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1) you can blame this on the Star Wars Lore, technically every second planet in the core is a ecumenopolis. In the next version these planets will start as ruined Ecumenopoli if I recall right.
2. UI isnt my department but the planet designations are working aka Colony, Mining World etc. You can turn them on or off in the top right if you click on Outliner Options (the small white Button with a Triangle and a Arrow down)
3. depends on what you want to achieve, you can disable the starting event in the files
galactic_community.4 I think
A fleet out of 2 acclamotors (4.5k) loses badly against 4 corvettes (800).
Their damage output is below 2000 at all times and they lose before depleting a single corvette's shields.
I dont understand how this is possible since they are armed from head to toe with light quad laser cannons that should have the highest tracking. But they just seem to do absolutely nothing.
I didn't understand ship combat mechanics honestly. Even the heaviest ships seem to be unable to put out good amounts of firepower. A fleet of 30k power takes ages (around 10 days) to kill a 1.4k space station whereas in reality, they should strait up one-shot it.
Aside from fleet combats lasting far too long for what they are, larger ships inability to deal any damage to corvettes is infuriating. Especially seeing 2 acclamotors getting annihilated by 4 pirate corvettes without even doing any damage was very sad.
To me it looked like larger ships cannot hit smaller ones at all, thankfully I always had a lot of bomber fighters along with my fleet, so they got rid of those small weak ships with ease...
I can be OK with Turbo laser batteries not hitting jack aside from larger ships, but a ship armed from head to toe with Laser batteries, (not turbolasers mind you, laser batteries with %85 acc and %30 tracking, boosted by fleet stance for an additional 10 tracking) being completely incapable of touching a simple early corvette is kind of infuriating.
Also, it would be interesting to create "individual" mods, for example: Star Wars Ships, Star Wars Species. Simply so it can be used with other mods without conflict.
Separatists remnants shall start with several Lucrehulk class battleships cause they were common in the CIS Navy. A question.. Is possible to build Luchulk class battleships?
Yes you can build Lucrehulks.
Now that i have put over 100 hours into the mod, i can safely give feedbacks. Extremely good work overall, but what kind of a game designer i would be if i wasn't going to criticize and give suggestions...
First of all, i have played the following factions:
Galactic Empire
Trade Federation
Rebel Alliance
Mon Calamari Monarchy
Hutt Cartel
Mandalorian Clans.
There are several points i want to make:
First up, the "***** ship design" module in the ships.
This is a very good idea, but some "ship design" options are a little off. I could write a very long essay about this but i don't want to overextend this comment. It'll be long enough as it is, so if you want to hear about specifics, let me know. One example i am going to give is from my favorite faction: Mon Calamari.
Their ship design boosts Accuracy, Ion damage, Strike Crafts, and Shield Hp while reducing Hull points Armor Hp and Turbolaser damage.
Turbolaser damage reduction is warranted since MC cruisers are built for durability, not damage. But keep in mind that Mon Calamari did not have fixed ship schematics like the empire and did not mass produce their ships. (Hence, master shipbuilders civic giving quantity over quality is also wrong.) Each Mon Calamari ships was custom made and enemy had no way of knowing and targeting the positions of their critical components such as command deck or generator rooms. If this wouldn't give Hull Points to a ship, i don't know what would..
Aside from faction balancing and lore accuracy, i want to talk about ship designs.
As it stands, ships are not customizable at all. Sure there are a trillion different ships to pick from, but being able to customize our favorite ships a little better would be much better.
My suggestion:
Giving a ""Power value"" to every weapon and making them replacable would be very interesting.
For Example: A Light Turbolaser cannon would have a power value of 5 while a Turbolaser would have a power value of 10 (going by the relative damage potential of the cannons). The ships would have 3-4 different configurations based on these power values;
E.g:
Standart Config (the vanilla configuration.)
Point Defence Config (Most weaponry converted into Laser Cannons)
Anti Capital Ship Config (Most weaponry converted into Turbolasers)
Balanced Config (50/50 value)
Types of the weapons in the config would depend on the ship size or you can go with, more or less, lore interpretations. (E.g. Hammerhead in the Battle of scarif did not have turbolasers, instead it had 6 dual laser cannons. You gave it 2 heavy turbolaser batteries to make anti-capital ship.)
So on so forth.
This was very long i'm aware, i have more suggestions and feedbacks but i won't comment them unless you ask me to.
Thank you for reading.
Changing weapons to that wont happen, would require to rebuild half of the mod from weapons to ships to balance