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gameboywon
gameboywon - - 20 comments @ Empire at War Expanded: Thrawn's Revenge

The new saving times are extreme after the last patch that was put out (for the base game, not mod), so it could just be that. It even states such on the save/load screen in the mod. (on low end PCs the process can take well over 10 minutes depending on how "bad" your rig is)

Good karma+2 votes
gameboywon
gameboywon - - 20 comments @ Empire at War Expanded: Thrawn's Revenge

I think the endgame UI/stats are hardcoded and can't really be changed, although I'm no expert. Regardless, all displays like that usually can only display for the first three factions; (in vanilla that would correspond to the Rebels, Empire, and Consortium) the New Republic, Imperial Remnant, and EotH. This is hardcoded on all normal stuff like mid-GC displays can't be changed and I'd imagine the same to be true regarding your question.

EotH is in the middle of a massive rework from what I understand so I'd essentially treat them as a "beta" faction, expect unfinished things as well as unintended bugs/glitches since again, they're very WIP at the moment.

NR ships just got a big pass-over with this patch and I know the Executor is in the pipeline with EotH units, so the mainline IR starships may get another pass soon as well.

Good karma+1 vote
gameboywon
gameboywon - - 20 comments @ Empire at War Expanded: Thrawn's Revenge

Just ran into a bug (?) and/or glitch (?), started The Art of War as Maldrood in Era 2. The Empire took Lianna and have Theol Drost on world as their only unit with no structures in place. I dropped my 12 pop cap invasion force on the world and it just disappeared. No battle initiation UI, no music change, nothing. My units just disappeared off the galactic map (and the Empire still controls ground whereas I hold space). They haven't teleported elsewhere and don't appear planetside in the garrison slots.

I'd appreciate any solutions/advice. For now I'll just hold blockade and hope they build a structure, then try again.

Good karma+1 vote
gameboywon
gameboywon - - 20 comments @ Empire at War Expanded: Thrawn's Revenge

Beautiful work on the new update! (figured I'd post here rather than the Workshop since people can actually reply here) The balance has gone from feeling just a bit off in past builds to feeling much, much closer to what was portrayed in canon (in my opinion anyway) with regards to eras 1-2. Haven't gotten past 2 yet but I'm assuming the same will hold true for 3-5.

Truly thrilling to have SSD's be the true equivalent of an entire fleet. Isard rushing my forces at Gyndine with a full escort made for what was most certainly the most difficult and thrilling battle I've ever had in EaW.

Also, not really a spoiler, but it's fantastic that all the issues involving cheesing SSD's out of battle with Ion Cannons/HV Guns seem to have been resolved. It'll be both much more challenging and interesting to have to fight those monsters now.

Good karma+2 votes
gameboywon
gameboywon - - 20 comments @ Empire at War Expanded: Fall of the Republic

Just engaged in a space battle above Boz Pity, my near 120 pop fleet against a small one commanded by Mace Windu. Won easily and trapped Mace with an interdiction mine, then proceeded to wait while my fighters and fleet tried killing him, all for his health to stop at ~5% and stay there for the remainder of the engagement. Could not kill this guy no matter how many ships I had shooting at him, along with corvettes, Gozantis, dozens of fighter/bomber squads, etc. Ended up having to auto-resolve and lost another 7 ships (including a Providence) just to take out that last bit of health.

Are all of the Jedi in ETA-2 starfighters currently doing this? I would certainly hope not. Best of luck to any of you reading this and I really hope you don't encounter the same thing. (Just for reference, the battle took ~20 minutes, spent more than half of that just waiting to see if he'd die)

Good karma+2 votes
gameboywon
gameboywon - - 20 comments @ Empire at War Expanded: Thrawn's Revenge

I've read your comments and I mostly agree with what you say as well. The Majestic is much better for DPS, MC90 for frontline combat, and the Endurance is the best carrier, thus leaving the Nebula in an awkward position. It could be the ISD I of the New Republic if it was cheaper, but sadly it isn't.

Recently I've experimented using it similarly to how I'd use Victory I's, and they've been very successful in that role. Again though, the Majestic is far better at this. It carries Ion Cannons, and has far better engagement range (not to mention the Nebula would be a very expensive equivalent to the VSD I).

Good karma+2 votes
gameboywon
gameboywon - - 20 comments @ Empire at War Expanded: Thrawn's Revenge

It kinda fills a role somewhere between an ISD and a Praetor currently (not the official word on that, I'm just speaking from personal experience both using and fighting plenty of them). It's certainly not worth its cost though, just about any other Imperial Capital ship does something, if not many things, better than the World Devastator.

