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[MOD] EAW: Open Conflict

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 Adonnay
02-27-2006, 3:55 AM
#1
Hey there.
Some of you have probably already tested my AT-AT enhancements or the graphically updated lasers. Since my work has grown a little since then I decided to promote it to a small mod. I don't expect everyone to like it since some changes might be a little drastic but for me it worked. The list below is not complete however... there are so many small changes which I don't even recall anymore due to the mass of small changes *sigh*.

NOTE: As I do not update the changelog for older versions some of the changes listed here might very well be tweaked (to the better of course) in later versions. You should find all related discussions in this thread.


Installation instructions:
1. Save your "TEXT" folder. It can be found within the "DATA" subdirectory of your game's installation (Empire at War\GameData\Data). Simply make a copy of it or rename it (only applies to version 009+!! In versions lower than 009 you still need the CreditsText_ENGLISH.dat file).

2. Extract the contents of the .zip-file into the "GameData\Data" directory. If done correctly your "Data" folder should contain four subfolders after extraction: ART, AUDIO, XML and TEXT.

3. If you want to remove the mod again, simply delete the "XML" and "ART" folders again (do NOT delete the "TEXT" or "AUDIO" folders!) and restore your in point 1. saved "TEXT" folder or "MasterTextFile_*yourlanguage*.DAT" to the "Data" folder.


Here's a (not so) short list:
changes in 1.0:
- 1.0d: fixed a problem with Mara Jade's Z95 crashing the game when the empire reaches tech level 2
- 1.0c: fixed a problem with Thrawn spawning twice in Multiplayer, please anyone test this fix for I can't
- 1.0b: changed Mara Jades ship to a more potent Z-95 and activated her for the GC (tech 2)
- 1.0b: changed the raid specifications: up to 8 infantry units max, may include 1 hero (not for free)
- 1.0b: reduced damage output of the Falcon
- 1.0b: the red squadron additions (6 fighters to get a squad of 12) are now also more durable (Vader's escort TIEs are much more durable than standard TIEs as well)
- 1.0b: all red squadron members are now of the same scale (slightly larger only than the average X-Wing)

- 1.0a: set the ISD to tech level 4 as planned (and forgotten in 010)
- 1.0a: added another reserve bomber squadron to the Judicator to bring it in line with the rest of the Acclamator fleet
- 1.0a: addded another 6 fighters to Red Squadron to bring it to a total of 12 units
- 1.0a: to emphasize the relative new design of the Nebulon B compared to the others the Nebulon has gotten an accuracy upgrade against all ship classes. It should now do good especially against those Tartans and (in numbers) even against Acclamators.


changes in 010:
- corrected fighter spawns of spacestations
- raised the cap for spacebattles to 150 (Thanks to Tal for his indepths testing of this issue)
- raised the population cap requirement for the ISD to 32
- changed fighter spawn of the Liberty Cruiser
- reduced refire rate of the Ion Cannon
- lowered most capital ship tech levels (to make the mod work better with the campaign)
- changed the skirmish standard fighter spawn from x-wings to z-95s to even the odds (X-Wings could rush to most mining asteroids and satellites much faster due to their S-Foil ability)
- reduced the toughness of the Y-Wings a little (the last patch made em too strong)


changes in 009
- fighters have been reworked as per request. They now all (except pirates, V-Wings and TIE-Scouts) come in squadrons б 12 units.
- population cap and prices for fighters and bombers have been raised accordingly
- Broadsides and Marauder missile ships have had their range and rate of fire increased (temporary solution until something better is found)


changes in 008:
- fighter_improvements for 008d: increased fighter survivability - separate download

- 008d: fixes and balance changes

- 008c: balance changes made by rocketeer

- 008b: mainly fixes bugs and glitches found in the xmls
- 008b: fixed Corellian Corvette firing arcs
- 008b: added garrison fighters, which are a copy of the existing fighters but with extended chasing ranges. Now you can let your garrison units unattended.
- 008b: (removed due to too much negative feedback) added buildable version of the Corellian Corvette and TIE fighters to ground combat for testing purposes

- 008a: changed all GC maps to start with the apropriate (modified) heroes
- 008a: reduced the starting units

