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[MOD] EAW: Open Conflict


Adonnay

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RE: Capital Ships & Heroes.

 

Personally, I think that Capital Ships should be larger (compare the size of a TIE Fighter and an Imperial-II Star Destroyer), more powerful and most importantly, more expensive.

 

If a Corellian Corvette is 1800, why should an ISD be like 5500?

 

It makes no sense.

 

In my previoud mod, when I edited my files, I made the ISD 7500, and as for Home One (largest ship we've got 'till we can implement SSD's - Home One is approx twice the length of an ISD) should have massive amounts of shields and armour and take a massive beating 'till it succumbs. I made 12000, which I think is a fair price if a MC Cruiser costs, say, 7000 or thereabouts?

 

If you add the Emperor (currently in a beefed-up ISD I guess?) then he should be the most expensive hero the Empire has, prolly about the same price as Home One or something. As for special weapons, I'd give him Proton Beam, Tractor Beam, concentrate fire and prolly' power to engines. That'd be cool, actually. If he happens to be overpowered (no one wants the Emperor to die in battle, do they? ;)), then he can just **** off quickly, and the amount of special weapons (4) - this is possible, isn't it? - would suggest he has a pretty cool ISD that's been modified.

 

Anyway, sorry to go on, but I love your mod and just wish to contribute to it. Comments?

 

:)

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The problem with the size is the maps... if you make them much larger you might get serious pathing problems on some maps with obstacles like satellites, mining rocks and asteroids. With the maps like this I wouldn't try to make the scale 1:1. Then you'd hardly be able to see the TIEs since they're so small compared to an ISD. I doubled the size of Home One long ago already and had a few problems already. If I made the ISDs larger now I'd have to resize Home One too... on small maps it would almost take half the size of the map then. That's beyond reasonable then ;) On larger maps this might work yet... but you should keep all maps playbable.

 

About the hitpoints and shields... that's mere balancing. We can sure talk about it but I hesitate to just increase a few values now because IF I make those capital ships that much stronger I have to rebalance the bases and the frigates at least too or they will fall like flies.

 

On the Emperor subject... I haven't started on giving him an ISD yet, but I think 2 special abilites is the maximum as far as icons go. Or can there be two rows of icons? I never tried it but I don't think so...

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I am as well curious how you can edit the single-player cost of the unit?

 

I would think that the emperor would as well only be able to at max, have two special abilities, by the evidence so far it agrees with that because I have not seen a unit that has more than two special abilities.

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Fair enough. I understand the scaling issue :)

 

Two questions?

 

1, How does one change the damage inflicted by the Hypervelocity gun (i.e., I'd make it much more powerful, it's not that good as superweapons go, is it? ;))

 

2, With regards to the apparently limited set of two special abilities:

 

Mara Jade = Power to Engines + Shield Boost (but give her ship more armour, it gets well and truly caned by a pack of X-Wings)

 

Kyle Katarn = Power to Engines + the ability that A-Wings have which lures enemies towards them - forget its name, sorry.

 

Emperor Palpatine = Concentrate Fire (the Home One ability) + Proton Beam.

 

By the way. I've been thinking about Star Destroyers. Do you rekon they should have the Proton Beam as well as the Tractor Beam by default? I believe so. It's of course up to you whether you wish to add this feature, but if you decide against it, how do I go about doing it anyway?

 

I think its fair because if you get pwned by a proton beam, it serves you right for getting too close to an ISD ;)

 

Thanks for listening to my suggestions, by the way. I appreciate it :)

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Um... the issue I have with giving Palpatine an ISD at all is the single player game. You have this character right from the start (like Mon Mothma)... and with such an immense firepower you can overthrow the galaxy in three days ;) Same with Ackbar... if he was available right from the start the game would be short for sure.

 

@Darth_Extas: The single player cost is the normal "Build_Cost_Credits". The multiplayer/skirmish build cost is named "Tactical_Build_Cost_Multiplayer".

 

About Mara Jade... her shuttle is still a shuttle... if I made it into a second millenium falcon it would look odd wouldn't it? I can increase those values, sure... but not too much. I should reduce the cost though. Too bad there's no rear turret on it as it should be.

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Fair enough :)

 

As for my other points (Mara Jade, Kyle, etc.) - are going to give their ships those abilities?

 

And make capital ships more expensive and powerful, please :) *puppy dog eyes*

 

After that, I think your mod is a lot nearer completion.

 

If I think of anything else, I'll be sure to post it here ;)

 

EDIT: I see you edited your post ;) Yeah, that would be cool, and I don't want another Millenium Falcon :) I think giving her power to engines would be cool (the shuttle isn't all too fast), as well as speeding up her lasers a bit, and of course giving her a tad more armour. Then, she'll do :)

 

How is Kyle faring?

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Those ability changes are in, I upped Maras shields and armor too and boosted the lasers a little. The capital ship thing is a bit more work... so this might take a bit but I'll do it (acutally I intended to do so anyway... but as I wrote above I hesitate a little since it involves quite a bit of rebalancing).

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Um... the issue I have with giving Palpatine an ISD at all is the single player game. You have this character right from the start (like Mon Mothma)... and with such an immense firepower you can overthrow the galaxy in three days ;) Same with Ackbar... if he was available right from the start the game would be short for sure.

 

Good point...I suppose then, in terms of increasing the Imperial space punch, its a matter of tweaking the existing ISD stats, and adding new ships as models become available.

