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[SUB MOD] Phoenix Rising Enhancements for 1.2


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#61 a.fake.name

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Posted 15 June 2013 - 08:00 PM

wtf.png

Notice two of something there shouldn't be ?

I was moving the good senator off of the surface of Yavin, when the game lagged for a second.
Suddenly, I had two Senators.

Have yet to use either in combat, but so far seems to be an actual duplicate somehow.

 

This is most likely a stock bug I'm assuming.

 

 

As for further play test commenting, gona get the suggestions out of the way first....
-stations seem to take a bit too long to build, reduce the build time by 1/3 perhaps. (I think the same about PR, however :p )

-If you can make it work, for a future version, you could take those container yards you added one step further, and add a way to do space based upgrades for a system.

--Have three options: Defenseve, Economic, and Shipyard.
---I'd suggest allowing three upgrades, and picking one by one (based on size, etc) how many total upgrades they can buy, and what the max of each upgrades they can buy.

Basically, wipe out the current annoying system where you buy a single station at a time, and instead you choose from more generally named generic upgrade types, with each map being re-done with each upgrade.
Obviously, an interim solution using the stock PR shipyard stations could easily be used with this for the short term.

Anyway, play wise as I research more ships it starts to lag a bit more (could also just be the AI).

The Starchasers and Headhunters have proved VERY useful in the early game phase, especially after the first couple of upgrades.
Before they get conc missiles the Headhunters are not quite as effective, but once they do a massed formation of them can do a number on up to TIE Interceptors.
The Starchasers are a useful addition to a bomber group, especially when supporting a fleet action because their ion's let them lower a capital ships shields faster, and their conc missiles let them ignore the cap ships shields and nibble on the hull with the bombers, plus they're a good bomber escort.

Haven't actually fielded X-Wings in a battle yet, I got my core territories protected with mass numbers of Z-95s, R-41s, and Y-Wings, supported by various heroes (such as Doodana's assault frigate) and what capital ships I've built thus far (primarily corvettes and dreadnoughts, with a few early MC40a's).

As for ground action: The LAATs make so much more sense to field for both sides, and improve gameplay quite a bit.

Just a thought, but after the first few upgrades, prehaps stop the upgrades for LAATs and unlock several freighter/transport types for use as the later era transports on the ground.
Gives the assault transport a purpose, and the Rebels could get a ground variant of some transports/freighters to use as troop transports in addition to the ATR.

Anyway as you've noticed I've not played too much so far, but so far it's deffinitly much more enjoyable.
Oh, also, the map is better placed, simply because so many planets are no longer right beside each other, which can cause accidental movements of units.


Edited by a.fake.name, 15 June 2013 - 08:02 PM.

Playing PR when stoned is awesome

 


#62 johnchm.10

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Posted 15 June 2013 - 08:08 PM

so what source did you use to learn how to mod this, Chih? i want to do a little more in-depth modding compared to what i usually do, but i've no idea where to start

can you provide a link?



#63 a.fake.name

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Posted 15 June 2013 - 11:12 PM

so what source did you use to learn how to mod this, Chih? i want to do a little more in-depth modding compared to what i usually do, but i've no idea where to start

can you provide a link?

What he said.


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#64 Chih

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Posted 16 June 2013 - 07:33 PM

so what source did you use to learn how to mod this, Chih? i want to do a little more in-depth modding compared to what i usually do, but i've no idea where to start
can you provide a link?


Google :D

But honestly, most stuff I just figured out myself. I looked at the existing code, then modified it to how I wanted to it and tried if it worked. Trial and error basically.

#65 Chih

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Posted 16 June 2013 - 07:58 PM

wtf.png

Notice two of something there shouldn't be ?

I was moving the good senator off of the surface of Yavin, when the game lagged for a second.
Suddenly, I had two Senators.

Have yet to use either in combat, but so far seems to be an actual duplicate somehow.
 
This is most likely a stock bug I'm assuming.


