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MistenTH

Latest Posts

Page: 2 of 3
Posted in: Tactical Weapons
 MistenTH
02-26-2006, 6:00 AM
#4
Unfortunately, the abilities' execution can't be changed in the XML AFAIK. However, once it can, you'll be able to have 2 weapon-abilities. There's also another pseudo way. A ship can have several weapon types. You can configure them to not be able...  [Read More]
Posted in: Creating new effects
 MistenTH
02-26-2006, 6:06 AM
#5
The X-wing has a lock S-foils ability. You can play with that to give your ship a higher speed and disable weapons fire etc....  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 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 lack...  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 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 M...  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 MistenTH
02-26-2006, 4:41 AM
#83
So, essentially, a stronger bomber?...  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 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...  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 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 y...  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 MistenTH
02-25-2006, 10:55 PM
#77
The 20,000 change will be in v2.1....  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 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. Als...  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 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 STRAI...  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 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...  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 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...  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 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....  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 MistenTH
02-24-2006, 11:31 PM
#46
I know that the Interdictor doesn't feel very right for the Rebels to have, but it is not impossible. They capture ships all the time to use, including ISDs. However, for Skirmish, with its instant hyperspace reinforcement, I felt that preventing ene...  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 MistenTH
02-24-2006, 8:00 PM
#44
Because there are new units involved, please feedback to me how they perform. Also, for those who DLed v2.0 before this thread was posted, re-download it. Some last minute changes were made. Also, if anyone has difficulties with DLing the file from...  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 MistenTH
02-24-2006, 7:56 PM
#43
EAW: Star Wars Realism v2.0 (Space Combat) Description EAW v1.2 mod to bring space combat more in line with my experience from the movies and the EU novels (particularly Rogue Squadron), as well as balancing gameplay elements. Fighters are now more...  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 MistenTH
02-24-2006, 11:52 AM
#38
Thanks for the feedback guys. I incorporated some of your requests as well, such as better mobility for capital ships, corvettes that aren't toothpicks and some campaign requests such as slower hyperspacing and superweapon recharge. Stay tuned, I'l...  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 MistenTH
02-24-2006, 5:14 AM
#35
I didn't touch the caps as I haven't seen a need to. I rarely reach the limit, and if you're playing 2v2, 20/25 per player is enough to start lagging badly once everyone gets 10+ worth of units. Necroe, are you the same Necro on the Petroglyph forum...  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 MistenTH
02-24-2006, 4:00 AM
#32
Yep, the Gunship's missiles used to be powerful in the original, but now that capital ship hardpoints have anywhere from a 2x to 3x health increase, they just aren't. FYI I upped the concussion missile speed up to 12 now, and made 2 of the launchers...  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 MistenTH
02-24-2006, 3:38 AM
#30
Hmm about the AI's build list. I'm not sure how to modify that. For example, I introduced new ships, but the AI does not build them. I suspect the build lists are locked into the .LUA files, which can't be edited AFAIK. I noticed that the AI builds...  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 MistenTH
02-23-2006, 11:04 PM
#23
That's what I'm aiming for, a more recognisable and balanced SW space combat :) Yes, I will be introducing the TIE interceptor in the next build....  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 MistenTH
02-23-2006, 2:37 AM
#18
Ok figured out why the Acclamator spawned with it's nose blown off. I initially wanted to make the concussion missile launcher a non-destructable hardpoint, and deleted all the lines that made it appear. I did not place a substitute, so there was no...  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 MistenTH
02-22-2006, 10:54 PM
#17
There are a few files that both modes share in common. So anyone who wants to include my space mod will have to work with me to make sure no data is lost or conflicted. But mostly the files are separate. GAMECONSTANTS.xml and PROJECTILES.xml and UNI...  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 MistenTH
02-22-2006, 10:27 PM
#13
Thanks for the heads-up, I'll check it out. However, even with the tip blown off, does the Acclamator still fire its concussion missiles? It looks fine for me, wonder why. And just a heads-up, I'm now working on some new ships for my next release, b...  [Read More]
Posted in: Venator fully enabled for download here.
 MistenTH
02-24-2006, 8:30 PM
#38
Hey slocket, did you do anything special to build the Venator in campaign? I can't figure out how to add custom ships to the campaign build list. And how did you change the change the stripes to be red? The <no colorisation> tag doesn't seem t...  [Read More]
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