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#21 evilbobthebob

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Posted 10 February 2014 - 07:48 PM

That's correct. As I said, unfortunately hero uniques larger than corvettes have been removed. If anyone has a solution to the problem of the ships not costing population, we'd be happy to reinstate them.


Edited by evilbobthebob, 10 February 2014 - 07:48 PM.

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#22 Kitkun

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Posted 11 February 2014 - 02:25 AM

Perhaps they could be spawned as a seperate unit, rather than as a hero transport?


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#23 megabalta

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Posted 11 February 2014 - 08:21 AM

Besides loosing cool named ships, problem is, if you have more than one ship carried heroes in a fleet, they'll spawn on the same flagship, which makes them pretty vulnerable. Is population worth for heroes hardcoded to 0?



#24 evilbobthebob

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Posted 11 February 2014 - 11:14 AM

I'm not sure of the exact problem, it's not an area of the mod I work on much (since I'm concentrated on art assets). I'll try a few things myself and see if I can work it out.


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#25 megabalta

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Posted 11 February 2014 - 12:07 PM

Hero units have the 

<Population_Value>1</Population_Value>
<Space_Override_Population_Value>0</Space_Override_Population_Value>
<Land_Override_Population_Value>0</Land_Override_Population_Value>
lines, so in theory changing these values would solve the problem. However this was probably the first idea of the PR team too, so I suspect it's not working.
There is another major problem with certain (or all, I'm not sure) hero units in space, they can not be called as reinforcements.


#26 skie9173

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Posted 11 February 2014 - 01:56 PM

The flagship vulnerability is a concern here too, but also wouldn't that prevent heroes from being used when a pathfinder unit is being used?
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#27 evilbobthebob

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Posted 11 February 2014 - 02:00 PM

That is correct, skie. Megabalta, I saw those tags in use for Pellaeon and his ships. I'll check to see if they actually work and if changing the values does anything.


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#28 skie9173

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Posted 11 February 2014 - 02:46 PM

Another question if you don't mind, for the pilot heroes like Wedge or Fel are they still leading squadrons, or in individual fighter? The wording of the list implies individuals, but it might just be short-hand
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#29 evilbobthebob

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Posted 11 February 2014 - 02:50 PM

It is short-hand. The number of fighters under command of each hero is determined by their rank.


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#30 skie9173

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Posted 11 February 2014 - 03:08 PM

Excellent, thanks
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#31 evilbobthebob

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Posted 11 February 2014 - 03:09 PM

The exact command levels are:

 

Navy Branch
High Admiral (7) – commands roughly 409600 crew.
Fleet Admiral (6) – commands roughly 204800 crew.
Admiral (5) – commands roughly 102400 crew.
Vice Admiral (4½) – commands roughly 51200 crew.
Rear Admiral (4) – commands roughly 25600 crew.
Commodore (3½) – commands roughly 12800 crew.
Line Captain (3½) – commands a capital, battleship, or dreadnaught; roughly 6400 crew.
Captain (3) – commands a cruiser, destroyer, or capital; roughly 3200 crew.
Commander (2½) – commands a frigate or cruiser; roughly 1600 crew.
Lieutenant Commander (2) – commands a corvette; roughly 800 crew.
Lieutenant (1½) – commands roughly 400 crew.
Sublieutenant (1) – commands roughly 200 crew.
Ensign (½) – commands roughly 100 crew.
Midshipman (0) – commands roughly 50 crew.
Cadet (0) – commands roughly 25 crew.
*Navy ranks are ultimately based on ship class and not personnel count.  1ICs for warships are listed.  To determine 2IC for a given class, subtract ½.  To determine department chiefs, subtract 1.