Yeah, I'll look into it. As you say it may be a stock bug.
 

As for further play test commenting, gona get the suggestions out of the way first....
-stations seem to take a bit too long to build, reduce the build time by 1/3 perhaps. (I think the same about PR, however :p )


Wont happen :p

-If you can make it work, for a future version, you could take those container yards you added one step further, and add a way to do space based upgrades for a system.
--Have three options: Defenseve, Economic, and Shipyard.
---I'd suggest allowing three upgrades, and picking one by one (based on size, etc) how many total upgrades they can buy, and what the max of each upgrades they can buy. 



Basically, wipe out the current annoying system where you buy a single station at a time, and instead you choose from more generally named generic upgrade types, with each map being re-done with each upgrade.
Obviously, an interim solution using the stock PR shipyard stations could easily be used with this for the short term.


Too complex. Maybe I'll do something about it sometime, but for now those container yards are there simply to add some flavour :)

Anyway, play wise as I research more ships it starts to lag a bit more (could also just be the AI).


This I think is mostly the Ai moving fleets around a lot. As the Ai faction becomes larger, the lag increases. It should be better in the next version with the revamped galaxy map.

The Starchasers and Headhunters have proved VERY useful in the early game phase, especially after the first couple of upgrades.
Before they get conc missiles the Headhunters are not quite as effective, but once they do a massed formation of them can do a number on up to TIE Interceptors.
The Starchasers are a useful addition to a bomber group, especially when supporting a fleet action because their ion's let them lower a capital ships shields faster, and their conc missiles let them ignore the cap ships shields and nibble on the hull with the bombers, plus they're a good bomber escort.


Nice that you like the change. In the next version the Z-95's start out with confussion missiles as well as the AF4 (nerfed from stock PR). They'll work well as a hit and run interceptor before X-wing or A-wing is researched. The R-41 is the multipurpose fighter of choice until the X-wing :)

Haven't actually fielded X-Wings in a battle yet, I got my core territories protected with mass numbers of Z-95s, R-41s, and Y-Wings, supported by various heroes (such as Doodana's assault frigate) and what capital ships I've built thus far (primarily corvettes and dreadnoughts, with a few early MC40a's).
As for ground action: The LAATs make so much more sense to field for both sides, and improve gameplay quite a bit.


This is what I hoped for with my tweaks, that people actually use _all_ units, and most models, instead of going for the "best" ones immediately. I don't want any unit to be completely useless.

I feel the LAAT's add a lot too, they're really weak against anti-air, but perform well against lighter ground vehicles and as a quick transport.

Just a thought, but after the first few upgrades, prehaps stop the upgrades for LAATs and unlock several freighter/transport types for use as the later era transports on the ground.
Gives the assault transport a purpose, and the Rebels could get a ground variant of some transports/freighters to use as troop transports in addition to the ATR.


There are no upgrades for the LAAT? You're talking about adding space units into ground combat?

Anyway as you've noticed I've not played too much so far, but so far it's deffinitly much more enjoyable.
Oh, also, the map is better placed, simply because so many planets are no longer right beside each other, which can cause accidental movements of units.


You'll like the next version more! ;)

#66 a.fake.name

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Posted 17 June 2013 - 05:15 AM

 

There are no upgrades for the LAAT? You're talking about adding space units into ground combat?

Not nessacarily.
basically all you'd have to do is change the model used to that of a space unit (IE: Assault Transport), and adjust the weaponry accordingly.

And these 'space' units are the ones that are used already when you call in reinforcements, it just makes sense to have some you can build and use as regular units with the exact same stats as the space variant (or make the space variant space/ground capable).

And before anyone brings up balance, if Star Wars was supposed to be balanced ISDs would have the same stats as their opposite number with the rebels.


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#67 Chih

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Posted 17 June 2013 - 03:11 PM

There are no upgrades for the LAAT? You're talking about adding space units into ground combat?

