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[MOD] EAW: Open Conflict


Adonnay

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True... and just so you know, I'm just increasing the fighter and bomber survivability (against stations and capital ships) further... I hope to reach a point where fighter cover is inevitable to prevent your larger ships from beeing blown away by bombers. However you can not expect to down an ISD with 3 squadrons. You'll still need a few more...

 

Well with number of bombers in a EAW squadron ofcourse not :). A normal Squadron in Star Wars should have 12 ships. This is what I was wanting to point out anyway. Wouldn't it be possible to make all Squadrons have 12 ships and change their prices accordingly? I mean, 3 Y-wing Squadrons attacking an ISD: 9 ships as in EAW are hardly a problem, but the 36 Y-Wings of a real Squadron could pose a real threat.

 

I think this culd make the game feel more realistic (movie-wise): make a squadron have 12 fighters, make it cost more and the cap ships spawn fewer squadrons. Or at least make all Squadrons have 6 ships, thus 2 EAW squadrons forming one real squadron. The fighters should be fewer and more powerfull. Remember the whole rebel force that attacked the Death Star was comprised of 48 fighters.

 

 

it improves the fighters and bombers while the speed of the torpedoes has been reduced

 

SW torpedoes are fast.... LIGHTNING fast. Or the ships should have no problems shooting them down. In our real world, The Phalanx AA guns system of the US Navy can shot down supersonic missiles. Thus SW computers should have no problems shooting down proton torpedoes, unless the are really fast, and in every scene we have in the movies with torpedoes or rockets, they are really fast.

 

Any way, can't wait to get home and test your fighter improvements.

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About the whole Wikipedia is not truthful..

 

I once found this on Wikipedia:

 

"Luminara indeed did not die, but felt the death of her Padawan, and went off to become a savage warrior on Kashyyyk, until Quinlan Vos found her and had to kill her."

 

I LOL'd. We all know Luminara died being shot. It's like that ridiculous nonsense that Aayla Secura didn't die, either. 8D Lol.

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itsnlymonday: Where do you find the starting credits? I'd like to muck about with that occasionally.

 

Yeah you can change the min and max starting skirmish credits.

 

You can change the Max the the gameconstants file under Max_Skirmish_Credits

Then if you want to, you can set the default starting credits under MP_Default_Credits

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Adonnay,

 

I just completed the SP campaign mission (as the Imperials) where you quash Mon Cal using the very latest version of your mod. Wow. I think you've gotten the balance just about perfect. The pesky Corellian ships now quickly die under the guns of the Acclamators and VSDs as they should. And the shields on the Liberty cruisers are nice and tough. The two Liberty cruisers themselves go down reasonably fast once you get past those shields, but getting there is the challenge I'd hoped it would be! The cap of 100 only allowed me to bring in half my fleet. I ended up losing 1 VSD (with the fleet commander aboard, argh!), 3 Acclamators, and a Broadside, versus the defender's force of a L3 station (quite resilient and powerful now), 2 Liberty cruisers, 2 Nebulon-Bs, 2 Marauders, and I don't know how many Corellian Corvettes and Gunships that I vaporized. 3 VSDs and 3 Acclamators survived the slugfest. Losing a VSD hurt, too, since at my tech of 2 I won't be replacing it anytime soon.

 

Last time I touched the game the mod was at .005-something, and I'd gotten used to never losing any ships in space battles. Now (with .008d) there's a thrill of risk, and a real sense of accomplishment when you win. THANK YOU!

 

I do wonder (and worry), though, about folks that will have to fight that mission (and those two Liberty cruisers) with nothing better than Acclamators. I was lucky in that I'd built 4 VSDs before you changed their tech level. Guess they'll just have to have quite lot of Acclamators in reserve because they will lose a great many of them in such a battle without having VSDs to soak up the damage. hehe

 

Kudos, and keep up the great work!

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downloaded, followed instructions, and but when i went to run the game it would drop out immediately after loading back into the desktop and would stop running.........wtf is that.....

Did you just download the fighter_improvement? Did you download the full version before (found in my sig or on page 1)? The fighter_improvement alone won't work.

 

Edit:

@Tal: Thanks for the feedback!

