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[MOD] EAW: Open Conflict


Adonnay

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Edit 2: Hey Tal, wondering where u get all ur info, know that u post it up earlier but couldn't find it.

First, I have ALL of the d6 and d20 Star Wars RPG materials. That's where I get the hard numbers from. Second, I have an extensive library of the LucasArts Stars Wars canon books (like the various "Incredible Cross-sections" books, etc.), as well as almost all the Expanded Universe novels. Finally, I was 18 when the original (episode IV) Star Wars came out in movie theatres, so I've been an avid fan for almost 30 years, and in the long time since I have seen the movies enough times to have them all but completely memorized. Now owning the DVDs makes it even easier to remember things, plus I'm quite good with Google ...

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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.

Vader didn't use a TIE Interceptor. He flew a prototype TIE Advanced x1. The TIE Interceptor, while completed just before Yavin, wasn't used extensively by the Empire until just before Endor. (Check out TESB for confirmation if you don't believe me. In ep5 you still don't see them, and that's 3ABY. They first appear in RotJ.)

 

BTW, the TIE Interceptor is the one with the rakish-looking "notched" solar panels. The TIE Advanced looks like a TIE bomber without the weapons module that's parallel to the cockpit.

 

EDIT: the TIE Advanced x1 and x2 led to the production model TIE Interceptors. The TIE Advanced x7, which was derived from the TIE Interceptor, was the predecessor to the (post-Endor) production TIE Defenders.

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So, at the risk of sounding insanely stupid, how do you install this mod? I read the readme on installing XML mods, but I can't find an XML folder in the game folder, and I have no idea where to put the other two. I'd love to play your creation :)

 

And yeah, Tal is right. The TIE Advanced x1 Interceptor Prototype (what vader flew) was the original baseline of the TIE Interceptor. The Empire desired a deadlier, more competent fighter, but the x1, with shields, hyperdrive, and all the amenities of a high-grade fightercraft like an X-Wing, was too expensive for the Empire's 'Make it cheap and make a million of 'em' philosophy. So, the Empire designed the TIE Interceptor as a midrange between the TIE Fighter and the Advanced x1. It was faster, more agile, and much more heavily armed than the TIE Fighter, but still lacking shields, hyperdrive, and life support it was cheap enough to produce in large quantities.

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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.[/Quote]

 

But wasn't the concept of the interceptor being developed during this time period? If it was, then u could have access to ints in some pivotal point in the game, or maybe make a mission on kuat or fondor or something where u have to protect tie int prototype from a massive attack, and then have access to it. Would be pretty cool. And concerning #'s u could put like 3 or 4 ints in a squadron to follow canon. :)

 

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.

 

True, but most ships could enter atmosphere still (just not big mon cals or ISDs or any other big cap ships). But ur right, its all up to Adonnay.

 

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.

 

Aren't there presets of how the AI works ingame? If so, maybe these could be changed according to faction and strengths/weaknesses.

 

exar-kun :sithm:

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But wasn't the concept of the interceptor being developed during this time period? If it was, then u could have access to ints in some pivotal point in the game, or maybe make a mission on kuat or fondor or something where u have to protect tie int prototype from a massive attack, and then have access to it.

The TIE Interceptor was not available until over 3 years after Yavin. In the time period of the game, the best that could be obtained would be a (prototype) TIE Advanced x1, and that is reserved for Vader in EAW. End of story.

 

PS - The TIE Interceptor is even more non-canon for this period than having a SSD would be.

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Vader didn't use a TIE Interceptor. He flew a prototype TIE Advanced x1.
Wow and all these years I thought he was flying an Interceptor. I've learned more in this thread about the history of ships & weapons than I ever have from watching the Movies and reading all the EU novels. Thanks for keeping me informed.
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Wow and all these years I thought he was flying an Interceptor. I've learned more in this thread about the history of ships & weapons than I ever have from watching the Movies and reading all the EU novels. Thanks for keeping me informed.