Not nessacarily.
basically all you'd have to do is change the model used to that of a space unit (IE: Assault Transport), and adjust the weaponry accordingly.

And these 'space' units are the ones that are used already when you call in reinforcements, it just makes sense to have some you can build and use as regular units with the exact same stats as the space variant (or make the space variant space/ground capable).

And before anyone brings up balance, if Star Wars was supposed to be balanced ISDs would have the same stats as their opposite number with the rebels.


I really dislike space units that are also buildable as ground units. I wish that the transports could be made capable of both space and ground combat. If such a feature could be implemented, then I would most definitely consider it. But I don't want "ground only" space transports.

I am aiming for a Star Wars like balance, ISD's are going to get buffed signifiantly in their weaponry (canonical stats) and truly be as frightening as portrayed in the movies and EU. Frigates and Cruisers will have to consider running from battle should an ISD be present or risk heavy losses. But on the contrary the Mon Calamari cruisers are going to get buffed significantly in their shields and passive shield regeneration capability to be the Rebellion answer to the ISD. The Power to Shields ability will reflect one of many backup shield generators being activated instead of simply rerouting the power to the shielding systems. The ISD will still be more powerful (as well as more expensive), but only the Mon Calamari ships can soak up their turbolaser fire. Multiple squadrons of bombers and multipurpose fighters are going to be the best counter for both of these threats.

"While their armaments, which varied from ship to ship, were less than those found on the Galactic Empire's mile-long Star Destroyers, their shielding capability was far more advanced. The multiple backup shields and multiple shield generators ensured that a Calamarian cruiser could not only last in combat against more heavily armed opponents but also they had more protection from spacial elemental threats." - From the Star Wars sourcebook.

For the Empire player this would mean truly focusing their fleets around the ISD's, and building the kind of fleets that will let the ISD's unleash as much punishment as possible on their targets.

And for the Rebellion player this would mean concentrating on Mon Calamari designs as much as possible when they become available. The Mon Calamari ships will be slightly more expensive than any other ships of a similar class, but they will also be better at fighting against the superior firepower of the Empire because of their more advanced shielding. The Rebellion values its ships a lot higher than the Empire due to it being harder and more expensive for them to gain good ships, and I hope that will translate over to the gameplay as well.

- The MC30 will be a good against targets with a vulnerable hull due to it's proton torpedo launchers, it is the fastest Mon Calamari ship and has very good shields for a ship of its class. It should be able to deal with most conventionally armed frigates. It has a weakness though which is a very weak hull.

- The MC40's will serve as an excellent multi-purpose cruiser that is fast, has strong shields and can deal with most non-capital threats. It's the cruiser of choice when scouting around the galaxy or when heavy ships are not available to use as a space garrison for a planet.

- The MC80s: Both MC80's are multi-purpose capital ships with extremely strong shields. The Liberty class carries less turbolaser emplacements than the Wingless MC80, but it has a larger complement to make up for this. The Liberty type somewhat makes up for less turbolaser emplacements by having most of its turbolasers on the wings (using the winged design to its advantage), making it about as strong as the Wingless design in frontal firepower but weaker on the sides and the stern.

- The MC120 rivals the firepower of an Imperial Star Destroyer and has extremely strong shields on the same time. The main disadvantage of this ship is the extremely high cost. The MC120 has a great armament, extremely powerful shields and a larger complement than other Mon Calamari ships.

#68 a.fake.name

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Posted 17 June 2013 - 07:45 PM

I really dislike space units that are also buildable as ground units. I wish that the transports could be made capable of both space and ground combat. If such a feature could be implemented, then I would most definitely consider it. But I don't want "ground only" space transports.

 

 

 

Well I really don't see how it'd be that hard overall, just make the transports currently ingame capable of both.

Have the LAATs upgrades remove the LAATs from the build list to be replaced by the the transport (and make them ground built craft).

The models are allready ingame, so shouldn't it just be a matter of coding the unit to be capable of being sent into ground battles, as well as transporting units ?

