The Lancer-class frigate is the Empire's answer to Alliance fighters, and comparable to the DP20 frigate in terms of performance. Advanced TIEs like the TIE Defender and TIE Avenger are definitely worth it if used properly, though normal TIEs are indeed absolutely worthless, beyond their presence as cannon fodder in fighter complements.

Edited by Zeta1127, 02 October 2011 - 05:43 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
"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

#18 sevrun

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Posted 02 October 2011 - 11:14 PM

well I feel like a bonehead, just found the tech tree images that are in the mods folder :p

#19 Ghostrider

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Posted 14 October 2011 - 04:23 PM

P.S. Ghostrider, if yer gettin ideas from my ramblings, I think everyone should be VERY afraid ;)



Just so you know, that idea I mentioned has now been acted on and has definitely improved the mod. Keep an eye out for the relevant paragraph in my next news post.
I'm waiting for PR to finish his part of the project before I can do that though.... :wink_new:



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