1.3 main wishlist
#1
Posted 11 August 2012 - 05:11 AM
Performance: streamlining the mod wherever possible or practical so it can run better on some of the older computers, and then from there, the rest of the items can be gone over
Gameplay (campaigns) : while yes, the GC campaigns in the mod are well done, there could be a few more in my opinion
Gameplay (units/stations/buildings) : more units/stations/buildings to be added/altered. not going to say which ones for this poll.
Gameplay (environment) : adding new maps or backdrops.
Gameplay (factions) : ive been thinking about this idea where if it becomes possible, having different factions like adding some of the Warlords as their own separate factions, and similar things of that nature
Gameplay (mechanics): altering things like how much income a station will give you, or altering the effects of a special power, or build-speeds, etc
Other/Write-in : if you think there's something i missed, let me know and ill include it in the vote.
as always, any questions are welcome, and try to keep it civil
#2
Posted 11 August 2012 - 06:42 AM
It is primary factor why I did abandon playing 1.2 (i7 920). In 1.1 AI cheated, Ai was stupid, game-play was sluggish but at least I could play as long as I wanted 50 or 500 weeks. With 1.2 I constantly run into problem of non-responsive units. I think primary focus should be limiting fighter buildup. In truth I would gladly see fighters removed as a single unit. I know it won't happen but it is what I would prefer. Maybe there is a way to tie number of fighters with number of capital ships so for planet with 2 Corelian Corvettes in orbit it won't be possible to support 500 fighters. What I found while modding 1.2 myself is that AI is ALWAYS switching to fighter model which is not restricted by population cap.
Example (sorry if I misquote names, I don't sleep, eat, breath SW ). ATR bombers. Increased cap to 4 so AI swiftly moved to X-Wings, limited those so it switched to Skips and so on, until they started to deploy ridiculous numbers of antiquated fighters and tugs!
Possible solution: perhaps it is time to borrow an idea from my favourite game family: Supreme Ruler. In SR one physical aircraft on the map = 8 real life aircrafts. One Military base can support max 15 planes (120 in real file terms), 1 airstrip can support max 7 planes (IIRC). Seriously PR don't need to be so painfully accurate, because at some stage 'realism' always losing to game-play. I really don't care that cruiser A carried 36 fighter squadrons so I have to see those 36 on the map. Slash those 36 by factor of 12. For a battleships even 25+, whatever it takes. Prevent possibility of conquering a planet with half capital ship, quarter of transport barge and 400 wings of ATRs or something along those lines. When deploying massive (like 50 dreadnoughts + vast escort) fleets I see no point with additional fighters as a separate unit(s). Any battleships carry serious amount of fighters, star-bases deploy also good number of squadrons. What is the point of constant fighter spam? Right now I can build at tiny planet (e.g.) 500 TIE-Defenders and they can defeat any fleet, no problems whatsoever. Don't waste time on Super Star Destroyers or Bulwarks. Build 3000 Tie-D or K-Wings and make defenses of your planet impenetrable!
Edited by Aizen Teppa, 11 August 2012 - 06:45 AM.
#3
Posted 11 August 2012 - 08:50 AM
Factions... pretty sure the engine can't do more.
@Aizen: Try clicking and right-clicking on empty space a couple times when something becomes unselectable. Then try selecting stuff again. I've yet to encounter this as a problem in any number or length of games.
Galactic population cap is coming, too. That will put a damper on unit spam by the AI. Plus that kind of super-fighter is what was being moved away from in vanilla EaW.
Edit: Ninja'd. Edit 2: Un-ninja'd?
Edited by Kitkun, 11 August 2012 - 02:43 PM.
Frosty Freaky Foreign Forum Fox
<DevXen> Today I was at the store and saw a Darth Vader action figure that said "Choking Hazard." It was great.
#5
Posted 11 August 2012 - 09:32 AM
Edited by evilbobthebob, 11 August 2012 - 09:33 AM.
- 1871 likes this
#7
Posted 11 August 2012 - 07:00 PM
v1.3 will have at minimum 14 brand new unique land maps, and improvements to many more.
Music to my ears!
Thanks for your efforts evilbob.
