rocketeer Posted March 11, 2006 Share Posted March 11, 2006 Ok, im reasonably done now, will edit this post for the changes i made. Ill need some help to test the capital ships since the AI seldom builts them. Home one: 20000 Armor, 45000 Shields, 100 shieldrecharge, 25 boost duration, 0.037 boost interval, 120 sec ability reload, Engine 50% and weapons 50% while using the boost. Liberty: 8000 Armor, 15000 Shields, 42 shieldrecharge, 30 boost duration, 0.06 boost interval, 60 sec ability reload, Engine 50% and weapons 70% while using the boost. MC 80: 8000 Armor, 12000 Shields, 30 shieldrecharge, 30 boost duration, 0.06 boost interval, 60 sec ability reload, Engine 50% and weapons 60% while using the boost. Venator: 7040 Armor, 5000 Shields, 55 shieldrecharge, 30 boost duration, 0.1 boost interval, 60 sec ability reload, Engine 10% and weapons 100%(cant touch this, it messes with his fighter spawning) while using the boost. Assault MK II: 4000 Armor, 3500 Shields, 45 shieldrecharge, 10 boost duration, 0.1 boost interval, 60 sec ability reload, Engine 100% and weapons 50% while using the boost Nebulon B: 2000 Armor, 2000 Shields, 30 shieldrecharge, 25 boost duration, 0.15 boost interval, 60 sec ability reload, Engine 50% and weapons 50% while using the boost ISD: 9280 Armor, 11000 Shields, 100 shieldrecharge, added power to weapons, 30 sec boost duration, 60 sec ability reload, weapon delay modifier 0.5, engine 80% and shieldrecharge 50% Victory: 6000 Armor, 5000 Shields, 60 shieldrecharge, 15 sec boost duration, 60 sec ability reload, weapon delay modifier 0.5, engine 50% and shieldrecharge 0% Acclamator: 3200 Armor, 2800 Shields, 50 shieldrecharge, 25 sec boost duration, 60 sec ability reload, weapon delay modifier 0.4, engine 50% and shieldrecharge 0% Tartan: 300 Armor, 500 Shields, 10 shieldrecharge, 10 sec boost duration, 30 sec ability reload, weapon delay modifier 0.4, engine 100% and shieldrecharge 0% Corvette: 200 Armor, 400 Shields, 10 shieldrecharge I didnt do marauder and interdictor as they are somewhat fine as it is, they are supportcraft and supposed to die fast, which i feel they do . Link to comment Share on other sites More sharing options...
Meethos Posted March 11, 2006 Share Posted March 11, 2006 Sure thing... I thought of making the garrison units special versions (copies) of the existing ones with a much larger chase radius so you can leave them without a babysitter for a while at least without touching the built units (who might do something you don't really want to). I think thats a great Idea. Maybe bump up bought fighters I little bit then, just so they'll be more inclined to shoot at the enemy in their general area. Link to comment Share on other sites More sharing options...
Adonnay Posted March 11, 2006 Author Share Posted March 11, 2006 Venator: 7040 Armor, 5000 Shields, 55 shieldrecharge, 30 boost duration, 0.1 boost interval, 60 sec ability reload, Engine 10% and weapons 100%(cant touch this, it messes with his fighter spawning) while using the boost. How does it affect fighter spawning? And why doesn't it affect the other ships? Link to comment Share on other sites More sharing options...
rocketeer Posted March 11, 2006 Share Posted March 11, 2006 In one of my testingsetups i had the problem that no fighters would spawn aslong as the boost was activated, as soon as you turn the boost off the fighters would come out. Changing the weapons to be unaffected by the boost fixed that for me, maybe fighter spawning is affected by the weapon delay i dont know. The other ships dont have much of a problem with the respawn of a fighterwing taking a bit longer imho, the only other ship with lots of fighters on rebel side is the liberty, and it has a very small weapon delay. P.S. The problem occured when i made the shield boost toggleable. Edit: to be more clear, i didnt want a delay on the fighterlaunching for the ship because he has to keep 8 wings outside, and launching them takes long enough as it is. Edit2: But the weird thing actually is that his weapons where unaffected, just tried it again ... setting his weapon dealy modifier to 10 and he shoots as fast as with a setting of 1, but no fighters get launched ... Edit3: This seems to affect all ships, weapon delays greater than 1 doesnt seem to work. Link to comment Share on other sites More sharing options...
rocketeer Posted March 11, 2006 Share Posted March 11, 2006 Damn a weapon delay multiplier of 0.1 makes you shoot 10x as fast, but a a weapon delay multiplier of 30 doesnt affect your firerate at all? Sheesh ... Edit: Looks like we only have one kind of penalty for the rebel ships ... Link to comment Share on other sites More sharing options...
