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Post by Admin on Nov 4, 2019 13:37:45 GMT
Lately I am making some small tweaks in the weapons balance. I am testing ship vs ships in combat where I can see if there are some wrong. In this combat, there are not anything strange, the MC80B are early ships from Rebel Alliance, they depend more from their fighter squadrons and they are not much powerful than a ISD. While the Imperial counterpart can fire more weapons in the same direction and in a game were shields are balanced thinking the number of impacts caused by each weapon, clearly some units have this type of advantage. In the next video, you will see how I have increased the MC90 Blue/Brown amount of weapons because it had 17 turrets, half to the front, half to the back and it could not damage too much to one ISD MKII. I increased their weapons to 23, increasing the front and back weapons, now these ship can get more impacts in the enemy ships and they are more balanced for as they must be these powerful Rebel units. At the same time, I increase the damage from torpedoes, heavy rockets and bombs fired by ships because they are bigger, and they are shot in less quantity. While a bomber squadron team is formed by 3 fighters which they can fire 18 proyectiles in one round. By these reason, single torpedoes fired by bombers do not make too many damage. All the mod is thought in the amount of impacts. Perhaps other people have another ideas but for me, it was the best idea. About other things, I continue working in the addition from the last Mandalorian ships. A spaceunit is more than the model. 
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Post by Admin on Nov 6, 2019 15:00:34 GMT
Yesterday I added a new ship vs ship where you can see the new Centaur in action. And today, few moments ago, I finished the additions from turrets to the MC85, MC120 and HomeOne.    This is the last progress with some small improves in hardpoints. The turrets from the MC112, MC108 and MC80C were too weak.
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Post by Admin on Nov 7, 2019 14:52:49 GMT
If you do not know about it, I have improved some space maps as Mustafar with new objects as variants from other space stations but without weapons. You do not need to destroy them if you want win the battle. They are mostly comestic objects.
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Post by Admin on Nov 9, 2019 10:53:12 GMT
More additions. I am adding information about the abilities in galactic mode for the heroes and in battles. All detailed information. You will be able to check it in the Encyclopedia and inside the game. I could easily to add it only inside the game but I can make easily both things. In fact, one thing comes after I added them in the Encyclopedia. With lucky, I will release it in the next update before ends the month.
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Post by Admin on Nov 10, 2019 10:43:51 GMT
In addition, while I edit the encyclopedia. I have improved the bonus abilties from many heroes. Other point is how instead of edit the older data about heroes, I am creating one new showing info about galactic, space and ground abilities, but only the hidden abilities. It is a lot easier than edit the previous created work for the heroes because I would be editing three big files with duplicated data and the chances of a mistake would be very high. This is the work in progress firefoxccmods.com/wp/star-wars-foc-alliance-encyclopedia/galactic-mode-heroes-list/galactic-empire-heroes/I avoid to show data about resistance because it is few useful. The data about who recruit or not the heroes, the description and their hidden abilities, mostly combat bonus and other things are a lot more useful.
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Post by Admin on Nov 13, 2019 13:51:01 GMT
AI improve. This is the big improve from this week. After play a lot a monday, I got tired from the thousands of small attacks from the AI. By this reason I would like a more slower amount of attacks. But always there is the older point about how the AI could not quantity the defenses from a planet and at the end, if you build all the space structures, it did not attack you. By this reason, my primary goal is avoid it and at least in my last test, I have made it. The second is a AI running good in big GC. But I am not sure because the ratio of conquer neutral planets by the AI has lowered a bit as you can see in the screenshot. However, I started as I made in the video, with a small trick delaying the activation from the AI. If I play at the same time than the AI is activated, it gets more planets, in fact, AI copy many of the human movements. If you get more planets, it get more planets. Well, as always, everything require a lot of test. Lately playing, the AI launchs big attacks and small attacks. I do not know if the ratio of attacks is lower but probably it is more centered in some planets with some conditions, before it was more random. More than attack the weaker, it attacked several planets in a week. Now perhaps two per week. Another point is how the AI makes raid attacks. At least I have seen them with the Empire and Black Sun. Have fun. It is a very good feature. Well, I go to continue playing more. About the encyclopedia and the heroes improvement, just I have made 5 additions today, if I can make 5 per day, it will be great. These things take a lot of time. But the best is the addition of some information inside the game about the hidden abilities from heroes, combat bonus mostly. It is very useful.  Well, more soon.
