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EAW: Star Wars Realism v3.0 (Space Combat)

Page: 2 of 4
 MistenTH
02-25-2006, 2:18 AM
#51
Edwynn > Yep, the changes will be in, except for the Skirmish-specific changes e.g. skirmish build costs.

I don't think I'll introduce the Venator, since it fulfils no role that is already taken. Maybe I'll enable it as a pirate-buildable ship.

I don't know how to get the .tga files replaced, so until someone else figures it out, it'll stay that way.

The interdictor's abilities are too useful gameplay since to limit to only the Imps. However, I will be implementing a suggestion from someone on the Petro forums to make it more plausible as a rebel ship.
 Anach
02-25-2006, 2:22 AM
#52
I agree with the other peoples suggestions about this mod so far.
 TheDeadlyShoe
02-25-2006, 3:56 AM
#53
Just nerf Diamond-Boron damage against shields and fighters. IMO that makes them very balanced.
 tsenre78
02-25-2006, 5:42 AM
#54
I see your point about balance and the Interdictor, as well as the possibility for it to be captured by the rebels.

I'm not a greatly-skilled at modding myself (can only do the rather straightforward), but a question. Would it be difficult to merge the Interdictor's abilities with a rebel cruiser hull?
 Jan Gaarni
02-25-2006, 5:53 AM
#55
Do not make multiple threads about the same mod.

If you need to have the title changed to reflect which version is the current one, PM me or another Moderator to have it changed.

Thank you.
 Necroe
02-25-2006, 6:22 AM
#56
i think the empire needs a tech tree revamp getting a carrack before nebulon's seems far unfair it would seem you should get it soon after the rebels get assault frigates!
 ath12
02-25-2006, 7:16 AM
#57
I like hte mod as far as the balance changes you made and making the space fights feel more epic. I dont like your new additions. The units make your mod and the game feel cheap. Regardless if the rebels could have stolen or even had Intredictors, it doesnt matter the game is not the same and does not feal like SW when I have a Star Destroyer on the Rebellion Side.

What if they released this game with just Star Destroyers vs Star Destroyers. It wouldnt be a SW game no matter how they justified it.

Take out the new units. Focus on what the space fights already have to offer
 MistenTH
02-25-2006, 7:46 AM
#58
Necroe > The carrack is only available at level 3. If it's available on level 2 it means that you downloaded an early version of 2.0. The one available now is only available at level 3.

Ath > The Interdictor is too important gameplay wise for those who wish to play against each other with this mod. If you don't want it, just don't build it. If someone comes up with a model for the Corellian CC-7700 Interdictor Frigate I'll replace it with that, but for now, no.

And the new ships will be staying in. There isn't any fast support ship that can help out in Capital Ship battles except the Corellian Gunship, and they will address the issue. Same thing, if you don't like them, don't build them or remove them.

Jan > Ok! Thanks for the merge.
 kimballkinnison
02-25-2006, 8:40 AM
#59
Really excellent mod the battles feel alot more balanced and last a good duration. I do find the hyperspace travel a touch slow now even though I agree it should have been reduced from the original value.

Could you let me know in which file the value is located (probably gameconstants?) and what it's called so I can adjust it?

Thx
 Necroe
02-25-2006, 8:45 AM
#60
i love the new ships just the carrack's anti-shields seems TOO STRONG i mean one salvo does a hellava lot of shield dmg to ships!

maybe its just me being scared due to using the tartan model i try to flee as soon as i see it :P

can't wait till we can get proper models in and all!

about the sd vs sd comment, no its not the same its an interdictor its not a major fighting force! and i believe it's probably temporary till we can get the CC7700 model in!
 MistenTH
02-25-2006, 12:00 PM
#61
Kim you need to change ALL the hyperspace speeds for each space unit in their respective SPACEUNIT files. However, in the next update i've upped the hyperspace speed from 0.15 to 0.30.

