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#21 johnchm.10

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Posted 12 August 2014 - 05:57 PM

I've been operating on the assumption that the Starbases, Platforms, Space Colonies, etc, WERE the launch/Hanger Facilities



#22 megabalta

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Posted 12 August 2014 - 06:53 PM

They could be, if there are any (I assume they are not military bases however). I forgot that in 1.2 space buildings are very cheap. That was the first thing I've modded, 10 times the price for every starbase. Starfighter bases (without any prerequirements) only make sense if you got to choose what you want to build (building slot /hence the alternate ground base idea/ and credit wise).


Edited by megabalta, 12 August 2014 - 06:55 PM.


#23 johnchm.10

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Posted 12 August 2014 - 11:53 PM

Yeah, we're going in opposite directions here. I hate waiting to build stations and buildings so I reduced the build times

#24 megabalta

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Posted 13 August 2014 - 01:25 AM

Not necessarily. Building times are fine by me, I've only modded the prices, so I couldn't build starbases and shipyards on every backwater planet. This way the fewer shipyards I have /the enemy has/ are worth a lot more. This means a simple raid could do 200k credits damage. It's a step towards planet specialization.



#25 johnchm.10

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Posted 13 August 2014 - 06:33 AM

My main thing is that I like the Golan 3.
I basically have 2 types of planets. Fleet production and Economic production. As long as the planet can support 3 or more stations in addition to the colony, it gets 2 golans, with the remainder being 1 type of station, with the exception of the planets that have shipyard or research specialties, which get the research station. Planets that can only support 1 or 2 stations just get Customs Stations. For most of my planets though, they are of the economic type. Certain worlds, due to their importance, might get either a third Golan or a level 1 yard so I can build bomber squadrons to help defend the planet (I have Golan 3s set up to carry Interceptors instead of fighters. A G3 can deal with pretty much every capital ship up to and including an ISD2/Tector 1, but the lack of anti fighter armament hurts it. So I took the easy way out and gave the Golan a bunch of Interceptors), especially if I can build K-wings or Scimitars. This is mainly for worlds like Kuat or Dac (Mon Calmari) where I base my biggest yards.

#26 johnchm.10

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Posted 14 August 2014 - 08:44 AM

Just a quick update on where my modifications stand.
I have just finished compiling all imperial space heroes and their craft/compliments, assuming that they differ from the normal craft. aside from the names of most of the fighter squadrons, as well as the Shuttles. Tbh, I really only know of the 181st and black squadron, and aside from Tyderian, ST-321, Tyfonian, Forbidden, Narra, and possibly a couple others, I'm not aware of their names. I guess the Emperor's shuttle could be called Imperial One, following the naming convention common in most modern head of state transportation systems (Air Force One, Marine One, etc), but technically that designation could be used for any Space-going Vessel, from a basic TIE/LN to the Second Death Star, as long as it is carrying the emperor. Alas, I digress.
Next up are the rebel heroes. My general plan for hero craft is as follows : if the stock pr files have the ship as being a standard ISD, VSD, Dreadnought, etc, as is the case for most Imperial Heroes, they remain stock. More important heroes, like Vader or Thrawn will get some small modifications to their files. Exe. The Reaper, Pelleaon's final flagship, will have most of its ties upgraded a notch, as it was seen pretty late in the GCW. Daala's Gorgon, being out of contact with the empire for over a decade at a research facility that not even palpatine knew about (still calling bullshit on that one) has no TIE Interceptors, but because the scientists at the Maw were said to have tinkered with the TIEs in Daala's Fleet, they are TIE/LN x4's.
Let's see...
Oh, I changed the number of squadrons aboard the Executor. 156 squadrons in 26 wings. 24 wings are standard fighter squadrons, with the final 2 the Elite squadrons I mentioned earlier. This may change if someone can present proof that the Executor class had an upper limit that wasn't the meager 12 squadrons. Hell, the Executor could probably poop out a dozen Corvettes and still have enough room for more than 2 wings of TIEs.
Opinion time.
I have most of my ISDs having a total of 7 squadrons of fighters. The 6 TIE squadrons, and a full squadron of Xg Gunboats. Most of the non specialist ties are stored in overhead racks like luggage, leaving a lot of room on the deck. Can't forget the secondary hanger for that matter. What do you guys think of this arrangement?
Additionally, I am debating having Transports being brought back into compliments. Canon issues aside, some of these transports (the dx9) might be slower than their mothership, and if I do end up putting them back in, I'm thinking of using a modified version of my fighter progression system (4 variants instead of 3.) as you can get some more utility out of a transport compared to a fighter.
Last question. Golans and Customs Stations: I'm considering adding a few transports, or perhaps even a corvette for larger stations. Opinions?

#27 johnchm.10

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Posted 19 August 2014 - 07:50 PM

So I've been introducing a new concept that while not exactly canon, is still somewhat realistic. I have again modified the hanger compliments of some of the larger ships not in fighter type, but quantity. So, according to wookie, pretty much every capital ship carries a bunch oSo I've been introducing a new concept that while not exactly canon, is still somewhat realistic. I have again modified the hanger compliments of some of the larger ships not in fighter type, but quantity. So, according to wookie, pretty much every capital ship carries a bunch of ground pounding infantry and the equipment they need to make war. They also need quarters, supplies for both deployed and ship-board use like food, as well as more complex systems like life support, waste disposal, etc. On larger vessels like the Victory and Imperial classes, they even have compliments of heavy ground vehicles like Walkers and even the supplies needed to fully construct a Prefabricated Garrison Base, and the transports needed to ferry the supplies and crew down. Obviously, this is not in the mod. So, seeing an opportunity to bend the rules of canon, here's what I did. 1. Scrap the quarters needed by the troops, as well as the supplies and equipment needed by them, shrinking the cargo holds appropriately.
2. Convert the extra space into a larger hanger.
3. Depending on the ship, a variable number of fighters is added. As an example, an Imperial class carries 20 AT-ATs and 30 AT-STs, as well as an entire, if disassembled Prefabricated Garrison Base. That is easily enough room for 2 or 3 squadrons of fighters and their crews just from the Walkers. Probably another 4 to 6 when you scrap the prefab and the walker transporters.

#28 megabalta

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Posted 19 August 2014 - 11:02 PM

I dunno, even more squadrons? There are lots of them already (lag, chaos). Have you considered implementing the Thrawns revenge style deployement? (say theres a complement of 6 squadrons on a starship, it deploys 3 when the battle starts, 3 remains in spare, only deploying one by one if one of the initials is destroyed)



#29 johnchm.10

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Posted 20 August 2014 - 08:36 PM

I never had the reserve squadrons thing happen to me. I could just put in the transports that are usually carried, or the closest substitute I can manage, should the lag become unmanageable. Although I will add an additional one or two squadrons to the Victory, and I am still working on other modifications



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