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Post by Admin on Nov 15, 2019 14:43:48 GMT
Another video showing the improve from the AI in Galactic Mode or at least the work.  Because it looks as if the creation from an AI attacking less times is impossible, the other option is an AI freezed after you get all the defenses in your planets. However I have improved a bit it, the AI, all the factions make raid attacks, the amount of units is bigger in some attacks or more difficult, and if the AI starts to lose planets, it will reduce the number of attacks. Better impossible. At least now it is more consistance and it does not attack almost everything. Your more defended planets will have less chances from be attacked. Other thing is improve this without create more lag. Some changes can make this bad effect.
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Post by Admin on Nov 16, 2019 0:30:24 GMT
Good news! I could increase the amount of enemy units in the big attack. The AI makes several type of attacks testing your defenses and at least one bigger attack in one of your weakest planets. The old type of enemy units from the screenshots is because I have created a test GC where I start with many planets, many defenses and tech 5 against the AI with just one planet and in tech level 1. With this special GC, I can test if the AI conquers the neutral planets and attacks me even if my planets have a lot of defenses and the maximun starbase level. The unique thing which it was not reduced too much is the amount of attacks per week. But......they are reduced when you start to attack the enemy. Anyway, I do not want an AI waiting my attacks, we have seen it before and it would be very bored. Now perhaps I will test what happen if I activate all the AI factions in this GC because it is a Total War. Even perhaps I save this style of GC for future updates, I find it funny. Just I must make it a bit different starting with other factions, different planets in the start.   
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Post by Admin on Nov 20, 2019 13:54:27 GMT
More news! The week progress goes in the direction of to improve some units which I wanted improve from sometime ago. The first was the Battledragon with some special turbolasers.  Today, it was the turn from the Mandator I and II. I have not screenshots yet but they many improves in weapons and abilities with 14 new turrets each one of them. In addition, I reduced the recharge from many weapons in many units because it was not correct. If the recharge from weapons is higher, the weapons will fire very shots and all the balance between different shield was incorrect. Now it is correct, at least in my computer by the moment. And well, this is the last progress.
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Post by Admin on Nov 20, 2019 14:37:10 GMT
Here the first view from the Mandator I & II. 
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Post by Admin on Nov 21, 2019 14:20:31 GMT
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Post by Admin on Nov 25, 2019 14:44:31 GMT
Time for the turrets from the Bellator. 53 different turrets. I have made a simple new design for most of these turrets. There are other type of turrets but it is for most of its turbolaser weapons and these turrets will be shared with other ships as the Mandator III or the Assertor. The unique point can be if some of this will be in the November update. I am not sure. 
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Post by Admin on Nov 25, 2019 19:56:25 GMT
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Post by Admin on Nov 28, 2019 12:43:14 GMT
More news, because in the Bellator I added a new type turret more similar to the used by the ISD MKII, I have added this turret for the ISD MKII.  This type of turret will be used by the Narshadda Destroyer. This special cheaper destroyer has a point which I do not know if I go to put in practice. It would be 8 turrets down and 8 turrets buttom. The point is how the turrets buttom are not very useful, they use more code, this unit would be better than a ISD MKII......and I do not know what I think. In fact before it was but without turrets. I must think it a bit more. 
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Post by Admin on Nov 29, 2019 22:53:45 GMT
Si nadie se dio cuenta en los ultimos dos videos, he corregido un problema que nadie se habia dado cuenta. Y era la musica, habia varias melodias que no se cargaban porque el juego no carga nada más que determinados nombres de fichero. Asi que ahora se pueden escuchar melodias de SW diferentes. 
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