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[MOD] EAW: Open Conflict


Adonnay

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Quick thought:

When an airspeeder crashes, can't it spawn a little reb. pilot from the crash site to give u a little soldier to help boost ur ranks? Maybe 2 due to pilot and gunner.

 

Rebels need a spy unit like the probe droid to effectively gain intel on a planet, not just have C-3PO hover over the planent and not give u full intel on ground forces. Maybe it would be possible to have Bothawui build special Bothan spies to go to a spy slot on a planet and gain full intel on siz of ground forces, units, etc.

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Tartan patrol cruisers should live up to their name. I think they should be totally removed from Galactic Map and be available only as garrison units to the Empire. Would make the name make sense. Tartan Parol Cruiser getting called out from patrolling the hyperlanes for any suspicious activity so they get called out only in emergencies. To create balance, have the Correl Corvette have only the two 2-barrelled turbolasers on top and bottom, and remove the extra 4 lasers. They aren't really used in Star Wars, so it would follow canon. (the top & bottom lasers are hardpoints 1, 2, 4, and 5). Give the two turbolasers 360 degree rotation though, in order to follow canon.

 

Cheers: exar-kun

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Arg, screw you rocketeer... you deleted all empty lines that were in those files ... they were actually useful :D

Since I suppose you didn't delete them on purpose... what tool do you use to edit the files?!

 

edit: I don't really get it... now you made the AF have the same health as the Nebulon B? Ah well ... I'll just zip it and upload it. I'm too irritated to mess around with the mod today anymore ;)

 

Here's the testversion with rocketeer's changes:

 

-> 008c test version <-

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Arg, screw you rocketeer... you deleted all empty lines that were in those files ... they were actually useful :D

Since I suppose you didn't delete them on purpose... what tool do you use to edit the files?!

 

edit: I don't really get it... now you made the AF have the same health as the Nebulon B? Ah well ... I'll just zip it and upload it. I'm too irritated to mess around with the mod today anymore ;)

 

Here's the testversion with rocketeer's changes:

 

-> 008c test version <-

I used a tool called peters xml editor, and no i didnt delete any lines on purpose ;).

The AF having same health as the nebulon is one of the typos i mentioned :D Its supposed to have double the health.

 

I edited almost all ships, and also messed with their abilities. There are bound to be errors like that, if you find anything suspicious just post it.

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I used a tool called peters xml editor, and no i didnt delete any lines on purpose ;).

The AF having same health as the nebulon is one of the typos i mentioned :D Its supposed to have double the health.

Okay... I'll keep that in mind for the next version ;)

Can it be that you're from germany too?

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@exar-kun: Why shouldnt tartans be available on the galactic map? They do have a hyperspace engine, could it be your confusing them with the IPV system patrol craft?

 

I kinda agree about the corvette, it should be a bit weaker and cheaper, with the corellian gunboat taking the counterpart to the tartan. Atm there isnt really much difference between corvette and gunship. But what would the corvettes role be incase it gets downgraded?

 

@adonnay: Yep im one of those krauts too :D

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Two more points regarding starfighters firing in atmosphere:
  • Diffusion of the beam due to air ionization
  • Fighter guns (be it Star Wars starfighters or real-world fighter aircraft) are calibrated to strike an aiming point a set distance away from the fighter. Since the normal environment for a starfighter is space, and the distances huge (by ground standards), trying to hit anything that's too close will result in wild inaccuracy since the guns would be "overshooting" the targets and (in the case of an X-wing) managing to get one gun on-target only means that the other three won't hit.

In the case of a starfighter pilot, being able to "hit the broadside of a barn" is actually damn good shooting. :p

 

Below info was gathered from the book series "X-wing" and the star wars space sim games.

 

Can't argue with the energy loss from firing in an atmosphere, but I have to take issue with the pre-set firing range (fire convergence, I think it's called) of starfighters after the Z-95. As I remember, the Z-95 had to be manually calibrated so both blasters hit the same spot at a certain range. The X-wing has an automatic system to do this and all the pilot has to do is target something and squeeze the trigger.

 

I remember reading the the X-Wing series about when Coruscant was taken from the remenants of the empire. While the space stations were destroyed (Golan Vs I believe they were called), pilots flying X-Wings went down to surface levels and destroyed a few key structures on the planet. The whole idea behind the wings of a Z-95 or X-Wing is to give it excellent atmospheric capability, at least when compared to a TIE.:)

 

That said, I think with the infinitely tiny world map we're stuck with, the speed and power of a starfighter would be waaay too over the top.

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Arg, screw you rocketeer... you deleted all empty lines that were in those files ... they were actually useful

Since I suppose you didn't delete them on purpose... what tool do you use to edit the files?!