- added Wookies *growl* - strong anti-infantry unit once you freed Kashyyyk
- further balanced prices, population cap and autoresolve hitpoints
- changes to the master text file to include the new units
- adjusted tooltip texts for most ships
- raised the shields of space stations drastically (especially at higher levels) to counter the improved capital ships
- freed the camera to be able to zoom out further - might impact slower systems in great battles
- changed the Venator fighter loadout according to its affiliation (X/Y-wings for the rebels, TIEs for the Empire)


changes in 007:
- recalculated all damage values to better reflect the lore armaments
- added 3 new troops: Empire regular trooper, rebel elite infantry and rebel elite PLEX infantry
- every rebel infantry squad now contains one PLEX soldier to reflect the rebels flexibility
- stormtroopers are now the elite empire infantry unit and have been moved to tech 2
- provided stormtroopers with their own armor type (obviously more durable than the rest)
- changed V-Wing squadron from 5 to 10 units
- filled the Venator with loads of V-Wings (according to lore)


Changed in 006:
- Many scale changes thanks to the infos you guys provided. Thanks!
- In relation to scale changes also some shield/health/weapon and build cost/time tweaks. Capital ships now sure are tough!
- Captain Piett has been transferred to the Judicator, the flagship of the Acclamator fleet - it's powerful I can tell you
- Grand Moff Tarkin decided to take up the helm of the Accuser himself
- Changed the Marauder into an assault corvette with forward firing turbolasers instead of missiles - yet to be balanced (it's a little weak still for its price and tech level)
- A-Wings and Tie-Avengers have been fitted with light missiles as we all know it
- X-Wings have been upgraded with light proton torpedoes (how was luke supposed to destroy the DS without his torpedoes ;) )
- Many things I forgot...


changed in 004 and 005:
- mostly balance tweaks and fixes
- started scaling the ships properly


changed in 003:
- added the MC80 Calamari Cruiser (lies between the assault frigate and the Liberty cruiser)
- Tweaked some shot frequencies (medium and large lasers mostly)


changes in 002:
- changed the Empire version of Galactic Conflight to reflect the Rebel one (only 1 planet and starting at tech level 1)
- removed the AA Walker for the Empire (still to be tested if the AT-AT can fulfill the role)
- fixed a bug where the Assault Frigate Turbolasers would be too weak against most armor types
- fixed a bug where the accuracy of fighters would be ignored (they always hit right on the mark, no matter what you changed)
- Fighters are a bit more inaccurate now
- Laser satellites are more inaccurate and don't shoot as much. Fighters should have a better chance of survival on flyby
- sized the satellites down a by 50%
- changed alot of damage vs. armor types
- increased speed of concussion missiles (space only), fighters are not as vulnerable to them because of overshooting at high attack angles and fast speeds
- reduced the turn rate of proton torpedoes... you can now actually try to evade them even with frigates if you're lucky, no more 90° turns
- reduced the threat of missile cruisers (reduced range and damage but increased accuracy slightly)
- The time it takes for the Fog of War to conceal the land/space again has been upped to 100 minutes (so basically once you revealed an area it stays revealed).

Skirmish only:
- included the Venator in skirmish, buyable at the merchants dock
- changed the station building to the upgrages queue (idea borrowed from MistenTH, thanks for that - great idea)

Version 001:
- changed laser shot textures
- changed all laser visuals (speed and size)
- removed Tie Mauler (Crawler) and Empire Artillerie
- changed some armor values (AT-STs do more damage to infantry i.e. AT-AT more durable but also more vulnerable to Sticky Bombs, just to name two)
- added and modified the Venator to the Rebel fleet (together with a hangar bay and V-Wing Squadrons and with Turbo Lasers instead of Concussion Missiles)
- added the Moldy Crow piloted by Kyle Katarn (powerful fighter-like craft. I have no deeper knowledge of the Crow so my values are my personal preference)
- improved the AT-ST (more effective against infantry - "all energy to weapons" power instead of barrage)
- improved the AT-AT (added sidemounted lasers against infantry and speeders, more powerful if you switch to "Rocket mode", sorry I can't make new abilities without scripting/a proper editor)
- moved the AT-AT to tech level 4 and doubled it's build cost
- increased the reload time of the AT-ATs "Deploy Stromtroopers" ability (from 20 seconds to 120)
- drastically reduced the spawn of the advanced facility garrison (only 1 spare AT-AT 3 minutes after the first one is destroyed)
- doubled the size of Home One and enhanced its shields and durability
- increased the durability of all ISDs
- tweaked alot of weapons (turrets, starships and vehicles)
- changed the rebel version of "Galactic Conflict" to have both sides start with only one planet (Hoth and Coruscant) - empire version still pending.
- Some Pirates are still around



