mandead Posted March 8, 2006 Share Posted March 8, 2006 Where do I find the two new weapons platforms you've added? I'll do the descriptions for you, it's just I need to know the string data Link to comment Share on other sites More sharing options...
Tal Odo-ki Posted March 8, 2006 Share Posted March 8, 2006 Found data for a "typical" fortified pirate asteroid, FWIW: Size: varies in diameter, usually 300 - 400 meters Shield Points: 400 (DR 40) Hull Points: 400 (DR 40) Weapon: Double laser cannon (6, point defense) Fire Arc: 2 front, 1 left, 1 right, 2 back Damage: 4d10x2 Weapon: Turbolasers (2) Fire Arc: 2 turret Damage: 3d10x5 Weapon: Proton torpedo launcher Fire Arc: Front Damage: 9d10x2 Link to comment Share on other sites More sharing options...
Meethos Posted March 8, 2006 Share Posted March 8, 2006 Updated Starbases to raise the pop cap in galactic conflict mode (planets yet to come) for those who need it right away Great thanks, thats alot better. I may be able to salvage that game now. I'll look forward to your planet update. Fighters should be no more than 1 on cap, but not zero as that would lead to serious abuse (building endless hordes of them). Point taken. One would be good. On the space stations, weren't the Golan Defense Platforms used by most wealthy planets(regardless of affialiation) that could afford them. They usaully employed several of them as well. Please note that the list above is not intended to fit neatly into the level 1 to 5 range of EAW stations. Also, I have never seen mention of a "Rebel" station in all my years of reading. The Rebels moved around too much and couldn't risk (or afford) the cost of a fixed emplacement like that. Cheaper and more useful to build lots more raiders (Corvettes) than even one small station. Good point, I tend to think of Space Stations more abstractly as to represent the entire planets defenses. Wether they be multiple Golan Defense Platforms, land based fighter squadrons, etc. I just fought a level 5 station with a MC80 a Liberty and some smaller stuff from the 2nd computer player and I lost my MC80, the Liberty was heavily damaged and the computer lost a few ships too I guess... that's at least with the 007b where I replaced the station torpedos with the heavy ones and increased the rate of fire for all stationary turbolasers and ion cannons. It's probably still not enough but I prefer to slowly increase it Yeah those missiles sure do pack a punch. I still think their shields come down a little quick though. I look forward to those increases. My Empire Galactic Conflict goes well. Its seems alot eaiser playing the Empire. AT-AT's rock!!! Though I sometimes miss the AT-AA when I get swarmed by Rebel Speeders. The AA range of AT-AT seems a bit low, as they won't attack them unless there real close to them. I don't miss the Crawler at all or the SPMA-T either. I didn't use it in my rebel game, but the CPU uses the raid fearture, I think the increased unit amount is pretty good, they sure give me a run for the money. Keep up the great work. Link to comment Share on other sites More sharing options...
wolfshadow Posted March 8, 2006 Share Posted March 8, 2006 For some reason, I can't build capital ships... I control Fondor and Sullust, with full space stations, and neither the MC80 or Liberty show up. Very frustrating. Link to comment Share on other sites More sharing options...
Tal Odo-ki Posted March 8, 2006 Share Posted March 8, 2006 If you are playing the Single Player Campaign, you won't be able to until you reach a certain point in the story. Link to comment Share on other sites More sharing options...
wolfshadow Posted March 8, 2006 Share Posted March 8, 2006 Galactic Conquest.. Not campaign, with Tech level set to 5... Link to comment Share on other sites More sharing options...
Adonnay Posted March 8, 2006 Author Share Posted March 8, 2006 Even at tech level 5 those two ship designs have to be stolen unlike before where you stole them at level 4. @Meethos: Have you downloaded the updated starbases.xml from above? It raises the additional population cap gained with each base. Link to comment Share on other sites More sharing options...
