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noian
noian - - 17 comments @ [DEAD] Code Geass: Geass Wars

Up for adoption if anyone is interested. I don't have the time to mod this anymore.

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noian
noian - - 17 comments @ Awakening of the Rebellion 2.6 Open Beta - English

Nvm I got the mission to build the death star at week 95.

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noian
noian - - 17 comments @ Awakening of the Rebellion 2.6 Open Beta - English

Other bugs:
-Cannot produce research station at maximum global space tech (I think? I don't see the option to upgrade anywhere) with enough money for the building, so I guess no death star for me...(?)

-I got messages about "get 1 more planet for a surprise" and I did, only to get a different message saying "get 2 more planets for a surprise" which I did, and I got a message about a Blue something but I don't see any surprise anywhere...?

Good karma+1 vote
noian
noian - - 17 comments @ Awakening of the Rebellion 2.6 Open Beta - English

After playing a good amount as Imperials, I have the following balance consideration:

-Corellian units are too poor at anti-fighter capability in general compared to their cost. Lancer and Carrak cruisers are the only ones good enough at anti-fighter capability. And they are cheaper than corellian units. Corellian units simply die to capitals too fast and barely are able to make a dent against fighters. IPV and Bayonet cruisers don't have a point in existing.

-Unit strengths and weaknesses are incorrect. Especially the black sun space ones. Many say they are strong vs something and instead end up dying horribly.

-AI needs to be better in space in not spreading out their corvette escort. I killed Admiral Ackbar + 2 Alliance Dreadnaughts + 2 Nebulons + 12 Y-Wings (20+ other squadrons) + 12 Corellian Corvettes with a Victory I, Level 1 Space Station, a Dreadnaught, and IPV (which is nothing but a 600 credit suicide unit to draw fire away). I only lost my dreadnaught. My 6 wings of TIE fighters were able to kill the Y-Wings with no problem. My 3 TIE Bombers killed everything else (with TIE fighter support in killing the mon cal shields). Oh, and CC are too weak to kill TIEs as it is (I've killed CC's with TIE fighters!) and Victory I can kill a CC in ~5 seconds. If anything the anti-fighter missiles on Imperial bombers are too strong since I was able to kill the fighters the AI sent to attack my bombers with them.

I'm not saying to balance things like Thrawn's Revenge where Alliance fighters are clearly OP (they really are), but it feels like the exact opposite here where plain TIE fighters are far too strong.

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noian
noian - - 17 comments @ Awakening of the Rebellion 2.6 Open Beta - English

So an AI rebel fleet just spawned above Bonadan while I control Felucia (aka the only way to get to Bonadan) and Bonadan. Is this working as designed? I thought I wouldn't need to garrison this planet's space but I guess I was wrong.

Good karma+1 vote
noian
noian - - 17 comments @ Awakening of the Rebellion 2.6 Open Beta - English

Nevermind I figured out how ship building works.

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noian
noian - - 17 comments @ Awakening of the Rebellion 2.6 Open Beta - English

Is there a guide to how to build units (which building builds what, etc.)? Something like the manual that Thrawn's Revenge mod has? I'm confused as to why certain units show up as greyed out even when I have enough credits (ex. Corellian units as Empire, or why I can't build a single ISD except the Victory I at the start of the campaign over Kuat). I don't want to have to go through the XML and try to figure out why I can't build certain units. Is it basically the Global Space Tech building (some workaround for tech levels I'm guessing)? Why are units greyed out, instead of hidden? It's very confusing and I can't seem to google a guide for how to play AoTR.

Also, can one of the mod creators tell me which XML/LUA file contains the free units the AI gets in campaign mode so I can delete the script? My inability to figure out how to build anything except IPVs or corvettes doesn't make preparing against the multiple Venators Black Sun gets via script fun.

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noian
noian - - 17 comments @ Empire at War Expanded: Thrawn's Revenge

Also if I take the planet manually...

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noian
noian - - 17 comments @ Empire at War Expanded: Thrawn's Revenge

New bug report: CTD when auto-attacking Byss (Palpatine is on it, Era 3) in Essence of War, every other planet is under my control.

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noian
noian - - 17 comments @ Empire at War Expanded: Thrawn's Revenge

After a good amount of play, I'm more of the belief that the main reason they are OP is because fighters for the NR is too strong. X-Wings have unlimited secondary torpedoes and the cooldown on it is too short, they can fire a volley every run on the ISD's. Empire of the Hand capital ships were more challenging since the amount of fighters they launch made it harder for NR fighters to bomb them with impunity Perhaps adding a single anti-fighter laser hardpoint to ISDs or doubling/tripling reload times on the secondary torpedoes.

