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Phoenix Rising


Chandler

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Well, I can't translate the strings, but I can simply put the new ones into the MasterTextFile_GERMAN.dat if someone could send me an unadulterated copy of it from FoC. Your best bet now is to rename MasterTextFile_ENGLISH to MasterTextFile_GERMAN; that will get rid of the missing strings.

The renaming actually works! I'm feeling slightly dumb now... :-p

 

I've played the scenario "The conflict begins" once on the Rebel and once on the Imperial side now, and there are a lot of concepts I really, really like (e.g. transports generating cash and non-linear tech tree), however there are also some things that I think could be changed:

- IMO there are (gameplay-wise) too many heroes. I think most of the "commander heroes" (e.g. Leia, Tarkin, Piett, Bast, Dodonna etc.) should either be given a significant combat bonus (e.g. Thrawn) or removed. ATM you can have at least 5 commander heroes per fleet, which is a bit much; also, this way no one will ever build a commander unit, since he has far too many anyways. Also, I think Bail Organa/Mon Mothma and Sate Pestage/Palpatine could be merged into one without losing too much gameplay-wise; Blackhole is nothing more than a free probe-droid and Soontir Fel and Marek Steele are both just better starfighters with a commander bonus.

 

- I think research is ATM far too costly. Consider that usually in strategy games you pay perhaps 1-3 times the price of a unit for upgrading it. In PR you can have either say 20 squadrons of upgraded TIE fighters or about 60 squadrons of slightly worse ones. Without a pop cap in galactic mode, I think most players would strategically chose the latter.

 

-This is a minor/personal taste thing, but I think the ships not appearing in the movies should be somewhat restricted to the later stages of the game, i.e. you should not normally build the Eclipse before the DS1 or a Republic Star Destroyer before the first Mon Calamari cruiser. However, I guess the tech tree will be more sophisticated anyways in the final version, since this is a "starfighter mod".

Oh, and I am totally against removing the DS2 in favor of the Eclipse. I would rather have it if the "planetary destruction" ability of the Eclipse was removed to give it a weakness compared to the Death Stars.

 

 

EDIT: I just got an idea about the hero issue, though I don't know if this cann possibly be coded. How about making some heroes spawn (and respawn automatically) from the beginning (e.g. Palpatine, Mothma, Vader and Luke) while others have to be bought, but you are restricted to buying one at a time from a certain group, e.g. you can either have Tarkin who helps your research or Bast who finds weaknesses against starfighters or Piett who gives a bonus to capital ships; however if one of those dies you can chose again. This would limit the number of heroes and provide strategical diversity. Other groups could be Boba Fett/ Marek Steele/ Soontir Fel or Leia Organa/Jan Dodonna/Crix Madine

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- IMO there are (gameplay-wise) too many heroes.

Heroes have since been made buildable and you won't be able to access all of them from each campaign. You can read more about it on the site.

 

-This is a minor/personal taste thing, but I think the ships not appearing in the movies should be somewhat restricted to the later stages of the game

Yeah, a side effect of the mini-mod and not everything being done yet.

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Just on a side note, why are you going so heavily into the direction of making the Rebels and Imperials similar?

For example, Imperials get buildable fighters, better fighters (Gunboat and TIE advanced) and raid fleets. The Rebels get a (relatively small) dreadnought and Star Destroyers (!), however to balance this the Imperials get a Dreadnought of the exact same size and cost (the "Praetor").

I liked it that in the original EAW, the Empire had cheap but worse-than-their-Rebel-counterpart fighters on the one hand and some extremely elite but expensive fighters (TIE defender) on the other hand. It seemed to fit them that they primarily had to care about their cap ships while being able to waste their fighter/bomber squad.

IMO both the raid fleet and Hyperdrive-equipped fighters should remain (mostly) exclusive to the Rebels, just to represent that they were not a second Empire, but had a totally different style of warfare.

 

 

Btw. I do hope I'm not sounding too negative - I really really like this mod; tech diversity and alternative ways of money-making, buildable & upgradable heroes and different space structures and of course making a Star Destroyer worthy of its name are all things I greatly enjoy - there are just small issues with the diversity of the factions as well as the general balancing I am ATM a little worried about :p

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Well, I'm not a huge fan of artificial faction differentiation, I would rather leave those choices up to the player as to how he or she chooses to command his or her faction. If you want to play strictly canonical, the Empire pours its research into new starfighter classes (but not necessarily upgrades), while the Alliance heavily upgrades their starfighters. But you don't have to. If you don't want to use some units, then you simply don't build them.