Adonnay Posted March 8, 2006 Author Share Posted March 8, 2006 Where do I find the two new weapons platforms you've added? I'll do the descriptions for you, it's just I need to know the string data They're located in "SpaceBuildablesSkirmish.xml". Link to comment Share on other sites More sharing options...
rocketeer Posted March 8, 2006 Share Posted March 8, 2006 Hm about that battle where 3 Victorys + some stuff easily dispatched a lvl 5 station i think thats normal. I was able to take down the shields of a lvl 4 station with one victory alone, i dare say they might be more efficent than mon cals at it. The victorys also only have 3 weapon hardpoints, its easy to align them in a way all of them fire at the station. Also the weapons are very accurate even at extreme distances, but as far as i can remember the victory was like that even in a unmodded game. I dont play empire that much, but the victory is imho the best ship in both modded and unmodded games. It is smaller than ISD or Mon cal and can thus navigate more easy, has a sizable fighter/bomber wing and that ion cannon takes down even capital ship shields pretty fast if you focus fire a bit, and it even hits corvettes fairly easily. And once the shields are down its usually game over anyway, so ion > everything else . Edit: For a easy test just start a galactic conflict as the empire, you start with a victory. Here are some values from my test: Time to take down the shields of a pirate base: 10 sec Time to kill a pirate frigate: 4 sec Time to kill a corvette: 4 sec Time to kill a nebulon b: 8 sec Time to take down the shields of a Venator: 12 sec Then my Victory died above Hoth, 2 Venator + a lvl 2 station = fighter/bomber hell . What i noticed is that while the Victory kills all kinds of Shields VERY fast, he slows down considerably when the ship goes into hull. For example he might kill a pirate bases shields in 10 sec, but it still takes him pretty long to actually kill it. Link to comment Share on other sites More sharing options...
Meethos Posted March 8, 2006 Share Posted March 8, 2006 @Meethos: Have you downloaded the updated starbases.xml from above? It raises the additional population cap gained with each base. Yep its alot better. Thanks for the quick update. Updated Starbases to raise the pop cap in galactic conflict mode (planets yet to come) for those who need it right away You eluded that you would later update the planets build cap, thats what I was refering to. Hm about that battle where 3 Victorys + some stuff easily dispatched a lvl 5 station i think thats normal. I was able to take down the shields of a lvl 4 station with one victory alone, i dare say they might be more efficent than mon cals at it. The victorys also only have 3 weapon hardpoints, its easy to align them in a way all of them fire at the station. Also the weapons are very accurate even at extreme distances, but as far as i can remember the victory was like that even in a unmodded game. I dont play empire that much, but the victory is imho the best ship in both modded and unmodded games. It is smaller than ISD or Mon cal and can thus navigate more easy, has a sizable fighter/bomber wing and that ion cannon takes down even capital ship shields pretty fast if you focus fire a bit, and it even hits corvettes fairly easily. And once the shields are down its usually game over anyway, so ion > everything else . Good to know its not just me. So instead of toning down the Victory, lets just increase stations shield strength and its recharge rate. Oh yeah and increase the amount of fighter garrisons they have. Preferably I like to space battles to be long dragged out fights. So once we acheive a proper balance perhaps then we can scale them up. I hope everyone else likes long epic space battles too. I've been having fun with the new update, thanks alot. I look forward to your future updates. Keep up the great work. @Woflshadow: I started up a rebel Galactic Conquest and have no problems building either ships at the mentioned planets. Edited for spelling. Link to comment Share on other sites More sharing options...
Adonnay Posted March 8, 2006 Author Share Posted March 8, 2006 The problem is the three hardpoints... because of that I have to focus its turbolaser firepower on two hardpoints and his ion cannon on one. That way its easy for a Victory to cocentrate all its firepower on one target whereas other ships like the Mon Cal can hardly ever aim all weapons at one target. @Meethos: The garrison has already been increased slightly (i.e. the rebels now get an assault frigate at level 5 in addition to the Nebulon, the empire gets 1 acclamator at 4 + another one at 5. The fighters have been upped as well). Link to comment Share on other sites More sharing options...