You're welcome, my young Padawan. :p

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Was wondering if there is any way I could get into an active role in this mod? Have not tried this before though, so dun know if u would need me. Could try to upload that skin program that Legacy of War is using, maybe mess around with creating models. Let me know what u think.

 

Edit: Be honest!

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Sorry to double post, but in case you missed it, how do I install the mod?
Assuming Empire at War is installed in the default location. First Unzip the files then copy and paste the: Art, Text, and XML folders into C:\Program Files\LucasArts\Star Wars Empire at War\GameData\Data

 

Thats all. If you have any previous mods installed you might want to delete your current XML folder first. Btw on a fresh install the XML folder doesn't exist yet.

 

Edit: For those who are interested I finished the Table for all the Capital, Frigate, and Corvette Class ships as they stand in 008a. If you want a copy PM me your email address and I'll send it to you. Its in an excel spreadsheet around 52 kb. If anyone has an FTP to put up on let me know. I'll do a table for Fighters next.

 

Now some inconsistencies I've come across:

 

Sundered Heart has no <Shield_Armor_Type> attribute -> should be set to Shield_Corvette.

 

The Hailstorm has two seperate values for its <Population_Value>

It also has a rather large fighter complement but no launch bay. In the same note its <Squadron_Capacity> dosen't reflect its fighter complement. It shouldn't even have fighters, should it??

 

Shadowclaw has no <Population_Value>

 

Thats all for now.

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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.

 

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.

 

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.

Great answers already ;)

 

As for TIE Interceptors I can only add to Tal's responst (the Interceptors not beeing avaiable during the period the game plays in) that I won't add ships if they don't have the model. I hate it when there's ships flying around pretending to be something else... that's awful ;)

 

The Pirates attacking planets would be nice, but right now there's two problems with that. They're lacking the ships (those frigates are a laugh, even for a level 1 station) and the proper AI (I could use the basic AI, but that tries to capture planets as well, as Meethos said already). I'm not sure if we can modify the AI to raid planets but flee again... *shrug*.

 

 

And about ships entering the atmosphere... well... besides the balancing nightmare Meethos mentionned I'm not really sure if this would function. When I got the time I might try and implement a few flying units (fighters and and a corvette probably) and see how it works. Though I doubt it's really "entering" the atmosphere... if I'm not mistaken you have to build those ships in any of those buildings which kinda feels odd since the enemy just wiped out your planet's defenses, else he wouldn't be on the ground (except for rebel raid forces of course).

 

Aaand finally about an active role. I consider all who discuss, suggest and come up with ideas and fixes "active" (like Meethos, rocketeer or Tal just to name the most active and most valuable ;) ). I'm still the only one messing around with the XMLs and that's probably better since it requires alot of communication if two people edit the same files. That won't work without complications and restrictions. So if you want to help and actively shape this mod, you can do alot, think of ways to make units unique (edit abilities in a way we haven't thought before), find bugs/discrepancies in the code or just discuss with us what would be good to implement and what not.

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Sorry to double post, but in case you missed it, how do I install the mod?

 

You just have to extract the whole .zip into your gamedata/data subdirectory. It should then create the subfolders ART and XML automatically.

 

SAVE YOUR TEXT-FOLDER before you extract though, because it will overwrite the master text file used for the units descriptions.

 

Edit: Oh well... Meethos beat me to it ;)

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Edit: For those who are interested I finished the Table for all the Capital, Frigate, and Corvette Class ships as they stand in 008a. If you want a copy PM me your email address and I'll send it to you. Its in an excel spreadsheet around 52 kb. If anyone has an FTP to put up on let me know. I'll do a table for Fighters next.

 

Now some inconsistencies I've come across:

 

Sundered Heart has no <Shield_Armor_Type> attribute -> should be set to Shield_Corvette.

 

The Hailstorm has two seperate values for its <Population_Value>

It also has a rather large fighter complement but no launch bay. In the same note its <Squadron_Capacity> dosen't reflect its fighter complement. It shouldn't even have fighters, should it??