Adonnay Posted March 11, 2006 Author Share Posted March 11, 2006 I just noticed there's some weird lines in the Venator, that I haven't seen yet with any other ship: <Defend_Mode_Weapon_Delay_Multiplier>3.0</Defend_Mode_Weapon_Delay_Multiplier> <Defend_Mode_Shield_Regen_Multiplier>5.0</Defend_Mode_Shield_Regen_Multiplier> <Defend_Mode_Energy_Regen_Multiplier>5.0</Defend_Mode_Energy_Regen_Multiplier> <Defend_Mode_Speed_Multiplier>0.5</Defend_Mode_Speed_Multiplier> Perhaps you should remove them (if you haven't already). Link to comment Share on other sites More sharing options...
rocketeer Posted March 11, 2006 Share Posted March 11, 2006 I just noticed there's some weird lines in the Venator, that I haven't seen yet with any other ship: <Defend_Mode_Weapon_Delay_Multiplier>3.0</Defend_Mode_Weapon_Delay_Multiplier> <Defend_Mode_Shield_Regen_Multiplier>5.0</Defend_Mode_Shield_Regen_Multiplier> <Defend_Mode_Energy_Regen_Multiplier>5.0</Defend_Mode_Energy_Regen_Multiplier> <Defend_Mode_Speed_Multiplier>0.5</Defend_Mode_Speed_Multiplier> Perhaps you should remove them (if you haven't already). I tested this with the mc 80, its the same result, you can set whatever value you want for weapon delay modifier, if its smaller than 1 it means a decrease in time between shots, if its greater than 1 it means 1 ... The values in unit_abilities_data seem to take precedence anyway, it correctly accepts my speedvalues. Link to comment Share on other sites More sharing options...
Meethos Posted March 11, 2006 Share Posted March 11, 2006 maybe fighter spawning is affected by the weapon delay i dont know. Thats odd, the fighter spawning should be governed by this value: <Spawned_Squadron_Delay_Seconds> On another note, I'll have a table with all the Capital, Frigate, & Corvette ships later this afternoon. After that I'll do fighters. PM me at your leasure with your email address and I'll send it to you (unless you had someway else in mind). Link to comment Share on other sites More sharing options...
Adonnay Posted March 11, 2006 Author Share Posted March 11, 2006 I suppose it has to do with the ability. It probably can't be used to slow down the weapons fire. Edit: Or did you copy the line used by the Corellian Corvette do slow down the delay? Perhaps you just have a typo somewhere. Link to comment Share on other sites More sharing options...
rocketeer Posted March 11, 2006 Share Posted March 11, 2006 The line for the weapon slowdown is even in an unmodded version afaik ... i only changed its value, can i make it fire faster? yes. Can i make it fire slower? nope. Maybe the variable cant be used to slow down the weapon fire, but that would be stupid, as its supposed to be a multiplier ... Link to comment Share on other sites More sharing options...
rocketeer Posted March 11, 2006 Share Posted March 11, 2006 Has anyone ever really noticed any weapon slowdown while using a ability? The corvette is supposed to shot 3 times slower while using its speed boost, tbh even looking very closely i dont see a slowdown of this magnitude ... Link to comment Share on other sites More sharing options...
Meethos Posted March 11, 2006 Share Posted March 11, 2006 Btw, here are some things I ran across(Honest I have a current version of the mod this time). The Interdictors Autoresolve_Health and its tactical_health don't match (They usaully have the same value). A similar problem with the Tartans AI_Combat_Power and its Build_Cost_Credits The build time for the Laser Maurader is quite long compared to other ships of its class, also even though it only uses lasers now, it still has a min_attack value. I'm not sure if the Tantive IV is used at all, but its code is all messed up. Its Min & Max Speed seemed to be reversed. Its Autoresolve_Health & Tactical_Health don't match. Its AI_Combat_Power & Build_Cost_Credits don't match. It doesn't have a population cap. It has two different entries and values for both Targeting_Max_Attack_Distance and Space_FOW_Reveal_Range. Like I said its all messed up. Well thats all for now. Link to comment Share on other sites More sharing options...
Adonnay Posted March 11, 2006 Author Share Posted March 11, 2006 It IS being used in the unmodded version. Check the Corellian Corvette and its power to engines ability. That's what I wanted to tell you... perhaps it just doesn't work with the power to shields ability. edit: this was related to the older post on page 14 Link to comment Share on other sites More sharing options...
Darth Bird Posted March 11, 2006 Share Posted March 11, 2006 Downloaded the "latest version". Overall very pleased. A few issues though. In GC 1. Captain Piett had Gov. Tarkin's picture/icon 2. Fighter build time (Empire is a bit slow IMO) 3. When tried to use Proton Beam on a Space Station hard point game began to "stutter pause". Thanks for the great mod Link to comment Share on other sites More sharing options...
