Jump to content

Home

[MOD] EAW: Open Conflict


Adonnay

Recommended Posts

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 á 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 <-

Link to comment
Share on other sites

  • Replies 1.2k
  • Created
  • Last Reply

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

@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. :(

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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

 

 

Add 'em for all larger ships ;) Love this mod. It's what keeps me playing this game 'till Legacy of War is done :):vsd:

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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)

Link to comment
Share on other sites

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!

Link to comment
Share on other sites

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 ;)

Link to comment
Share on other sites

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? ;)

Link to comment
Share on other sites

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?

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...