STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

EaWX: Thrawn's Revenge 3.4 (Updated April 2nd)
Kubizan 2023 年 10 月 23 日 上午 9:02
Questions and suggestions
I posted my thoughts about your mod recently, but it turned out to be way too long. Which is why i post the rest of my comment here.

What I generally think:
This is the best mod for EaW, one that both does incredible service to the old fandom and brings new life to the game at the same time. The amount of detail that went into various characters, ships and scenarios is fascinating. I really liked the event feature, that spawns historical missions (such as Coruscant evacuation or Katana fleet). I appreciate that even Zann Consortium can be unlocked :) Making damages to dreadnaughts last between battles was an excellent idea. I believe that the AI has been greatly improved as well. It can coordinate attacks and retreat. The overall gameplay is superb.

What could be improved:
1. Regarding retreating the AI could use some work still, as sometimes:
a) it retreats when it shouldn't, like when there are no actual units to be saved, just space station garrisons;
b) it does not retreat when it should, such us when at Orinda Campaign it refused to retreat the bearly breathing Lusankya, even as there was no hope for the AI to inflict any casualties to my fleet.
2. While the AI does a good job at coordinating assaults and calculating what kind of force it needs to get the job done, it could be more focused on protecting what it captured. It poorly calculates what kind of force it needs to repell a potential counterattack. It is easy to inflict substantial casualties to the AI by counterattacking weak fleets (which were good enough for capturing a level 1 space station, but not enough to withstand a major counterattack).
3. Perhaps the AI could be taught to target gravity wall generators when it wants to retreat, instead of waging a pointless battle?
4. Maybe all capital ships (not only dreadnaughts) should retain the damage taken until the next galactic cycle? It would make frigates much more useful and would prevent situations when a barely flying star destroyer enters another battle a moment later fully functional.
5. In Thrawn Campaign scenario I would recommend adding staging areas (simple asteroid fields with level 1 space stations) for the Empire to move around the galaxy. At this moment Thrawn has no option to strike at Ukio or Sluis Van early.
6. I think you should consider scripting events that buff the New Republic at Orinda Campaign and in later scenarios (when you play as the Empire, ofcourse).
7. Reunification scenario needs some additional mechanics for the Galactic Empire. Right now it is very difficult to progress at a reasonable pace, as poor infrastructure prevents expansion.

Questions:
1. Do you plan to expand the events in historical scenarios? I see a lot of potential there. Like scripting an event that pushes the Duskhan League forward (I did not observe any action from them in the game) or the attack on Sluis Van for Thrawn, that would allow him to capture some ships. While at Thrawn Campaign, when playin as the New Republic you could make Ukio fall to Thrawn and make a fleet appear there, to make it more interesting (if such a feature is not implemented already, I did not play this scenario as the New Republic yet). I think it should also be possible for Daala to have the Greater Maldrood united, upon arriving at the gathering place (I do not remember the name), if certain conditions are met. Or give her a special raid at Mon Calamari, that if successfull, might grant her some income or something. The possibilities are quite enormous.
2. Will the influence mechanics play a more important role later? Will it improve the economic output a bit, or grant bonuses (or penalties) in battle?
3. Do you plan to recreate the Hunt for Zsinj scenario?
4. Do you plan to add time-limited missions into the historical scenarios to reward the player if he achievies certain objectives more quickly?
5. Do you plan to create a dedicated liberation historical scenario dated 4ABY - 6ABY, which would focus on the New Republic's diplomatic efforts and early conquests? The drive for Coruscant would also be an intersting and yet quick scenario.
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Cooler12351 2023 年 10 月 23 日 上午 10:14 
I will comment on a few points.
Regarding Improvements:
1) and 3) The AI in EaWX is specifally told to not try to retreat if an enemy Interdictor is present, because it was abusable for the player if only those with activated ability were considered.
1), 2) and 3) AI modding is very complicated and limited in EaW.
4) That isn't possible, because to have damage lasting a ship needs to be an own object and all ISDs are basically the same object. It also would be nearly impossible to comunicate to the player which ship is how badly damaged. SSDs are the exception, because you have only one anyways.
5) GCs refelct only starting positions from there on they are a sandbox. Having such areas would only skyrocket the planet count.
6) and 7) TR will get missions eventually like FotR has them already, but that isn't planned in the next update. Also the historicals mostly need reworks so that will probably solve the infrastructure issue then.

Rehgarding Questions:
1) As said above. Yes that is planned but not anytime soon
2) The devs had no statement about that so far, but it is planned to have galactic stuff influence tactical a bit more and Influence seems like a fair guess there.
3) That might or might not come back when historicals are reworked, but for now I suggest the Regional GC Boarderlands to have something like that (as other points already suggest without misions of course)
4) The devs haven't said something about that, but it seems unlikely for me, because it interferes with the indepence of the player a lot.
5) I know that some devs would like such a GC, but same as above for it: Not now and maybe when historcals get reworked.

Hope I could help. For more reliable answers I suggest joining the discord that is linked on the Steampage
Kubizan 2023 年 10 月 23 日 上午 11:55 
Thank you for your answer. I'd like to respond to several points.

Ad. retreats and interdictors:
The scenario I mentioned in point b) did not include any interdictor on my part. Lusankya was simply being reduced to final HPs and even with functioning engines, the AI still refused to retreat.

I suppose it would be best if interdictor ships had a limited range of gravity engine, though I doubt if such a thing can be coded.

Ad. staging areas:
As far as I remember the Thrawn campaign only consist of 60 planets or so. Adding 3 to 4 staging areas for Thrawn to jump to the other side of the map would not seriously affect performance.

Ad. player independence:
I do not see it that way. It is a bonus that helps to build the historical narrative.

Another suggestion:
I modified the Difficulty file to make the easy level increase AI income by 10x. When I play on progressive GC I switch the game to easy for 1-3 cycles every time an era progresses, so the AI suddenly recieves a lot of credits. It helps the AI recover and makes later conquests more challenging. I think simple scripted events of similar purpose, that "recharge" the AI with resources and additional ships, would benefit the gameplay.
Cooler12351 2023 年 10 月 23 日 下午 9:35 
1) No it isn't possible in the EaW engine to give Interdictors a limit range.

2) Those staging areas would be taken by the AI pretty fast anyways and the hyperlanes would look very weird.

3) That is for the Devs to decide.

4) Easy getting a boost would be the worst one to choose. You can activate cruel AI for a few weeks to archive that exact thing. Era/Regime progression has no really effect on events anymore anyways.
Kubizan 2023 年 10 月 24 日 上午 11:16 
2) You could retake them just as easily and there are ways to make it look normal.

3) Everything is for the Devs to decide.

4) Works for me. I discovered how to switch the Cruel AI only yesterday.
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