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[MOD] EAW: Open Conflict


Adonnay

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Okay... I changed some scales to better match your list above (especially the nebulon B was far too large). Now it looks kinda odd for this relatively small ship to have aprox. the same firepower as the Acclamator.

 

I've made the capital ship shields massive... but with a hardly noticeable recharge value. This way smaller vessels also have a chance to take the shield down - it just takes a while. Open to testing though...

 

-> Version 005

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Wow this sounds like a great mod!!!!

 

I was wodering if you might be able to do something or if it would be possible to do something....

 

Could you perhaps add more colors to the Skirmish options or make it so that you don't have to choose a color at all. I do't really like my Star Destroyers with these speed stripes :)

 

Also, when ships spawn, ships of the same type sometimes have the same names assigned to them

 

Thanks in advance,

Gian

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Couple of points from when we were discussing this last night (apologies if they've been fixed in your v0.5, 'cus I've yet to test it).

 

1, You don't seem to have recharge timers on some special abilities. For Kyle I could use his two special abilities all the time. That should be easy to fix.

 

2, I think you need to make some additions to the MasterTextFile and put them in your zip. I like a polished game, that's all. The Tie-Advanced X-1 was never

mass produced (it was Vader's prototype) - so rename it the Tie Avenger (the model that was mass produced) and give it a new string with a new description. This is fairly easy to do if you know how to edit the .DAT file. The same needs doing for Mara, Kyle - and if he is being added in a VSD - the Emperor., as currently they have no (proper) descriptions.

 

3, Also, the text files have a few errors (which aren't your fault, obviously). For example, they say the ISD carried 10 fighter and 5 bomber, whereas they actually carry - if I remember correctly - 8 and 4 respectively. I've fixed this so they do indeed carry 10 and 5. If you have MSN I can send you my MasterTextFile (I've edited/corrected quite a bit of stuff, though it is a work in progress) over MSN or something, and you can have a look for yourself and edit things accordlingly.

 

Finally, I'm glad you beefed up the capital ships. Great idea! ;)

 

Thanks so much for this mod, it's a great community project and does so much for the game :) Your work is appreciated.

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@Daft Vader... well the colors are in there for a reason... to seperate not only enemies from friends (that shouldn't be too hard) but to seperate you friendlies from your own units (2 vs 2). I can however make one color "colorless" if you say so... so that at least your ships are not "speed striped" *g*

 

The names are in a simple text file in your "GameData/Data" directory... you can add a few if you want ;)

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@Daft Vader... well the colors are in there for a reason... to seperate not only enemies from friends (that shouldn't be too hard) but to seperate you friendlies from your own units (2 vs 2). I can however make one color "colorless" if you say so... so that at least your ships are not "speed striped" *g*

 

The names are in a simple text file in your "GameData/Data" directory... you can add a few if you want ;)

 

Do you mean "Marauder_Missile_Cruiser.txt", etc.?

 

If so, you've misunderstood my post :)

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@mandead: The naming thing was meant for Daft_Vader... he was asking for more ship names ;)

The special ability for some units were intentionally left unlimited. They always have a downside to it and so I think it should be up to the user to chose them carefully and at the right time. They have to be tweaked a little though I agree.

 

About the textfile... well... I haven't even started about polishing it ;) But you're right... that's on my list as well. There's quite a few descriptions I have to change/add.

 

So much to do ;)

 

PS: I do have MSN... at least I had it once

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Ah right, then it is I who misunderstood. Apologies :)

 

BTW, when you get round to doing the MasterTextFile:

 

Victory Cruiser = Victory Star Destroyer

Venator Cruiser = Venator Star Destroyer

Acclamator Cruiser = Acclamator Assault Ship

Pirate Fighter = Rihxyrk Fighter

Pirate Frigate = Action VI Transport (is debatable due to its generic design. Some have called it the Action IV, but I opted for the VI for some reason.)

 

I've also edited the descriptions of the Nebulon-B, Acclamator, VSD, ISD, Venator, Home One, The Accuser, and one or two other things.

 

I've not really touched any ground-related stuff, but I might at some point. And as I say, a new string will need to be added for the TIE Avengers the Empire get, as well as for the MC80 Cruiser as you've now given the Rebels two kinds of Mon Calamari, the MC80 (it is the MC80, right?) and the Liberty-class.

 

Finally, I think you should give all the special abilities proper timers and whatnot :)

 

Hope some of that helped!

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Okay... I changed some scales to better match your list above (especially the nebulon B was far too large). Now it looks kinda odd for this relatively small ship to have aprox. the same firepower as the Acclamator.

 

I've made the capital ship shields massive... but with a hardly noticeable recharge value. This way smaller vessels also have a chance to take the shield down - it just takes a while. Open to testing though...

