Paradoxnt

Paradoxnt

Joined Member # 2701499
11 Posts 1,209 Replies 845 Reputation

Alright guys, we have 24 members right now. Once our membership reaches 30, we will be running another internal tournament for the Grand Admiral, Admiral and (presently vacant) Vice Admiral ranks. Furthermore, the members who become our Admirals will each be given 1/3 of our clan membership to train and organize as they see fit. Effectively, each Admiral will have their own personal navy. Also, ALL GE members will be able to participate in this challenge, regardless of their

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Hmmm, from what I've been able to dig up, it seems that we won't be make 'carrier bound' strikecraft able to phase/hyperspace jump on their own. Not such a big deal for the Empire, but it is a bummer for the rebels. Of course, this doesn't stop us from building single strikecraft (EvilleJedi already has the fighter factory model) and simply grouping them into squads (no, we won't be able to produce them as premade squads). So the rebels will be able to make hyperspace capable

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I think that people are missing the point that until we get the tools, we don't know for sure what is possible and what isn't. It will be easy to have cap ships make and carry Imperial Ties/Tie Bombers/Tie Interceptors as they will function similar to strikecraft in the stock game. 'Cost' for these fimsy fighters/bombers will likely be measured by construction times. The problem is how do you make hyperdrive equipped strikecraft that can phase jump on their own. Maybe the t

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I think that will fall under EvilleJedi's domain. That said, I can GUESS that EvilleJedi will follow official specs for his ships. So the X-wing will be general purpose fighter/bomber with a good attack versus ships/structures AND versus strikecraft. The Y-wing will be an older bomber that will likely have a bit higher bomber value over the X-Wing, but a much lower anti strikecraft value. It will also have lower speed and survivability.

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One side or the other would still be forced from the battlefield in that scenario. The side with the more powerful 'big gun' fleet would simply close the distance until the other side would either flee or engage (or risk getting 'Interdicted'). Keep in mind that there are specialized corvettes and frigates that are excellent at taking out strikecraft (Lancers come to mind).

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Hi Nikermaster, the massive gravity wells won't be a problem, since we won't have tons of planets right next to each other, nor will there be stars taking up map space. Keep in mind that we might only have 150 gravity wells total in the map. The Sins engine can easily handle this (even with enlarged gravity wells). As for the Rebel versus Imp scenario you bring up, asteroid fields MIGHT be able to be set so smaller ships can navigate them more effectively than capital ships. So that

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Hey guys, I am going to suggest the clan versus clan battle start at 12:00 PM EST on Sunday. Is this acceptable for you guys? I really need to know in the next day or so so we can determine who will be available to play you. As it is, I'll bring 5 guys to play just in case you guys can manage to get 5 players together. Since it is our first clan versus clan battle, we will be bringing all 'ACE' players to this game. Nothing personal, the GE just wants to make a statement.

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Okay, I have to second Evillejedi on saving the complaints on balance for AFTER the first version is released. Even then, it will likely be a 'cost rebalancing' rather than altering of ship/shield/weapon/AM values. I am under the impression that the mod will try to be true to official ship specs (or as close as possible). Second, there won't be a death star in the mod (as far as I know). The game might be able to handle it, but since we can't permanently 'destroy' planets, what is th

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Hmmm, I just thought of a way around this IF it turns out it is impossible to set individual phase lanes travel speeds. I can make all the trade lanes connect to stars which can be set to have different speeds then the standard phase lanes. The only down side to this is that these trade lane star systems (that actually have stars) will have to have the trade planet in a separate gravity well (connected by a phase lane like the stock game). Damn,another down side is that you ca

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Yeah, it is hard to plan ahead when you still don't know what is and what isn't possible. For example, I am still trying to find out if you can set different phase lane lines to have different travel speeds. I want to do this to better simulate 'official' trade lanes (which are better mapped out/have better hyperspace conditions). Until I know for sure, it is kind of a distraction on my overall map construction plan.

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Yeah, it would be. That is why there is a topic already dedicated to BSG. Interdictors will defintely be part of the modded game. Have no fear of that. Hmmm, just have to decide issues like, what will the range be for the interdictor's gravity well projectors, will it run on antimatter, will it stop hyperspace entirely or only slow down jumps, and so on. As for a couple of M-80s versus a SSD, there would be no challenge. The SSD would kill them easily. Remember that it too

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Hey guys, we can do a game this weekend. Let us know the best time for you. We have so many members that any time will do for our clan. Leave a post in the GE topic for when you guys want to do this challenge.

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When the tools come out, we can then decide how to implement the strike craft. It may be possible to make carrier based strikecraft that can hyperspace/phase space without the presence of their carrier. IF that is not possible, another option might be to simply be able to produce hyperdrive equipped strikecraft (just like you produce frigates/cruisers/capital ships). The only problem is that we might not be able to make them in squads...of course, nothing stopping you from simply gro

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I really don't see it happening dawgs4ever...for a slew of reasons. As for me, I am starting work on the full Star Wars map tomorrow night. I can do the text changes from core game to warlords mod. However, it is probably best I stick to the map for the time being. Once I am done the full map, (and a few sector campaign maps), I can work on the text/detail change over. Of course, if Evillejedi needs me to work on something else, I will be happy to do so.

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Haha, I still remember the first time I encountered the Torpedo Sphere in HW2. Actually did some damage to my Eclipse (or was it a Sovereign?). It will make an excellent planet killer.

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In this situation, you would do very well with TEC LRM upgraded to splash damage. LRM get a bonus to damage versus Cobalts. Of course, the winner of this fight will be whoever micros the fight the best.

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Another reason why the post RotJ period would work better for this mod is that it doesn't look like we will be able to have Death Stars permanently destroy planets. Not to mention the difficulties in having a Death Star sized ship. Of course, the Eclipse class ships will work perfectly with SoaSE.

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