Guys, face it. The dream, it's not happening. At this rate PC's as we know them will be ancient history by the time this Mod is ready. Expectations should be fully tempered by now.
News. Now that's a name I haven't heard in a long time...
#85
Posted 28 June 2015 - 11:28 PM
#88
Posted 16 August 2015 - 09:24 PM
I do sure hope Phoenix Rising is not actually dying. It would be great if we could get some insight as to what is happening/has happened. I'm not thinking of a news update with new things changed or created for the mod but rather what state the mod is in right now and the likelihood of it living on. Which members of the team are still active and which aren't and such.
I think we can all agree it would be great if a version 1.3 ever sees the light of day. There's many changes to look forward to and undoubtedly many things we'd like to see*.
* I for one would really like to see something implemented regarding fighters/bombers. A lot of restraints are put on larger ships with unit caps, but in my opinion the fighter/bomber "problem" should also be addressed. See whenever you're in a pinch during galactic conquest all one really has to do is just quickly mass produce bombers or fighters or always have one fighter/bomber/freighter researched extensively so you always have those to fall back on when you're losing. I myself don't know an answer to address this but I'm only throwing this opinion out there. In v1.2 from a strictly strategic standpoint it makes very little sense at all to research or invest in anything but small fighter-class units. Either just spam lots of the slightly better units or research and produce a few dozen advanced K-Wings / TIE/d Defenders / Skipray Blastboats and the galaxy is yours for the taking (not that I do this, but it's always in my mind when I'm playing--that unconscious knowledge that there is always a winning strategy to fall back on even if you were down to the last planet). Maybe the same number of upgrades across all ship classes in order for the fighter-class not to stand out as much or something would help. Oh, oh and some smaller campaigns would be great... Ahem yeah sorry, had to toss that out there.
Edited by Invadious, 16 August 2015 - 09:38 PM.
#93 Guest_Dune_*
Posted 01 September 2015 - 01:04 PM
* I for one would really like to see something implemented regarding fighters/bombers. A lot of restraints are put on larger ships with unit caps, but in my opinion the fighter/bomber "problem" should also be addressed. See whenever you're in a pinch during galactic conquest all one really has to do is just quickly mass produce bombers or fighters or always have one fighter/bomber/freighter researched extensively so you always have those to fall back on when you're losing. I myself don't know an answer to address this but I'm only throwing this opinion out there. In v1.2 from a strictly strategic standpoint it makes very little sense at all to research or invest in anything but small fighter-class units. Either just spam lots of the slightly better units or research and produce a few dozen advanced K-Wings / TIE/d Defenders / Skipray Blastboats and the galaxy is yours for the taking (not that I do this, but it's always in my mind when I'm playing--that unconscious knowledge that there is always a winning strategy to fall back on even if you were down to the last planet). Maybe the same number of upgrades across all ship classes in order for the fighter-class not to stand out as much or something would help. Oh, oh and some smaller campaigns would be great... Ahem yeah sorry, had to toss that out there.
actually, there's no need. I usually play on hard and can win the game in the first 3-4 GC-weeks. it's not over at that point, but playing longer would be a waste of time. the only GC maps where this doesn't apply are the Thrawn Offensive and Operation Shadow Hand.
otherwise, it's way too easy to win this. no matter what kind of ships I'm upgrading and using.
#94
Posted 01 September 2015 - 03:43 PM
I always like to take my time with the campaigns. I do not rush anything and conquer planet by planet, only moving forward once my newly conquered planet has sufficient resources to survive a relatively large attack on its own. Ergo it takes me roughly the time required to completely fortify a planet before progressing to the next one also minimizing battle fatigue.
#95
Posted 02 September 2015 - 07:08 AM
* I for one would really like to see something implemented regarding fighters/bombers. A lot of restraints are put on larger ships with unit caps, but in my opinion the fighter/bomber "problem" should also be addressed. See whenever you're in a pinch during galactic conquest all one really has to do is just quickly mass produce bombers or fighters or always have one fighter/bomber/freighter researched extensively so you always have those to fall back on when you're losing. I myself don't know an answer to address this but I'm only throwing this opinion out there. In v1.2 from a strictly strategic standpoint it makes very little sense at all to research or invest in anything but small fighter-class units. Either just spam lots of the slightly better units or research and produce a few dozen advanced K-Wings / TIE/d Defenders / Skipray Blastboats and the galaxy is yours for the taking (not that I do this, but it's always in my mind when I'm playing--that unconscious knowledge that there is always a winning strategy to fall back on even if you were down to the last planet). Maybe the same number of upgrades across all ship classes in order for the fighter-class not to stand out as much or something would help. Oh, oh and some smaller campaigns would be great... Ahem yeah sorry, had to toss that out there.
actually, there's no need. I usually play on hard and can win the game in the first 3-4 GC-weeks. it's not over at that point, but playing longer would be a waste of time. the only GC maps where this doesn't apply are the Thrawn Offensive and Operation Shadow Hand.
otherwise, it's way too easy to win this. no matter what kind of ships I'm upgrading and using.
If game was developed/modded to be won in less than 5 GC weeks I wouldn't bother with buying/modding it in the first place.
