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#1 anakinskysolo

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Posted 07 May 2012 - 09:45 PM

Much like Kitkun did, I am going to list the problems/issues/doubts I've had so far while playing the mod, in no particular order. I play mostly as the rebels, as you will probably notice.

The AI does not take into account the firepower of space stations when deciding to attack a planet or not. I've been attacked by a Venator I and an escort many times now, and the AI didn't had any chance of winning because I had lots of space stations over the system, so it lost its ships or retreated, just to attack again a few moments later.

The AI does not seem to research and upgrade large spaceships, from Venators up. It does upgrades smaller ships, like IPVs and such.

The AI tends to spam Venators.

When playing a battle against the CSA, they retreated, but didn't have any other planets left, so their ships were just lost.

I know that this has been addressed before, but I believe that as-of-today the most important issue with the mod is the stupidity of the AI in tactical combat. I've been able to beat impossible odds just by keeping my ships in a tight formation without them moving at all, because the AI sends its ships to fight me one by one and scatters the rest around the map, and practically doesn't make any use of starfighters.

This has also been mentioned before: the placement of Golan Stations and stations in general around the maps is awful. I'm looking forward to you solving this issue.

There is something wrong with the collision tags or something like that, I believe, because units tend to pass through each other too often, in space and in land.

In land maps, the AI doesn't realize the importance of repair stations. Again, I've been able to beat impossible odds by building repair stations next to my vehicles, as the AI tends to ignore them, or at least does not recognizes them as a priority target.

Playing the Core Worlds campaign as the Rebels, I was never able to build the Artillery units or the T-47, even though I researched everything.

Space station icons on the tactical space combat map are not to scale.

Darth Vader freezes when dying.

The AI spams IPVs. They once sent a huge force of over 50 IPVs, some upgraded, some not, to conquer one of my planets.

According to the Essential Guide to Warfare, the IPVs have "heavy weapons". I don't know what to make of this.

Ships continue to fire at the center of some maps in space battles.

K-Wings do not seem to have priority over other bombers in performing bombing runs. I once had a spaceship carrying Y-Wings and a squadron of K-Wings over a planet and when I ordered a bombing run, the Y-Wings performed it.

K-Wings are able to travel from one planet to another on their own, but supposedly don't have hyperdrives.

That would be all for now.

#2 Zeta1127

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Posted 07 May 2012 - 10:06 PM

In regards to artillery and T-47 airspeeders, artillery are currently starting forces only and can't be researched at the moment, while the T-47 airspeeder not being available is a known issue.

I think PR gave advanced variants of the K-wing a hyperdrive.
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#3 anakinskysolo

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Posted 07 May 2012 - 11:53 PM

In regards to artillery and T-47 airspeeders, artillery are currently starting forces only and can't be researched at the moment, while the T-47 airspeeder not being available is a known issue.

I think PR gave advanced variants of the K-wing a hyperdrive.


This wasn't an advanced variant, in fact, it was the variant that appears just after you research the K-wing.

#4 evilbobthebob

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Posted 08 May 2012 - 12:08 AM

Shipyard/Golan placement is likely to remain as-is in terms of specific map locations, but eventually we hope to have Golans placed in the more defensive locations while shipyards will be nearer the space colony.

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#5 skie9173

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Posted 08 May 2012 - 01:13 AM

I think units in EaW technically be without a hyperdrive, units that are listed as "none" just have the lowest/slowest hyperdrive something like 6.0 i believe... or I could just be making all this up don't quote me
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#6 P.O._210877

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Posted 08 May 2012 - 01:24 AM

Is it possible for a space unit that has 0 hyper-capacity to actually remain in it's home system and not be able to go to hyperspace?

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

 


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me battrai pour les empêcher de détruire ce qui est devenue ma Terre.
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#7 evilbobthebob

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Posted 08 May 2012 - 01:24 AM

I think so. You can disable hyperspace capability, but then TIE Fighters and the like would only be usable in a defensive role.

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#8 Kitkun

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Posted 08 May 2012 - 02:33 AM

IIRC, the problem with that is that the game then lets any hyperspace capable ship bring them along. As in the Falcon being able to take a dozen squadrons of bombers.

Repair is very powerful in both Land and Space. Even space tugs are worthwhile. Probably gonna get another campaign going and see if I can get the AI to give me a fight though. So far, most AI forces I see are outmatched even if I did nothing.

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#9 P.O._210877

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Posted 08 May 2012 - 05:01 AM

but then TIE Fighters and the like would only be usable in a defensive role.


That was the idea but is there a way around the problem Kitkun raised? Or better yet can this "bring along" capacity be restricted to certain ships?

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.

 

Actarus


#10 Phoenix Rising

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Posted 08 May 2012 - 11:26 PM

Despite the importance of tactical AI, it's going to have to wait until after the space mechanic changes. I can possibly start on land AI in v1.3... we'll see how development goes though, as I'm shooting for smaller releases.

There's nothing wrong with the collision meshes; I think clipping just occurs when the engine pathing code has a meltdown. To be sure, the vanilla models aren't perfect, but there are no improvements to be made on Nertea's units.

No hero model comes with death clone animations.

I think I figured out the bombing run priority issue: it seems that heroic bombers are always preferred. For the short term, I'll probably disallow hero units from providing bombing runs.

Kitkun is correct on hyperdrive. The game has no sense of carrier ability, which forces us to give no-hyperdrive units an effective Class 8.0 (and led to all the headaches over complement). I tried it the original way with TIE heroes, but it created a bug when they're retreated, so it's since been reverted.

#11 Kitkun

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Posted 09 May 2012 - 03:15 PM

I think I figured out the bombing run priority issue: it seems that heroic bombers are always preferred. For the short term, I'll probably disallow hero units from providing bombing runs.

I just encountered that. No way to override, I assume. Also, despite having both the Relentless and Emperor's Will in orbit, I wasn't able to bombard. Didn't have any other ships with turbolasers there, though.

Edited by Kitkun, 09 May 2012 - 03:16 PM.

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#12 Phoenix Rising

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Posted 10 May 2012 - 07:15 PM

Only by moving the heroes before you start a land battle. Unfortunately, there's a 4096-character limit on the list of units that can bombard, so I purposely left off heroic starships. I already had to cut corvettes for the same reason.



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