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How is Your 1.2 Campaign going?


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#21 smashedsaturn

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Posted 05 April 2012 - 02:47 PM

I found on the Outer Rim campaign that I could sneak Obi-Wan from Felucia to Rudrig with minimal fuss and thus get not just faster research but cheaper research thanks to The Negotiator's diplomacy ranking


I am definately going to try this out sometime today :)

Just started with an GFFA Campaign as the Empire. I built a Capital Research Facility at Bilbringi (Word to the wise: Gyndine already has a Capital Research Facility when you start, but I wouldn't use it on the get go, because of it's close proximity to Kashyyyk.) and started researching the Imperial-class and Victory-class SD's. I used Gyndine's facility to upgrade Pellaeon to having the Leveler and upgraded the Venator-class. I recruited Mara Jade on Coruscant, and Kam Solusar and Sedriss on Byss, and upgraded Darth Vader to have Black Squadron. I'm using the Research Facility at the Maw to upgrade and research my mid-size cruisers, which is currently working on researching the Nebulon-B, which I probably won't use too much, as I'm only using it to get to the Lancer Frigate. I recruited Thrawn on Yaga Minor, and currently I'm trying to figure out what planet to attack, and I'm anxious to use Bly in combat :smilehuh: So, if anyone (dev's specifically) has any advice on which planet would be not too challenging to take and would give me a good bonus, it would be appreciated.

while it is by no means 'easy' Brentaal IV and empress teta are the best planets to take as empire, they allow you to connect most of your strongholds fairly quickly. also build a level 5 reaserch on empress teta and only level 5 shipyards on byss... it works better for pumping out preators to deal with defensive duties at key worlds and heavy handed attacks.

#22 Phoenix Rising

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Posted 05 April 2012 - 03:10 PM

How is the AI doing with research?

#23 MawDrallin

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Posted 05 April 2012 - 04:45 PM

In general, planets with low space colony levels and without an Underworld will be easy to take. On the other hand, they tend to be the less useful planets in terms of bonuses. I suggest you build a lot of probe droids or recruit a hero who has a high Intelligence rating to scout out enemy planets.


Alright, since my probe droids have been lying to me recently :flame:, I think I'll recruit Ysanne Isard on Coruscant and use her to scout out possible targets. Thanks for the tip.

while it is by no means 'easy' Brentaal IV and empress teta are the best planets to take as empire, they allow you to connect most of your strongholds fairly quickly. also build a level 5 reaserch on empress teta and only level 5 shipyards on byss... it works better for pumping out preators to deal with defensive duties at key worlds and heavy handed attacks.


I'll take a look at both worlds and see which one I would rather attack. I'll probably go for Empress Teta, to connect Byss with my main worlds. Thanks for the help.

How is the AI doing with research?


Well, considering my Rebel Fleet at Sluis Van just got attacked by Dreadnaught Mark II's, Acclamator-II's, Victory-I's, and Venator II's, I'd say they've been researching like they're supposed to.

#24 Guest_Armisael_*

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Posted 05 April 2012 - 09:11 PM

Hi PR

I was hesitant to write cuz english is not my mother toung..... but here it goes :) sorry if this is a oftopic.

I started my GFFA campaign with Empire. I occasionly change the difficulty level. In battles (Space&land) i use medium, in galactic i drag it back to easy sometimes. I'm currently in my 140-150-week, or so.

So let me give some feedback. First i have to say that there is a huge improvement compared to vanila! The land combat is soooo much better, finnally the AT-AT is deadly as it should be, very hard to bring down. Ofcourse there are still some path finding issues. Example: I click to turn left - it has to turn about 30 degrees left and it starts turning right....and turn 330 degree....... The AI (rebels/pirates) likes to spam rocket troops to stop my invasion, there is no other thing as fustrating when you see 25+ rocket comming at your walkers :p. But hey at least it is finally some challenge :cool:. About the land turbo laser turrets, i think thay might need a small demage boost against heavy vhiecles and less accuracy against planetary fighters (Talon ect) A few word about the Shock Troopers, i dont know maybe it me but sometimes thay don't shoot just stand there and the enemy infantry just kils them (thay are not stuned or anything) In my understanding the Shock Troopers should be the toughest most powerful infanttry in the game, who could kill any other infantry if come face to face with them in a one-on-one fight.