With this kind of rush&crush approach (in the books/movies) Empire would control galaxy before 2 ABY. Vong invasion would never happen and total SW books count would be ~3 instead of 500.
#98 Guest_Dune_*
Posted 05 September 2015 - 06:41 PM
* I for one would really like to see something implemented regarding fighters/bombers. A lot of restraints are put on larger ships with unit caps, but in my opinion the fighter/bomber "problem" should also be addressed. See whenever you're in a pinch during galactic conquest all one really has to do is just quickly mass produce bombers or fighters or always have one fighter/bomber/freighter researched extensively so you always have those to fall back on when you're losing. I myself don't know an answer to address this but I'm only throwing this opinion out there. In v1.2 from a strictly strategic standpoint it makes very little sense at all to research or invest in anything but small fighter-class units. Either just spam lots of the slightly better units or research and produce a few dozen advanced K-Wings / TIE/d Defenders / Skipray Blastboats and the galaxy is yours for the taking (not that I do this, but it's always in my mind when I'm playing--that unconscious knowledge that there is always a winning strategy to fall back on even if you were down to the last planet). Maybe the same number of upgrades across all ship classes in order for the fighter-class not to stand out as much or something would help. Oh, oh and some smaller campaigns would be great... Ahem yeah sorry, had to toss that out there.
actually, there's no need. I usually play on hard and can win the game in the first 3-4 GC-weeks. it's not over at that point, but playing longer would be a waste of time. the only GC maps where this doesn't apply are the Thrawn Offensive and Operation Shadow Hand.
otherwise, it's way too easy to win this. no matter what kind of ships I'm upgrading and using.
If game was developed/modded to be won in less than 5 GC weeks I wouldn't bother with buying/modding it in the first place.
With this kind of rush&crush approach (in the books/movies) Empire would control galaxy before 2 ABY. Vong invasion would never happen and total SW books count would be ~3 instead of 500.
well...
to me it just doesn't add that little bit of difficulty, which would make it an extremely good mod.
I haven't encountered an AI, which actually counters my units, and only when leaving it enomous amounts of time do I ever encounter ships, that can potentially do a good amount of damage, in an upgraded state. having an ISD I against several fully upgraded MC40s and 30s, at roughly the same price, is not a smart move.
as is upgrading IPVs.
and building a shitton of them.
or actually upgrading any Class 2 ship or higher wich only has small-heavy lasers and concussion missiles.
besides: the ISD I-class is severely underpowered. (pathfinding makes this ship nearly redundant)
and the same goes for the rebellion AI.
I have to say, though, that the Thrawn Offensive and Shadow Hand GCs ARE quite challenging, no matter which faction you play. it's a nice bit of back and forth battles, which usually remain undecisive. perfect. problem is, once again, the AI. the AI, in manual battles, spreads out too thin to be more than a little challenging. yeah, you will lose against overwhealming odds, but against only slightly stronger forces, you easily win.
another thing is, that, as long as you have enough ships with escorts and anti-fighter weaponry and you don't rush ahead (which actually happens to me from time to time), you won't lose all that many ships to anything but bad (I mean it! BAD!!!) pathfinding AI.
it pisses me off, that, if I give a ship the order to go to a place right in front of it, with the order to stay pointed in the same direction it is now, it'll turn around and first fly over half the map (in the case of Class 4 ships litterally). that has cost me many a hero. fully upgraded. and those aren't cheap.
all in all, though, I eagerly (yes, very eagerly) await v 1.3
and I hope for better AI.
and more GC maps^^ (and longer GCs)
#99
Posted 06 September 2015 - 04:19 PM
Well in your case I could suggest to just tweak the A.I.'s potency yourself. Sure, it's not the most elegant fix, but for the time being you can just alter the values in the XML files for Hard A.I. which should be a cinch.
Extract the .XML files from the PR archives and the file in particular to edit would be "DIFFICULTYADJUSTMENTS". For example under "<Difficulty_Adjustment Name="Hard_Default">" find the "<Credit_Multiplier>" line. If you set it to 2.0 you'll double the income for hard A.I (I think PR default is 1.33 thus 33% higher). You can also set the build time multipliers to a lower value. However just a bit higher percentage wise could already make all the difference so I advise not to change it too drastically.
You'll at the very least be swarmed with lots more units (I know it does not improve their tactics in any way, but I wouldn't have a clue how to do that).
EDIT: Oh forgot to add this: If you plan to implement this take note that it will probably also degrade performance since there will be even more units for the A.I. to manage.
Edited by Invadious, 06 September 2015 - 04:22 PM.
#100
Posted 07 September 2015 - 05:13 AM
On a fun side of things, change it to 5 or more. You'll be swamped in no time at all. LOL In particular with default campaigns where AI stacking thousands and thousands of fighter squadrons.
Path finding theme has been beaten to death over many years. There is nothing modding community can do about it except making all ships exactly the same and small as frigate-size at most. It's engine fault.
Quality of ships and upgrades that's highly debatable subject. Granted some ships are pathetic, but upgrading is always good. And IPV-8 is not useless by long shot. Everything depends on situation. I agree with you about one cardinal rule of defense in PR - never rush, keep everything tight.
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