Looks like someone I beat the crap out of with a broomstick in Halloween.
Looks like someone I beat the crap out of with a broomstick in Halloween.
I have a little free time here and there. What areas are you looking for help in?
I've done a bit to add new units and play style with 5.1. I got the Rebel AI to work in skirmish and am still testing it out. So far, it has nearly beaten me on hard on both land and space with a decent mix of units and heroes. It tends to outpace the Empire and Consortium in GC, as well. I'm still working on the right balance of T1B, T2B, T3B, T4B, and AAC.
I like raids, so I coded all factions to raid with up to one (ground) vehicle or infantry platoon and hero, generic or named for a total force of 2.
I just wish soneone would do a KAAC Freerunner model. That would be a great addition to the Rebel armor.
With the approval pending, I looked at the BX commando crash issue. A couple simple changes got it working for me. The big thing was the skirmish build prerequisite, which had a Consortium tech level, instead of a "Rebel" one.
Just out of curiosity, is it possible to use a holster bone for the vibroblade-armed BX?
This should keep me entertained until full release. I like how the demo plays until the BX crash. The LOS being 3500 and affiliation causing the crash? I really liked the DSD1 firing mode and AAT shelling hps.
I'm used to playing with B1s and B2s in platoons of 7 squads of 8, and clones in platoons of 4 squads of 9, but I like the idea of indivual clones. Only thing is when they land, it's much easier to kill them than if they landed in squads.
Keep up the nice work.
Nova crystals! I love seeing green, it makes watching the credits rolling in seem more real. :)
Might it be feasible to create a land version of this?
I like this ship overall, it seems like a sleeker, more rugged version of the DP20. Should make short work of those Hammers and droid fighters. For every new design I'd like to see the CW series use more ships like the Carrack, Dreadnought, and Victory-1. I wonder how often Season 4 will show Z-95s and Y-Wings
Imagine you're sitting comfortably in your captain's chair, or computer chair... it's the same thing, really, and the space before you fills up with Vulture droids. Your missileboats fire off a salvo at the Vultures and then these things come into view, firing missiles of their own at your fighter umbrella, backed up with blaster fire. Your missileboats fire another salvo, but not before these guys unleash a load of torpedoes at your prized cruiser shield and hangar hardpoints.
I read that bombers will be less effective... reduction in torpedo firing range, perhaps?
Ah, yes... I've sent many of these to the recycling dump. Any chance we'll see this with "switch weapons" between missiles and torpedoes?
LOL, that inflatable ejection ball would be the perfect landing transport unit for Ahsoka, if added. Just drop it and watch a bouncing animation with an Ahsoka grunting sound.
Any way of coding a reinforcement to land on top of a sarlaac pit? :D
Forget the damage increase, give it Full Salvo and Tractor Beam. The combination of the two works beautifully for a ship like the Victory-1. The tractor has the added benefit of slowing down smaller frigates and corvettes, since the VSD-1 couldn't catch a career couch potato wearing concrete boots!
Just out of curiosity, has anyone else had armored walkers get stuck on any of the land maps? I wasn't watching two AT-TEs as they traveled along their path for half a minute and they got caught on some wreckage in the middle of the Korriban map just as several AATs showed up to give them a slow death.
30 frigates? A level 5 eats more than that for breakfast and recycles them for new ship parts.
They are toning down the number of fighters, I believe, for 1.2.
I see the number of CIS fighters as more of an inconvenience than annoyance. To make it more fun, you could lower the number of reserve squadrons for the Providence and Droid Carrier. I'd also switch the gremlins ability to the Tri-fighter, since they were the first to use them successfully. You can always create an upgraded squadron to spawn from ships at level 4 or 5 with buzz droids for the Vulture droid, after they have the Tri-fighter.
I would also do one of two things: give the V-19 missiles, or nudge the number of reserve bomber squadrons for the Venator a bit higher.
Perhaps this would allow for more "balance?"
The CIS was on a much better war footing than the Republic early on. RaW reflects this. The tide turned due to commando raids on production facilities, construction of more diverse fleets, armored vehicles, greater combat experience, and even Sidious tipping the scales to prolong the war and eliminate those who would oppose his new empire.
When you level-up to tech 5, you can't build the larger units of Phase-1 clones. You can build individual squads of Phase-2, and the huge units larger than platoons. Training units of 2 or 4 squads might be nice, but from what I've noticed, they are redundant by tech 5, you have many vehicular options to deal with CIS infantry battle droids, SBDs, and even the upcoming security droids.
Every mod balances things differently. I do believe Providences should take Venators 3 on 5, but I can easily take 2 Venators out with each Providence in RaW.
For my own enjoyment, I balanced the two against each other a bit differently. I would say around 2008, when I found models with enough bones, I came up with this matchup:
Venator
Heavy and medium turbolaser batteries, proton torpedoes, many point-defense batteries, and an SPHAT ability
2 fighter, 2 intercepter, and 1 fighter-bomber squadron
Higher top speed, but weaker shields, armor, and wider turning radius
Providence
Larger number of turbolasers, ion cannons, an equivalent number of point-defense batteries, several torpedo batteries to compensate of lack of bombers, power-to-shields, and full-salvo.
Half the overall fighters, but 2 squads each of Vulture droids with a fire missile ability, and Tri-fighters with buzz droids.
They're not in the list for the next update, but I agree they could be an upgradeable unit added later on that can be deployed on volcanic, barren, or rainy land maps without concern for the elements. If I were to chose to user_input abilities on a timer, I would give Marines "sprint" and "rapid fire."
In GC, the existing P1 units remain until killed off. The garrison squads do get upgraded into P2 squads, however.
I believe version 1.2 will include a fix for many of the lag issues.
With proton torpedo hardpoints, given a little time, two Acclamators could destroy a Lucrehulk. By the time they did, they'd be surrounded by so many droid fighters pumping hot blaster gas into them, no cargo hold full of Beano could save them!
30 Acclamators can't even slow down flotillas of 6 or more Providence Carriers and a few Droid Carriers. Throw in a Lucrehulk and you can smash whatever else tags along with those Acclamators. The combined number of fighters those ships spawn is staggering. I've smashed more than 40 large frigates with nothing more than a mid-level shipyard.
I know I've wanted to send Armored Freerunners against the Empire since Star Wars Rebellion :)
That's a pretty sharp escort carrier. Those Rebel T-1B and T-3B look like they just rolled off the assembly line. I haven't seen one in any other mod, but are any plans to create the Rebel Armored Freerunner as a harder hitting alternative to the T2B?
I'll confess to losing Master Plo, but only once. They were on the first raid mission. He had nearly finished shaking apart a flak gun when two AATs appeared from out of the fog behind him. B2s strode up above him. Delta took out the droids and got away and Plo finished the flak, turned to crush a tank, but not before being soaking up all the combined fire. He died just a couple seconds from cover. gg
It's taking a minimal force (1-2 squads) of stealth units like generic jedi, ARC troopers, or named heroes, bypassing an enemy system's space defenses to attack the planet directly. The goal is to weaken the system before invading or even take over control, entirely.
Day 15? Changing some income values to get over 50,000 credits per day probably would have something to do with it...
What I mean is the raiding force can be no larger than 2 companies of capable units
Ah, I look forward to seeing Z's interpretation on the stun tank and UT-AT.
Deathz_Head
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