Next things are the buildable turrets on each map. Thay are to week in my oppinion. At the current state it is only worth to build healing and repair pods... The AA pods need huge boost to theit AA capability. The Anti-vehicle turrets is usless agains even light vehicles due to the fact that the vehicles/squad number has increased. Anti-Infantry turets are good but have to low heath points. So i would say that the buildable turrets need health point boost and maybe firepower boost as well. About the Land AI tatics i really can't se any :p thay just randomly push the troops where i am and dont try to capture landing point or fortify defensivly advantageous spots.

Regarding Space combat: Tha defence AI is good. He tries to defend Golans and shipyard and retreats and regroups. But the attacking AI is stupid I have to say. He every time does the same thing just rush his forces right into my forces straight on. So my platforms and capitals just sloughter them. He only uses fighters to attack my golans and other buildings. On strategic level the Space AI is good and adaptive. I had a fleet of 2 ISD+supporting smaller ships and the AI started to attack me with MC80's after the 3rd failed atempt he changed tacticks and attacked with a fleet who had 97 assult transport!!!+ additional MC80's

But here is a really big issue which has to be adjusted, the shield boost of the MC capitals is INSANE !!! C'amon 3 ISD's with firepower boost bombart one MC80 and after he uses the shield boost it regains shiled faster as the 3 ISD's can take it down..... Sorry but for me this is complet bulshit :thumbsdownsmiley: Again in my undertanding it would look like this: the shield boost would equalize the odds in a one-on-one fight with 1 ISD but 2 not to mention 3 should slaughter it. So in my oppinion this really need adjustments. If you say that this will cause off-balance. Than youl could balance ships by makeing the MC80's cost and build time less. As an Empire player i realy want to feel the firepower of my fleet and see that there is really no mach against my ISD's in the galaxy in one-on-one combat.

I remember that you said way back that you cant add AI to the pirates/independent planets because it hard coded or something :glare: but can you add the Zan consortium AI to the pirates or independent planets? It would be so good if thay just dont sit there.

So all in all i'm impresed with the changes you guys made, it really made the game more fun and realistic especialy the huge number of heroes!!! Thay are awsome, there are even some of them which i dont know who is he or she :grin:

But sadly there is a game breaker bug/issue. As i told you i'm curently in week around 150 and after the Rebbels attack either Metellos or Gyndine with a huge fleet 4 MC120 and 18 MC80 + additional support ships and fighters. I win the battle but then something happens 'every' fleet on the galaxy map are locked. I mean i can't drag them to another planet or even to another slot on the same planet. When i drag them and pull over to another planet the movement sound and affermitive voice can be heard but the fleet doesn't move. The same goes for land unites to. To make it even funnier not all of my fleets are bugged :blinky: Example i can move those fleete/ships which where already available before the bugg. But those ships which are built after this issue are locked. I had a fleet of 3 ISD + support ships on Alderan than the bug happens in the bacground i build 5 TiE Interceptor fighters succesfully which can be seen in my fleet. Than i move my fleet and only the 3 ISD's and support ships move but the newly built 5 TiE interceptors stay on the planet...... :sad2: And further more it seems that the AI froze to. Because he did not attack me in the past 2-3 weeks and I didn't see fleet movement on his planets also. Maybe i reached teh cap number of buildable ships or something?

The second funny bug which occurs beside the fleet lock is that in land and space battles i can't click on my units :glare: when i click on them i can hear the voice/quote what the unit says but the unit is not selected so i cant move it/give orders to it.

(if it helps you i can upload my save file maybe ther you guys can see what is the problem)

Armisael

#25 evilbobthebob

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Posted 05 April 2012 - 09:22 PM

Great progress report!

Yeah, pathing is still terrible. I'm not sure how much we can change that. I suggest getting some stormtroopers or scout troopers to deal with Rebel Vanguards! Shock Troopers won't attack infantry with their main ion cannon armaments. You need to use the "swap weapon" ability so they whip out their heavy pistols to attack infantry.

Yeah, build pad turrets are currently a bit rubbish. Not sure if PR has anything planned for them. Land AI is the same as the original game, so that's why it's bad.

Space tactical battle AI is still the same as the original game too, we know that it's not great. Takes a lot of work to fix it!