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
#8
Posted 12 August 2012 - 08:09 AM
so, even though 1.3 is a long ways off, but going to be great regardless of what happens, i think we should have a simple poll of what the fans want the most, in general-isms, and not anything like particular models, so that way the mod staff isnt running around like a decapitated chicken
Performance: streamlining the mod wherever possible or practical so it can run better on some of the older computers, and then from there, the rest of the items can be gone over
We'll have performance improvements to report on as part of the wider 1.3 overhauls. Will report on this later.
Gameplay (campaigns) : while yes, the GC campaigns in the mod are well done, there could be a few more in my opinion
We know. It's always on the list of things to add. Each time we have a mod overhaul it leads to campaign revamps of the existing ones. It's always on the list of wants though.
Gameplay (units/stations/buildings) : more units/stations/buildings to be added/altered. not going to say which ones for this poll.
As always, we have a wish list of what we want to add. There will be something. We never get the whole wish list though....
Gameplay (environment) : adding new maps or backdrops.
Evil bob has done some stunning work here. Lots to talk about.
Gameplay (factions) : ive been thinking about this idea where if it becomes possible, having different factions like adding some of the Warlords as their own separate factions, and similar things of that nature
We actually have a wish list of Warlords and Hutts at the very least. New factions are very challenging from and AI perspective. I'll leave PR to discuss the technical challenges of adding new factions. We want to - but it may not be 1.3 as we have other projects underway at the moment.
Gameplay (mechanics): altering things like how much income a station will give you, or altering the effects of a special power, or build-speeds, etc
Other/Write-in : if you think there's something i missed, let me know and ill include it in the vote.
as always, any questions are welcome, and try to keep it civil
I think you will like the mechanic changes for 1.3. It affects all aspects of the game and the campaigns and has resulted in several months of work for me at least.
#11
Posted 13 August 2012 - 03:44 AM
I think you will like the mechanic changes for 1.3. It affects all aspects of the game and the campaigns and has resulted in several months of work for me at least.
When are you planing on starting the information sharing, days, months? I admit you picked my curiosity.
harder AI, I want to fear the empire's might as the rebels.
100% in agreement. Soon the Rebellion will be CRUSHED...
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
#12
Posted 23 August 2012 - 06:36 PM
Any new faction possibility is virtually impossible without a dedicated artist. It's no longer a technical question: I've almost worked all of those out...
#15
Posted 17 September 2012 - 05:53 PM
So will 1.2-1.3 be a shorter development time than 1.1-1.2 with less things to do? Could we expect 1.3 sometime mid next year?
Yes. We are really keen to have much shorter gaps between releases. The "AI rebuild" and the "create land from scratch" were epic developments.
V1.3 is progressing well and we are seeing considerable improvements. However, I'm still in the process of revamping all the campaigns to match the developments, and It's tough as I go to work and have much less spare time than I'd like.
Basically, though the development cycle should be faster now. 39 months was far too long for a release. It will be quicker, certainly, but we don't have a "schedule" or "timeline".
Quicker is better.
Is there a way to make strife last longer on newly-conquered planets?
Yes. PR's found that one.
When are you planing on starting the information sharing, days, months? I admit you picked my curiosity.
I've started writing my next news post.....
Edited by Ghostrider, 17 September 2012 - 05:56 PM.
#16
Posted 18 September 2012 - 03:01 AM
I've started writing my next news post.....
Sweet!
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
#17
Posted 18 September 2012 - 04:30 AM
Just a thought
There is no passion, there is serenity. There is no death, there is the Force.
#19
Posted 18 September 2012 - 06:36 PM
in those 39 months, you took what was already great mod and turned it into an even greater mod, so i would be content.So will 1.2-1.3 be a shorter development time than 1.1-1.2 with less things to do? Could we expect 1.3 sometime mid next year?
Yes. We are really keen to have much shorter gaps between releases. The "AI rebuild" and the "create land from scratch" were epic developments.
V1.3 is progressing well and we are seeing considerable improvements. However, I'm still in the process of revamping all the campaigns to match the developments, and It's tough as I go to work and have much less spare time than I'd like.
Basically, though the development cycle should be faster now. 39 months was far too long for a release. It will be quicker, certainly, but we don't have a "schedule" or "timeline".
Quicker is better.
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