I think that's about the major changes. I made the changes in a way that I thought would be more atmospheric. Taking down an AT-AT is now much more of a challenge and you feel like you have accomplished something. Playing the rebels should overall be more difficult now. In space however the forces are more balanced so try to not let the Empire land on your planets ;)

Same with the space battles... Capital ships are now very tough and can deal alot of damage before they go down. But they also became much more expensive.

edit: Version updated to 1.0d

A BIG thanks to all who contribute, suggest, criticize and discuss! Because of you I can continue to improve this mod.


-> Version 1.0d (http://www.adonnai.de/eaw/Adonnay_eaw_10d.zip) <-
 Adonnay
02-27-2006, 7:50 AM
#2
I have added a heavy Calamari Cruiser resembling the Liberty (winged) design. To compensate for this new (and quite expensive last level tech vessel) heavy capital ship I have modified the existing Calamari cruiser to resemble the Home One design (they are now the actual converted MC-80 civil cruisers) but with only two turbo laser batteries, two ion cannon batteries and four large laser batteries. This makes it a good alround ship which is not as costly as the large cruiser. It strength is somewhere between the victory cruiser and the ISD.

Too bad the Liberty ingame has only 6 weapon hardpoints. I would have liked to be able to better show its role as first Mon Cal warship which was actually designed to be a battlecruiser. To resemble this I have improved its shot frequency and damage.
 Adonnay
02-27-2006, 2:55 PM
#3
Oh well I think I'll stop updating for a while. Seems no one's really interested in my work ;)

If you have questions about any of the things I made send me a PM and I'll gladly try to answer them.
 Somerled
02-27-2006, 3:28 PM
#4
Actually I am quite interested in what you are doing. This was exactly what needed to be done with the AT-ATs. I am looking forward to going home to try your changes. I'd like to couple your changes with the ability to build Tie-Interceptors and the ability to build Imperial Infiltrators.
 mandead
02-27-2006, 3:52 PM
#5
Yes, do go on. Some good work here :)
 mandead
02-27-2006, 4:01 PM
#6
I think I've said it before, but I shall say it again. Your laser graphics are f00kin' fantastic. Good show :)
 Three60
02-27-2006, 4:02 PM
#7
I love the lasers. I put them in my mod (and I did give you credit...).
 Tal Odo-ki
02-27-2006, 10:11 PM
#8
Adonnay, just because people don't post doesn't mean that folks don't care or don't use your mod. I love it. Keep up the great work!
 Adonnay
02-28-2006, 2:43 AM
#9
You're probably right Tal, but if no one posts his thoughts or experiences with my mod how shall I know anyone is using/testing it at all? I need the feedback not only as motivation to go on (although I will probably do so for my own pleasure) but to keep on updating my progress here and uploading new versions.

Anyways... to make space battles even more furious I added a few anti fighter hardpoints to the Nebulon-B and the Liberty Calamari cruiser for testing. They are only small sized lasers with about as much damage as a fighter but less accurate which is why you shouldn't rely too much on them ;) Fighter cover is still advised... but it looks damn cool I think. Oh... they are non-targetable and can't be destroyed. They target only crafts from the size of a corvette and smaller.

If you like it I shall add those to all larger ships (frigate and up).

Below are the three files you need, it's all in there. I won't make another version until I got more to update.