I lowered the Carrack's RoF as well, still figuring out the best way to increase the corvettes' longevity as well.
 Necroe
02-25-2006, 12:29 PM
#62
i don't think longativity is the problem its the damage, sure it does nice damage but compared to the tartan its pathetic, if i have a squad of 5 ywings, the SECOND i see a tartan i pause, make em fly away...by the time theyre away theres 2 left. at half health.

that's ONE tartan.
 Tybalt
02-25-2006, 12:44 PM
#63
It would be nice when the Rebel Capitalships would have a fighter loadout aswell. Is it possible to do that without letting the Fighters respawn?

In XvT:Balance of Power there is a modified Stike Cruiser doing a similar job of an Interdictor. Maybe you can build that in.
 Adonnay
02-25-2006, 12:49 PM
#64
You can mod a hangar bay to have no reserve fighters if you mean that. Then all you have is the initially deployed squadron(s).
 Tybalt
02-25-2006, 1:02 PM
#65
yeah thats exactly what i mean. It may be ok for Bases but totaly unrealistic for capital class vessels.
 Necroe
02-25-2006, 1:12 PM
#66
i think its bad for bases, well for the higher up stuff like tartans(grrr!), acclamators etc.
 Tom Servo
02-25-2006, 1:20 PM
#67
Very nice changes, i removed the new ships and the slower hero spawns however since i dont think these changes contribute to a better game.
 Necroe
02-25-2006, 1:55 PM
#68
i think the carrack and torpedo boat both contribute as well as the interceptor as a counter to the awing!

carrack is great for taking down shields of the moncal although maybe too good (just like the tartan), the torpedo boat works as an early, weak assault frigate.
 Wildcat'
02-25-2006, 6:27 PM
#69
What we need now is an assault transport from many X-wing games (TIE Fighter, XWA). I'd say use the escort shuttle model (for the rebel field commander in space) and give it some guns and torpedoes.
 Falcon_565
02-25-2006, 6:44 PM
#70
hey love the mod but 2 quick questions..

1) how did you mod the speed at which the cap. ships turn it seems way to fast too me and I would like to set it back to the normal setting

2) also why not add fighter squadrons too Mon Cals, and Nebulon-B frigates I know that this would seem to make the Mon Cals overpowered but if you added more fighters to SD it should balance and plus those two ships do carry fighters in the star wars universe lastly it would make the Nebulon-B frigates worth building

if some one could tell me how to change these things in the XML files I could do it thanks!
 Wildcat'
02-25-2006, 8:01 PM
#71
Hey, I started on a TIE interceptor model, I'm not the best at making the textures though...so...can anyone else do it?

http://www.geocities.com/wildcats_models4/interceptormodel.jpg)

I used XSI to do this, around 900 triangles now, and also I can easily get it into another program for .ALO and .ALA file exporters when they come out.
 MistenTH
02-25-2006, 9:42 PM
#72
That's very nice Wildcat! Once it can be converted to .alo it'd be great to use it :)

And one thing about targeting in this game, especially with fightercraft since they are so fast. If you want to run them away from a tartan, DON'T DO IT IN A STRAIGHT LINE. This is the same reason why when you get those same Y-wings to ATTACK the Tartan, they don't die, and they _Will_ kill the Tartan, especially if you use Ion Shot first.

Here are the changes I've made so far.

---

Capital Ships' rate of speed reduced from first adjustment. Was too fast. It is still faster than
default turning.

All advanced fighter squadrons costs down from 500 to 450 to help Rebels against TIE swarms.

Corvettes now take less damage from frigates and capital ships. They still die fast if you leave
them stationary.

Carrack Cruiser RoF reduced slightly.

Slave 1's Harmonic bomb reduced from 600 range / 300 damage to 390 range / 85 damage. For comparison,
X-wing has 90 health, A-wing 70 health and Y-wing 110 health.

All gunnery crews have been given basic training. They should now be able to hit the broad side
of a barn. (Default EAW had frigates and corvettes with 70 inaccuracy against capital ships)

All space structures now prevent hyperspace jumps too close to them. They do have a mass shadow
after all, and hyping into one is not a smart idea. If you own the structure, your navigators will
be able to plot a more accurate jump and the mass shadow does not apply.

All heavy turbolasers no longer target fightercraft. This made winning the AI too easy
when they stupidly aimed their big guns at fighters and ignored capital ships.

