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


MistenTH

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I'm 99.9% sure the AI makes considerable use of the AI Combat Power variable. Therefore, you want it build less corvettes? Make it think they suck. Invert for the Tie Interceptor, which should have a higher value than the Tie Scout obviously.

Im pretty sure this has something to do with auto-resolve fights, i have tested this for a while and the AI still builds the same stuff.

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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 a lot more fightercraft and corvettes in the early game, but if the game goes on long enough, corvettes barely appear and mostly acclamators and larger ships do. I think this is linked to the reduced build cost. Anyways, the corvettes are extremely easy to destroy.

 

By the way, I introduced the TIE Interceptor, but the TIE scout can still be built. As as mentioned, I don't know how to make the AI build them.

 

Necroe, and anyone else > Are Corellian Gunships that bad? I don't find them that good. I tried spamming them once, but they took down capital ships too slowly. And while they are good against TIEs, remember that for 1 gunship, you can build 16 TIE bombers or 40 TIE fighters. And as good as the missiles are, I don't think 1 gunship will wipe out that many TIEs that fast.

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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 360 degree turrets so that it can be used at a longer range as a hit and run vessel.

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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 forums?

 

The long range missile ships are very vulnerable now because fighters and capital ships last so much longer, long enough to take it out. Because of the cost, it's worth it to sacrifice 4 X-wing squadrons to take it out, or just swamp it with 7 TIE squadrons for the same cost.

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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'll be releasing v2.0 tomorrow! That's right, there is so much new content that it's now v2.0! What's in store?

 

Teaching an old dog new tricks

-Corvettes last longer, anti-fighter variants should perform better at their role - despite no increase in dmg

-Capital Ships more epic, with the largest ones costing more to obtain - but well worth it.

-Space cap +5 to all

-Space stations ~30% more HP and damage

-Interdictors limited to 1 per player, available to both sides

-Skirmish income reduced; Structure HP up; Defence sat cost down.

-Artillery ships now deal reduced damage to fighters - a TIE fighter can survive one blast.

 

New Content

-TIE Interceptor Squadron, Imperial (Die X-wings!)

-Carrack Cruiser, Imperial (Dominant Ion Cannon Weaponry)

-Torpedo Boat, Rebel (Devastating torpedo volley, requires some micro)

-Repair Tender, Both (Corvettes & Fighters can be brought back from the scrap yard)

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Rebels had a few Star Destroyers and Interdictors during the Galactic Civil War era, more once the New Republic was established and controlling Corsucant (aka Imperial Centre), however if you go off Rebellion, their major gravwell ship was the Corellian CC7700.

 

Other things you might want to note, the Corellian Gun is in effect their anti-fighter/corvette ship, though with some anti-cap power from its turbos and capship concussions. Meanwhile Petro completely rewrote the Marauder's weapons config, according to one source I've seen, it should have three tractor beams and eight dual turbolasers not warhead launchers. And when someone can get the models in game, there is another Imperial fighter that's active during the GalCiv War, the Starwing Assault Gunboat; shielded and hyperspace capable, armed with two warhead launchers, usually protons, two laser cannons and two ion cannons, it's also got a max speed while in maintenance charge energy config of 90MGLT same as the B-wing of the games. Later the Imps developed the missileboat as well, to kill TIE Defenders after Zaarin (I think, been a while since I played TIE Fighter) went rogue.

 

Edit: A couple of things I forgot to put in this, the Carracks actually have three versions, one with turbos, ions and tractors, one with turbos, lasers and tractors and one with turbos and lasers. Also, the Imps should at some point post Yavin, invent the Lancer, probably the nastiest thing a Rebel pilot could face, one reason, it has twenty quad lasers. Meaning the turrets the Falcon has times 10.

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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 useful, and broken / overpowered units such as the Ion Cannon / Assault Frigate have been balanced. Modded for Skirmish, but all space unit changes transfer over to the Story / Galactic Campaign modes.

 

Download Link

http://www.filecloud.com/user/files.php?category_id=386624 (601kb .zip)

 

Installation

Unzip the zip file, transfer the XML & TEXT folder inside to your EAW/Gamedata/data folder. To uninstall, simply remove / rename the XML folder and replace the TEXT folder with a backup.

 

IMPORTANT: BACKUP YOUR ORIGINAL TEXT FOLDER AS THIS MOD WILL OVERWRITE IT.

 

Major Gameplay Changes

Fighters dogfight and launch attack runs, lasting longer against anti-fighter corvettes.

Many fighters now have missile weaponry e.g. X-wing & its signature proton torpedo.

Capital ships are now deserving of their name, taking immense firepower before dying.

Superweapons now balanced; using them is a tactical consideration instead of a no-brainer.

Skirmish settings changed; slower income, better buildable structures, stronger stations.

Rebel starfighters have strong firepower, as they should be.

The Empire has strong capital ships and TIE swarms, as it should be.

Many changes to heroes and almost all ships.

Power to Weapons and Shield Boost reworked to be more useful / less abusive respectively.

Some SP campaign changes as requested (slower hyperspace, longer hero respawn).

 

New Units (Some, not all)

TIE Interceptor Squadron, Empire

Carrack Cruiser, Empire

Corellian Torpedo Boat, Rebel

Repair Tender, Both

(not exactly new) Interdictor, Both, Limited to 1 per player, increased reinforcement prevention radius.

 

History

Decided to play around to satisfy my urge to see a more Lore-linked space combat. Eventually the changes kept growing until I decided to make it accessible to everyone for feedback and to enjoy a better game. I also made changes that were balancing in nature, and might differ from lore somewhat. Can't stand ground combat though.

 

Future Plans

Placing custom models and sounds when they are available.

 

More ships, but I will have to consider this carefully. After all, the more ships there are, the more duplication of roles there will be, and the more confusing it will become.

 

Whatever ideas or suggestions I get ;D

 

~MistenTH

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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 Filecloud, Petroden has the mod available for DL @ http://www.petroden.com/eaw_game_mods.shtml . At the moment, v2.0 is not available yet, but it should be as soon as Lion knows about this.

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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 enemy ships from jumping into your fleet is extremely important for good gameplay. The missile jamming ability helps against mass Diamond-Boron fire as well.

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Excellent work as usual. I played a skirmish mode against the Rebel scum and it lasted over half an hour. Eventually, I couldnt build enough ships to keep up with their ship building and got rocked. One little grip and question is, is it possible to change the tie interceptor icon from the A-wing to something scaled down from the starwars.com website. Such as the picture to the left found here: http://www.starwars.com/databank/starship/tieinterceptor/index.html

Also, could you please add the Venator in http://www.starwars.com/databank/starship/republicattackcruiser/index.html

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Interdictor should definitely be removed from Rebels, at least if you want to continue to call your mod star wars realism, they are already more powerfull since in the early game when the game is most often decided their fighters and bombers just kick the imperials around. And against Massed Missiles Fighters work pretty well, they almost never get hit.

And IF you add the Venator (which i really dont hope, it should stay as an obsolete clonewars ship that it is) then please dont give it V Wings, but rather Xwings for Rebels and Ties for Imperial...

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Very good impression so far, great mod!

 

The only thing I didn't find appealing was the interdictor for the rebellion as well. It just didn't feel right.

 

the....

 

Corusca Rainbow, I think it was?

 

forget which book it was, but I believe it was a Rogue Squadron book.

 

 

The Coruscant attack book, mabye?

 

but that was a really abnormal thing....

 

shame we don't have a CC-7700 around here....

 

:D

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