DOWNLOAD (http://www.adonnai.de/eaw/AntiFighter_test.zip)
 Somerled
02-28-2006, 9:27 AM
#10
Played the mod last night as the Imps and I loved it...particularly the fact that it starts slow and requires thoughtful expansion...fighting pirates for Kuat was great...Question, I know that fleet movement speeds have been decreased (which is good) but it seems that if a fleet contains ground units it moves at the old faster speed. Also, I tested the AT-ATs, and it does not appear they auto target speeders, although you can manually do it.
 Tal Odo-ki
02-28-2006, 9:29 AM
#11
@Adonnay: I play (and GM) the d6 and d20 versions of SWRPG, so I'm quite familiar with what every ship mounts in the way of weapons. The anti-fighter mounts are a welcome correction to an oversight in the unmodded game and they should be added to ALL ships of frigate size or larger.

@Somerled: I've tested the AT-ATs also and they do target speeders. They are pretty good at hitting them, too. What I noticed, much to my dismay, is that the speeder's tow cable attack does not work at all. :(
 Adonnay
02-28-2006, 10:56 AM
#12
I think the reason why they appear to not target speeders is that anti-aircraft is of course not their main purpose... so while there are still any land based units around it will probably try to eliminate them first. I don't think that I can fix this as I cannot set different targeting priorities for different hardpoints/weapons. I can just aply filters, but that doesn't equal the primary targeting role.

Concerning the tow cable I'm not sure what may have caused this issue since I didn't change anything related to the cable attack but the duration of the cable staying after beeing detached (and thus actually increasing the chance of downing an AT-AT). I have however noticed similar problems (even before starting to mod)... not sure where they come from. I'll take a look at it once I find the time... right now I have to balance space combat a little... the Empire seems a bit weak right now.
 mandead
02-28-2006, 11:02 AM
#13
You're probably right Tal, but if no one posts his thoughts or experiences with my mod how shall I know anyone is using/testing it at all? I need the feedback not only as motivation to go on (although I will probably do so for my own pleasure) but to keep on updating my progress here and uploading new versions.

Anyways... to make space battles even more furious I added a few anti fighter hardpoints to the Nebulon-B and the Liberty Calamari cruiser for testing. They are only small sized lasers with about as much damage as a fighter but less accurate which is why you shouldn't rely too much on them ;) Fighter cover is still advised... but it looks damn cool I think. Oh... they are non-targetable and can't be destroyed. They target only crafts from the size of a corvette and smaller.

If you like it I shall add those to all larger ships (frigate and up).

Below are the three files you need, it's all in there. I won't make another version until I got more to update.

DOWNLOAD (http://www.adonnai.de/eaw/AntiFighter_test.zip)


Add 'em for all larger ships ;) Love this mod. It's what keeps me playing this game 'till Legacy of War is done :) :vsd:
 Somerled
02-28-2006, 11:46 AM
#14
I'll take a look at it once I find the time... right now I have to balance space combat a little... the Empire seems a bit weak right now.


I would agree that the Empire does seem a little weak in the space combat arena. Some potential tweaks could be to give the Emperor and Tarkin Star Destroyers like the Accuser. Currently, they default to Shuttle Tyderiums. An option to build Tie Bombers or Tie Advanceds (?) could also help the Imperial cause.
 mandead
02-28-2006, 12:05 PM
#15
Agreed :)

BTW, where are these new Mon Calamari Cruisers? And where is the Moldy Crow?

Neither seem to show up in skirmish for the Rebels :(
 Adonnay
02-28-2006, 12:51 PM
#16
The MC80 should show up for the rebels ... maybe I should upload the newest version.
The Moldy Crow is not in skirmish... I'll add it if you want.

Recent changes:
- added anti-fighter weaponry to all larger ships (all but the Assault Frigate which concentrates on its anti-ship role).
- increased survivability (shield and hardpoints) of the Acclamator Assault Ship to better compete with the Nebulon B. It's power to weapons ability has been weakened but has no more shield loss, the shield recharge rate gets set to 0 while used. It has no timer attached.
- Tie-Fighter squadrons now consist of 9 units instead of 7
- Tie-Bomber squadrons now consist of 5 units instead of 4
- build cost for both Ties drastically reduced, as was the build time... they are now the mass produced paper-fighters we all know ;)
- fighters slightly scaled down
- Capships slightly scaled up (Liberty & ISD)

The Empire now has a better chance in skirmish now... (I usually test without heroes so I'm only talking about the standard units).