Skirmish starting credits can be set at 20000 now to address the issue of the AI being
boring early game as it spent most of its credits upgrading in the first 10-15 minutes.
Simply set this higher to see the AI throw bigger ships your way faster.

Rebel Interdictor now has a unique description. Req. by Many People.

Venator can now be purchased from Pirate/Merchant spacedock in Skirmish.

Skirmish Space Station Upgrade shifted to research queue so that AI will build more units
to fight with.
 Necroe
02-25-2006, 10:05 PM
#73
i think the prob with the tartan is the weapon boost, maybe lower its speed multiplier from 0.5f to 0.25f ?
 Falcon_565
02-25-2006, 10:16 PM
#74
hey love the mod but 2 quick questions..

1) how did you mod the speed at which the cap. ships turn it seems way to fast too me and I would like to set it back to the normal setting

2) also why not add fighter squadrons too Mon Cals, and Nebulon-B frigates I know that this would seem to make the Mon Cals overpowered but if you added more fighters to SD it should balance and plus those two ships do carry fighters in the star wars universe lastly it would make the Nebulon-B frigates worth building

if some one could tell me how to change these things in the XML files I could do it thanks!


sorry if I may have been unclear... my question wasn't what you have done but I was wondering how you did it so I can set it back to regular on my setup... also if somone could let me know how you add X-wing and Y-wings to mon cals and Nebulan B's besides that this mod is the best!
 MistenTH
02-25-2006, 10:22 PM
#75
Don't worry Falcon, I personally felt the ships turned too fast for their size.

And about space pop caps and fighters, I always thought that the cost of the fighter squadron would be more important than whether they took up any population cap.

Also, all the power to weapons is at 0.5. It used to be 0.2 for the tartan, meaning it fired 5x as fast. Anyway, just remember that cost wise, you can get 3 X-wing squadrons or 4 Y-wing squadrons. And these will take out the Tartan.

Or, just use a capital ship to do it. Fighters still last long enough to help out in battles anyways.
 walpurgisng
02-25-2006, 10:46 PM
#76
Maybe I installed the mod wrong, I dont think I did. But starting skirmish credits cannot be set to 20,000, still 10,000 is the max for me.
On a side note, does anyone know if the AI utilizes population cap raises and credit per planets raises in campaign and galatic modes. It appears that it does not for campaign mode, anyone know about galatic?
 MistenTH
02-25-2006, 10:55 PM
#77
The 20,000 change will be in v2.1.
 Wildcat'
02-26-2006, 2:05 AM
#78
Hey, do we have any kind of faster communication? I'd also like to start making anything else that will be coming along, and also, I've been thinking of making hardpoints for fighters, that'd be a bit interesting.
 MistenTH
02-26-2006, 3:15 AM
#79
Hmm, a .tga file for the Interceptor icon as well.

Model and .tga icon for the Carrack Cruiser and the Torpedoboat. Actually, I sort of made up the torpedoboat, so if there's an actual SW vessel that has that role, you can model based on that.

If you can make a model and TGA for the CC-7700 Corellian Interdictor Frigate that would be cool as well :)

Maybe a model and .tga for the 2 repair tenders, since I used the gallofree and AT-AT barge, although it's not critical since players can tell the difference.

Hardpoints for fighters? You mean on the model?

I'm not sure what else I would want to add in at the moment. Perhaps at a later date, and as a separate mod, or perhaps continuing with this, I might want to add in the vessels available later in the EU timeline, but that might complicate balance.

Thanks Wildcat!
 Wildcat'
02-26-2006, 3:22 AM
#80
Alright, but one thing, I think that you can add now. Use the escort shuttle model (field commander in space) and it looks just like an Assault Transport if it had some lasers and could fire torpedoes, thatd be nice.
 MistenTH
02-26-2006, 3:34 AM
#81
EAW: SWRealism v2.1 uploaded. Get it now from the 1st post of this thread!

Major changes from v2.0:
Smarter AI Targeting
More Aggressive Skirmish AI
All ship crews given basic gunnery training - they can now hit the broad side of the barn.
Corvettes last longer.
Multiple frigates can now take on a Capital Ship instead of dying.
Rebel fighters last longer now to combat Empire swarms.
Fighter squadrons now cost 0 population cap. Let's see how it goes.
Venator enabled for puchase at Skirmish Merchant Spacedock. (was tweaked, but it is still an old ship)
Neutral/Hostile structures now project a mass shadow - you cannot hype in too close to them.