Army Branch
Surface Marshal (7) – commands a sector army of 2 systems armies; roughly 655360 troops, 131072 light vehicles, or 65536 heavy vehicles.
High General (6) – commands a systems army of 2 armies; roughly 327680 troops, 65536 light vehicles, or 32768 heavy vehicles.
General (5) – commands an army of 4 corps; roughly 163840 troops, 32768 light vehicles, or 16384 heavy vehicles.
Lieutenant General (4½) – commands half an army of 2 corps; roughly 81920 troops, 16384 light vehicles, or 8192 heavy vehicles.
Major General (4) – commands a corps of 4 battlegroups; roughly 40960 troops, 8192 light vehicles, or 4096 heavy vehicles.
Brigadier (3½) – commands half a corps of 2 battlegroups; roughly 20480 troops, 4096 light vehicles, or 2048 heavy vehicles.
High Colonel (3½) – commands a battlegroup of 4 regiments; roughly 10240 troops, 2048 light vehicles, or 1024 heavy vehicles.
Colonel (3) – commands half a battlegroup of 2 regiments; roughly 5120 troops, 1024 light vehicles, or 512 heavy vehicles.
Lieutenant Colonel (2½) – commands a regiment of 4 batallions; roughly 2560 troops, 512 light vehicles, or 256 heavy vehicles.
Major (2) – commands a batallion of 4 companies; roughly 640 troops, 128 light vehicles, or 64 heavy vehicles.
Captain (1½) – commands a company of 4 platoons; roughly 160 troops, 32 light vehicles, or 16 heavy vehicles.
First Lieutenant (1) – commands a platoon of 4 squads; roughly 40 troops, 8 light vehicles, or 4 heavy vehicles.
Second Lieutenant (½) – commands half a platoon of 2 squads; roughly 20 troops, 4 light vehicles, or 2 heavy vehicles.
Cadet (0) – commands a squad; roughly 10 troops, 2 light vehicles, or 1 heavy vehicle.

Starfigher Branch
High Marshal (7) – commands a sector force of 2 systems forces; roughly 4608 starfighters, 9216 techs, and 9216 droids.
Force Marshal (6) – commands a systems force of 2 forces; roughly 2304 starfighters, 4608 techs, 4608 droids.
Chief Marshal (5) – commands a force of 2 commands; roughly 1152 starfighters, 2304 techs, and 2304 droids.
Marshal (4½) – commands a command of 2 divisions; roughly 576 starfighters, 1152 techs, and 1152 droids.
Vice Marshal (4) – commands a division of 4 groups; roughly 288 starfighters, 576 techs, and 576 droids.
Commodore (3½) – commands half a division of 2 groups; roughly 144 starfighters, 288 techs, and 288 droids.
Group Captain (3) – commands a group of 2 wings; roughly 72 starfighters, 144 techs, and 144 droids.
Wing Commander (2½) – commands a wing of 3 squadrons; roughly 36 starfighters, 72 techs, and 72 droids.
Squadron Leader (2) – commands a squadron of 3 flights; roughly 12 starfighters, 24 techs, and 24 droids.
Flight Lieutenant (1½) – commands a flight of 2 elements; roughly 4 starfighters, 8 techs, and 8 droids.
Flying Officer (1) – commands an element of 2 starfighters; roughly 2 starfighters, 4 techs, and 4 droids.
Pilot Officer (½) – commands a starfighter; roughly 1 starfighter, 2 techs, and 2 droids.
Cadet (0) – commands a detail; roughly 1 tech and 1 droid.


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#32 a.fake.name

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Posted 11 February 2014 - 04:50 PM

Just saying, but I always thought High Admrial was always a made up rank that Teardoc and some of the other warlords used.


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#33 evilbobthebob

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Posted 11 February 2014 - 04:55 PM

We take our ranks from the Imperial Sourcebook, see: http://starwars.wiki...ki/High_Admiral


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#34 skie9173

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Posted 19 February 2014 - 03:51 AM

Ohh so I got another one. At one point the team talked about bomber pilots being able to make special runs in land battles, are those still in?

If so, then maybe upgrading Porkins in a bad idea lol
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#35 skie9173

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Posted 25 February 2014 - 04:20 PM

Is it known how the game decides which ship a hero will attach to? Is there a way to influence this in the XMLs or even in game?