About to do now:
- Adding the Moldy Crow to skirmish as requested by mandead
- implementing Tie-Advanced as suggested by Somerled (I'll come to the Emperor and Tarkin later ;) )

edit: Download updated (1st post)
 mandead
02-28-2006, 1:14 PM
#17
Yeah, give Kyle Katarn the Moldy Crow (Rebel Space Hero), and modify it a bit to make it a decent fighter. I hear that the Crow in the coding is sluggish and pretty crap, so you'll need to make it more agile and whatnot I think ;)

Secondly... Mara Jade! Give her an Imperial Shuttle (this was destroyed, but short of having to make new models, this is the best option I believe) and some decent health and that should be cool :0

Thirdly... and finally... as someone suggested (maybe not this thread, but I think it may have been?) - give the Emperor an uber ISD - I suppose he should have a SSD, but that's not possible quite yet, also it'd kill the balance :)

That's it I think, thanks... please do it quick and upload if you can, that'd be amazing! :D

EDIT: A few suggestions, if I may. Please do not think I'm jipping your work, 'cus I'm not. It's amazing and the best mod by far that's out! :)

1, Re-scale! I know you said it may cause aiming problems but I tried it and it works fine, and the massive turbolasers missing the odd fighter is realistic, they are afterall very agile and stuff :)

I toned down the fighters to a scale of 0.4 - I think they look MUCH better that bit smaller, and seem to look a lot more realistic a size in ratio to the Frigates and whatnot.

2, Make the capital ships a bit bigger. You've done this I believe, so as long as it's a decent size, it's all good ;)

3, Emm. Well, your mod is so good I can't think of much else to put. Just tweak things :D

Many thanks for such a class mod!
 Adonnay
02-28-2006, 1:32 PM
#18
I didn't say anything about aiming problems... I guess you mix my work up with someone else's ;)
 mandead
02-28-2006, 1:39 PM
#19
lol well I think it was you who said they didn't want to re-scale the units?

Oh well. If it wasn't, then I guess you can do it, it's just every time you release a new update (which is often), I have to go back and re-scale everything, so I figured if you did it in your actual mod, a, I wouldn't need to do it anyway, and b, it'd look much more realistic and be much cooler ;)
 Adonnay
02-28-2006, 1:48 PM
#20
My fighters are already at 0.5 scale actually ;)
I heard you talking about size in the Space Battel Realism mod (or what it was called)...
 mandead
02-28-2006, 1:52 PM
#21
That might be it then ;) (and 0.4 is better, except the Pirate Fighter, which needs to be bigger - about 0.8 I think - because it's a totally different size in comparison to the rest of the fighters) - I also knock down the Pirate Frigate, which is massive for some reason :)

PS: Have you added those heroes? ;)
 Adonnay
02-28-2006, 2:06 PM
#22
Kyle has been added to skirmish... as have the TIE Advanced (even with the right icon). I'm still balancing the TIEs though, but I think I'll leave the testing to you all ;)

Good point about that pirate frigate...

Let me see... maybe I'll start adding Miss Jade. Is there a space version of the Tydirium shuttle?
 mandead
02-28-2006, 2:11 PM
#23
Yeah 'cus on the tutorial that Imperial officer uses one (it's invincible) - does he not?

So it is available - somewhere - just dig it out and stick her in it, beef it up and give it the boost shields special power :)
 Adonnay
02-28-2006, 2:25 PM
#24
Yea, found it... Transportunits.xml ;)

Going to test it now...
 Somerled
02-28-2006, 2:25 PM
#25
Let me see... maybe I'll start adding Miss Jade. Is there a space version of the Tydirium shuttle?


Yes...if you send the Emperor or Tarkin out alone, they default to a Tyderium.
 Adonnay
02-28-2006, 2:53 PM
#26
Anyone willing to test a little? I haven't got the time to mod AND test thoroughly ;)

-> Version 004b (http://www.adonnai.de/eaw/Adonnay_eaw_004b.zip) <-

Changes:
- added Kyle Katarn (Moldy Crow) and Mara Jade (modified Shuttle) to skirmish space mode
- added Tie Advanced (3 fighters per squad right now - needs testing)
 mandead
02-28-2006, 2:56 PM
#27
RE: Capital Ships & Heroes.

