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For damage ratios and fighter capacities, the BAC is closer to the Dreadnaught. The VSDII and Chaf are more versatile. As for damage, the VSDII and Chaf are both at 165 damage per second. Bothan Assault Cruiser is 136. Katana is 138. With these however, once the shields are down on their target it's 111 and 88 respectively because of Ion Cannons. The Dreadnaught is a constant 88 since it has no Ions, and the Bu'direch is 100 DPS.
So basically, VSDII and Chaf are much stronger and have more fighters to rely on. The BAC, Dreadnaught and Bu'direch are 300-500 meters smaller, and do proportionally less damage and have fewer fighters. although they tend to have higher health per meter. The reason the BAC becomes superior or at least more comparable to the VSDII is because it's also like 40 years newer. In terms of "modern" ships, it's still in the same relative power class as the Dreadnaught would have been compared to the VSD, etc.
It's about 750 meters. The role it fills is comparable to the Dreadnaught or Bothan Assault Cruiser, something the Empire of the Hand's been lacking. It's better at the role than the Dreadnaught is (being moderately larger, newer and designed as a sort of upgrade to the dreadnaught), however it's likely to be outperformed in a 1 on 1 fight by the BAC. This basically fills the role gap they had between the Kariek, Nuruodo and Chaf.
You wouldn't really be able to get a sense of how the ships compare. Our numbers aren't decided on the same basis as Sins' are, they're made to be more directly comparable between Ascendancy and ICW. It would also mean delaying the mod several months.
Yeah, we definitely care about balance and that's an inaccurate characterization of what the ISDII can actually do.
As a heart attack. The registry has nothing to do with Exception errors and it's certainly not a leading cause of them, registry errors would cause different issues entirely.
That isn't true though...
There's no reason to expand it and no basis to expand it on. The most we can really do is give them more Imperial units, and the GC isn't even large enough to justify that.
It has no design and absolutely no stats. It's nothing but a name.
Charge up. It's more "realistic," allows for more gameplay and is going to be one of the areas where the factions have some differences.
Whole download. Only like 5-10% of the playerbase got Hotfix 2 for 2.0, so it's honestly not worth the extra hassle and confusion that it tends to cause people when it's a patch instead of a full download.
While we appreciate the support, I don't think it's necessary to resort to personal attacks.
Unit Counts: We have to make sure people can actually play the mod, and that all the units will fit on the space maps. Higher unit counts would negatively impact both of those goals, however if you want to change it yourself, it's extremely easy.
More units: In order for a unit to be worth adding, it has to bring something unique to the table. Units take time to develop, the increase file size, they provide more opportunities for bugs and there's only so many you can fit on the build bar. If you think there's a specific unit that would actually bring something new to the mod, then feel free to suggest it. Ground is also far less developed than space in Star Wars, and much harder to develop for in EaW. More importantly, role, armament and spec variation is almost nonexistant among the vehicles they do have. There's no point to adding a unit that has the exact same armament as another unit.
Once the Imperial leader dies, it switches to the next era, which means different units are available to each faction, and they also have a new hero set to match the people active at that time. It does not reset the GC, change affiliations, or remove anything except heroes which are no longer relevant.
There's also a misconception that "higher era number must mean it's better so it's way easier for the Remnant" but this isn't true. For the NR and EotH, later eras do mean better tech for themselves, but it also means better tech for each other, and for the PA era increases are almost always detrimental. For the Remnant, each era has a different style, but while 3 is probably their most powerful when compared only within themselves, by that point they're also fighting some of the more powerful NR and EotH ships. Basicall, changing eras is a tradeoff that isn't always necessarily a good or bad thing, and it's something you have to choose your options carefully with.
Then there's a problem with a script not firing with the AI. I'll look into it.
Do you have the FoC ram fix?
No, Thrawn leaves the EotH to take over the Remnant, as he did in canon.
4) Every ship that could carry fighters will get them, and we will adjust the availability at one time as needed. There are several mechanics we're working on that stop this from becoming a lag issue though. On the whole it's still less fighters than the ubiquitous "fighter spam" tactic in base Sins.
5) We'll use artefacts wherever they make sense, and aren't going to shoehorn something in just to say we did if it doesn't make sense.
IF you want to post a part 2, feel free, but we also have our own forums which are far more conducive to longer posts/discussions than the ModDB comment section.
1) The New Republic, while less inclined to do it than the Empire, still used orbital bombardments. They didn't "glass" planets like the Empire did but they'd still attack military installations. The NR has a much bigger focus on turning planets with culture, but even with the faction differentiation that we're trying to do there has to be certain allowances for game mechanics. We're using dropships as the "colonizers" already, so I'd rather not use them as the bombardment particle.
2) Star Wars has a lot more actual diversity than Sins so across all the factions there are going to be certain ships you acquire later in the game that pretty clearly outclass their predecessors, including the ISDI-ISDII and the MC80-MC80B. The abilities the ISDI or MC80 get will still be useful, but we're not going to go out of our way to make them /more/ useful than their successor ships in order to level out a power gap that's meant to be there. You don't start out with access to all capital ships, just one. The rest are researched, and get progressively more expensive in relation to their power and versatility.
3) The divide in power level and size between frigates, cruisers and capital ships is a lot more gradual in SW than Sins. In Sins you just have these clumps of ships of the same size categorized together whereas in SW you have ships entirely along the spectrum in both size and power, so capital ships are going to make up a higher proportion of your fleet. The average full fleet capacity in Sins was 250 ships, of which 15ish were capitals. In the mod capitals will probably be closer to 50/250, depending on faction (Remnant gets more).
Dromund Kaas and Korriban are both irrelevant to the time period and events we cover.
So, if I'm understanding correctly, you both want lag "fixed" but you also want us to add physical models of every single turbolaser (of which ships have more than 60) and more bigger ships? For showing every cannon, that would be a huge amount of work and more than double the poly counts of every model, as well as require the game to track every turret (which means the game would just lag and do nothing else), and there's no other suitable big ships to add, and EaW doesn't handle them properly in the first place.
And what's wrong with the stations?
No, they only have one unique unit which you can already get from the merchant dock. They add absolutely nothing.
Yes, Moddb.com . There are regular downloads halfway down the page.
Does it happen every time you try to launch?
In every version of the full Art of War we had to make it so one of the four major factions didn't have an active galactic AI. There's an issue with the EaW engine where after a certain amount happens in a GC it becomes impossible to give units orders and the GC becomes unplayable. With four active factions and 93 planets that hapens way too soon for the GC to be finishable, and there's nothing modders can do to fix that issue, so we have to work around it.
Which may or may not be accurate.
Do you have a version of that file in your base folder (FoC\Data\etc)?
It has other dual megamasers, no anti-fighter stuff (which the Golans don't have either). Otherwise it would be a lot more versatile than it should be.
What? Era 4 and 5 are where you start losing most of your better ships, and it's when the NR and EotH get most of their best.
That would essentially mean maintaining three versions of the mod, and retaining outdated assets which we replaced for a reason.
You're assuming that higher era means better tech, which isn't true.