What are the exact lines you added to the MasterText file?
I have no notes of what lines I changed when this was still just my personal mod. However, it wasn't many. Probably just some of the hero ships that I've added, the GFFA text in the conquest screen and possibly some of the ships that I've changed hardpoints for.
In the next releases I make, you can assume that any ship that has modified hardpoints, or a complement of fighters has had line changes in the MasterText file.
I pretty much avoid autoresolve, the feature has always seemed to suck to me, it's more about spamming a big but economical cap ship fleet and bum rushing thru planets.
It's much more fun to actually create a fleet, spread it out so each planet has a minimal fleet size, with regional bases that have lots more, and 1-3 main combat fleets that move in and hold a space map while the ground force following behind each fleet mops up the ground.
I actually normally only autoresolve often for ground battles, of course with PR that's not as much of an issue due to the improved vehicle choices.
Yes, same here. Although the whole reason I started modifying land was to try and make it more interesting so I wouldn't autoresolve land battles at all ^^
I think my sub mod is best played by not autoresolving. But with the latest fix for space autoresolves are no longer ridiculously in favour of the attacker.
Yeah, like I posted earlier, at a certain point the venator should upgrade into and be replaced by the ISD, it's the easiest way to handle this really.
For the VSD however I still maintain that the Mk1 model should remain buildible as a seperate ship from the later models, as it's missle payload makes it an interesting unit to use.
And yes, I would prefer to also just have the venator replaced entirely by the ISD. The ISD has to be a "better build choice" than the Venator. A late model venator should be about on the same power level as an ISD I. Similar to how a Recusant-class destroyer just can't compete with the Mon Calamari designs (especially after the Mon Calamari ships get their hardpoint tweaks!)
The VSD will for now remain as it is when it comes VSD I and VSD II being in the same upgrade line. However I will tweak with the VSD's eventually to make them as powerful as they were canonically. The VSD I will have better shielding and a better hull strength than the VSD II, as well as better medium range fighting capabilities due to the missiles and number of turbolasers, while the VSD II due to heavy turbolasers, heavy turboions and better speed will be considerably stronger at long range space combat. The VSD I will also have a higher cost than the VSD II, which is also canonical.
Nice. Also, an idea, for larger capital warships (such as the ISD, and Mon Cal cruisers) add the carriers fighter heal ability so carriers can repair fighters.
I'm a bit torn on this, and I've been for a while back. Eventually I ended up just giving most capital ships and carriers CT-11 Space Tugs. These ships simulate the support capabilities a carrier can bring to the fight. I don't want a carrier to have both Space Tugs AND auto repair for fighters. I also don't like how the auto repair works, as any ship even if in a fight will get repaired, which I think seems stupid. The Space Tugs can atleast be destroyed easily by fighters, while the carrier itself might prove to be a problem.
Yes, I know this makes the reb/imp freighter to carrier upgrades irrelvent, but they allready are (to me anyway) since I'd much rather be able to spam a ship that makes me cash back in my rear area systems than get a ship that VERY slowly deploys a mix of non-upgraded snubcraft.
Here's the thing I'm hoping to accomplish eventually with the freighter/carriers: I want them to deploy fast, and while lacking in combat capabilities they can deploy a very nice fighter/bomber complement that is at average stronger/larger than that of a cruiser or larger ship. They don't cost a lot of population, and even credits wise are rather cheap. There's also probably a nerf coming to the high cash yields the freighter/carriers currently give, to further inspire the player to utilize carriers more.
Prehaps have the heal item drop sheilds and engines for a bit, to prevent the misuse in the middle of combat, since the repair ability as it stands now is massively overpowered.
Of course, some sort of 'dock and repair' ability would be prefered in this case, but the engine was designed to pump out a quick game, not to make a good star wars game, so I doubt that'd be doable. (but once again I laugh at Disney closing Lucasarts)
I have no idea how to make a ship drop shields and engines while healing other ships in middle of combat. But it seems you agree with me that they are overpowered with their repair ability atleast. And I say again that I feel Space Tugs are the best way to simulate it.
Yeah, that deathray the AI space garrison venators tend to have is annoying as fuck, and one of the dumbest additions of PR.
It's like something you'd expect from the vanilla game.
Personally I say remove that ability entirely, even if it's on a hero ship unless that hero ship is supposed to have a death beam in canon.
Main reason I nerfed them so much and moved them to the level 5 shipyards. At first I even lowered the time the deathray was firing as well as made the cooldown longer, but it was still overpowered and not fun at all. The AI also prefered to always build a lot of Venators instead of ISD's and other ships it should have been making canonically, so I wanted to stop it from making Venators. The Venators also had a relatively cheap price for being a strong capital ship. And on top of all that, the fact the Venators were THE carrier ship, no other ship except for the star dreadnoughts could even rival it in complement power. With such powerful ships, why even bother building anything else?
In my sub mod, I want to display the Venators as a glorious ship from a bygone age. I want the attitude the Empire had towards designs of the Republic to be seen well on the Venator. The fact it cannot gain latest models of fighters through research show the change in doctrine. And the fact it has a large complement is seen in the cost of the ship. It is also not a very robust ship compared to the ISD and VSD line and doesn't handle ship to ship combat nearly as well.
In gameplay terms, I want the Venator to be able to deal with any early Alliance ships with ease such as all the corvettes and early frigates, but it should fare poorly against Assault Frigates, the stronger rebel starfighters and Mon Calamari ships. But yes, that said the Venator still needs balancing. It will however never be as strong as it was in stock PR.
Anyway, here within a week or so once I finish my current campaign I'll install this and give you a verbose list of nitpicks and suggestions.
Also, is it possible to lock a fleet from leaving a system if it has more non-hyperdrive equipped snubcraft than it has carrier vessels to carry them ?
If so, this could be used, in conjunction with removing compliments from vessels, to solve quite a few issues.
If you haven't started a campaign yet, I really recommend you wait for the next release before you start a long campaign with my submod. I'd love to have you test some, but don't get too absorbed in it yet, as there's still plenty of improvements that need to be made!
And no, stopping a fleet from doing that is not possible to my knowledge.