Personally, I think that Capital Ships should be larger (compare the size of a TIE Fighter and an Imperial-II Star Destroyer), more powerful and most importantly, more expensive.

If a Corellian Corvette is 1800, why should an ISD be like 5500?

It makes no sense.

In my previoud mod, when I edited my files, I made the ISD 7500, and as for Home One (largest ship we've got 'till we can implement SSD's - Home One is approx twice the length of an ISD) should have massive amounts of shields and armour and take a massive beating 'till it succumbs. I made 12000, which I think is a fair price if a MC Cruiser costs, say, 7000 or thereabouts?

If you add the Emperor (currently in a beefed-up ISD I guess?) then he should be the most expensive hero the Empire has, prolly about the same price as Home One or something. As for special weapons, I'd give him Proton Beam, Tractor Beam, concentrate fire and prolly' power to engines. That'd be cool, actually. If he happens to be overpowered (no one wants the Emperor to die in battle, do they? ;)), then he can just **** off quickly, and the amount of special weapons (4) - this is possible, isn't it? - would suggest he has a pretty cool ISD that's been modified.

Anyway, sorry to go on, but I love your mod and just wish to contribute to it. Comments?

:)
 Adonnay
02-28-2006, 3:11 PM
#28
The problem with the size is the maps... if you make them much larger you might get serious pathing problems on some maps with obstacles like satellites, mining rocks and asteroids. With the maps like this I wouldn't try to make the scale 1:1. Then you'd hardly be able to see the TIEs since they're so small compared to an ISD. I doubled the size of Home One long ago already and had a few problems already. If I made the ISDs larger now I'd have to resize Home One too... on small maps it would almost take half the size of the map then. That's beyond reasonable then ;) On larger maps this might work yet... but you should keep all maps playbable.

About the hitpoints and shields... that's mere balancing. We can sure talk about it but I hesitate to just increase a few values now because IF I make those capital ships that much stronger I have to rebalance the bases and the frigates at least too or they will fall like flies.

On the Emperor subject... I haven't started on giving him an ISD yet, but I think 2 special abilites is the maximum as far as icons go. Or can there be two rows of icons? I never tried it but I don't think so...
 Darth_Extas
02-28-2006, 3:16 PM
#29
I am as well curious how you can edit the single-player cost of the unit?

I would think that the emperor would as well only be able to at max, have two special abilities, by the evidence so far it agrees with that because I have not seen a unit that has more than two special abilities.
 mandead
02-28-2006, 3:29 PM
#30
Fair enough. I understand the scaling issue :)

Two questions?

1, How does one change the damage inflicted by the Hypervelocity gun (i.e., I'd make it much more powerful, it's not that good as superweapons go, is it? ;))

2, With regards to the apparently limited set of two special abilities:

Mara Jade = Power to Engines + Shield Boost (but give her ship more armour, it gets well and truly caned by a pack of X-Wings)

Kyle Katarn = Power to Engines + the ability that A-Wings have which lures enemies towards them - forget its name, sorry.

Emperor Palpatine = Concentrate Fire (the Home One ability) + Proton Beam.

By the way. I've been thinking about Star Destroyers. Do you rekon they should have the Proton Beam as well as the Tractor Beam by default? I believe so. It's of course up to you whether you wish to add this feature, but if you decide against it, how do I go about doing it anyway?

I think its fair because if you get pwned by a proton beam, it serves you right for getting too close to an ISD ;)

Thanks for listening to my suggestions, by the way. I appreciate it :)
 Tal Odo-ki
02-28-2006, 3:40 PM
#31
ISDs should *not* have proton beams. It would go against all Star Wars canon.
 mandead
02-28-2006, 3:54 PM
#32
That's that issue settled then :)
 Adonnay
02-28-2006, 4:03 PM
#33
Um... the issue I have with giving Palpatine an ISD at all is the single player game. You have this character right from the start (like Mon Mothma)... and with such an immense firepower you can overthrow the galaxy in three days ;) Same with Ackbar... if he was available right from the start the game would be short for sure.

@Darth_Extas: The single player cost is the normal "Build_Cost_Credits". The multiplayer/skirmish build cost is named "Tactical_Build_Cost_Multiplayer".