 

-> Version 005

 

So now the Victory is thrice the length of the Nebulon-B? Ace! :)

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Well right now I'm trying to find the tool to edit the .dat files to begin with *g*

 

Any hints?

 

Why do you think all abilities should have timers? The X-Wings S-Foils don't have timers either, nor the Corellian Gunships power to engines ability. It's okay as long as it doesn't get too powerful. Open for debate ;)

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lol I forgot about those *embarassed smilie from MSN*

 

RE: .DAT editor - http://eawnexus.com/tools.php#7 :)

 

And you're right - I forgot about those examples. I suppose I am thinking more along the lines of uber weapons like the proton beam and concentrate file.

 

Engines/Shields shouldn't have any timers (so you can change this on all ships that have such abilities) - but I rekon the lure ability should have a timer, say - 20 or 30 seconds?

 

I make the Proton Beam have a 10-second attack timer (so it does lots of damage) but to balance it, give it a 1 minute timer.

 

Seeing as only Piett has it, it's not a balance issue, so it's fine :)

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Wow this sounds like a great mod!!!!

 

I was wodering if you might be able to do something or if it would be possible to do something....

 

Could you perhaps add more colors to the Skirmish options or make it so that you don't have to choose a color at all. I do't really like my Star Destroyers with these speed stripes :)

 

Also, when ships spawn, ships of the same type sometimes have the same names assigned to them

 

Thanks in advance,

Gian

 

What's your e-mail address mate? I have a massive list for each of the ship types that have unique names. I'll send you it :)

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The Pirat Frigate is debatable if it even is part of the Action series.

While it looks fairly similar to the ships in the series we know (IV, V, and VI as far as I know anyway), it isn't quite the same looking ship.

 

Very true, but 'till a universally accepted alternative is used, I stick with Action VI Transport ;)

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Thanks for the link... I'll start editing the .dat file then... help apreciated. Are you native english speaker? I don't want to disgrace myself with poorly written descriptions *g*

 

No problem, I like helping you modding types ;)

 

And yes, I am. My English is very good, so don't offend me with badass grammre or poor speeling.

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Okay... I changed some scales to better match your list above (especially the nebulon B was far too large). Now it looks kinda odd for this relatively small ship to have aprox. the same firepower as the Acclamator.

Stats from the SWRPG:

 

Nebulon-B

12 Turbolasers (@4d10x5 ea.)

12 Laser cannon (@2d10x2 ea.) {anti-fighter}

2 Tractor beam

 

Acclamator

12 Turbo quadlasers (@6d10x5 ea.)

24 Laser cannon (@2d10x2 ea.) {anti-fighter}

4 Assault concussion missile tubes (@9d10x5 ea.)

 

In RPG terms the Acclamator has roughly twice the firepower of a Nebulon. The Acclamator is the direct predecessor to Star Destroyers. The Nebulon (a much newer ship) was designed as an anti-pirate escort vessel. Contrary to EAW, they are not comparable vessels.

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For example, they say the ISD carried 10 fighter and 5 bomber, whereas they actually carry - if I remember correctly - 8 and 4 respectively.

  • ISD: 6 TIE squadrons (typically 4 TIE, 1 TIE bomber, 1 TIE scout)
  • Mon Cal MC80: 3 squadrons (1 X-wing, 1 Y-wing, 1 A-wing)
  • Victory: 2 TIE squadrons
  • Venator: originally they had 16 V-wing bomber squadrons, 16 ARC-170 fighter squadrons, 3 Jedi interceptor squadrons (yes, 35 squadrons! it's a carrier)
  • Acclamator: originally carried no fighters, can carry up to 8 squadrons if the holds are converted to that purpose
  • Nebulon-B: originally 2 TIE squadrons, rebels use whatever types are available

A squadron is 12 starfighters.

 

@Adonnay: I found some more data by searching Starwars.com -

  • Alliance assault frigate: 700m
  • Tartan cruiser: 600m
  • Broadside cruiser: 500m

I was very surprised to see the Tartan is so big (twice the length of a Nebulon!). Ditto the Broadside. That should make them so much easier to spot on the map and target ...

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The Acclamator was not the direct predecessor to the star destroyers. It's not even a star destroyer.

 

The Venator by KDY however was, along with the the parallell built Victory by Rendili. Kuat actually used Rendilis design (the Victory) and improved it. End result was the Imperator.

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The Acclamator was not the direct predecessor to the star destroyers. It's not even a star destroyer.

I didn't say it was a star destroyer. But its design led to the "modern" versions of SDs (ie: Victory and Imperator). And before you say it, I know that the Old Republic had star destoyers thousands of years earlier during the Sith (aka KotOR) era. But those designs were very different.

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