A fleet of Acclamators against two Liberties will surely face a tough fight... they have to close in fast to get their torpedoes in range as well... or stay back and soften their shields with the Broadsides. You will definitely some tactics for brute force will cost you a lot of ships ;)

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Adonnay,

 

After a few more space battles and looking at the construction costs, I've noticed a couple of balance issues:

  • The Broadside cruiser is 8200cr vs. 5200 for the Acclamator. Seems to me the Broadside is overpriced considering how fast it dies in battle compared to Acclamators. At the very least give the Broadsides hardpoints for their weapons so the vessel lasts longer. Even then they'd still be too expensive for their combat value. The Broadsides have weak shields, cannot run away, have no defenses against being attacked, and cost a bundle. Why build them when you can build Acclamators instead, which have hangars, better shields, real guns, and even their own missiles -- and are cheaper?
  • Even more absurd is the 800cr cost of the TIE Avenger vs. 1200 for a Tartan. Given such a choice, I'd likely buy the Tartan. Or are the Avengers suitably survivable (unlike most fighters) given their cost?

 

PS - the TIE Avenger is listed as strong and weak against A-wings. Both. Which is it? ;)

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downloaded, followed instructions, and but when i went to run the game it would drop out immediately after loading back into the desktop and would stop running.........wtf is that.....

 

Yes I also had this problem. It seems that Addonay's MOD does misses the file "CreditsText_ENGLISH.DAT" from the "Text" directory. This is probably because he did not modify that file. But if u deleted the "Text" directory befor installing Addonay's mod, the game crashes because his "Text" directory does not have the before mentioned file.

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@Adonnay and Tal

 

I have to agree with Tal's assessment...balance is great and mod is very fun and challenging, in terms of tatical combat. IMHO the best mod around.

 

My issue really is with the AI, because I like to play SP Galactic Conquest.

I really think the one starting planet option puts the AI at a disadvantage, becasue, even on hard, it is easy to beat. One possibility is to give each side more than one planet, thus opening the door for more than one front. Also, it might help to place a pirate presence on all nuetral planets, thus discouraging guys like me who take over half the galaxy with Boba Fett and a few Stormtroopers within 5 Galactic Days.

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Yes I also had this problem. It seems that Addonay's MOD does misses the file "CreditsText_ENGLISH.DAT" from the "Text" directory. This is probably because he did not modify that file. But if u deleted the "Text" directory befor installing Addonay's mod, the game crashes because his "Text" directory does not have the before mentioned file.

I clearly state in the readme to NOT delete the TEXT folder just because of that. Maybe people think the TEXT folder is part of the mods, but it is not. Same with the Audio folder.

 

@Jay1717: You're right, I should do that...

 

@Evil Jeremy: If you installed the mod correctly it should not crash, as you can see with all the other people playing without problems. I can only assume that you have messed something up. Besides... if you expect help from me (or any other user reading this) you should add a little more information on what you did when you installed the mod and what you did when you tried to remove it again. Did you have another mod installed? Did you delete the TEXT or AUDIO folder? Which version did you download?

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this mod crashed my game! now it wont start up! even without the mod!

 

This was addressed a few posts above you:

 

Yes I also had this problem. Addonay's MOD does not include the file "CreditsText_ENGLISH.DAT" from the "Text" directory. This is probably because he did not modify that file. But if u deleted the "Text" directory befor installing Addonay's mod, the game crashes because his "Text" directory does not have the before mentioned file.
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just fyi i got it to work i just downloaded it again and tried to reinstall and it worked this time.

 

pretty good so far (better than the regular EaW campaign imo), but i probably would have got frustrated in the first missions where you only have tartans, luckily i had some acclamators in that save tho...

 

getting 6 acclamators squashed between 2 liberties and a lvl 4space station sucks :smash: not to mention my bombers i had waiting in the back got cut off by the liberties then raped

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Hello :-)

 

Now I play Galactic Conquest as EMPIRE (Hard difficulty).

IMHO Empire is too weak in space, now Rebels have Venator

(beautifull ship - texures much better than Acclamator, ship much stronger)

and Empire has nothing good before Tech level 4, someone noticed too ?

 

Adonnay - I really like "more powerfull" fighters, now the are usefull :-) but still

TIE BOMBERS missiles/torpedoes are too weak imho, but I'm just plain Star Wars universe fan, not specialist :-)

 

Best Regards

 

Koci

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Koci, I think part of the problem is that Adonnay may not be giving the TIE bombers the exact same missile firepower as the X-wing and Y-wing. All three fighters are supposed to be identical (according to the RPG) in terms of the amount of missile damage they can inflict. (Actually, the Y-wing has lower-quality guidance trackers on its missiles than the X-wing or TIE bomber, but I don't know if that can be modelled in EAW.)

