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Comment History
Dodocze
Dodocze - - 24 comments @ A bright update

Seems to i cant edit.
And it seemed wasteful to sacrifice ISDs that only has hangar, shield and ion cannon in 1 side etc, so my pop cap is back again.

Good karma+1 vote
Dodocze
Dodocze - - 24 comments @ A bright update

Ty for replay, forgot to log in.
Firepower is no problem i would say. But as i was playing.
Noticed that balance issue, when AI left my ISDs with 1 2 ion cannons and left, so they cant really do anything. Most of the frigates or capital ships has some lasers or TLs that cant be targetted (MC80 has tlose small lasers etc). SO maybe adding 2 more untargetable broadside turbolasers on each side? So it is worth to take them down and not leave them? Or maybe on upper structure so fire comes from everywhere.

otherwise, runs great, looks great. Love this mod.
Those ISD details are amazing and that touch on little curved shield domes. damn.

Good karma+1 vote
Dodocze
Dodocze - - 24 comments @ New ISD 1 and 2 models

Amazing model,
but 1 thing concerns me. It seems it lacks those small invulnerable dual turrets. Almost every capital ship has some firepower even if shield generator is only surviving hardpoint. MC80 those small laser points.
Will it have it like those broadside batteries etc? Or it will be nerfed like this :(. Now enemy can focus to keep only shields allive and it will have 0 firepower.

Good karma+1 vote
Dodocze
Dodocze - - 24 comments @ New ISD rig + texture

But wont it mean nerf? I mean if there are more hardpoints for same HP, that means other will be less durable? Weaker shield gen etc wont help at all, and now it seems less firepower with mostly disabled hardpoints becouse those invincible turrets are transfered to hardpoint one, and i will miss those 4 turrents in upper front superstructure. But that barrage looks amazing, it missed that.

Good karma+1 vote
Dodocze
Dodocze - - 24 comments @ (OUTDATED) Empire at War Remake V0.9

Is it me or, conqueror and titan star destroyer couldnt be killed, they just stayed with no hardpoints left but still not destroyed. Another thing, it would seem that new consortion ship will just rape starbase, few of its rockets will just demolish 1 2 hardpoints. And sadly star destroyers does not seem really tanky compared to those ships, sometimes well managed AAF can bring it down :(

Good karma+1 vote
Dodocze
Dodocze - - 24 comments @ Empire At War Remake: Galactic Civil War

If you look just little down, he said many times no. Too much hassle. Better having epic space battles, ground is fine.

Good karma+1 vote
Dodocze
Dodocze - - 24 comments @ Empire At War Remake: Galactic Civil War

Noooooooo,

but having 2SSDs in 1 battle was kinda unfair.
I must say i love your decision to remove those huge smoke trails from damaged ships. It looks much better and before removal it was too much sometimes.

Not sure if i was ait somewhere , sorry if i repeat someone.
You mentioned that there would be slow and fast type of battles. Or there will be just slow ships and fast turbolasers? I think this would be best combo, capital ships are slow but turbolasers are fast enough to hit and catch fighters.
Im looking forward for release as little kid for christmass presents.

Good karma+1 vote
Dodocze
Dodocze - - 24 comments @ Empire At War Remake: Galactic Civil War

I think Jeroenimo somewhere told that Annihilator is scaled down version of assertor class. It looks very similar and kinda rapes every reb pleb ships. Just scaled down to about 7.5km?, looks amazing and those super turbolasers are nise touch there. Only i think that Bellator might be little better, not sure.

Agree with Mythia, 3 SSDs will be good enough. Kinda curious how executor will be armed.

Good karma+1 vote
Dodocze
Dodocze - - 24 comments @ Empire At War Remake: Galactic Civil War

I didnt mess with files but its true, you can have many AllegianceSDs. But nebula beats them every time unless micromanaged. I still prefer ISDs over it seems stronger, even sice last version before doubling shields it had 8000 shield points now it has 5k i think. And exept ion cannons ISD seems to have better hull damage output. And dont like those little turrets to fire 4 tiny shots. (Looking forward for next version when thy have 1 quad shot , same as procursator).
Only thing i keep from old version is gladiator model and weapons.
Anyway i cant play vanilla game anymore, best mod ever.

