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Re: ISDII breaks everything

Posted: Thu Sep 26, 2019 7:52 pm
by Jaeven
outerexodus1 wrote:
Thu Sep 26, 2019 7:02 pm
Also... If you don't mind me asking, how did you get all the options in the launch hangar to work? Switch craft, beam, ect.?
I was replaying the mission from the simulator. When you do that, you can switch crafts, warheads and beams :P

Darksaber wrote:
Thu Sep 26, 2019 7:48 pm
Jaeven wrote:
Thu Sep 26, 2019 6:26 pm
I don't think there should be a difference beyond audio and visuals, but maybe there's a discrepancy between XWAU and DSCUP?
There is no difference in the 2 packs

Which the the actual abbreviation are DSUCP and XWAUCP

Darksaber's Ultimate Craft Pack = DSUCP
X-Wing Alliance Upgrade Craft Pack = XWAUCP

Lol DSCUP sounds like a bra size :lachtot:
That's what I figured, since it doesn't change the missions or the stats of the default ships. It's all I was able to think of though since I had a fresh install of DSCUP and passed the mission without the ISD doing much, whereas outerexodus' ISD murders everything.

Re: ISDII breaks everything

Posted: Thu Sep 26, 2019 8:03 pm
by Darksaber
Strange, I can't see it being the number of laser hardpoints, the XWAUP ISD's have been exactly the same since Matt first released them, I think by now we would of heard from others reporting that it might have been way over powered.

They might have been updated cosmetically, but the laser hardpoint number has always been the same

Re: ISDII breaks everything

Posted: Thu Sep 26, 2019 8:36 pm
by Driftwood
outerexodus1 wrote:
Thu Sep 26, 2019 7:02 pm
Also... If you don't mind me asking, how did you get all the options in the launch hangar to work? Switch craft, beam, ect.?
He's already completed the mission and is (re)playing it in the combat simulator, which let's you have additional options not available in the original mission for plot/balance purposes. Eg, no yt2000 otana available in missions its flown by a family member, for instance. Or giving yourself an "unfair" advantage relative to the scenario as designed by the developers. Other "fluff" reasons being perhaps maybe X ship doesnt have capabilities to run missiles, (lack of supplies, funds) or beam weapons (lack of tech access/or generator power)

Re: ISDII breaks everything

Posted: Thu Sep 26, 2019 9:01 pm
by outerexodus1
Not sure what the reason was. Maybe I installed XWAUCP wrong? On a clean install of DSUCP, the ISDII wasn't slaughtering everything in the Bacta mission. No idea what was different. Thanks for all the help and suggestions, guys. o7

Re: ISDII breaks everything

Posted: Thu Sep 26, 2019 9:05 pm
by Vince T
I've been having some interesting and weird experiences with weapons over the past days.
First I had a lingering case in skirmish where ships would use only Ion cannons even though their orders were set to strike. This went for several rounds where I pitted
- Valiant vs. Providence
- Predator vs Providence
- ISD2 vs Liberty

It only changed when I set up a new skirmish with 4 teams against each other - a ISD2, a Providence, An MC80 and a Venator. Now they went back to using actual lasers, but, as the thread suggests, the ISD2 pretty much mopped the floor with all 3 of them simultaneously :shock:

Finally I pitted a Predator against a Home One. One thing I noticed: The Home One didn't seem to fire that many shots, while the Predator rains down on it. In the end the Home One's shields just so outlasted the Predator, but it still felt quite powerful...
duel.jpg

Re: ISDII breaks everything

Posted: Thu Sep 26, 2019 9:40 pm
by Driftwood
Gt, now that you mention it, I have also noticed a rather underwhelming amount of fire from larger capital ships. I figured it was a range to target issue, but now I'm second guessing myself since it isn't consistent. Could it have to do with slot assignments? The isd2 and liberty are in vanilla slots, but the others you mentioned (mc80 too?) Are in unassigned slots. Could it be some underlying not obvious hardcoded slot type issue?

Otherwise most of my testing happens in skirmish and I'm wondering if ots a skirmish mission format type issue. I havent had issues in campaign or allied generated missions.

Re: ISDII breaks everything

Posted: Thu Sep 26, 2019 10:01 pm
by Jaeven
Can confirm capital combat in campaign and allied missions works without issue. I've also noticed that targeting behavior in skirmish sometimes doesn't seem to work right. You have a stomp in one skirmish, then you exchange the ships to the other team and it changes completely.

Slightly off-topic, I just now noticed what DS was talking about when it comes to abbreviations in regards to the craft packs. DSCUP :D :D :D

Re: ISDII breaks everything

Posted: Thu Sep 26, 2019 10:13 pm
by Darksaber
Yes the Bra size :D