Quoting AdmiralGrievadon,
Okay I have a little bit of grunting about the current mod (not the new one being made). ...
I do apologize for the rather long post, but these are things I've seen and experience with this mod that really need fixing or just made to go away. If a sense that I'm angry has been conveyed, I'm not, just very passionate about Star Wars, and this mod and would like to see it working how I know it was intended. Thanks for reading all of this if you have and may the force be with you.
I'll be honest, you sound absolutely butthurt and buttdevistated. And your "would like to see it working how I know it was intended" implies that you know how this mod should be run rather than the makers of the mod itself, which is rather insulting, to say the least. With that said...
Quoting AdmiralGrievadon,
To the makers of SOGE: Why the hell did you make the SSD so hard to kill? I lost a whole fleet I worked rather hard to put together to 1, single type of those ships, only to be forced to max my research, build a max fleet, and only afterwards did I succeed, still with numerous loses. I love using that ship, but fighting it shouldn't have to be next to impossible! Also, what was the point of having a Geo Dreadnought with a superlaser, yet not include the Eclipse Star Dreadnought, the one ship that is SUPPOSED to have a superlaser?! It's a total rip-off and you know it!
The Executor class was indeed unmatched, it has significantly more armament than the Eclipse class, the latter being powerful primarily due to it's superlaser and gravity well generator. While it has been tweaked in the beta, it is indeed supposed to be tough to kill. Though, a Malevolence with it's ion dispersal cannon can take it out and three Praetors have equal or superior firepower to it, just a tip. The Geo SDN was included as it's a solid ship for the CIS, and the Eclipse class was not truly used until the Reborn Palpatine, while the Empire ingame is made to represent the Empire at the height of the GCW.
Quoting AdmiralGrievadon,
However, why is there no Millenium Falcon, a.k.a a YT-1300 freighter? There is also no Tie Advance, Tie Defender, Imperial Venators, Jedi Interceptors from Episode III, LAAT Gunships which could be used to steal other ships
No hero ships, balance, balance, was not in common or widespread use by the CGW due to being a symbol of the Republic, in the beta, and that last one simply does not work in reality and is quite stupid.
Quoting AdmiralGrievadon,
above all, the capital ships don't ever want to get close to eachother. Look at your Providence ships and Venators, those two ship types were designed for close up engagements as well as long range. Yet, I can not get a single one of either to freely choose to broadside, like with Invisible Hand and the Guierrela (Venator from Episode III) did. All the ships do fire broadsides, but only at a long range.
First off, there's this limitation call the Sins engine. Secondly, those ships were primarily intended for long ranged combat, their use in close range occurred due to specific cases and scenarios, many of which are ones that happen to look very good on a roll of film. I think you can imagine which ones end up on said film.
Quoting AdmiralGrievadon,
I say Executor because no other Star Destroyer had that smooth of a side design, and said vessel was taking too long to show it's mid-section.
There were multiple Executor SSDs, just an FYI.
Quoting AdmiralGrievadon,
why is there to be Yuuz-han Vong ships?
Because people like the Vong and want to play as them?
Quoting AdmiralGrievadon,
I don't know if any of these issues will be fixed in the newer mod, I don't even know why you're making a whole new version instead of just applying fixes to the current one.
There's a new version because well, first off there's a lot of balance changes and tweaks, and second because there's stuff we just flat out want to add to the mod.
Quoting AdmiralGrievadon,
Also, please figure out why ships spam randomly and how to stop it. I've had Munificents appear from nowhere and only stopped the bug by scuttling 'my' ships (3 of them) when the AI made 3 of its own, thus canceling the AI 'spawn bug', same thing happened only yesterday with some Nebulon-b frigates.
Uhmm, there is no "spawn bug". That's the Sins AI for you, learn to love it!
Quoting AdmiralGrievadon,
And do get rid of the Torpedo Sphere, it's really a giant middle finger to see the closest resemblance to the Death Star, yet it's hardly as big, doesn't have a superlaser, best thing you gave the Imps was the SSD, which is turning out to be a pain in the ass.
This sounds a lot like pure buttmad; you give no real reason other than "I don't like it".
Quoting AdmiralGrievadon,
I mean who really cares for scale?
We do. I like to think that counts for something.
Quoting AdmiralGrievadon,
If I recall, a Venator is a Venator, if a jedi happens to be it's commanding officer, it's STILL A VENATOR, yet you lot decide it should be a completely separate class. What special about it? Nothing, you just give it force powers, which in this game is highly unnecessary. Look at the films, or any Clone Wars series, did the jedi ever use the force against an enemy fleet while onboard a Venator? No!
Chimaera addressed this earlier, though I want to add to it. The actual physical stats of the Venator (i.e. it's hitpoints, weapons, etc) are the same between the two Venators. What's different is their stats and that the Jedi Venator has Jedi pilots. In addition, the Jedi did use the force during the Clone Wars, Battle Meditation, scripted in as an ability, being among the most prominent of such Force powers.
Quoting AdmiralGrievadon,
Also something that really ticks me off, all scout ships by default are to scout the moment they finish construction. I build en masse, hard to keep a fleet together when I got smaller ships zipping away on their own accord before I can send them somewhere myself, so kindly disable all scout ships 'Scout' ability. You know how tedious it is to track down all of them and right-click them into submission? It wastes time, and this is a game where minutes and seconds can spell win or defeat.
I've thought of changing this myself really. I'll probably get around to changing it for ships eventually.
Quoting AdmiralGrievadon,
Let's get local for a moment, when in-system the largest ships move like lumbering beasts. If you bother having the most firepower on them, why not cheat speeds and allow Capital ships for SOGE move about the same speed as a frigate? They all are slow as molasses, you seem to have allowed the SSD to turn the sharpest even though it never would or could.
Actually, every single frigate and capital ship has the same top speed, true fact. You can check the entity files if you don't believe me, they all differ in their acceleration values, which makes them appear to be slower or faster, when in fact they are not.
Quoting AdmiralGrievadon,
You make most of these behemoths look like such, or at worst they rotate from dead center of the ship and seem to just spin around, which is hardly realistic. Don't even get me started on the explosion effects which are just laughs, there are no shockwaves
Unlike EaW, there is no easy way to implement death animations. Or at least, it isn't as easy as EaW which is what many of these models were originally made for. We don't have particle experts, and we aren't perfect.
Quoting AdmiralGrievadon,
no damage cause by ships exploding too close to another ship, you didn't allow Venators to kamikaze Lucrehulks (it has been done before, once on Clone Wars, another time on the Episode III video game during a cutscene)
Why should we implement some little feature from a single video game which wasn't even common protocol or practice? This isn't the CIS where kamikaze attacks were not uncommon, to say the least, and a bunch of their ships have that ability..