The random ship musings thread got me thinking about it. I don't use Mon Cal designs much currently, but I probably will if I can ensure that one will be the the hero carrying Flagship, since they tend to have some of the best defensive capabilities around.
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#36 evilbobthebob

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Posted 25 February 2014 - 05:54 PM

I believe that the game chooses the ship with the highest combat power, which is a value we give it. That should be the strongest ship in your fleet, and as far as the Rebels are concerned that is very likely to be a Mon Cal cruiser of some kind.


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#37 skie9173

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Posted 25 February 2014 - 05:58 PM

Ok, excellent. Thank you.
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#38 megabalta

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Posted 26 February 2014 - 03:33 PM

Tempered a bit with pop values and space/land override pop values, consequences are: they didnt do batshit for hero units. Now I don't really like the idea of losing the Admonitor, and clustering all heroes in a fleet to one ship. So alternatives:

 

I'm wondering would it be possible to convert minor/general starship heroes to normal (elite) starship units (is it possible to keep their bonuses)?

Like if ISDI is researched it also gives the ability to build e.g. Antonio Motti+Steel Talon ISD1 together as a single unit on Kuat. Of course this would take away the RPGesque fun of "finding" most heroes on different planets and upgrading them, but it would also give the ability to build an (elite) ISD1 even after researching ISD2.

 

Another solution for the problem would be to leave hero units as they are in 1.2 (0 pop) and instead eliminate all space battle pop caps (all units would be 0 space pop value), which could produce unlimited sized space battles (freedom at last) on limited sized maps (doh) and possible lag (hardware is much better today, but not sure what alamo could take). This would give greater liberty with fleet operations, because in theory players would be able to battle with all ships simultaneously.

Fleet size (thus lag) could be limited with

1. economy, if funds were much lower/ship prices higher, players would not be able to build giant fleets, or if they'd unite most of their ships to one fleet, most of their planets would be undefended

2. always start with one starting ship at the beginning of a battle + large reinforcements "red zones" around ships + fixed reinforcements zones (navbouy, like landing zones on land), initial ship's red zone blocks part/all of the landing zone, so first players have to move the ship to free reinforcement zone, this takes time, so players could summon more ships only after periods of time.


Edited by megabalta, 26 February 2014 - 03:47 PM.


#39 skie9173

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Posted 26 February 2014 - 04:21 PM

Here's a splinter idea. Have heroic/iconic ships be buildable on their own. So you could end up with Home One commanded by Admrial Solo or Thawn on Gorgon. All depend on how the game assigns the hero to ships.

In idea to do this without clutter might be to have a special structure, maybe "Christening Center", "Requesition Facility", or "Special Operations" ect ect.

This could work maybe two ways, 1) similar to how it is now and proposed above, you unlock a specific ship when a specific hero is present. Or 2) the building works like a research center. If built on an Imperial planet with level 4 shipyards you can build/upgrade a heroic Imp-I to a named vessel. If programming allows it make the results generate a random vessel.

If it can be done it allows for many more iconic but commanderless vessels to be added, and in more classes.

I have more ideas related to this but want to get a idea of how people like it/if it is possible before I elaborate more...

Edited by skie9173, 26 February 2014 - 04:25 PM.

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#40 Kitkun

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Posted 26 February 2014 - 04:29 PM

Another solution for the problem would be to leave hero units as they are in 1.2 (0 pop) and instead eliminate all space battle pop caps (all units would be 0 space pop value), which could produce unlimited sized space battles (freedom at last) on limited sized maps (doh) and possible lag (hardware is much better today, but not sure what alamo could take).

The problem here is the AI's habit of bringing a hundred corvettes into battle and nothing else.

 

Here's a splinter idea. Have heroic/iconic ships be buildable on their own. So you could end up with Home One commanded by Admrial Solo or Thawn on Gorgon. All depend on how the game assigns the hero to ships.

Except for the occasional special feature such as the Chimera's cloaking, the ships themselves aren't all that special. It's the leaders commanding them, really.


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