Space combat mechanics are still a work in progress. We just concentrated more on land combat mechanics for this release.

There may be a few things in the works regarding other factions...

We're aware of this selection bug that seems to be happening to a lot of players. If you could upload your save file, that would be very helpful!

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#26 Guest_astrofan_*

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Posted 06 April 2012 - 12:26 AM

I have two campaigns currently, core worlds and outer rim. In the core worlds, the AI consistently attacks the player (me) with the same basic fleet: about 5 or so MC 40s, one or two recusants, and a few nebulons and corvettes. I'm just wondering, since they attack with this every time, is the AI picking the ships most valuable in firepower to cost, or is this just a regular fleet for them? I recently started the outer rim, so the AI hasn't attacked me yet, but I'd like to say that in both campaigns, the AI is working like a charm since the rebels are expanding very rapidly in the outer rim campaign! I would like to know some economic tips for managing an empire since I always seem to be short on cash and the rebels are expanding much faster than I can because of it; any plans that work well would be appreciated!

#27 Phoenix Rising

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Posted 06 April 2012 - 01:15 AM

Thanks for posting!

The towers are pretty vulnerable to an Attack Pattern Delta airspeeder attack as it is, just due to the rotation speed. As for their damage... they're already heavy turbolasers!

Shock Troopers are more the exotic weapons specialist type.

Build pad turrets are meant to be as diluted as they currently are - they're basically the equivalent of a light towed gun. I think we're just going to try to double up the pads more.

MC designs have improved Power to Shields standard, but I can make it so that it's twice duration instead of twice strength. It is a bit strong. That should address it for the short-term.

I can change almost any aspect of the AI - I just need time to do it.

astrofan, there's no "standard" fleet for the AI. It's picking and building those ships on its own. The AI does get some help with starting cash, so that probably explains the initial explosion of offense.

Edited by Phoenix Rising, 06 April 2012 - 01:28 AM.


#28 Guest_Armisael_*

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Posted 06 April 2012 - 12:11 PM

Okay but before I get to the save files there is one thing which I forgot to menton in my last post. It's the difficulti level. I said that i constantly change it in galaxy map mod between easy nad medium) ANd what I niticed/experianced is that the AI is more agressive in easy difficulty.... the rebels attack more frequently once a week or once in every two weeks. While on medium thay attack less frequently but with somewhat bigger fleets. As a player i think the somewhat smaller but more frequent raids/attack are more challenging because it disrupts what you are doing at the moment and have to concentrate on the battle and disrupts your management of your empire. While the somewhat bigger attack case you just defeat it and you can go back to manage the empire knowng that there wont be another attack for 3 weeks. So it is sort of psychological thing in my opinion.

So how does the difficulty level in PR work on easy is see that my ships do more demage (or at least the enemy shield go down ceary fast) The medium should be the realsitic difficulty right? I mean as close to "canon" as you can get with the firepower shiled act and on hard the AI gets firepower & shiled boost?

I know that the canonicaly Moncal capitals have this silly shield boost thing. But it is to strong if this would be canon than at Endor why did good o'l Admiral Ackbar said that we cant hold out to long against those ISD's in close quarter fight (only counting the ISD's not the SSD) I still think that the shield boost should only event the ods against ONE ISD I in a one-on-one fight. But the ISD I is still slightly better than the MC80 and Liberty clasess The MC90 should be s slightly better or even with an ISD II.


So back to the save game topic.

http://www.mediafire...79ql7w1gx5c383p

This save file already has the fleet lock bug. And maybe the click bug also. The locked fleets are on Byss, Balmora, Bilbringi, Yaga Minor. On Bilbringi i have that Kane Grand Moff or what is the name, but he wanished when i tried to drag him to another slot on the planet, but he is still there you know it due to the fast production speed of capitals.

The movable fleets are at Alderan, Gyndine, And on the northern part of the Galaxy.

The second save file is just right before the fleet lovk occurs:
http://www.mediafire...5zl889h0fhhdgu6

Right after the map loads move your big fleet on Coruscant to Mentellos cuz the Rebell fleet will attack in 30-60 seconds. Fight the battle and after it or a short time after it the fleet lock bug should happen (try to build fighters or spy droids and than try to move them) In this save i think the click bug is not present yet.

