The Revolution Is Here: Phoenix Rising v1.2!
#242
Posted 19 April 2012 - 10:14 PM
"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
#243
Posted 25 April 2012 - 02:45 AM
Are these two things essentially the same, and "automation" is just a relic of the past system?
Thanks
There is no passion, there is serenity. There is no death, there is the Force.
#244
Posted 25 April 2012 - 04:02 AM
"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
#255
Posted 07 May 2012 - 06:33 AM
Now some first impressions about the mod – after playing some 5-6 hrs of real time, i.e. some 10 (? IIRC) weeks in-game
I was confused with fighter compliment of my ships - I send Palpatine with his personal ISD Majestic, Isard with her VSD Emperor’s Will and a VSD together with all “combat” part of Coruscant starting fleet – and I saw only 2 TIE-Interceptors flying from ISD as well as twice per 2 TIE fighters from VSDs – but after quite long time.
What I don’t like is lack informations on fighter/bomber compliments on ships – I don’t know, how much and which ones I have onboard…
What is also strange is the way the ISD behaves when ordered to fire at specific target – when I ordered her to shoot at enemy shipyard, the ships has stopped and… turned 90 degrees so to present only one board (!) – that was very strange, as all the “V-shaped” KDY ships were so designed as to allow ALL heavy weapons to be fired at once into enemy’s direction (forward) – the “board sides” are a relic of Earth XVIII-XX century “battle line” tactics…
The same was when I turned special ability “power to weapons” on Majestic.
Also the effects of “full salvoes” and increased firepower via “power to weapons” were… rather not visible.
I don’t also know what is the effect of producing new generation of fighters/bombers – whether it has some effect on my ships’ compliments or not?
What also disappoints me is the amount of credits earned by transports/freighters – in fact I have to invest lots of credits to develop advanced versions of these as well as some larger ones, in order to produce the ships that would have better investment-to-income ratio; roughly calculated, the costs of building transports/freighters pays back after some 20 weeks, and only then they may earn credits…
Also there’s a problem about special abilities of my heroes – they just have the “numbers” but there’s no explanation what these numbers mean and what can/should I do with them… (especially with “business/administrative-class” heroes – like Sate Pestage, the “advisor” from Naboo who’s name I forgot or the businessman available on Coruscant). There’s also no list of heroes that can be buildable on other planets that I must conquer, so I don’t know, if there are some heroes “left” or not…
And one last question: is there the “Era Technology system” in PR? That’s something I don’t remember, but it seems to me that it’s NOT – there are only ships’ developments and upgrades, but there are no specific “era advancement” as in vanilla game (that finally led to construction of Death Star) – am I correct about that?
#256
Posted 07 May 2012 - 11:39 AM
The problem with the dagger-shaped ships presenting a broadside is how the game calculates that the most hardpoints are facing the enemy. You can try rotating the ship manually by holding down the right mouse button on a selected ship and dragging it around a little bit.
Producing new fighter/bomber craft does not change ship complements (not possible in the game engine really) but upgrading the carriers themselves does.
Transports and freighters aren't designed to give you massive reserves of credits. There will be more ways to earn credits in later versions of the mod though.
The tech tree in PR is purely your own choice. You simply research and upgrade the ships you like.
#257
Posted 07 May 2012 - 12:03 PM
Roger that, it's quite impressive with its 115 pages and I've looked into it to search for some info... but still it lacks some crucial things. Yet after more careful reading some things will be enlightened more...Firstly, I suggest you read through the manual provided with the mod which gives some information on things you may be confused about.
Anyway, the whole idea of a "Manual" is noteworthy on her own!
Hmmm... well, I've played various EaW/Foc mods and haven't found anything like this before (for exaple: Ultimate EaW, Alliance, Absolute Corruption, Thrawn's revenge, PR 1.0). However, this may well also be caused by the fact, that the "hardpoints" (i.e. the green "spots") in PR 1.2 are NOT visible on the model when firing, as compared to all other mods (all ships there DO HAVE that feature).The problem with the dagger-shaped ships presenting a broadside is how the game calculates that the most hardpoints are facing the enemy. You can try rotating the ship manually by holding down the right mouse button on a selected ship and dragging it around a little bit.
OK, thus development and production of new models of ftr/bmbr may be of little importance, especially in case of the Empire...Producing new fighter/bomber craft does not change ship complements (not possible in the game engine really) but upgrading the carriers themselves does.
OK, so it's as I thought I'd had rememberd from previous version...The tech tree in PR is purely your own choice. You simply research and upgrade the ships you like.
Edited by Darth Stalin, 07 May 2012 - 12:05 PM.
#258
Posted 07 May 2012 - 12:35 PM
Yeah the Empire doesn't really need to worry about producing fighters separately, though there are some notable craft (such as the assault transports like the Skipray) that are often good to have as back-up reinforcements when your capital ships run out of fighters.
#259
Posted 07 May 2012 - 08:21 PM
I know about 2 such models (except the "original FoC" one, which AFAIK would require a lot work to do):Not that we know of. Not one that stands up to our standards anyway.
1. From "Alliance" Mod (in fact there are 2 Eclipses: I and II
2. From "Thrawn's revenge" mod.
I dunno what are your "standards" or requirements...
And BTW - here are my PC parameters:
AMD Athlon 64 X2 Dual Core 5600+, 2.81 GHz, 2.00 GB RAM WinXP SP 3
Edited by Darth Stalin, 07 May 2012 - 08:49 PM.
#260 Guest_tony_*
Posted 07 June 2012 - 12:58 AM
you might want to check into that.
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