The ISD I has a better fighter complement and fills an overall better multi-purpose role in a fleet. (also cheaper)

The ISD II has much better damage output and a comparable fighter complement. (also cheaper)

The Praetor has much better shield and hardpoint bulk, not to mention damage.

Currently I'd liken the World Devastator to the New Republic's Nebula Class Star Destroyer. Neither really has a solid role to fill, and there's little sense in building them when there's far better options depending on the role you need filled. The AI just seems to like them a lot.

Good karma+2 votes
gameboywon
gameboywon - - 20 comments @ Empire at War Expanded: Thrawn's Revenge

Hey Corey, is there a limit to the number of planets included in a GC? One of my favorite parts of the mod is playing the FTGU campaigns because of how detailed sectors get, but unfortunately you can't pick which layout to play with which faction. It'd be great (and probably really laggy on lower-end PC's) if we could have a super populated GC with detailed sectors, trade routes, etc.

Obviously this would probably take a long time to implement and be rather resource intensive, but if there's any chance of implementing a massive multi-era GC of this kind I think it'd really add a ton of replayability to the mod.

Good karma+2 votes
gameboywon
gameboywon - - 20 comments @ Star Wars Battlefront III Legacy

Alright... Just realizing I wasn't totally clear here; in reference to the campaign I was more referring to the story/cut-scene part as opposed to the "You're on this map, here are your objectives" sort of gameplay we've seen before. If it is intended to be like Elite Squadron/BF3, awesome, if it's like the 501st journal... I mean I still appreciate the effort and of course I'll play it, but that would be kind of a let down.

Also with my blurb about the SWBF1 and 2 maps, it is pseudo-confirmed by the devs, but what I'm asking about specifically is the space-to-ground combat. Because sure, you could add game modes that update the gameplay a bit, but that wouldn't do much if we're stuck on the same maps. (so the confirmation I'm looking for with regards to the BF1 and 2 maps is whether they're getting a full space-to-ground overhaul or just the game modes).

A list of their "community maps" that they're implementing would be nice too...

Good karma+2 votes
gameboywon
gameboywon - - 20 comments @ Star Wars Battlefront III Legacy

This was probably answered somewhere, but thus far my search has turned up nothing. Is there an official list of maps that are going to be included in the full release? I know we're getting Bespin, Coruscant, and Cato Neimoidia, but aside from that I've only heard chatter and haven't really seen anything from the devs on the subject.

Other maps I've heard about but are unconfirmed are: The Invisible Hand, Death Star II, Dantooine, and Tatooine. I've also heard chatter that the vanilla SWBF1 and 2 maps will be updated to have SWBF3 modes, but I haven't seen this confirmed.

My other question is: Will the campaign from SWBF3 be released in the mod at some point?

Thanks for any answers (from any source really), just looking to know what the release is going to be like map-wise. Fantastic work with this Fabrico and team!

Good karma+1 vote
gameboywon
gameboywon - - 20 comments @ Empire at War Expanded: Thrawn's Revenge

Just a couple suggestions:

Maybe make a buildable structure on Yavin IV called "Jedi Praxeum" for the NR to make Jedi? Just an alternative way to get them rather than advancing tech.

Maybe just to keep with the "Legends" (Real Canon) timeline give Palpatine's Remnant Luke?

Good karma+1 vote
gameboywon
gameboywon - - 20 comments @ Empire at War Expanded: Thrawn's Revenge

That would explain why I have 50 Executors up mi arse if I take too long to kill Isard..... (exaggeration but still far too many lol)

Good karma+1 vote
gameboywon
gameboywon - - 20 comments @ Empire at War Expanded: Thrawn's Revenge

Zerg Rush with Karieks

Good karma+3 votes
gameboywon
gameboywon - - 20 comments @ Empire at War Expanded: Thrawn's Revenge

When you play as the Alignment (great choice by the way) you need to capture the Tingel Arm (region near Bonadan) in order to produce Lucrehulks. Lucrehulks are Corporate Sector units so you need to control the Corporate Sector to produce them.

As for Palpatine, it's probably your game trying to load the new era's heroes and units onto the GC map. Maybe the devs will have a fix for you, but I'm not sure why it freezes.

Good karma+2 votes
gameboywon
gameboywon - - 20 comments @ Empire at War Expanded: Thrawn's Revenge

Thanks for another point of view, I often forget that the heroes add bonuses like field/fleet commanders normally would. As for the SSD pathfinding I understand. I just feel like Jerec's is especially terrible, is it possible to make his worth in space (auto-resolves) the same as a normal Executor or about the same as Isard/Kaine? I still feel like two ISDII's and a Praetor shouldn't be enough to kill him by themselves...