 

And, IMO, the Venator should be at the same tech level as the VSD. If it isn't, it should be fixed ASAP.

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Koci, I think part of the problem is that Adonnay may not be giving the TIE bombers the exact same missile firepower as the X-wing and Y-wing. All three fighters are supposed to be identical (according to the RPG) in terms of the amount of missile damage they can inflict. (Actually, the Y-wing has lower-quality guidance trackers on its missiles than the X-wing or TIE bomber, but I don't know if that can be modelled in EAW.)

 

And, IMO, the Venator should be at the same tech level as the VSD. If it isn't, it should be fixed ASAP.

They all do the same damage. The X-Wings torpedoes just don't penetrate shields because they fire at a greater distance (and for balance reasons).

And the Venator is on the same tech level as the VSD (tech 4).

 

On the fighter squadron matter, I just tried to make squads of 12 units... but it seems the engine caps the number of units in a squad at 10. So best I can do is make squads in units of 6.

 

Does the Empire use the same numbers of units in a squad?

 

Edit: @Tal: I could make the Y-Wings torpedoes have a lesser rate of turn. That can probably simulate the worse guidance system... against faster moving targets at least.

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Does the Empire use the same numbers of units in a squad?

Yes, the same.

 

I think making the squadrons 10 instead of creating a double quantity of six-unit squadrons will work better. My reasoning is because of the delay in launching squadrons. Unless you can make two six-unit squadrons launch as fast as one ten-unit one.

 

I could make the Y-Wings torpedoes have a lesser rate of turn. That can probably simulate the worse guidance system... against faster moving targets at least.

I think that would be a great idea.

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Oh and I hope you don't mind I raise their population cap and price accordingly. A Y-Wing Squadron of 12 units can kill a corvette in one attack run, mind you. This will understandably bring up people complaining that the corvettes are quite useless... and they're right ;) unless it's clear about now that the primary role of corvettes is NOT countering fighters. Fighters are there to counter fighters.

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do they use any special formations?

Not that I'm aware of. A squadron is 3 flights of 4 fighters, each flight is 2 pairs of fighters. (These numbers are patterned after real-world historical airforce organizations, such as the Luftwaffe which had squadrons of 3 or 4 flights -- 12 or 16 planes.) A "wing" seems to vary from 2-6 squadrons.

 

In some of the old d6 books from WEG, a squadron on some starbases might be 16-18 fighters, depending on the station. 18 in the cases where the base had just 18 fighters, and 16 in the case where the base had 64 fighters. Why the writers of those old RPG books didn't go with more standard numbers like 24 and 60 is beyond me. 18 is a really bad number. At least 16 is 4 normal flights. 18 is 6 trios.

 

Speaking of trios, in some of the RPG missions a Nebulon will launch its 24 fighters in trios, while in others it'll launch in flights of 4. Such inconsistencies really irk me, and show bad WEG editorial oversight. Especially since it was WEG that established the squadron (and flight) sizes in the first place.

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Oh and I hope you don't mind I raise their population cap and price accordingly. A Y-Wing Squadron of 12 units can kill a corvette in one attack run, mind you. This will understandably bring up people complaining that the corvettes are quite useless... and they're right ;) unless it's clear about now that the primary role of corvettes is NOT countering fighters. Fighters are there to counter fighters.

Well, the problem is as follows:

 

LA wanted an anti-fighter starship for EAW, and they couldn't use the Lancer frigate (copyrighted by either WEG and/or WotC), so they invented the Tartan. They then assumed that the Corellian Corvette fit the same role on the Rebel side for the sake of balance. Unfortunately, it's not true according to any of the SW canon (or the RPG). The Corvette was most assuredly not used in that role by the Rebels (who used their superior X-wing fighters for that purpose, and later on the A-wings), nor was it equipped for such a task. The Corvette was a Rebel commerce-raider, and fast transport. Using World War 2 analogies, the Corellian Corvette is a DE (destroyer escort), while the Tartan is a CLAA (antiaircraft light cruiser), and the Corellian Gunship is a DD (destroyer).

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In SW ships like the corvette have a role, but would they still have a role if the only enemys would be fighters, tartans, acclamators, victorys, ISDs and orbital defence stations? Like tal said it was mainly a fast armed transport, just like the acclamator should be mainly a troop carrier ... two concepts completly unused in this game.

 

Maybe we should think about what the corvette should be able to accomplish? What useful task is there in the game for it? The only task i see is engaging tartans ... since there is no need for a blockade runner in this game.

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