I hope this will help you solve this dam issue.

Armisael

#29 evilbobthebob

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Posted 06 April 2012 - 12:39 PM

Thank you very much! I'll take a look at these save files over the weekend and see if I can work out the problem.

I've loaded up the save after the bug occurs, and I can confirm that it happens to me, too (that's always a good thing, it means I can look into it more carefully). It seems that it is not possible to move the fleets you indicated, but it is also impossible to move any probe droids, including newly trained ones, regardless where they are trained.

Edited by evilbobthebob, 06 April 2012 - 03:43 PM.

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#30 Phoenix Rising

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Posted 06 April 2012 - 07:23 PM

Yes, the contrast values are lower on Easy. That means the AI will attempt to match your standing fleet with a smaller ratio of its own units. Let's say a Normal attack calls for a 3:2 advantage; Easy might be 6:5. There's a slight production time penalty for Easy, but that's not going to apply to starting units. I would expect Easy to initially be more offensive, at least until the better difficulties can build up production infrastructure.

I don't think we should assume that space battles will always be so easily won however. In other words, I'd rather put my efforts into rewriting the tactical AI than trying to get the strategic AI to accommodate a broken system.

Normal difficulty has no inherent advantage over a Human player. Pick that for the most authentic opponent.

Power to Shields has been changed already from v1.2 :p.

#31 Guest_Armisael_*

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Posted 06 April 2012 - 08:27 PM

I've loaded up the save after the bug occurs, and I can confirm that it happens to me, too (that's always a good thing, it means I can look into it more carefully). It seems that it is not possible to move the fleets you indicated, but it is also impossible to move any probe droids, including newly trained ones, regardless where they are trained.


Okay it's "good" that you got the same bug. I hope you can come up with something to neglect or bypass it. If you might come up with a solution or at least find the source of the bug can you make a post or a topic for it?

btw sorry if i wasn't to clear about it but as you said after the bug everthing you build inclueding spy droids on any planet you cant move them. Have you tried the following:There are still fleets which can move if you build something into those fleets those pre-bug fleets can still move but the newly added unites to the fleet remain on the planet.

Normal difficulty has no inherent advantage over a Human player. Pick that for the most authentic opponent.


Thank you than medium is the one made for me ^_^.

Power to Shields has been changed already from v1.2 :p.


Good to hear :thumbsupsmiley:

Are you guys planing to release a patch for the bug(s), or are you concentrating to 1.3 and all the bug/issue shield/ firepower ect changes will come in that release?

#32 Phoenix Rising

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Posted 07 April 2012 - 04:09 AM

How MC shields work isn't an error so much as a design choice. Despite all the bug reports, no fixes have been implemented since the release (not counting install issues, since those don't originate from our files).

#33 smashedsaturn

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Posted 09 April 2012 - 04:50 PM

Now that i fixed my saving issues (Stopped running in compatibility mode, doh), GFFA empire on hard, is well, too easy.... the beginning is challenging for a bit but once I researched the tector II i started pumping them out at kuat and bilbringi and then upgraded to the IV and it absolutely ravages things. I also upgraded to aclamator VI and lancer VI and my main fleets consist of combinations of those three. Then i researched the praetor, executor, and soviergn and captured corrilia, there i built only level 5 stations and began producing dreadnoughts. I built 2 executors and a soverign and then upgraded vader, palpatine, and palleon to SSDs, now I have an unstoppable fleet and nothing is a challenge :whatoa:

#34 wuffles

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Posted 10 April 2012 - 05:48 PM

Thing I noticed was now that the AI doesnt seem to just get entire fleets magically for free it tends to fall by the wayside as you expand especially if you hit it early. Give it enough time without attacking it and it can be nasty but if you do an early offense it really struggles to recover after losing its initial fleet bonus it tends to be given over you. I think maybe boosting its cash multiplier and if possible its build speed modifier could help.

On my core worlds campaigns I have gone from struggling on easy to finding it trivial on hard. Now I just combine some of the best ships from a couple of fleets and straight away hit the AI worlds and pretty much ignore neutral unless they have a really nice bonus or are needed to reach an AI world. While often I like the fact that the AI will retreat to bases so you have to face extra firepower, it unfortunately still does this even if its fleet outmatches your own. I would like it to be much more agressive if it has an advantage. While not easy it needs to also do much more focus firing especially at the weaker defensive ships.