 

I mean, I admit I've not modded EAW, but it seems a simple matter of changing the LAAT tech tree so after an upgrade the name changes (such as to assault transport) and replace the LAAT model with the transport model (or add a new unit using the transport model).

Also, shouldn't LAATs also be space capable (ingame I mean) ?

Point me to the LAAT files in the mod folder, I'll take a look and see if I can suggest a way to do it.
 

 

"While their armaments, which varied from ship to ship, were less than those found on the Galactic Empire's mile-long Star Destroyers, their shielding capability was far more advanced. The multiple backup shields and multiple shield generators ensured that a Calamarian cruiser could not only last in combat against more heavily armed opponents but also they had more protection from spacial elemental threats." - From the Star Wars sourcebook.

 

If you plan on a canonical approach, I suggest removing the shield penetrating ability of missles, etc., otherwise the shields of Mon Cal ships are pointless.

 

 

- The MC30 will be a good against targets with a vulnerable hull due to it's proton torpedo launchers, it is the fastest Mon Calamari ship and has very good shields for a ship of its class. It should be able to deal with most conventionally armed frigates. It has a weakness though which is a very weak hull.

 

I disagree, the MC30's weak hull make it rather (in my mind) stupid to build, since it's hull gets popped so easily.
Remove the shield penetration (or reduce it, a LOT) and the MC30's suddenly become worth building.

 

But other than sour grapes about silly "balance" choices from the stock game that PR has continued, I really don't have anything to add other than to razz you to hurry up :p .


Playing PR when stoned is awesome

 


#69 johnchm.10

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Posted 18 June 2013 - 09:19 PM

i'll refine my request

 

short term goals

across the board: what file should i go to if i wish to change the ships i can build in the beginning of any given campaign, i.e being able to build the C-model X-wing without any research.

your mod: how do i turn off the Death Star?

across the board: i wish to change which planets are controlled by which factions. do i just pretty much copy/paste what is in the campaign files and just make sure i have no duplicate planets etc?

 

long term goals

i wish to adjust which shipyards can build what units, and to have Rebel Shipyards be able to build certain Imperial Units.

i wish to adjust the Pop-up Entries so that when upgrading units, it says improving speed by X MGLT instead of just improving speed, as well as having the Pop-ups of the craft say like Speed: 80 MGLT (+20 MGLT) (base model + upgrades. although i may have it as whatever the last stat was + what it is upgraded by)

the reasoning for the second one is so newer players can see what their money gets them.



#70 Chih

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Posted 19 June 2013 - 01:42 AM

i'll refine my request
 
short term goals
across the board: what file should i go to if i wish to change the ships i can build in the beginning of any given campaign, i.e being able to build the C-model X-wing without any research.


Both of the TECH_TREE_EMPIRE.XML and TECH_TREE_REBEL.XML files for general changes in the tech trees, and the STORY_SANDBOX_[insert campaign name]_E or STORY_SANDBOX_[insert campaign name]_R files for specific campaigns, and the same fils but ending with AI for what the AI will have.
 

your mod: how do i turn off the Death Star?


Go to STORY_SANDBOX_GALAXY_FAR_FAR_AWAY_E.XML and remove:

<Event Name="E_Unlock_Death_Star">
<Event_Type>STORY_TRIGGER</Event_Type>
<Reward_Type>BUILDABLE_UNIT</Reward_Type>
<Reward_Param1>Death_Star</Reward_Param1>
<Prereq>Universal_Story_Start</Prereq>
</Event>
 

across the board: i wish to change which planets are controlled by which factions. do i just pretty much copy/paste what is in the campaign files and just make sure i have no duplicate planets etc?


You can just change what land units and structures are on the planet to make the planet controlled by the faction you want. I'd make sure there are no duplicates however as it might cause problems.
 

long term goals
i wish to adjust which shipyards can build what units, and to have Rebel Shipyards be able to build certain Imperial Units.


