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I've tried unsubscribing and resubscribing but that doesn't seem to do anything
@goofball305 Hmm, then I'm not sure what the problem is. Have you checked if you set it up with the right load order? The Fly Forwards Dependency should be loaded first before this mod (ie above this mod in the mod menu).
This has potential, but I believe a bunch of the ships need a redesign of the places the modules and compartments go (like placing some where the actual bridges would be in case someone wishes to be lore accurate)
Tried a new tactic and it seems to work quite well. Focus all fire on a single Munificent to bring down its shields, and keep firing until its main gun is offline, then dedicate a Pelta (or the Acclimator 2's laser cannons) to keep its shields offline and DC teams busy while shifting the rest of the fleet's fire to the next target.
The Peltas won in 11:28 with an ammo expenditure of 43-42%, no hull damage, and the lowest I saw a shield drop was about 85%. This was accomplished by having all 8 of the Peltas focus their firepower on a single Hardcell until it died killing it, then shifting to the next.
Not sure how strike craft will change things, but without them it seems like concentration of forces and especially concentration of firepower is the way to go.
1: The Munificent class frigate has a spinal Twin Heavy Ion Cannon mounted above the spinal Twin Heavy Turbolaser.
2: The main guns on the Venator (Republic Twin Heavy Turbolasers) are dual-purpose and can be set to an anti-fighter flak mode.
I agree that that is the intention, although the shields still do function correctly if you utilize multiple. And while I understand it may be difficult to create a special slot, using a unique module size slot has been done before, and while it may not be intended by the author to do such a method at least at this point (which is entirely fine), It is at least a suggestion to prevent people from abusing the systems in place.
"We will watch your career with great interest."
@Hello_There A lot of vessels seem to be missing a lot of armaments compared to what might be listed off wookiepedia. The most noticeable is the arquitens. Are there plans to add more weapon mounts and for the arquitens give it a bit more power generators too?
Fighters in this are going to be insane fun.
I can't recommend placing more than 1 or 2 shield modules if you want to keep track of your shields effectively, but they will eventually go down.
Again, it is not like it's not simulated, but think of it like a second shield being put into effect immediately after the first's depletion.
1. the shield system seems to break if more then 1 shield is installed or the wrong size shield generator is installed, the power cost of shields should be raised or some other method should be used to force the use of the correct shield module (and only one of them) on the right ship. (could possibly be done with making them built into the ship and unchangeable?).
2. ION cannons should have a high crit chance to simulate them causing electrical problems to ships they hit when the shields are down, would both make sense and help this mod play nice with other mods.
4. lastly this is more just spitballing cause i dont actually know how the shields work but do ions do more dmg to shields because because the shields have a modifier against "ion" weapons or do the weapons themselves have a modifier against shields. if its the typing that does the damage i would recommend that that ion weapons are swapped to "plasma" and that normal turbos are swapped to some other damage type, again just so that it plays better with other mods and vanilla.
hope to see more updates in the future, this is a pretty impressive mod.