 

I used a tool called peters xml editor, and no i didnt delete any lines on purpose

Here is a good free XML editor that is color coded, collaspable, and keeps blank lines and tabs. It makes all the tabbing errors stand out.

http://sourceforge.net/projects/notepad-plus/

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Good points, comlink, thanks. However, I still can't recall any cases where starfighters in the EU shot up anything smaller than fixed emplacements. OTOH, it's been quite a few years (basically, since the books were first published) since I've read them, so my memory isn't flawless and I may have missed an example. And your final statement is in perfect agreement with my own opinion. ;)

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Yep i also think the map size would be a problem, you can only do so much with zoom. Besides the interface is just not meant for it imho. If you think about it the spacemaps actually lets you controll your fighters like land based units, i.e. they are standing still if not given a attack or move order.

 

Now think about landmaps, the fighters would probably circle around like the speeders do now, and now imagine 4 units speeder, 2 X-Wing squadrons and a few y-wing squadrons, all circling around. It would be a buzzing hell, looking at it a few min would probably get you all dizzy :D.

 

P.S.: Since it is a intriguing feature even if i dont like it, how about making a seperate mod out of it? Perhaps there is a way to make some kind of extention, EAWOC being the base mod, and then an addon EAWOC:$XWINGBUZZAROUND ;).

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Well, I just put the mod through it's paces for 2-3 hours, and I really, really enjoy it. You've got some ideas I absolutely love. (Turbolaser defense satellites and the big, expensive mining station that bristles with laser cannon are two things that come to mind). Very excellent work. The Venator is beautiful, but at the same time performs as you'd expect a slightly obsolete battlecruiser to. Just...BRAVO, man :)

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Sure, I'll add some installation instructions to the readme of the next release and to the 1st post in here.

 

For now: 1. Save your folder called "text". It can be found within your Empire at War\GameData\Data directory. Simply copy it somewhere else (copy, not move, since there's two files in there from which I only overwrite one).

 

2. Extract the contents (including all directories) into the above mentionned Data folder (EAW\GameData\Data to be precise). This should create all necessary subfolders (XML + ART) and put all files where they belong (.xml into the XML folder, .dds into the ART folder and .dat into the TEXT folder).

 

Thanks a mil :urpdude:

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Hey, for rocketeer and meetros and others, found a great site to help compare ship sizes, costs, armaments, etc.

 

http://www.theforce.net/SWTC/mcc.html

Just so you know, that site (and many others) quote the old decade-old WEG d6 gaming stats. The d20 stats from WotC are much more recent and have been reviewed more closely by LucasArts (thus they are more accurate).

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FYI, I managed to locate a price for the PLX2 missile launcher: 4,000cr.

 

Also found stats for a really small space station:

 

Rendili StarDrive Type I Light-Duty Space Platform

250 meters

Shield Points 200 (DR 40)

Hull Points 400 (DR 40)

(4) Laser cannons (Turrets) Damage: 4d10x2

(1) Concussion missile launcher (Turret) Damage: 9d10x2

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Play the mod, works fine.

 

Only 3 things:

 

1 Rebels seem - in galact. conquest - to gain lots of planets at start but have a bit weak fleets and they most contain of hordes of a-wings, besides some small amount of capital ships, though that might be also a cause of edited unit-points

 

2 Rebels seem to be able to build the planetary ion-cannon withouth needing a heavy factory (like it is needed for the hyper-v gun at empire)

 

3 why is the venator a rebel capital ship ??? In Episode 3 they were always at emperor palpatine's side, or not ? Or is it supposed to be for both?

 

 

Greets,

D_F

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1. That the rebel AI builds a lot of fighters is also a problem in the unmodded version, not only mine ;)

 

2. I've not changed anything here either... so it's that way in the original version as well. If you suggest I should change it... that's of course possible.

 

3. It is assumed that the empire has no need for these old designs since they have their shiny new Star Destroyers to crush any resistance. The rebels however are in need of every ship they can... they don't care if it is of an older design and probably obsolete.

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2. I've not changed anything here either... so it's that way in the original version as well. If you suggest I should change it... that's of course possible.

You should not change it. The fold-out card that comes with the legal copy of the game shows that the Ion Cannon has no prerequisites other than its tech level. It's intentional, and canon, that you be able to build it as it currently is. Look at Echo Base (Hoth) in episode V. No EAW structures on that planet besides the ion gun. None at all.

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Dear Adonnay (and other experienced players).........

 

I play with Your mod, and not many with unmodded version, but I see

something strange, I play Galactic Conquest as Rebellion, I have over 20 planets, with Coruscant, and Empire don't attack me (hard to say with my pity english, but I hope You understand) , they don't make counterattacks, only twice (2) attacks (Tie Fighters and corvette) through 50 turns (galactic days) !

Not sure without mod, mayby this is problem with unmodded version too ?

 

I'm still "Victorious" (Normal difficulty) - not so funny :-)

 

Best Regards

 

Koci

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