About Mara Jade... her shuttle is still a shuttle... if I made it into a second millenium falcon it would look odd wouldn't it? I can increase those values, sure... but not too much. I should reduce the cost though. Too bad there's no rear turret on it as it should be.
 mandead
02-28-2006, 4:06 PM
#34
Fair enough :)

As for my other points (Mara Jade, Kyle, etc.) - are going to give their ships those abilities?

And make capital ships more expensive and powerful, please :) *puppy dog eyes*

After that, I think your mod is a lot nearer completion.

If I think of anything else, I'll be sure to post it here ;)

EDIT: I see you edited your post ;) Yeah, that would be cool, and I don't want another Millenium Falcon :) I think giving her power to engines would be cool (the shuttle isn't all too fast), as well as speeding up her lasers a bit, and of course giving her a tad more armour. Then, she'll do :)

How is Kyle faring?
 Adonnay
02-28-2006, 4:19 PM
#35
Those ability changes are in, I upped Maras shields and armor too and boosted the lasers a little. The capital ship thing is a bit more work... so this might take a bit but I'll do it (acutally I intended to do so anyway... but as I wrote above I hesitate a little since it involves quite a bit of rebalancing).
 mandead
02-28-2006, 4:24 PM
#36
Excellent, thanks :)

Can you upload what you've done, please?

BTW, what else are you contemplating doing, just so I can offer you my thoughts on the subject(s), if they're of any help :)
 Somerled
02-28-2006, 4:27 PM
#37
Um... the issue I have with giving Palpatine an ISD at all is the single player game. You have this character right from the start (like Mon Mothma)... and with such an immense firepower you can overthrow the galaxy in three days ;) Same with Ackbar... if he was available right from the start the game would be short for sure.

Good point...I suppose then, in terms of increasing the Imperial space punch, its a matter of tweaking the existing ISD stats, and adding new ships as models become available.

BTW, on the ground side, I am quite happy with the AT-ATs, are the Stormtrooper stats in the same file? I think they should be tweaked a bit to represent their shock troop status.
 Adonnay
02-28-2006, 4:35 PM
#38
The advanced TIEs and the upped squad sizes helped a bit already to even the balance again. I can't really test the ISDs in skirmish because the odds that the AI builds the large capital ships are 1:1000 ... at least ;)

Anyway... the stormtroopers should be in the groundcompaniesempire.xml.

-> Version 004c (http://www.adonnai.de/eaw/Adonnay_eaw_004c.zip) <-

There seems to be an issue with the power to shield ability on the shuttle. It seems the game can't add the effect to all craft, only to specific ones... so the effect looks kinda odd now. Haven't testet Katarns abilities yet.
 Adonnay
02-28-2006, 5:06 PM
#39
Okay... I think that's it for today... *phew*

Tell me what you think... if the advanced TIEs are strong enough (or should the squad contain more fighters and be more expensive) and your opinion about the other changes.

Any suggestions on how to improve the balance are always welcome of course. Thanks for your input! ;)
 mandead
02-28-2006, 5:18 PM
#40
No problem ;)

RE: The Advanced Ties. They're really good. Great firepower. I'd raise the number to 4, and raise the price to 800. It'll stop people churning them out instead of TIE Fighters altogether. I think that'd be better. What do you think?

RE: The Moldy Crow. Needs to be slowed down just a tad, and also I rekon he should just have the lure ability. Other than that - he's fine.

RE: Mara Jade. I think the engine boost ability instead of shield boost. It'd be great if she could have some effects for the engine, too, like the Corellian Corvette - so when her engine power is on, the engines brighten up and whatnot. That'd be cool ;)

RE: The Emperor. Any ideas for him?
 Tal Odo-ki
03-01-2006, 1:19 AM
#41
@mandead: Palpatine should have a Victory SD. It won't matter (much) in the Single Player Campaign. The trick is to balance it in Galactic Conquest.