Meethos Posted March 8, 2006 Share Posted March 8, 2006 @Meethos: The garrison has already been increased slightly (i.e. the rebels now get an assault frigate at level 5 in addition to the Nebulon, the empire gets 1 acclamator at 4 + another one at 5. The fighters have been upped as well). Awsome thanks. Link to comment Share on other sites More sharing options...
rocketeer Posted March 8, 2006 Share Posted March 8, 2006 Im still finetuning the Venator btw and have a few ideas, just tell me if im bothering you . First i gave it <Visible_On_Radar_When_Fogged>true</Visible_On_Radar_When_Fogged>, so that it shows up on radar like Mon Cals or ISDs, you really want to know wether your enemy is having a carrier or not(Not tested). That might also need <Multisample_FOW_Check>Yes</Multisample_FOW_Check>, no idea what that does, but all other capital ships seem to have it. Next i raised AI_Combat_Power from 3000 to 4500, hopefully that fixes the AI attacking systems protected by a venator with much to weak forces, that is the same value as a MC 80, cause it is only relevant for the AI and i like a good fight. Next i changed Asteroid_Damage_Hit_Particles from small to large, same value as MC 80 again, its the same size, it should take same damage by asteriods. Further i changed Space_FOW_Reveal_Range from 1200(400 less then a nebulon b) to 2000(500 less then a MC 80, no idea if thats a realistic value for a carrier). I also increased the energy_capacity from 3000 to 4500(500 less then the MC 80). I believe thats only relevant for getting hit by Y-Wings ion cannon? And lastly i increased the Population_Value to 18(2 less then a MC 80). All in all i think this brings the ship more in line with the class its supposed to be in, of course the actual numbers are attained by wildly guessing . I would really like to fix the stacking with other units, for example if you put a nebulon and a Venator together you see the nebulon as picture for the stack, no idea how to fix that . P.S. I couldnt bring myself to increasing the price of the ship, i just cant . Edit: @Adonnay: Maybe you could try slowly and silently increasing the defenses of space stations each version, until someone complains, then you go back one version Link to comment Share on other sites More sharing options...
Meethos Posted March 8, 2006 Share Posted March 8, 2006 Those Venerator changes sound good. Next i changed Asteroid_Damage_Hit_Particles from small to large, same value as MC 80 again, its the same size, it should take same damage by asteriods. Speaking of asteroid damage, did the Tartan ever get updated, since its size got increased?? As always keep up the great work, and thanks for the quick replies(and a great mod). Link to comment Share on other sites More sharing options...
rocketeer Posted March 8, 2006 Share Posted March 8, 2006 Those Venerator changes sound good. Speaking of asteroid damage, did the Tartan ever get updated, since its size got increased?? As always keep up the great work, and thanks for the quick replies(and a great mod). Well unless i am mistaken they got not changed(looking at the files), however that might be a problem anyway. Some mines are in asteriod fields, so the rebel player could defend his with corvettes and the imperial had to use fighters to protect his own. Besides if we go by size they should are easily hittable for frigates and capital ships, no idea how this works out in canon ... Edit: According to this source http://en.wikipedia.org/wiki/Corellian_Corvette the corvette gets used by the empire aswell, maybe just give it also to the empire and look for a different role for the tartan? Tal anything to say about this? Edit2: Just ment to say that it looks weird for such a big ship to have the same role and characteristics as the much smaller corvette. Link to comment Share on other sites More sharing options...
Smala Posted March 8, 2006 Share Posted March 8, 2006 hey mate, great mod.. easily the best so far imo. anyway i was just wondering if/how it's possible to revert back to the old laser graphics? i saw a answer earlier to the question and tried it but it seemed to mess with my tartans and bombers in quite a bad way. also had you given any thought to adding an imperial version of the infiltrator? possibly letting them and only them use the raid feature? either way it's been said before but excellent work and keep it up. Link to comment Share on other sites More sharing options...
