First of all 'elo everyone. Discovered this mod only recently (Wednesday) when i finally finished my last exam for this semester. Played two GC (Outer Rim - Imperial, Inner Rim - Rebel) so far and tons of skirmishes, just to get the hang of the units. The mod is great so far, but i noticed some problems:
General stability / FPS is fine, loading/saving take long, but this is expected by this variety of information. I've only come across one major slowdown in a battle. I think i still have the savegame, was a pretty early rebel landfight and even though the amount of units was not that big, something seemed to have caused trouble. I suspect either Elite infantry or RHTT-6 Transports filled with those infantry units. Several things happened - a.) One of the transports was partially loaded (slots used), even though no unit was inside. b.) Two units were below average strength when departing the transports; c.) after filling the transports the game slowed down by ~factor 6. Countdown in the end (20 seconds) took around 2 minutes (eventually auto-resulted the fight, since it already took over 30 minutes and pretty much everything was still on the way to the opponent ^^). But well, besides this encounter everything went fine.
Next thing i noted was again as Rebel, i did more than i think even your mod is able to: I seemed to have occupied the enemies starbases. Had a small number of ships in an imperial orbit and a relief fleet tried to free it. So far no problem. Tactical game started, i pushed my ships behind the starbases and... suddenly the starbases spawned Tie-Fighters. That was pretty much the moment when i thought - hey, this is hostile orbit, i shouldn't have any starbases here. In fact, there shouldn't be any starbases here at all. I am not entirely sure what caused this problem, but it may be tied to another one. Capture a planet and start building structures. Retreat all forces and leave it open - the enemy will most likely capture it. Now quickly recapture the base - your started buildings will reappear as being built and start from a higher (non 0%) value. I could not test so far if it is the percentage at the time of capture or even higher.
Now for the unit placement. The amount of units / research sometimes is simply too much for the (small) space to show them. I am entirely unsure how far any solution is prohibited by the engine, so i simply throw in a couple of them, maybe one works:
- Put all Building / research options in the top row. Use the bottom row to "switch" which top row is displayed (I.e - Step 1 allows buildings to be build, with each new shipyard one new "Building" is added. This building has a cost of 0 and is build very fast. It does nothing, but change the unit-row to the class of the chosen shipyard).
- Scrollable in the X-Direction. Considering that the placement in top/bottom row seems to be final (probably since it originally was buildings/units) and does not break at the end of the line, any placement using all space (top/bottom) row combined will probably impossible. Still, this may allow a scrollbar (eventually though just a hotkey triggered one).
- Using the land building row for space research. This row is only utilized until all ground building spots are used, afterwards it's empty. As long as research is always placed right of buildings, this may allow a better placement.
- Use two different kinds of shipyards (A, B), each with every size (1 to 5). Shipyards of type (A) will place the units on the top row. Shipyards of type (B) will place the units on the bottom row. First shipyard is type (A), second is Type (B). From there on only allow the same shipyards (For example A1 and B3) to be build alongside non shipyard space-stations. If all Shipyards of a type get destroyed, allow to build another one of that type. This may only allow 2 classes of shipyards per planet, but these should be without overlapping and well, usually 2 is pretty much all you need, rarely 3.
Another point is was missing from the manual - what effect does it have, if you build several stations of the same kind? Decrease in build time? Simply redundancy, should one be destroyed?
Next point - Heroes, or more specifically their descriptions. Though the information given about armaments is usually quite good, this only goes as far as they are not upgraded. For example, take any fighterpilot and his upgrade. The upgrade may note the name of the new ship, but not what type it is. It's usually just Heroname + "with " + Shipname. Once you are in the tactical view you get a detailed description of the ship. Since i am already talking about heroes - maybe also note under which circumstances a hero can be upgraded. Considering the amount of information that yields compared to the current size of the descriptions, i guess that would not hurt. So far i tried the exhaustive search method - send to different planets until figuring out it is not upgradeable/finding the fitting one.
Guess that's it from me. I guess i'll play another round. After all, i have to make up for almost 24/7 studying the recent months ![]()
PS: This post is mostly focussed on problems / negative parts. Simply assume everything i did not mention is fine - would be too much work to say what's good ![]()
[Edit] Added some more points that resurfaced in my mind, once i re-read the text.
Edited by MilkaCow, 16 March 2013 - 10:50 PM.










