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[MOD] EAW: Open Conflict


Adonnay

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Lvl 5 stations still slaughter mon cals, besides it would be easy to make stations tougher. But even if these values are not perfect, its more in line with how things should be.

 

Most shields:

1. Liberty

2. MC 80

3. ISD

4. Venator

 

Highest natural shieldrecharge:

1. ISD

2. Venator

3. Liberty(due to several shieldgenerators)

4. MC 80(due to several shieldgenerators)

 

Recharge if boosted:

1. Liberty

2. Venator

3. MC 80

 

Worst performance while boosted:

1. Venator

2. MC 80

3. Liberty

 

Besides whats more? 10000 shields at 60 recharge or 15000 shields at 35 recharge? If getting pounded by several ISD for example the 15000hp are surely gonna be better, but not gonna save you either. If takeing only casual damage over longer time the 10000 with the better recharge are better.

 

Edit: And aslong as missiles pierce shields its all moot anyway, i usually loose the first hardpoints through bombers or station defenses(or acclamators grrr) before my shields are down anyway.

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Shield recharge is not per second btw. but per 3 seconds. And Home One, which is more than twice as large as a liberty and which is known for its tremendous shields "only" has 14000 shieldpoints i.e. (with a good recharge though). I like your thoughts and calculations... but while you're at it... balance them for all ships, not those four only :D

 

Edit: No projectile pierces the shields anymore but the bomber-torpedoes.

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I gave the IPV to the Empire stations as garrison unit. I didn't make it available for building because it has no hyperdrive and thus would be doomed to stay at the planet you built it.

 

You are always one step ahead of me, my friend. :thumbsup:

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Shield recharge is not per second btw. but per 3 seconds. And Home One, which is more than twice as large as a liberty and which is known for its tremendous shields "only" has 14000 shieldpoints i.e. (with a good recharge though). I like your thoughts and calculations... but while you're at it... balance them for all ships, not those four only :D

 

Edit: No projectile pierces the shields anymore but the bomber-torpedoes.

 

Ok that changes everything, doing some new calculations. It will take some time to balance them for all ships cause im lazy so bear with me ;).

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Great mod, love it.

 

One thing, I'm using .08 and in Galactic Conquest (I don't know if the map matters, I'm using "empire at war"), I have access to 2 Accusers (spelling), both are ISDs, have an icon of Grand Moff Tarkin, and both fire the ray weapon thingamajig; the first I think I got from the start while the second I got after moving on to level 3.

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My mod is only thought for use with the Galactic Conflict map. To use it for other maps I'd have to make a few modifications to the hero spawn stored in the STORY_SANDBOX_44_EMPIRE.XML file for example. Or you can do it yourself by making a copy of STORY_SANDBOX_44_EMPIRE.XML and STORY_SANDBOX_44_REBEL.XML and change the 44 to 35 for the Empire at War campaign.

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Dear ADONNAY --> this is great MOD, game is much better now, but

(sorry - my english :-) I have (probably newbie) problem :

 

I start Galactic Conqest as Rebellion, I have one planet (Hoth, start from scratch is great idea!) and 2 infantry units, and I cannot build more because of "pop cap" .......so.......... I cannot conquer any planet, even with Space Station around Bespin pop cap is too small to build infantry unit :-(

 

I do something wrong ?

 

You have many great ideas, please, this mod is worth of growing,

THANK YOU ! I'm 36 years old, and I love Star Wars, now this game is not only for kids :-)

 

Best Regards

 

Koci

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Good point Koci... I still have too many starting units in, which were actually added for testing purposes. But now that I raised the caps for the ships I have to remove some of the starting units (or you get more planets ;) )

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Should the Imperials have the IPVI Patrol Craft? I can't seem to find any references to it in canon sources

There isn't a prior canon source for the IPV-1 that I know of. It first appeared in the d6 RPG by West End Games. I do not know if it has appeared in any of the books in the Expanded Universe. However, since it does appear in Empire at War, it is now canon.

 

BTW, "IPV", stands for Imperial Patrol Vessel. Thus the Imperials (and only Imperials) should have it. Which is why Adonnay replaced the Tartans with it on the higher level stations, and removed it from the pirates.

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Good point Koci... I still have too many starting units in, which were actually added for testing purposes. But now that I raised the caps for the ships I have to remove some of the starting units (or you get more planets ;) )

 

 

OK, so I'm waiting for info that this is fixed :-)

Any release date ? :-)))

I'm old Silent Hunter series player, great mods community like here,

Thank You again :-)

 

Koci

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My mod is only thought for use with the Galactic Conflict map. To use it for other maps I'd have to make a few modifications to the hero spawn stored in the STORY_SANDBOX_44_EMPIRE.XML file for example. Or you can do it yourself by making a copy of STORY_SANDBOX_44_EMPIRE.XML and STORY_SANDBOX_44_REBEL.XML and change the 44 to 35 for the Empire at War campaign.

Suggestion: Can you make the changes and include the STORY_SANDBOX_35 files in your next release? I'm sure there are other players that will want it.

 

PS - aren't you overdue for releasing v.009 with all the recent fixes you've made? :p Anxiously waiting for it. {beg}

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BTW -- Adonnay -- hmmm, IMHO Empire is too agressive now, they

conqered 8 planets after 20 minutes of game (Galactic Conquest).

This game is "fast paced" but not too much please, I feel like

Unreal Tournament online :-)

 

Best Regards

 

Koci

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BTW -- Adonnay -- hmmm, IMHO Empire is too agressive now, they

conqered 8 planets after 20 minutes of game (Galactic Conquest).

This game is "fast paced" but not too much please, I feel like

Unreal Tournament online :-)

 

Best Regards

 

Koci

 

Do you mean grey neutral systems maybe? Most of them have no pirates, so there is no resistance and the first unit landing automatically conquers the system(even r2d2).

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Do you mean grey neutral systems maybe? Most of them have no pirates, so there is no resistance and the first unit landing automatically conquers the system(even r2d2).

 

Thank You rocketeer --> Hoth nearby systems have pirates, strong forces I saw, not easy to be Rebels :-)

 

Koci

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Suggestion: Can you make the changes and include the STORY_SANDBOX_35 files in your next release? I'm sure there are other players that will want it.

 

PS - aren't you overdue for releasing v.009 with all the recent fixes you've made? :p Anxiously waiting for it. {beg}

 

What changes are you talking about? I thought all the interesting stuff was in 008. Anything special you're waiting for? ;)

 

@Koci: The Empire is that "aggressive" because the planets are uninhabited... therefore the Empire doesn't have to fight and it might look as if it is very aggressive. You can do the same and hop around taking planets at the beginning... I will probably populate the planets with more pirates to reduce this rush at map start.

 

Btw: here's the fixes you both mentionned (the adjusted hero spawns for the rest of the maps and the lowered starting units for the Galactic Conflict, no other maps changed in regards to starting units and/or starting planets).

 

-> Version .008a <--

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Anyone got a idea where the venator should be placed hull hp wise, tal maybe? Im thinking about placing him between the ISD and the Mon Cals, though closer to the mon cals. I know its a old design, but its a pure warship, so it should have strong military grade armor imho. If this offends someone please scream stop now ;).

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Anyone got a idea where the venator should be placed hull hp wise, tal maybe? Im thinking about placing him between the ISD and the Mon Cals, though closer to the mon cals. I know its a old design, but its a pure warship, so it should have strong military grade armor imho.

A canon Venator has inferior hull to the MC80 (88% by comparison), but stronger than a Victory I (by +33%) or Victory II (by +15%).

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