I hope to reach a final version soon. After that stable version, I will not touch this anymore except to update in models and icons, and after that, any new ships / changes etc. I will carry on in a sub-mod.

Wildcat > erm, what would an assault shuttle be used for in fleet combat?
 Wildcat'
02-26-2006, 3:51 AM
#82
They'd be used for assaulting of course - capital ships or space stations with torpedoes and laser cannons. They were a strong attack force in TIE Figter and X-Wing Alliance.
 MistenTH
02-26-2006, 4:41 AM
#83
So, essentially, a stronger bomber?
 alxy_07
02-26-2006, 1:42 PM
#84
This is sweet, the ai is alot better in skirmishes now, great work man!!!
 Wildcat'
02-26-2006, 1:43 PM
#85
yes, its also a great support craft. Both rebels and Empire had them during the GCW.

Also, in the .tga's, I'm not sure what is on them. A picture of the ship, and, is the cost there too, or not?
 mandead
02-26-2006, 1:56 PM
#86
This mod is pretty cool :)

I have 2 requests:

1, Can you please re-scale the ships so they're like the ones on "Warlord Mod v6.9.1 Gold Fix" - or thereabouts. I think the scaling on that mod is better than the game's default.

2, Can you enable Kyle and Mara in space? :D He'd have the Moldy Crow (which is in the game already I believe, just needs unlocking), she's prolly' have an imperial shuttle.


EDIT: Is this the mod that has the TIE Interceptors that are in fact Scouts or Bombers (forget which of the two, sorry), and have A-Wing icons? lol

If so, please fix that. Your mod is good but that does look really tacky.
 Three60
02-26-2006, 2:43 PM
#87
Mara had gotten a ship from the Emporer, but it was destroyed. Luke later replaced it. But anyway, she has one. so it wouldn't be a shuttle. Don't know what, but it isn't a shuttle.
 GabRaz
02-26-2006, 3:14 PM
#88
At first I moaned at the increased travel time but later on figured out it's cool. Now everytime I get a warning that the enemy's coming my way I start sweating like a pig trying to figure out whether the units at hand are enough; if not i just move em out.

One time the Imps came in with a sizable force which included 2 ISDs, I'll just say it wasn't Akbar's finest hour. They left a small force of acclamators and victory's after it left back from where it came; I moved in with a larger fleet and cleaned out the "garrison unit". Turns out that the Imps sent a sizable force of ground units just after leaving the small fleet behind, because of the longer transit time my fleet was in place just before the ground units can out of transit avoiding an invasion...turkey shoot muhahah.....great mod Misten.

BTW why are there 2 types of Interdictors for the rebs?
 Falcon_565
02-26-2006, 4:51 PM
#89
Alright after much work and a little tweaking I came up with a few changes to this mod that should make it a little more in-line with the EU, I would like MistenTH to aprove before I upload them.. just trying to add a little diffrent style but I love the mod in general good work MistenTH :thmbup1: anyway here are the changes I have made:

--------------------------------------------------------------------------

Added squadrons to Mon cals, 3 X-wings and 2 Y-wings first then 2 X-wings and 1 Y-wing in reserve for a total of 35 starfighters (mon cals carry 36 in EU)
Added squadrons to Nebulon B, 3 Xwings and 1 Y-wing first then 1 X-wing in reserve for a total of 24 (Nebulon B's carry 24 in EU)
increaced cost of Mon cals (6500) and Nebulon B's (2700) to balance for their new fighter squadrons, also Mon Cal cost represents the work the rebels needed to refit the Mon cals from cruise liners and aquire all the turbo lasers etc.
added more tie squadrons to SD for a total of 72 tie's { 10 squadrons} (held 16 for reserve) SD in EU carry 72 ties
reduced turn rate of ships back to normal