Good karma+3 votes
noian
noian - - 17 comments @ Empire at War Expanded: Thrawn's Revenge

On balance/AI feedback: is it intended that MC80b is ridiculously OP? I was able to destroy Thrawn + 2 ISDs with 1 MC80b. The A-Wing was able to kill/hold off the ISD's Ties and the bombers/fighters knocked out the engines and shield gen of the ISDs. My MC80b died after killing 1.5 of the ISD's but the fighters finished off the rest of the ships. Also the AI likes to send ISD's without enough corvette escort.

On another battle, I had 6 X-Wings and 2 Y-Wings destroy an ISD by themselves. I'm not sure why the AI decided to attack my planet with a lone ISD.

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noian
noian - - 17 comments @ Empire at War Expanded: Thrawn's Revenge

Nvm it was Isolder, not Isard. Woops.

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noian
noian - - 17 comments @ Empire at War Expanded: Thrawn's Revenge

I played the Essence of War and I got an message early on about Isard dying at Hapes. I'm still in Era 1 though. Any advice?

Good karma+1 vote
noian
noian - - 17 comments @ Empire at War Expanded: Thrawn's Revenge

Small bug report: Into the Cluster intro movie for Imperial Remnant is a wall of yellow, no text (English)

Also, if I copied the "From the Ground Up" starting positions into a new campaign with everything else copied from Essence of War, would that be fine, or is there some script thing that may break?

Good karma+1 vote
noian
noian - - 17 comments @ Awakening of the Rebellion 2.8

Skirmish is pretty fun, although the AI cheats ridiculously there. Not a single mine, and it churns out ISDs over and over and over. I had to destroy their Imperial Shipyard because the AI rate of spawning was faster than my credit income could sustain building Republic Destroyers and Dauntless Cruisers. Build times are a major constraint in Space Skirmish for the rebels and feel like in GC somewhat long as well if you consider fighter build time. The costs for older fighters also doesn't exactly make sense when newer ones like A-Wing or E-Wing are so cheap. E-Wings are too good at air superiority for their cost, a single E-Wing squadron can kill 10+ TIE squadrons, and can rip Imperial hero fighters to shreds. A-Wings feel somewhat weak vs X-Wings as X-Wings can also do bombing and I couldn't really notice a dramatic increase in A-Wing effectiveness at killing TIEs. I would get more out from build times by building X-Wings. K-Wing is too expensive vs B-Wings and B-Wings/K-Wings build times are too long vs building carriers or capitals that have free B-Wings or K-Wings to counter the speed at which the AI throws out ISDs. Probably my fault that I was playing on Medium though, instead of Hard, since I've forgotten Medium AI is the AI that cheats the most in Skirmish (as far as my observation can tell)

Can someone explain to me why I wouldn't want my bombers to always be using secondary weapon? I have it on and it seems the bombers still fire normal torpedoes.

Good karma+1 vote
noian
noian - - 17 comments @ Awakening of the Rebellion 2.8

So I modded myself a smaller GC featuring 3 planets for Reb/BS and 4 for Empire with Hypori/Hoth/Corusant as the core worlds. Doesn't exactly work out great for the rebels as I can't upgrade technology. Still managed to beat back 3 attacks by Black Sun Venators with B-Wings, within 15 weeks of GC time. How does the AI have money for so many Venators (3+ each battle)? I don't believe BS starts with any or any ability to build any. An increase in time it takes for a hero to heal would be useful too because in the time it takes me to build more B-Wings, their Mercenary Lieutenant and other frigate heroes are back.

I gave up on the GC when the Executor showed up.

Also the Rebels when they start the campaign start with 5000 less credits than the other factions, only if human is Rebel.

I would really like it if smaller campaigns were available, because I can't manage everything fast enough like AI can (you can't move units around while paused, even to re-organize units, so this takes time). I've started a few times as the Rebels in the un-modded GC and it seems to me that I would be better off just abandoning 50% of my territory for management reasons and retreat everything to the Mon Cal area. I also don't understand what the "Bail Organa" negotiations event is about, it doesn't tell me what planet to go to (English version). Seems it would be much easier to play as Empire in GC, because at least they can build buildings that increase credit production. The AI is too good at removing smugglers for smugglers to pay off for the rebellion and I haven't exactly figured out how to increase rebel income aside from governor bonuses.

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noian
noian - - 17 comments @ [DEAD] Code Geass: Geass Wars

You can track development here:
Bitbucket.org

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