MistenTH Posted February 25, 2006 Author Share Posted February 25, 2006 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. Link to comment Share on other sites More sharing options...
Anach Posted February 25, 2006 Share Posted February 25, 2006 I agree with the other peoples suggestions about this mod so far. Link to comment Share on other sites More sharing options...
TheDeadlyShoe Posted February 25, 2006 Share Posted February 25, 2006 Just nerf Diamond-Boron damage against shields and fighters. IMO that makes them very balanced. Link to comment Share on other sites More sharing options...
tsenre78 Posted February 25, 2006 Share Posted February 25, 2006 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? Link to comment Share on other sites More sharing options...
Jan Gaarni Posted February 25, 2006 Share Posted February 25, 2006 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. Link to comment Share on other sites More sharing options...
Necroe Posted February 25, 2006 Share Posted February 25, 2006 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! Link to comment Share on other sites More sharing options...
ath12 Posted February 25, 2006 Share Posted February 25, 2006 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 Link to comment Share on other sites More sharing options...
MistenTH Posted February 25, 2006 Author Share Posted February 25, 2006 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. Link to comment Share on other sites More sharing options...
kimballkinnison Posted February 25, 2006 Share Posted February 25, 2006 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 Link to comment Share on other sites More sharing options...
Necroe Posted February 25, 2006 Share Posted February 25, 2006 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 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! Link to comment Share on other sites More sharing options...
MistenTH Posted February 25, 2006 Author Share Posted February 25, 2006 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. Link to comment Share on other sites More sharing options...
Necroe Posted February 25, 2006 Share Posted February 25, 2006 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. Link to comment Share on other sites More sharing options...
Tybalt Posted February 25, 2006 Share Posted February 25, 2006 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. Link to comment Share on other sites More sharing options...
Adonnay Posted February 25, 2006 Share Posted February 25, 2006 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). Link to comment Share on other sites More sharing options...
Tybalt Posted February 25, 2006 Share Posted February 25, 2006 yeah thats exactly what i mean. It may be ok for Bases but totaly unrealistic for capital class vessels. Link to comment Share on other sites More sharing options...
Necroe Posted February 25, 2006 Share Posted February 25, 2006 i think its bad for bases, well for the higher up stuff like tartans(grrr!), acclamators etc. Link to comment Share on other sites More sharing options...
Tom Servo Posted February 25, 2006 Share Posted February 25, 2006 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. Link to comment Share on other sites More sharing options...
Necroe Posted February 25, 2006 Share Posted February 25, 2006 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. Link to comment Share on other sites More sharing options...
Wildcat' Posted February 26, 2006 Share Posted February 26, 2006 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. Link to comment Share on other sites More sharing options...
Falcon_565 Posted February 26, 2006 Share Posted February 26, 2006 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! Link to comment Share on other sites More sharing options...
Wildcat' Posted February 26, 2006 Share Posted February 26, 2006 Hey, I started on a TIE interceptor model, I'm not the best at making the textures though...so...can anyone else do it? 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. Link to comment Share on other sites More sharing options...
MistenTH Posted February 26, 2006 Author Share Posted February 26, 2006 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. Link to comment Share on other sites More sharing options...
Necroe Posted February 26, 2006 Share Posted February 26, 2006 i think the prob with the tartan is the weapon boost, maybe lower its speed multiplier from 0.5f to 0.25f ? Link to comment Share on other sites More sharing options...
Falcon_565 Posted February 26, 2006 Share Posted February 26, 2006 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! Link to comment Share on other sites More sharing options...
MistenTH Posted February 26, 2006 Author Share Posted February 26, 2006 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. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.