For this you'll have to mess with the STORY_SANDBOX files, and the XML file for the specific unit.
 

i wish to adjust the Pop-up Entries so that when upgrading units, it says improving speed by X MGLT instead of just improving speed, as well as having the Pop-ups of the craft say like Speed: 80 MGLT (+20 MGLT) (base model + upgrades. although i may have it as whatever the last stat was + what it is upgraded by)
the reasoning for the second one is so newer players can see what their money gets them.


You use a DAT editor, open the DAT file found in the text folder, find the upgrade line for the unit you want to change and then you simply change the tooltip for what you want it to say.

Edited by Chih, 19 June 2013 - 01:43 AM.


#71 johnchm.10

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Posted 19 June 2013 - 04:58 AM

ah. thanks for that

 

for the upgrading part, in the individual campaigns, is there an order to which i have to follow, i.e. do i link all fighters and bombers together, transports together, capital ships together, etc, or can i just add them as i see fit?

to clarify, do i need to put the X-wing with the R-41, or can i put it after the Recusant?

 

while i get to work on that. this is the Campaign I'm envisioning

 

short version: Op. Skyhook combined with GFFA

 

1BBY, after the Second Battle of Kamino.

 

Alliance Holdings
Kamino (presumption)

Dantooine

Alderaan
Yavin
Chandrilla
Pollis Massa

assorted other planets to which i either forget the names of or are not knowing of them

 

Imperial Holdings
Imperial Center
Kuat
Kessel
The Maw (with some kind of super-research station which allows you to build upgrades without needing the shipyards. i will settle for either new ship DESIGNS or UPGRADES if i had to only pick one. in which case, well, i'll get back to you on that
Carida
Axilla
Brentaal
Rothana
Dyspayre
Honogor
N'Zoth
etc.

 

Equipment

 

Alliance

yard 1

S3 Y-wings

AF4 Headhunters

R-41 mk2's

R-22 Spearheads
A-model X-wings

yard 2
im debating the Barloz. im thinking either not using them at all, or perhaps moderately upgraded ones, with no missiles, to reflect refits done to ships in service

YT-1300s. the ones i might use would be early models without the Missile launchers, or perhaps the earliest missile carriers

GR-75A's

Marauders. i might use either the stock model or an early upgraded one which has had its extra gun-mounts added.

CR90's. ill get back to you on that

DP20. ill leave these as stock.

Yard 3:

EF76's.

stock MC30s

stock MC40's

Dreadnought mk. 2's

maybe Dodonna Assault Frigates.

Yard 4
Mk. 2 Recusants

im debating what to do about the MC80s

Yard 5

still debating what to do here.

either of the two ships could work, either in canon or purpose

 

Captured/Former Republic Equipment

a small number of Acclamators. not sure which variant to use here, as either the Mk. 1 or Mk. 2 could work. ill probably go with the Mk. 2. the Mk 1 was more common yes, but figure with 15 years, there could have been some nice upgrades to bring Mk. 1s up to spec.

1 Venator-1 for every major world to act as the centerpiece of the defense force

a slightly larger number of Mk. 1 Carracks
a handful of Bayonets
a small assortment of Clone Wars-era fighters. not many, as i figure that over time, their combat performance would have suffered even well maintained.and at a certain point, the fighters would have been better spent to gain revenue than for combat

an assortment of transports and freighters, but to reflect the nature of the Rebellion, these would be armed if not already

 