 

BTW, on the ground side, I am quite happy with the AT-ATs, are the Stormtrooper stats in the same file? I think they should be tweaked a bit to represent their shock troop status.

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The advanced TIEs and the upped squad sizes helped a bit already to even the balance again. I can't really test the ISDs in skirmish because the odds that the AI builds the large capital ships are 1:1000 ... at least ;)

 

Anyway... the stormtroopers should be in the groundcompaniesempire.xml.

 

-> Version 004c <-

 

There seems to be an issue with the power to shield ability on the shuttle. It seems the game can't add the effect to all craft, only to specific ones... so the effect looks kinda odd now. Haven't testet Katarns abilities yet.

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Okay... I think that's it for today... *phew*

 

Tell me what you think... if the advanced TIEs are strong enough (or should the squad contain more fighters and be more expensive) and your opinion about the other changes.

 

Any suggestions on how to improve the balance are always welcome of course. Thanks for your input! ;)

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No problem ;)

 

RE: The Advanced Ties. They're really good. Great firepower. I'd raise the number to 4, and raise the price to 800. It'll stop people churning them out instead of TIE Fighters altogether. I think that'd be better. What do you think?

 

RE: The Moldy Crow. Needs to be slowed down just a tad, and also I rekon he should just have the lure ability. Other than that - he's fine.

 

RE: Mara Jade. I think the engine boost ability instead of shield boost. It'd be great if she could have some effects for the engine, too, like the Corellian Corvette - so when her engine power is on, the engines brighten up and whatnot. That'd be cool ;)

 

RE: The Emperor. Any ideas for him?

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@mandead: Palpatine should have a Victory SD. It won't matter (much) in the Single Player Campaign. The trick is to balance it in Galactic Conquest.

 

@Adonnay: I just did the Carida mission in the Rebel campaign, and I don't see that the "rocket" icon on the AT-AT does anything (at least not while Chewie is driving). No mode icon pops up over the AT-AT, no difference in what happens. I noticed that regardles of the rocket setting the AT-AT alternately fires chin and ear lasers at infantry and only chin lasers at hard targets. I hope that's correct because (IMO) it's working as it should be.

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@Tal: I just left the switch in in case I wanted to revert back to the optional fire ability instead of permanent. I'll just remove the icon then all should be fine ;)

 

I'll see about those changes you mentionned mandead... but I think those specialFX are only available for those vessels that have the effect now. It's customized and no generic effect.

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Adonnay, I think I need to give you a few figures so that you get the ships scaling correct:

 

LENGTHS -

ISD: 1600m

Mon Cal MC80: 1200m

Venator: 1137m

Victory: 900m

Acclamator: 752m

Alliance assault frigate: 700m

Interdictor: 600m

Tartan: 600m

Broadside: 500m

Nebulon-B: 300m

Marauder: 195m

Corellian corvette: 150m

Corellian gunship: 120m

system patrol craft: 120m

Millenium Falcon: 26.7m

Y-wing: 16m

X-wing: 12.5m

Z-95: 11.8m

A-wing: 9.6m

TIE: 6.3m

 

EDIT: see highlighted items above

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The Venator is larger than expected...

As far as I know the Liberty is around 1500m, isn't she? The Liberty is the proper equivalent to the ISD, the MC80 was the converted civil cruiser and thus not really a match for an ISD.

 

Seems I got a weird problem... I made the ISD spawn a squadron of TIE Advanced. But when they spawn they start spiraling down the Z-axis instead of behaving like a fighter should *g*... you know, engage enemies and such nonsense ;)

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I've never heard of the Liberty. Sorry, can't help you with it unless I have some sort of reference to where it was mentioned (book, movie, whatever). If you need a run-down on the weapons load-out of any particular vessel, just ask.

 

EDIT: the New Republic built several types of cruisers as equivalents to the ISD. One is the Mon Cal MC90. There are a couple of others. I can give you info on any of them.

 

EDIT2: The Venator and Victory are both late Clone Wars designs from rival corporations (KDY and Rendili, respectively) trying to fill the same naval role. The Venator was the SD used by the Republic until it was phased out by the ISDs. The Victory was a less-accepted product that wasn't produced in the same quantities as the Venator.

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Wikipedia ;)

 

I now beefed up the ISD quite a bit by adding undestroyable large laserbanks... so even if its turbolasers are crippled it's still a deadly opponent for medium sized vessels. This should help giving it back the role as mightiest mass produced battleship (Home One is more powerful but not mass produced). The Liberty cruiser is quite a match for the ISD since it has more shield but is less durable... have to play around with that a little.

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An ISD only has 16% (1/6) more hull integrity than a MC80. However, the Mon Cal ships (all of them) have *backup* shield generators that effectively supply *double* the shield strength of an ISD. (When the primaries go down, the backups kick in, but there's no proper way to model that in EAW so I'd suggest just giving them twice an ISD's shielding.)

 

The MC80s should also cost quite a bit more than ISDs as each is a custom-made design. The ISDs are mass-produced by droid & slave labor.

 

PS - thanks for the Wiki link.

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They already implemented this by making the shield generators not targetable and not destroyable... ;)

 

Right now both (I always take the liberty as comparison - as it was their primary warship it seems) have 3500 shield strength with the liberty having a better recharge rate. The hull of the ISD is at 8500 while he Liberty's is at 7000.

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