Adonnay Posted March 11, 2006 Author Share Posted March 11, 2006 @Meethos: Thanks for pointing out the discrepancies. And no, the Tantive IV is not used (at least not by me, not sure if its somewhere in the campaign) and therefore I didn't touch it, but I saw no reason to delete it anyway. And the reason why the laser Marauder has a min targeting value is that I wanted to prevent the Marauder to get within very close range of the target (like the fighters) and visually collide with it. But actually that doesn't work so you can as well remove the line again (I will do it now too, just forgot about it). Link to comment Share on other sites More sharing options...
Adonnay Posted March 11, 2006 Author Share Posted March 11, 2006 Downloaded the "latest version". Overall very pleased. A few issues though. In GC 1. Captain Piett had Gov. Tarkin's picture/icon 2. Fighter build time (Empire is a bit slow IMO) 3. When tried to use Proton Beam on a Space Station hard point game began to "stutter pause". Thanks for the great mod 1. I exchanged Piett with Tarkin. Piett now commands an Acclamator. If there's still something wrong, please let me know 2. The fighter build time in skirmish? I thought it was quite fast already. 3. I haven't changed anything with the proton beam ability yet, so blame Petroglyph. While I might have worsened the stuttering to a degree by adding quite a few new hardpoints, raising the number of spawned fighters, adjusting the clipping plane and widen the zoom i.e. the source of the stuttering is not of my doing and is also present (for me at least) in the unmodded release version. It's probably a typo somewhere or a memory leak... I don't know, sorry Link to comment Share on other sites More sharing options...
rocketeer Posted March 11, 2006 Share Posted March 11, 2006 @Adonnay My point is i dont see a slowdown on the corvett using that ability ... If i set a ship to shoot 3 times faster you WILL notice a difference, but the corvette doesnt seem to shoot 3 times slower to me ... I think its broken. Link to comment Share on other sites More sharing options...
Adonnay Posted March 11, 2006 Author Share Posted March 11, 2006 Try removing all hardpoints but one... perhaps it's just hard to see since it has eight, and they're not shooting at the same time. Link to comment Share on other sites More sharing options...
rocketeer Posted March 11, 2006 Share Posted March 11, 2006 I just took 3 corvettes and had them shooting at the same mine, then i activated the boost on one corvette, still same firering speed. Then i changed the factor from 3 to 30, still no change in firering speed. P.S. A factor of 30(!!) should be visible no matter how many hardpoints a ship has dont you think . Link to comment Share on other sites More sharing options...
Adonnay Posted March 11, 2006 Author Share Posted March 11, 2006 True... weird. Send a bug-report to petroglyph G'night everyone... rocketeer. If you're done with your changes you could send me the ship files if you want so I can copy the needed values and make a test-version (along with the rest of the fixes and changes I made since 008a). Link to comment Share on other sites More sharing options...
Nospmas007 Posted March 12, 2006 Share Posted March 12, 2006 Hey, I think i may have found a probelm. I was just trying to take over yavin in a ground battle (raid with the rebels) and I received a crash-to-desktop. A window pops up saying their was an exception error. I also received a text file with info on the error. Some of the info the rest is stack dump. "Exception in thread E38 - Main Thread Exception code EXCEPTION_ACCESS_VIOLATION The thread tried to read from or write to a virtual address for which it does not have the appropriate access. Attempt to read from address 1B116000 Exception occurred at 0075D42D - Unknown code pointer Stack walk: 02720178 : Unknown 33D6BF95 : Unknown FFFFFA78 : Unknown 00000000 : Unknown Register dump: Eip:0075D42D Esp:0022F1D4 Ebp:16FC7A60 Eax:0000BBFE Ebx:1A5A35C0 Ecx:000000DB Edx:000000DB Esi:000000DB Edi:1B0E7008 EFlags:00010202 CS:001b SS:0023 DS:0023 ES:0023 FS:0038 GS:0000 Bytes at CS:EIP (0075D42D): 8B 04 87 5F 5E 83 C4 18 C2 08 00 83 C8 FF 5E 83 C4 18 C2 08 00 CC CC CC CC CC CC CC CC CC CC CC CC CC CC 83 EC 24 53 8B D9 8B 0D F8 FF BB 00 85 C9 89 5C 24 04 75 07 A1 DC FF BB 00 EB 05 8B 01 " Any ideas on what happened? This never happened to me in vanilla but i only played a couple of days before i modded it with this mod. Link to comment Share on other sites More sharing options...
Darth Bird Posted March 12, 2006 Share Posted March 12, 2006 I was referring to Galactic Conflict mode on all three mentions I see now about Tarkin having a SD and Piett an Acclamator but Tarkin is also on Byss at the start of the game (basically he's "doubled"). Also, I noticed the "dark colored" regular stormtroopers (a bit cheaper to build) and was wondering if you could add maybe "heavy stormtroopers" instead like the one's on Tatooine with the bazooka looking rifles (from Episode IV)? Link to comment Share on other sites More sharing options...