Imperial

yard 1

TIE Fighters

TIE Bombers

TIE Adv. x1

TIE Adv. x3

XG-1 Gunboat

yard 2
T-4a Lambda Shuttles
Sentinel Landing Craft
DX-9b Shuttles
ATR-6a's
CR-90b
DP-20a
GAT-12h Skipray Blastboat

early, shielded Action IV's
CTF-1's
IPV-2's
Bayonet Mk. 2
yard 3
Super Transports
mk.2 Carrack's
EF76's
Mk 3 Dreadnoughts (to balance the Imperial and Alliance Dreadnoughts. Alliance Dreadnoughts have better fighters)
Acclamators either Mk2 or Mk3. the Mk 3 would be from your standard trip to the shipyard every few years.
Im debating the Strike Cruisers
Immobilizer-418 stock models. said to have been in service in 2BBY

yard 4
ill get back to you on the Victory's

Venator Mk. 2

Imperial 1's

Tector-1's

Yard 5
Praetor-1's

 

Leaders

Alliance

Bail Organa
Leia Organa
Garm Bel Iblis

Mon Mothma
Ackbar

etc

 

Empire

Palpatine

Vader

Tarkin
Thrawn

Isard
Lemesik

 

like i said, Skyhook+GFFA-Death Star



#72 Chih

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Posted 19 June 2013 - 06:00 AM

ah. thanks for that
 
for the upgrading part, in the individual campaigns, is there an order to which i have to follow, i.e. do i link all fighters and bombers together, transports together, capital ships together, etc, or can i just add them as i see fit?
to clarify, do i need to put the X-wing with the R-41, or can i put it after the Recusant?


No problem!

Order doesn't matter. Just make sure the code is correct. You can compare your code to stock PR code if there's problems. I recommend making frequent backups and testing for crashes and if your changes function. Nothing is worse than doing a lot of work in vain :)

And for your Maw installation idea: I'm not sure if you can make the Maw an exception to the rule. Not without much coding anyway. But what I'm sure of, is that you can essentially do the same thing to the Maw as I did to early VSD's and ISD's. You can pick a late variant unit of your liking, and make a new unit out of it. Then you make this new unit only buildable in the Maw. Another way of doing it that could be fun is if you make the "prototype unit" a hero unit, that then upgrades in the Maw into more advanced versions similar to how heroes upgrade. This way you could keep some sort of a balance instead of getting an almost cheat like access to the best units :p

#73 Chih

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Posted 19 June 2013 - 06:07 AM

There's also one other thing that definitely needs to be addressed: infantry population. 
While I think it's a neat idea to have them take up no galactic population, they definitely need to take up combat population. If they don't, it's possible to land more than 10 units, which creates problems after the battle when there are more than 10 units on the ground but the interface can't allow more than 10. I'm not sure what would happen if the AI landed more than 10 units (because I haven't fought any rebels yet) but I don't think it would be pretty. Also, a tactical population count for heroes should be added to avoid this same problem.


I have to get back to this. Has anyone had problems in their campaigns because of infantry not taking up combat population?

#74 Balac

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Posted 19 June 2013 - 03:07 PM

I haven't had any problems from it, but I have noticed that infantry hasn't been taking up pop counts in battles. Not sure how often it's happened though.



#75 johnchm.10

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Posted 19 June 2013 - 03:54 PM

 

ah. thanks for that
 
for the upgrading part, in the individual campaigns, is there an order to which i have to follow, i.e. do i link all fighters and bombers together, transports together, capital ships together, etc, or can i just add them as i see fit?
to clarify, do i need to put the X-wing with the R-41, or can i put it after the Recusant?


No problem!

Order doesn't matter. Just make sure the code is correct. You can compare your code to stock PR code if there's problems. I recommend making frequent backups and testing for crashes and if your changes function. Nothing is worse than doing a lot of work in vain :)

And for your Maw installation idea: I'm not sure if you can make the Maw an exception to the rule. Not without much coding anyway. But what I'm sure of, is that you can essentially do the same thing to the Maw as I did to early VSD's and ISD's. You can pick a late variant unit of your liking, and make a new unit out of it. Then you make this new unit only buildable in the Maw. Another way of doing it that could be fun is if you make the "prototype unit" a hero unit, that then upgrades in the Maw into more advanced versions similar to how heroes upgrade. This way you could keep some sort of a balance instead of getting an almost cheat like access to the best units :p