Adonnay Posted March 8, 2006 Author Share Posted March 8, 2006 Asteroid_Damage_Hit_Particles is only the visual effect so it should have no effect on the actual damage taken from asteroids. The other changes sound good, yes. These are the small changes that get quickly overlooked due to the mass of changes I make everyday... thanks for pointing them out to me As for the Tartan... I haven't actually tested it yet, but the game now recognizes it as a frigate (I did this because of its size... this also affects the hit chances for enemy fire). This should enable asteroid damage if I'm not mistaken... And I have to thank you for your interest and your great help in contributing your ideas/suggestions and testing what mess I've fabricated Link to comment Share on other sites More sharing options...
haard Posted March 8, 2006 Share Posted March 8, 2006 Give the Corellian Corvette to both and ditch the Tartan? Link to comment Share on other sites More sharing options...
Adonnay Posted March 8, 2006 Author Share Posted March 8, 2006 @Smala: Well reverting back is not THAT easily done. First you'll have to delete the ART folder and second you need to revert the speed and size of all projectiles back to the original value or they will look very odd. Do not delete the projectiles.xml as suggested further up... this will probably make your game crash since there are also new projectiles needed for some of the ships. @haard: I don't like the Tartan either... but somehow that just wouldn't feel right I think. Though the empire might use them in the EU, they're still a kind of icon for the rebel alliance due to their appearance in the films only on the rebel side. Link to comment Share on other sites More sharing options...
Smala Posted March 8, 2006 Share Posted March 8, 2006 wow thanks for the quick reply it's appreciated.. i'll give it a shot now and see how it goes - cheers. Link to comment Share on other sites More sharing options...
Tal Odo-ki Posted March 8, 2006 Share Posted March 8, 2006 The Corellian Corvette is, indeed, also used by the Empire, but not by the Imperial Navy, nor in an anti-fighter role. (There are many Imperial organizations that use warships besides the Navy.) They are typically found in their role as personal transports for Imperial officials who aren't important enough (or not in favor) to rate a frigate or cruiser. The Imperial Navy uses the Lancer frigate for anti-fighter operations. Regarding the Tartan's size, it's from the official Star Wars website. Personally, I think someone at LucasArts made a (pardon the pun) big mistake. It shouldn't be more than 200-250m long, at most, IMO. Link to comment Share on other sites More sharing options...
Adonnay Posted March 8, 2006 Author Share Posted March 8, 2006 What about the IPV? In the X-Wing games the empire used it quite extensively. Edit: Btw. the tartan does not take damage from asteroids yet... *grumbles* Link to comment Share on other sites More sharing options...
Tal Odo-ki Posted March 8, 2006 Share Posted March 8, 2006 The IPV is an Imperial anti-pirate vessel, not an anti-fighter one, meant for local system defense. It lacks a hyperdrive. That EAW uses it in pirate systems is something I find deeply offensive to my sense of canon. Link to comment Share on other sites More sharing options...
Adonnay Posted March 8, 2006 Author Share Posted March 8, 2006 Back to the Tartan: If even Tal thinks the Tartan is too large then I just revert them back to their original size (more or less). Those giant Tartans really looked odd, didn't they? On the IPV-topic: I gave the pirates the YT1300 and Shadowclaw as fighter defense... I might as well remove the IPV and put em on space stations as ... well... system patrol craft garrison unit. Link to comment Share on other sites More sharing options...
Tal Odo-ki Posted March 8, 2006 Share Posted March 8, 2006 Back to the Tartan: If even Tal thinks the Tartan is too large then I just revert them back to their original size (more or less). Those giant Tartans really looked odd, didn't they? How about you make them 250m long, which is the length of the Lancer frigate, the ship that LA should have used instead of inventing a new ship for this game that serves the exact same purpose as the Lancer. Stupid LA. On the IPV-topic: I gave the pirates the YT1300 and Shadowclaw as fighter defense... I might as well remove the IPV and put em on space stations as ... well... system patrol craft garrison unit. Great idea! Just don't put IPVs on Imp or Rebel stations smaller than L3. Link to comment Share on other sites More sharing options...
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