Good karma+2 votes
Dodocze
Dodocze - - 24 comments @ Empire At War Remake: Galactic Civil War

There was thread about it, and if i remember right, save every 7 8 in game days. And quit to game menu, and load again. THis should prevent data corruption. But otherwise it is sadly common, game cant handle it.

Good karma+2 votes
Dodocze
Dodocze - - 24 comments @ Executor Day 5 Progress

It wont need them, enemy ships wont have time to deploy them anyway before they blow up.

Good karma+3 votes
Dodocze
Dodocze - - 24 comments @ Empire At War: Re Beta III

Some people asked for this.
Some fixes and tweaks.
Fixed Victory class star destroyer inaccuracy bug, now weapons work as intended.
Fixed Procursator star destroyer not avaible in skrimish. Now avaible at tier 3+ starbase.
Improved Interdictor field range for Dominator class star destroyer from 750 to 1000. To compensate for larger ship and faster projectiles. Now it should protect itself reliably from missiles like vanilla one.

Addted opt files for Gladiator class star destroyer from beta I, it had normal missiles and 6 top turbolaser turrets. Liked it more.
But it might need some balancing, becouse of ROF change to ships, not sure.
How to do it is in README file in archive.

Was playing with those changes for few hours no crashes and strange behavior observed.
All credits go to Jeroenimo, i just made and uploaded those fixes.
Have fun and crush rebel scum.

Link to it : Mediafire.com

Good karma+1 vote
Dodocze
Dodocze - - 24 comments @ Empire At War: Re Beta III

I have done folders with fixed files for Victory accuracy fix , Procursator in Skirmish fix and buffed little range of interdiction field on Dominator, projectiles are much faster and ship is much larger, and i think it uses default 418 cruser field range, so it can now protect itself properly from torpedoes. And i put old gladator star destroyer files and guide how to implement it. But i will wait for Jeronimos aproval to upload it. Or send it to him and he will. Was testing that victory cruiser and Dominator for last few days, and it didnt have any strange effects or didnt cause any crashes, with that deleted line of code.

Good karma+1 vote
Dodocze
Dodocze - - 24 comments @ Empire At War: Re Beta III

It works, i think setting it to tier 4 and 5 only would be reasonable. Also, i was thinking, old inderdictor was teoreticaly immune to missiles and torpedoes at original game and could procect ships that were close enough.
Now when this is much bigger ship and torpedoes are faster, it might be reasonable to increase that interdictor field range. 750 was original but 1250+- would be reasonable i think, becouse sometimes it wont deflect missiles at it at time on some locations. And if set to 1500, it might protect close allied ships as in vannila game. If you wont mind, i would be happy to upload files , with fixed procursator, victory cruiser and some people wanted old gladiator. I will credit you there of course.

Good karma+2 votes
Dodocze
Dodocze - - 24 comments @ Empire At War: Re Beta III

I have been testing and watching it, it fixed that issue and missiles worked like before the fix. At least didnt noticed any difference. These lines were after missile codes if i remember right.And no crashes etc after i deleted it. But setting those values to 10 might make it too accurate maybe. Can send you fixed file if you wish.

Good karma+1 vote
Dodocze
Dodocze - - 24 comments @ Empire At War: Re Beta III

Found fix for those turbolasers. Open Mod folder ->Data->XML->SPACEUNITSFRIGATES file and find victory class ship there, there are "<Targeting_Fire_Inaccuracy_Fixed_Radius_Override>200</Targeting_Fire_Inaccuracy_Fixed_Radius_Override>" lines. 4 of them. after missile launchers info, deleted them all, and now turbolasers works as intended. That 200-250 inaccuracy was affecting all weapons unintentionaly and it was forced on them even with modified hardpoint file. If you wish i can send fixed file.