 

 

I see your point there with the Maw. i figured that since its supposed to be the Area-51+CERN of the Empire, research there would be easier. perhaps a modification to the 'planet' where if you own it, you get a boost to research galaxy wide. like 20% off of time and or cost. the thought being that the theoretical research would be done at the Maw Facilities and the practical matters would be done at individual yards. with the Empire having control over the Holonet, its not like they'd have to share the bandwidth with other parties, and im pretty sure the connection would be secure

 

 

There's also one other thing that definitely needs to be addressed: infantry population. 
While I think it's a neat idea to have them take up no galactic population, they definitely need to take up combat population. If they don't, it's possible to land more than 10 units, which creates problems after the battle when there are more than 10 units on the ground but the interface can't allow more than 10. I'm not sure what would happen if the AI landed more than 10 units (because I haven't fought any rebels yet) but I don't think it would be pretty. Also, a tactical population count for heroes should be added to avoid this same problem.


I have to get back to this. Has anyone had problems in their campaigns because of infantry not taking up combat population?

 

no problems here



#76 Chih

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Posted 19 June 2013 - 05:44 PM

but I have noticed that infantry hasn't been taking up pop counts in battles. Not sure how often it's happened though.


Army Troopers and SecForce Troopers not taking up population in battles is a design choice. They are very weak and any vehicle or tower has an easy time cutting small groups of them to shreds. I felt that there was no point in building such infantry in stock PR, so I removed the population caps on them to make them spammable. It's rarely the land battles that lag the player so I figured it would be okay to be able to deploy large amounts of infantry to make the land battles feel more epic :)

#77 a.fake.name

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Posted 19 June 2013 - 07:26 PM

 

but I have noticed that infantry hasn't been taking up pop counts in battles. Not sure how often it's happened though.


Army Troopers and SecForce Troopers not taking up population in battles is a design choice. They are very weak and any vehicle or tower has an easy time cutting small groups of them to shreds. I felt that there was no point in building such infantry in stock PR, so I removed the population caps on them to make them spammable. It's rarely the land battles that lag the player so I figured it would be okay to be able to deploy large amounts of infantry to make the land battles feel more epic :)

 

 

 

It works, and makes infantry actually have a point.
If they add to the cap, there is ZERO reason to bother to build infantry, and in fact building them is stupid (Or a choice to make it stupid hard)
Prehaps remove the cap on all foot soldiers too, not just infantry.

 


Playing PR when stoned is awesome

 


#78 Chih

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Posted 20 June 2013 - 12:07 AM

Prehaps remove the cap on all foot soldiers too, not just infantry.


Nah, special infantry should actually be special. Rangers, Infiltrators, Vanguards, Shock Troopers and Scout Troopers all have their special uses that they perform exceptionally well. If it works fine though, SecForce Troopers, Army Troopers and Storm Troopers will remain without a cap.

The balance here is supposedly that the Rebellion can train the best specialist infantry (rangers/infiltrators) which also cost much more but win over any other infantry units and can deal with light vehicle threats, while the Empire can train the best "cannon fodder" (Stormtroopers) that are significantly stronger than regular infantry units.

#79 a.fake.name

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Posted 20 June 2013 - 09:14 PM

 

There's also one other thing that definitely needs to be addressed: infantry population. 
While I think it's a neat idea to have them take up no galactic population, they definitely need to take up combat population. If they don't, it's possible to land more than 10 units, which creates problems after the battle when there are more than 10 units on the ground but the interface can't allow more than 10. I'm not sure what would happen if the AI landed more than 10 units (because I haven't fought any rebels yet) but I don't think it would be pretty. Also, a tactical population count for heroes should be added to avoid this same problem.


I have to get back to this. Has anyone had problems in their campaigns because of infantry not taking up combat population?

 

 

Quite the opposite, ground maps have been very pleasent and bug free (minus stock bugs like horrible pathfinding, etc).