Tal Odo-ki Posted March 12, 2006 Share Posted March 12, 2006 add maybe "heavy stormtroopers" instead like the one's on Tatooine with the bazooka looking rifles (from Episode IV)? Those were light repeating blasters (aka light laser machineguns). Link to comment Share on other sites More sharing options...
exar-kun Posted March 12, 2006 Share Posted March 12, 2006 Hey, just checked out this mod and it is by far the best one out there so far. Good job Adonnay and company. Keep up the good work. Have a few suggestions: 1. Should give the empire Tie interceptors. Game doesn't fell complete without them. It would be sweet to have little tie ints zippin' around and kickin starfighter butt. This would cause balance issues, so add in a new reb starfighter as well. Maybe a B-wing? Give lasers and 1 light concussion missle launcher to serve as an effective interceptor fighter. Give the ints the lure ability like the A-wing and the B-wing the lock s-foils ability to run away from Tartans. Or maybe a earlier issue fighter like the Arc-170? Idun know if its feisible or just the rantings of an over obssesed Star Wars fan. If the ints don't fit canon for the epIV era, then never mind all my ramblings. 2. Been looking through other mods, and one in particular caught my attention. In the Pirates at War mod, u were able to bring in correvte and frigate types as reinforcements in a land battle. They could hover the battlefield and blast at all those poor ickle troops on the ground and spawn fighters from them as well. U could have plex troops be able to attack these ships. Maybe t4-bs as well, with their rocket ability. The empire could have you bring back the AT-AA (now that it would have a purpose), and maybe At-Sts could attack the cap ships as well. Maybe At-Ats as well. Have airspeeders be able to counter the ships, and have the ships spawn fighters to counter them. I mean, it would look freakin sweet with a vic destroyer droppin out of orbit, blasting away at ground defenses, while reb speeders scramble to attack the cap ship, then ties come out (no more then 6) to hold off the speeders while bombers (no more then 3) bomb the enemy forces. It would add a whole new element to the land battles and give them the excitement that they really need. You could have AA turrets and turbolaser towers as ground defenses against these threats. 5 X-Wings and 3 Y-wings max for rebs. Space ships should spawn a few ground units as well (troops and light tanks). Only issues would be pop. cap. (restricts a whole bunch of ships and the # of ground units u can deploy, so garrison ground units from ships would be a must), and money (u would have to invest in increased defenses against these threats and makes building other things a lot harder since there would be less money to do it with). Restrict ships from being in raid fleets. Maybe would be cool to have heros like ackbar come in, but would have to scale down models so the dont fill whole map. Increasing pop. cap would be a must, maybe up to 15 or 18. And it would follow canon to have acclamators and venators drop into the atmosphere and deploy troops, though not so for big cap ships. Go to Pirates at War forum for complete details (page 2). Hope you consider my suggestions for making the game better, would be so sweet if you apply them to game! Thanks: exar-kun P.S. make sure ships are above the level of planatery shields so u need ground units to take out shields before u can pound their base! Edit: Oh, and maybe have pirates be able to raid planets, would make them a whole bunch better and more powerful. Atm pirates are mediocre right now, so this could add a whole new level of difficulty(not that its too easy right now!) Edit 2: Hey Tal, wondering where u get all ur info, know that u post it up earlier but couldn't find it. Sry for inconvinience! Thanks again! Link to comment Share on other sites More sharing options...
Meethos Posted March 12, 2006 Share Posted March 12, 2006 1. Should give the empire Tie interceptors. I beleive according to cannon Tie Interceptors wern't used in mass numbers till after the Battle of Yavin. Vader's was one of the first in use. In the Pirates at War mod, u were able to bring in correvte and frigate types as reinforcements in a battle. An interesting concept, though with the exception of the Prequel Capital Ships. Most ships couldn't enter the atmosphere. Then again at the moment we can't model Orbital Bombardment either. If anything I wouldn't mind seeing fighters being used in Land Combat (not just as a superweapon ablility), but that could also become a balance nightmare. I noticed in that pirate mod he let people build their own build pads and Turbo Lasers to help with the balance. I'm not sure if this is the direction Adonnay wants to take this mod, but thats up to him. Oh, and maybe have pirates be able to raid planets, would make them a whole bunch better and more powerful. While the concept of Pirates raiding is neat, I don't think it will work well, with how the AI is set up. The AI would now use Pirates to capture planets, which isn't really realistic. If you could program the AI to land troops, destroy one structure and then retreat, that would be different. But as it stands now it would just create a third faction competing in the Galactic Conflict. Link to comment Share on other sites More sharing options...
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