 

Shadowclaw has no <Population_Value>

 

Thats all for now.

 

1. I am interested of course ;)

 

2. thanks for the infos on the Hailstorm... those are relics from the "old" Hailstorm... when it was still a Venator ;)

 

3. the Shadowclaw isn't used anywhere. I made a spin-off called Barloz Freighter for the merchant dock, the Pirates don't need a cap anyway since they don't build anything.

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How about i wait for your next version, incorporate my changes into, balance my changes again and then send it to you? Because i dont know what you changed something that worked fine with the old version i used might not work with your new version, then i would get flamed :D.

 

Btw, thats hw i test my changes:

I start a 4 player map and add a rebel and empire ai on hard. Then i sit back and watch the fight, once they are pretty much even i try the same one a 1on1 match, once for empire once for rebels.

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How about i wait for your next version, incorporate my changes into, balance my changes again and then send it to you? Because i dont know what you changed something that worked fine with the old version i used might not work with your new version, then i would get flamed :D

Problem is I'm constantly making changes all day long... so by the time you incorporated your changes I've probably changed a billion things again (okay... a little exaggerated).

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Thanks Tal ;)

 

I made the Corvette "buildable" by the communications array at tech level 4 in skirmish (5 doesn't exist) and made the communications array buildable in GC at tech level 5 since the Corvette is kinda uber even though the turbolasers can fire at it (and do some good damage, but they lack the range). This way it can be explained why the corvette can be brought in even if the space defenses were obliterated. You call the Corvette via a long range communications array and it breaks the orbital defenses (hence the name Blockade Runner ;) ).

 

Still can't find a way to get a better "spawn" animation than bringing it down with a transport. The code doesn't provide anything useful for landing spaceships.

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Great answers already

 

As for TIE Interceptors I can only add to Tal's responst (the Interceptors not beeing avaiable during the period the game plays in) that I won't add ships if they don't have the model. I hate it when there's ships flying around pretending to be something else... that's awful

 

The Pirates attacking planets would be nice, but right now there's two problems with that. They're lacking the ships (those frigates are a laugh, even for a level 1 station) and the proper AI (I could use the basic AI, but that tries to capture planets as well, as Meethos said already). I'm not sure if we can modify the AI to raid planets but flee again... *shrug*.

 

 

And about ships entering the atmosphere... well... besides the balancing nightmare Meethos mentionned I'm not really sure if this would function. When I got the time I might try and implement a few flying units (fighters and and a corvette probably) and see how it works. Though I doubt it's really "entering" the atmosphere... if I'm not mistaken you have to build those ships in any of those buildings which kinda feels odd since the enemy just wiped out your planet's defenses, else he wouldn't be on the ground (except for rebel raid forces of course).

 

Aaand finally about an active role. I consider all who discuss, suggest and come up with ideas and fixes "active" (like Meethos, rocketeer or Tal just to name the most active and most valuable ). I'm still the only one messing around with the XMLs and that's probably better since it requires alot of communication if two people edit the same files. That won't work without complications and restrictions. So if you want to help and actively shape this mod, you can do alot, think of ways to make units unique (edit abilities in a way we haven't thought before), find bugs/discrepancies in the code or just discuss with us what would be good to implement and what not.

 

All great points, and all very true. Didn't think about those things, don't know why... guess they didn't occur to me. Anyways, thx for hearing out through my ramblings :)

 

Unless someone else is doing this, wanted to go to petroglyph and ask about the probs u guys were having with rof (rate of fire) above 1 on cap ships. Very interesting problem, so I will inquire as into it unless anyone else is doing that already.

 

Thxs: exar-kun

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Feel free to report it if you can reproduce, i am still not sure wether the problem is on my end, since nobody else seems to be complaining .

 

ALright, when I have time will experiment with rofs on my end. It might be a bug on ur comp, or a serious problem unchecked by petro. U never know..

 

exar-kun

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