@Adonnay: I just did the Carida mission in the Rebel campaign, and I don't see that the "rocket" icon on the AT-AT does anything (at least not while Chewie is driving). No mode icon pops up over the AT-AT, no difference in what happens. I noticed that regardles of the rocket setting the AT-AT alternately fires chin and ear lasers at infantry and only chin lasers at hard targets. I hope that's correct because (IMO) it's working as it should be.
 Adonnay
03-01-2006, 2:05 AM
#42
@Tal: I just left the switch in in case I wanted to revert back to the optional fire ability instead of permanent. I'll just remove the icon then all should be fine ;)

I'll see about those changes you mentionned mandead... but I think those specialFX are only available for those vessels that have the effect now. It's customized and no generic effect.
 Adonnay
03-01-2006, 2:46 AM
#43
Ookay... I just scaled the Mon Cal and the ISD up a little (and the Accuser even more) and made them much more durable but at the same time more expensive. Let's see how it works...
 Tal Odo-ki
03-01-2006, 3:25 AM
#44
Adonnay, I think I need to give you a few figures so that you get the ships scaling correct:

LENGTHS -
ISD: 1600m
Mon Cal MC80: 1200m
Venator: 1137m
Victory: 900m
Acclamator: 752m
Alliance assault frigate: 700m
Interdictor: 600m
Tartan: 600m
Broadside: 500m
Nebulon-B: 300m
Marauder: 195m
Corellian corvette: 150m
Corellian gunship: 120m
system patrol craft: 120m
Millenium Falcon: 26.7m
Y-wing: 16m
X-wing: 12.5m
Z-95: 11.8m
A-wing: 9.6m
TIE: 6.3m

EDIT: see highlighted items above
 Adonnay
03-01-2006, 3:30 AM
#45
The Venator is larger than expected...
As far as I know the Liberty is around 1500m, isn't she? The Liberty is the proper equivalent to the ISD, the MC80 was the converted civil cruiser and thus not really a match for an ISD.

Seems I got a weird problem... I made the ISD spawn a squadron of TIE Advanced. But when they spawn they start spiraling down the Z-axis instead of behaving like a fighter should *g*... you know, engage enemies and such nonsense ;)
 Tal Odo-ki
03-01-2006, 3:35 AM
#46
I've never heard of the Liberty. Sorry, can't help you with it unless I have some sort of reference to where it was mentioned (book, movie, whatever). If you need a run-down on the weapons load-out of any particular vessel, just ask.

EDIT: the New Republic built several types of cruisers as equivalents to the ISD. One is the Mon Cal MC90. There are a couple of others. I can give you info on any of them.

EDIT2: The Venator and Victory are both late Clone Wars designs from rival corporations (KDY and Rendili, respectively) trying to fill the same naval role. The Venator was the SD used by the Republic until it was phased out by the ISDs. The Victory was a less-accepted product that wasn't produced in the same quantities as the Venator.
 Adonnay
03-01-2006, 3:49 AM
#47
Wikipedia (http://en.wikipedia.org/wiki/Mon_Calamari_Star_Cruiser) ;)

I now beefed up the ISD quite a bit by adding undestroyable large laserbanks... so even if its turbolasers are crippled it's still a deadly opponent for medium sized vessels. This should help giving it back the role as mightiest mass produced battleship (Home One is more powerful but not mass produced). The Liberty cruiser is quite a match for the ISD since it has more shield but is less durable... have to play around with that a little.
 Tal Odo-ki
03-01-2006, 3:59 AM
#48
An ISD only has 16% (1/6) more hull integrity than a MC80. However, the Mon Cal ships (all of them) have *backup* shield generators that effectively supply *double* the shield strength of an ISD. (When the primaries go down, the backups kick in, but there's no proper way to model that in EAW so I'd suggest just giving them twice an ISD's shielding.)

The MC80s should also cost quite a bit more than ISDs as each is a custom-made design. The ISDs are mass-produced by droid & slave labor.

PS - thanks for the Wiki link.
 Adonnay
03-01-2006, 4:04 AM
#49
They already implemented this by making the shield generators not targetable and not destroyable... ;)

Right now both (I always take the liberty as comparison - as it was their primary warship it seems) have 3500 shield strength with the liberty having a better recharge rate. The hull of the ISD is at 8500 while he Liberty's is at 7000.
 Tal Odo-ki
03-01-2006, 4:16 AM
#50
If the ISD has 8500, then a generic MC80 should be 7285, and the Liberty should be somewhere in between (since the Liberty is 25% larger than a regular MC80).
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