 

 

I see your point there with the Maw. i figured that since its supposed to be the Area-51+CERN of the Empire, research there would be easier. perhaps a modification to the 'planet' where if you own it, you get a boost to research galaxy wide. like 20% off of time and or cost. the thought being that the theoretical research would be done at the Maw Facilities and the practical matters would be done at individual yards. with the Empire having control over the Holonet, its not like they'd have to share the bandwidth with other parties, and im pretty sure the connection would be secure

 

 

Far more likely when Tarkin visited he would bring the data out with him, Keep in mind that after episode IV and Tarkin's death, the Maw was basically forgotten.

Actually, it'd be better to REMOVE the Maw from any campaign that takes place between ANH and 11ABY (when the Maw Instillation was re-discovered by Solo) because it was entirely forgotten during this period.

 

Remember, Admrial Daala never knew that Tarkin OR Palpatine had died, and she was completely out of the loop.

 

As for broadcasting over the holonet, that's as insecure as you get.

It's not a bandwidth issue, it's a case of there not being a secure encryption that is secure forever, and anything you encrypt can eventually be cracked.

Furthermore, keep in mind a holonet connection would have likely been considered a security risk for the added reason of all it'd take is one pilot noticing the transmission from INSIDE the maw talking in a bar to compromise the entire facility.

 

That said, I would support allowing the upgrading of heroes, the PR method of doing it (while better than the stock method) is still needing a heavy rework.

Plus, with the Rebels, all of those heroes in Y-Wings that are EARLY models become a pain in the ass at later levels.
Doubly so in skirmish maps.

 

edit:
Another idea I just thought of, for several hero characthers....
Keyan Farlander (X-Wing)

Maarek Stele (TIE Fighter)

Ace Azzameen (X-wing: Alliance)

 

In the Xwing series, those were the characters the player played as, and two are allready ingame.


My idea is either give them the fully upgraded versions of their ships, or make them continually upgradable, since as the player characthers in some of the best Star Wars space sims ever they kinda need more than what they got (Farlander's slow ass unupgraded B-wing being a huge example of the problem).

As for Azzameen, it'd be easy enough to add a space only unique hero unit flying a YT-2000 transport (even give it slightly better stats than a normal YT-2000, since the Otana was a player ship that tended to kick ass).

 

Farlander, at least, should get his ship upgraded to not be so damn slow.

Stele's missleboat squad is pretty good as is.
Azzameen's Otana could be a solo freighter akin to the Falcon (re-use the code for Han Solo and the Falcon, re-do it to be a YT-2000).


Edited by a.fake.name, 20 June 2013 - 10:27 PM.

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#80 Chih

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Posted 20 June 2013 - 10:21 PM

Plus, with the Rebels, all of those heroes in Y-Wings that are EARLY models become a pain in the ass at later levels.
Doubly so in skirmish maps.


I've been thinking that at some point in the future, it would be cool to add a new lategame hero upgrade for all heroes, where the craft and if the unit has it the complement is upgraded to a latest version for an extremely high amount of credits (as in ~100000 for fighter/bomber/transport heroes, and much more for heroes in heavier craft). This would stop heroes from becoming obsolete. Of course, if the hero already is a "late game" hero, the cost to upgrade to the latest wont be as high as say for a hero to upgrade his craft from an early craft.

Another way to do it which would take a bit more work but would also probably be doable and play great, and would be especially nice for fighter/bomber heroes, is that there's an upgrade for each craft. Eg. Luke Skywalker could start with a T-65B, that then upgrades to T-65C, that then upgrades to T-65F and so on until we get to T-65J7. For larger craft such as say New Hope for Mon Mothma, the upgrade could be considered a modification/retrofit. This kind of upgrading would also solve hero balance issues better. Heroes that upgrade from one craft to a completely different craft, such as Darth Vader, would simply get more modifications/retrofits for the final craft, this would mean that should the executor survive, it will get better TIE's for each upgrade.



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