Here is video how to bug behaves. Youtube.com

Dont get me wrong, i love that ship but i was pain looking at that terrible shooting. Now its even more awesome. Replaced gladiator with old one, becouse f*** rebels. And now thanks to you this game is ultimate and no crashes at all.

Good karma+2 votes
Dodocze
Dodocze - - 24 comments @ Empire At War: Re Beta III

Maybe, but they shoot once every 24s, last time i checked. But those turbolaser are manned by stormtroopers maybe. Liked that ship , but since beta II, it was unusable. So i changed new gladiator to old one and buffed it to compensate. Becouse victory only hits with missiles and ion cannons, and old gladiator has shield penning missiles and 6 top rotating turrets. And looks better in my opinion.
Dont get me wrong, i love this mod and i cant play this game without it.

Good karma+1 vote
Dodocze
Dodocze - - 24 comments @ Empire At War: Re Beta III

Nice job, but the VICTORY cruiser is still useless, turbolasers are failing to hit anything, even with accuracy set to 1. They are shooting "randomly" i will make video of it and post it if you wish to know what i mean.

Good karma+1 vote
Dodocze
Dodocze - - 24 comments @ Empire At War: Re Beta II

Have you tried that 4gb patch? No crashes for me since then.
Game wont run our out of memory and crash.

Good karma+1 vote
Dodocze
Dodocze - - 24 comments @ Empire At War: Re Beta II

Anyone has same problem as me?
Victory class star destroyer shoots turbolasers just randomly, it wouldnt hit anything. Tried to edit cones, accuracy in xml, but nothing worked. So now it has only usable ion cannons and missiles. Anyone know how to fix this? New gladiator is bad becouse it lacks those turrets and missiles. Imported old one and it is usable. And procursator cant be used in skirmish battles, might be stupid but i dont know how to add it, nothing worked for me as well. Any ideas on these problems?

Good karma+1 vote
Dodocze
Dodocze - - 24 comments @ Empire At War: Re Beta II

Checked Victory cruiser again and turbolasers seems to miss satelites etc all the time. I will try to modify that ACC and look if it persists.

Good karma+1 vote
Dodocze
Dodocze - - 24 comments @ Empire At War: Re Beta II

You are welcome, if i remember right those were turbolasers. On weekend i will try to run this mod on steam version and i will look for more posibble bugs.
Anyway i love those new ship explosions on VSD and ISD they look amazing. And +1 for remaking those gravity generators effects so it wont hide whole ship under distorsions. Looks better i think.
But pretty please , give Gladiator star destroyer old weapon layout with those 6 turrets. I saw some posts that mentioned it too. It looks empty.
And im not sure if it was in old version or not, that it is not possible to bring procursator star destroyer to custom battle. I will try GC at weekend but you cant purchase it in custom battles. (mot sure if intention or bug)

EDIT:Checked original fire and you were right ion cannons had that issue. But 70 inaccuracy vs fighters on most ships means it will almost never hit them right? 45° misses as i remember were quite uncommon.

Good karma+1 vote
Dodocze
Dodocze - - 24 comments @ Empire At War: Re Beta II

And it seems, some imperial ships like Victory has very very bad accuracy. Saw it to miss even Home one horribly. But nothing that little editing cant fix. But i hope there will be old gladiator star destroyer at some point. I think it had better model (those turrets) and shield pen weapons like vanilla acclamator. And i saw your DB missiles effects. Damn, bombarding with them is epic now.

Good karma+1 vote
Dodocze
Dodocze - - 24 comments @ Empire At War: Re Beta II

Again great work,
i noticed that guns on star destroyers and cruisers has quite a lower rate of fire. I guess their damage per shot was improved?
Only thing i think i dont like is new model of gladiator star destroyer. Not that it is bad, but old one was better by my opinion.
But i think i could not play vanilla game again after playing your mod.
Some crashes when game gets too intense on some maps. But runs great.
Steam version didnt like it , maybe if i create mods folder in it , but normal one has no problems.
Thank you for this great mod.

Good karma+2 votes