If it has the choice of attacking a carrack or a mon cal, unless the mon cal shields are down it would really be better to target that carrack as they have high damage but frankly are lousy at taking damage unlike a mon cal. Still been great fun learning the mod though.

#35 evilbobthebob

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Posted 10 April 2012 - 06:47 PM

The galactic mode AI is still a WIP of course; I'd personally like to see it be much more aggressive at spending its funds. It always seems to have something of a cash cushion. As for the tactical aspects, it's still basically vanilla in that so don't expect anything exciting until we have time to rewrite it.

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#36 smashedsaturn

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Posted 10 April 2012 - 08:27 PM

The galactic mode AI is still a WIP of course; I'd personally like to see it be much more aggressive at spending its funds. It always seems to have something of a cash cushion. As for the tactical aspects, it's still basically vanilla in that so don't expect anything exciting until we have time to rewrite it.

the poor tactical ai really hampers it it seems; I can fend of 7 mc80s and several mc40s with one tector IV and 2 golan IIs and the planetary laser. It seems the AI doesn't understand that to counter my dreadnaughts it should use Wedge and Ackbar with their SSDs. I would LOVE to see the gaurdian and Lusykana and a fleet of MC 120s and Bullwarks jump in and take on the Executor and Palleon with ISD level support. Itd be carnage :)

#37 1871

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Posted 18 May 2012 - 06:15 PM

well, now that the mod is working correctly... It's fricking fabulous!!! been working on Outer Rim for a week solid now, only 3-4 hours a day but it's definately gonna spoil me as for playing any other foc mod.
The way in which you have made the AI ships and the humanb players ships actually see each other and fight without micromanaging everything is fantastic!!!!

Only got about half the planets under PRM control but it's a great fight on medium. I did make one change that has sped up the game.. i raised the XQ5, i think that's what it's called, by a factor fo ten... now both sides have ample credits and each is building like mad. Excellent space battles.
PRM best fleet mix i found yet is 1 bulwark, 1 mc120a, 2 mc80 (home1)c, 2 dread (full update), 2 mc40 e and 1 cc7700 interdictor. That combo can pretty much beat most of what the AI send or has at their planets and can beat the yellow opponent.

I think that most of those "non responsive" problems in the other thread are from some how messed up downloads/installs. I havent had a crash of screwed up save since i got the mod to install correctly.

Oh and i did increase the PRm to 120 unit count and imp to 100. mod still is very stable and has minimal lag.

my system is amd 3.4 Ghz PII9665 black, 4 gigDDR3 mem, geforce 550ti 3 yr old msi m/b.

DAMN FINE JOB YOU MAKERS DID !!!!!!!!!!!!!!!!!!!!!!! THANKS :)))

now watch the mod start messing up cause i praised it HAHAHAHAHa

#38 Henry X

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Posted 24 May 2012 - 01:52 AM

After sinking some time into this, I have a bunch of petty (read: silly) complaints.

The bombing runs are rather slow. While I understand why, it still is silly to watch the bombers go over and such a slow speed. I believe I can edit this myself though to where they do go a bit faster. Not zoom across the map fast, but a more watchable pace.

Actually, that's really about it. I usually get destroyed in my campaigns early, so I haven't had an opportunity to use the later units, but I presume that by their final form, AT-ATs turn into walking juggernauts?

And, I've mentioned this before, but I think it could still be used, perhaps Nertea would be up to this? Could we get fighters in ground battles? I mean, like how Rogue Squadron did it? I mean, it seems (to me), that the Empire could use a few TIE Fighters to cover them from the excessive T-16s.

#39 evilbobthebob

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Posted 24 May 2012 - 01:56 AM

If bombers fly too fast, they won't release their payloads properly.

AT-ATs do indeed become very powerful later on in the game, though they don't quite have the fire coverage of a Juggernaut ;)

Also, the Empire has the very powerful AT-AA to combat airspeeders.

Edited by evilbobthebob, 24 May 2012 - 01:58 AM.

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#40 Henry X

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Posted 24 May 2012 - 02:03 AM

Okay so really the only thing is that I'm just not teching quick enough.

And are you by chance referring to Command and Conquer?



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