I kinda consider myself an EU buff but in all honesty I really don't know a whole lot about Pentastar so really I don't blame you. Just as a suggestion though could they perhaps obtain bounty hunters (Bossk, IG-88, or simply generic Trandoshan/Assassin Droid minor heroes?)

Thanks again for your time!

Good karma+2 votes
gameboywon
gameboywon - - 20 comments @ Empire at War Expanded: Thrawn's Revenge

Hi, first I'd just like to say thank you for this great mod and all of the work the team has put into it - it's amazing to see the EU on display in a great mod.

Secondly (the reason for this post) I have some slight personal balancing issues with the game, although you've probably taken most of them into account for the next update.
Heroes:
- A lot of the space heroes (particularly the ones that aren't in an SSD) feel really underpowered. Garm Bel Iblis, Admiral Ackbar, Thrawn,and even Jerec to an extent just feel like they either: A. die far too easily to comparable resistance, or B. just don't perform how you'd expect them to based on the EU.

- I understand many minor heroes shouldn't be OP, but when Thrawn is deployed with his armada you expect work to be done - hardly ever when I play is that the case, although obviously they perform much better when under my control rather than the AI. Thrawn remains as the easiest Remnant leader for me to kill off, and I find myself letting him flee more often than killing him just to avoid more SSD's being constructed by Palpatine.

Pentastar:
- Maybe it's just me, but I feel like some of Pentastar's land units and even space units are simply obsolete. When playing GC I find myself leaning on Kaine to be the backbone of my fleet. Jerec rarely helps (auto-resolve almost always kills him off and he never maneuvers his ship to where it needs to go, often facing the target you select with his engines rather than bow). Almost all of the generic units (pod walkers, skiffs, swamp speeders) are useless unless spammed (at least AT-ST's are somewhat useful for the Remnant).

- Personally I don't know much about the Alignment lore-wise, but I'm sure they could also receive another hero or two, the Banking Clan and Corporate Sector surely could at least afford some mercenaries...

- Space Units - I understand the majority of the Alignment's units are phased out Clone Wars vehicles, but they should still be somewhat relevant against newer ships. When Venators are one of your backbone carriers early game, they should be able to survive a bit longer (especially since they were considered a capital ship at one point). Sure Victory and any higher tier SD should outmatch it, but the Venator should at the very least be able to put up a fight (which it really can't at the moment).

The New Republic:
- As for the NR, I really don't have many complaints. The only big ones I have mainly lie in their heroes, which honestly seem to be a bit lackluster. Their only counter to SSD's is to lure them above a planet with an Ion Cannon, at least until you reach higher tech levels. The Viscount does certainly help, but even then it's outmatched by mass produced Executors or Sovereigns. Nebula Destroyers and their other carrier (can't remember the name, the MC line kinda dies out as well) are good, although they can't really serve the frontline roles you'd want them to with countering ISD's.

Perhaps these things are just my personal views and preferences with the units being out of proportion to how they should be (I'll admit I probably hold Thrawn on a higher pedestal than he should be) but I do think some minor changes are in order. I'm not saying rework the units, but some additional hardpoints on the starships (and perhaps better AI to move them correctly in combat) may be in order. Thanks for taking the time to read this if you do and thanks again for this great mod!

Good karma+2 votes
gameboywon
gameboywon - - 20 comments @ Republic at War

Soo..... Those forty items left as of December... It has been four months lol, RIP V 1.2?

Good karma+10 votes
gameboywon
gameboywon - - 20 comments @ Republic at War

It does, much, much worse than the Republic Artillery pieces

Good karma+1 vote
gameboywon
gameboywon - - 20 comments @ Republic at War

Thanks a million man!

Good karma+1 vote
gameboywon
gameboywon - - 20 comments @ Republic at War

Hello, so I've downloaded this three times (twice extra to see if it would resolve my issue) and each time the AI was completely broken. In Skirmish mode it would sit still and merely auto-attack, no units would be produced. In GC as the Galactic Republic the CIS would do the same, no attacking, no building (or tech advancing), and only auto-attacking on defense. As the CIS the Republic would create token defenses but wouldn't attack, wouldn't advance tech, and only auto-attack on defense. I'm sure this issue has come up before but I honestly don't have time to look through the nearly 5000 pages of comments looking for a solution, I've already searched for hours on the internet as it is. If someone has a solution please help :)

Good karma+1 vote