 

While it does make their ships comparable on paper, the updated campaigns don't put the two factions on equal footing at all, so it's really a matter of being able to afford these ships for the Rebels. The problem is that a lot of people think the research takes too long or costs too much, and that's the only thing keeping the star destroyers and whatnot out of Alliance fleets. However, you will be able to pick a tech level in the next version, so you can choose how deep in the tree you start with ships unlocked.

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So are you endeavouring to make the space combat shooting have lots of misses but deadly hits (movie-like) or just lots of misses but canon damage / shields?

 

I think we can agree that the original form (with magic pinpoint accuracy vs. starfighters, who could take zillions of hits) didn´t look very good.

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Well, doing movie-style "insta-gib" is harder if you're also doing realistic armaments. But the canon is so contradictory with technical things that you have to use some kind of standard, and I chose X-wing series units, so it probably plays more like tactical XW than anything. So that means a single concussion missile will take out most fighters and hulls can generally take a couple of laser hits before totally breaking apart. But turbolasers will almost always miss fighters and lasers can't target capitals very well.

 

I don't find the movies to be necessarily representative of things like shield and hull ratings... I think you can write a lot of that stuff off as critical hits or, at the very least, storytelling. And who's to say shields were ever at 100% when you see these ships being destroyed? It's just too much over-analytical fanboy speculation as far as I'm concerned, so I opted for balance in that respect.

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I´m fine with that. I went the same route myself.

Also, I´d definitely draw a line between the movies and EU material like games. Of course, EU stuff like the comics probably conform more to the movies than anything else, but I believe the X-Wing game series is a fine benchmark. Playing X-Wing Alliance right now myself!

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Hmmm - Are you not getting a little concerned that there are too many similar ships to the point that there will be only a few truly used while 80% are never built? E.g. I find that I never build patrol ships or skyprays in the minimod, since there are already enough bombers and anti-capital ships out there. I'm afraid that e.g. of the Imperial and Tector-class Star Destroyer only one wil be researched and built, since they both have very similar roles (heavy anti-capital) and their slight differences don't make it worth it researching and using both...

 

I hope again that this doesn't sound too critical... I'm still looking forward to this mod very much and believe it will be a major enhancement compared to the unmodded version.

 

 

 

 

 

But if you want to do me a favor, take out the Empire raid fleets and Rebel cap ship hangars :p

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Certainly some ships are intended to replace others - that's one of the benefits to researching - but I'm using the upgrades to make them more unique. A lot of them start out quite similar because canon dictates such, but think of it as the last common ancestor of an evolutionary divergence. The Dreadnaught/Dodonna upgrades are one of the better examples of this. They're basically the same ship to start with, give or take a few cannons and some cosmetic changes, but the Dreadnaught accepts its speed limitations and opts for better armor and more weapons, while the Dodonna essentially becomes a 700-meter frigate in terms of speed and maneuverability.

 

But, uh, yeah... Imperial raids and Rebel hangars are staying. It's just way too much of an artificial way to differentiate the factions and comes across as forced.

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chandler, do you have any experience in modding in lua? cause it would be really cool if you could play around with it and attach an lua file to like a hanger on land and make it prevent you from creating star destroyers in space when it's destroyed... So cool! but alot of the stuff like special abilities is hardcoded which sucks, other than that all you would need to do is create a new m3d file. Did some research on it myself. all i came up with is dead links and articles ABOUT it but none to what program makes em'. I read a little but most they say is still being researched..etc. If you could just access that part of the engine and combine that will lua, oh man we would most assuredly dominate the galaxy!!! Anyway, hope i didn't creep you out or anything just to say glad your visiting the forums and all...

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Yeah, I have some experience with LUA, being a programmer by trade, but it's definitely something I could get into more as I figure out EaW scripting (getting there). I'm not too familiar with M3D though, but anything that could potentially give you greater engine access sounds intriguing. There are certainly plenty of things I would like to do with PR, but can't because of modding limitations. I'll keep my eyes open; thanks for the tip.

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