working on more chages atm, note 2.1 is used for the base of the new tweaks
 mandead
02-26-2006, 5:24 PM
#90
Interesting ;)
 Falcon_565
02-26-2006, 5:46 PM
#91
almost forgot: I also uped the space pop cap for both factions rebel: 45 imperial: 40
 riri
02-26-2006, 8:56 PM
#92
hmm rebels go a CC7700frigate withn GW generators...
 Falcon_565
02-26-2006, 10:45 PM
#93
Alright I worked out a few bugs with fighters not appearing out of hangar bays.. I also increased the shields on the Mon cals and tweaked their turbo lasers after running a few tests with a friend on line every things it very balanced and basically sets up like this: the fighter battle lasts a lot longer into engagements now (up to 10 min.) SD will usually be able to take out mon cals but will take a beating 1 on 1, in a battle the rebel fighters along with their frigates will help close the gap and battles are very dependant on strategy. A rebel fleet can't go toe to toe with a group of SD w/ support ships (since they will usually be outnumbered due to higher costs) but if the rebel player uses his superior fighters and some good tactics he can win. The imperials have to be careful and play to their strengths and watch out for those rebel fighters.. all in all I think this mode really reflects what I space battle would be like from episodes IV-V again thanks MistenTH for the great mod and still awaiting approval
 MistenTH
02-27-2006, 2:47 AM
#94
On scale: I won't want to touch scale right now because it affects unit accuracy. The smaller or bigger it is, the easier to hit. That will take a whole lot of rebalancing.

Double interdictor? I need to check it out, I didn't see that.

Also, this MOD is going to be a kind of replacement for the default EAW skirmish / space. I won't want to make any more major changes to it. Once I can finalise this, I won't make any more changes except to add in models when they are available in future.

So to whoever is modding this right now, I'd suggest you wait another few days for the final version to come out, so that you don't need to keep remodding, especially since I have a new feature that was just tested that I believe everyone would love. Secret for now :)

As for Kyle and Mara and the Assault Shuttle and the Fighter Squadrons for Rebs, I will not be putting those in SWRealism vFinal. However, I will consider putting those in, plus other wacky stuff that wouldn't fit in the original EAW later on in a separate mod that uses SWRealism as a base.
 Jay1717
02-27-2006, 4:11 AM
#95
Can I ask, will you be making a 'Complete' realism mod by changing the ground combat?

I think scale should be changed but added as a 'Scale Version' of the mod, for purists like myself :)
 MistenTH
02-27-2006, 8:24 AM
#96
Nope, my goal is space combat, with some simple galactic map changes. I think I've achieved that, but as I said, anything else that is wacky will go into another mod later on.

SWRealism will be completed soon, after which the only thing that is lacking is the models.

I will still carry on with that as a base, but SWRealism complete will be open for anyone to use it as a base for their mods in space combat.

And later on even as I add on stuff outside of EAW's scope, I may not have the inclination to do ground. I'll see.
 Athanasios
02-27-2006, 8:30 AM
#97
Speed up Misten, im looking forward to your final files :). The ground realism is already done by Orao and me (ill update the EAW:Knifedge shortly), only space is left. Zorromorph will handle the GC.

And believe me, the job done on ground is just sweat. Tested it plenty times and it's how it meant to be...
 Wildcat'
02-27-2006, 6:16 PM
#98
Hey Misten, for the .TGA files , in the picture, is the cost of the unit include with the picture or just the picture of the unit and the cost is something separate? Also are there more than one TGA files for when the button is lit and when it is not lit for purchasing units?
I'll be working ont hese too once I'm sure of what to make.

As for the repair tenders, I'm not sure what they look like, do you mean Cargo Ferry ships? or some other thing that I may have seen in some Star Wars flight sim that I don't remember the name of?
 Wildcat'
02-27-2006, 8:02 PM
#99
OK, I've got the carrack started, possibly done, but I'm really bad with texturing, as I have said. I'm trying to learn how to now, but as of this moment, that's where we fall short.

http://www.geocities.com/wildcats_models4/carrack.jpg)

btw sry for double post
 Wildcat'
02-27-2006, 9:07 PM
#100
Alrighty, I have a temporary texture for the Carrack Cruiser in place. I also threw in a picture of tatooine space from the beginning of Episode IV in the background.

http://www.geocities.com/wildcats_models4/carrack_texture.jpg)
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