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[MOD] EAW: Open Conflict


Adonnay

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Adonnay, I gave you the proper ship squadron capacities in a post a long long time ago. Please go look on page 2 (which I found in a few seconds using the forum's SEARCH function looking for "squadrons"). You don't keep notes on the stuff I post for you, do you? (hint, hint back at you)

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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?

 

 

 

I have a problem too:

The game load back to the desktop. To be precise, it loads back when the lucasart logo should load up(I guess u might have got rid of it.

The game work normally when i remove the mod because i never deleted any files and i simply caused the program to ignore the original folder by changing their names.

I have downloaded from the link in your sig.The zip i downloaded is 985kb, named' latest_version.zip. I am quite sure that I have installed correctly. (very simple, backup the 'TEXT' folder and extract the zip file to the appropiate folder)

 

Game versoion is 1.02 English.

Does anyone has a clue to how to solve this problem( i have reinstalled the mod for a few time) especiall those who have experienced simlar problems.

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Have you renamend the TEXT folder before installing the mod? Then you have to copy the CreditsText_ENGLISH.DAT from your renamed textfolder into the TEXT folder created by the mod.

 

Edit: I guess in future versions I will just add the CreditsText.. it's not that large anyway.

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Adonnay, it may please you to know that I just had an entire Imperial battle fleet of 3 VSDs, 8 Acclamators, and 1 Interdictor wiped out by a single level 5 rebel station (no other fleet, just spawns). I tried it just to see how tough the higher-level stations are. I plan to reload and skip that planet for a LONG while.

 

The damn thing would spawn new ships and fighters faster than I could kill them (or the station's hangar), all the while the planet's double-damned ion gun kept ruining my VSDs. I think a level 5 station may not be killable with a 100 cap (unless with the use of something as powerful as ISDs, perhaps?).

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Sounds good... a level 5 station should be able to withstand major attacks (to quote the description). Those newly strenghtened bomber squadrons might come in handy ;)

A single ISD will surely not be enough but then you can bring in a maximum of 5 at once with the cap of 100 (not to speak of the reinforcements and their bomber squadrons).

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Sounds good... a level 5 station should be able to withstand major attacks (to quote the description). Those newly strenghtened bomber squadrons might come in handy ;)

A single ISD will surely not be enough but then you can bring in a maximum of 5 at once with the cap of 100 (not to speak of the reinforcements and their bomber squadrons).

Well, I just tried using the same fleet to take on a level 4 station that's part of the critical path in the Imperial camapaign and was unable to. And the fleet has 3 VSDs in it, whereas by your mod's tech changes I shouldn't even have them. The end result is that the SP campaign cannot be played with this mod as is. You simply don't have the firepower to take out the stations. Not with a cap of 100, and most assuredly not for any poor wretch trying with just Acclamators. (At this stage of the SP campaign, a player is expected to be building lots of VSDs.)

 

The problem is that Jabim is surrounded by asteroids, which means that it's hell trying to get your ships close enough to the station, all at once, to wear down its shields and take out the hangar. By the time I can get 2 VSDs close enough, I've lost half my fleet. The remaining half can take out the hangar, but the rest of the station's weapons wipe me out (along with the HUGE horde of X & Y-wings that have spawned by then). The planetary ion cannon is insult to injury.

 

A 100 cap is okay for level 3 or lower stations, but I simply do not have enough ships to pummel a L4-5 station given its shield strength, hordes of spawns, and plethora of bristling guns. I'm going to mess with the cap and see if I can win with 200 (my whole armada is under 190).

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Well, I just tried using the same fleet to take on a level 4 station that's part of the critical path in the Imperial camapaign and was unable to. And the fleet has 3 VSDs in it, whereas by your mod's tech changes I shouldn't even have them. The end result is that the SP campaign cannot be played with this mod as is. You simply don't have the firepower to take out the stations. Not with a cap of 100, and most assuredly not for any poor wretch trying with just Acclamators. (At this stage of the SP campaign, a player is expected to be building lots of VSDs.)

 

The problem is that Jabim is surrounded by asteroids, which means that it's hell trying to get your ships close enough to the station, all at once, to wear down its shields and take out the hangar. By the time I can get 2 VSDs close enough, I've lost half my fleet. The remaining half can take out the hangar, but the rest of the station's weapons wipe me out (along with the HUGE horde of X & Y-wings that have spawned by then). The planetary ion cannon is insult to injury.

 

A 100 cap is okay for level 3 or lower stations, but I simply do not have enough ships to pummel a L4-5 station given its shield strength, hordes of spawns, and plethora of bristling guns. I'm going to mess with the cap and see if I can win with 200 (my whole armada is under 190).

 

Hmm how about using broadsides? The campaign kinda expects you to use those, especially when you attack a system where the clever AI built like 5 ion cannons on the planet ;).

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I tried the mission again with a cap of 150 and my fleet was 3 VSD ("illegal" tech left over from an earlier mod version, but I still have them), 4 Acclamators, 2 Broadsides, and an Interdictor. I lost. The Broadsides were first to die. I did, however, kill the station hangar (the only hardpoint on the station I was able to kill) and all the spawns. But my remaining last 2 VSDs were too crippled to take on the station. Even if I'd managed to eke out a "win" (by having another 100-150 points of ships in reserve) the victory would have been so pyrrhic that any sane commander would consider it a loss.

 

I'm getting ready to retry with cap at 200, and using 3 VSD + 8 Acclamators.

 

Broadsides are worthless. Worse than that, they're expensive pieces of junk. Their missiles are too weak to matter, as is everything else about them (except their not-weak cost). Sure, 3 Broadsides fill up the same cap as 2 Acclamators. But those 3 Broadsides cost 2 and 1/3 times as much and don't dish out as much harm, nor last as long.

 

Adonnay either needs to fix the Broadside, or remove it and the Rebel counterpart. I don't care which choice he makes (keep or trash 'em).

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Version 009 is out! *yay*

I decided to keep rocketeers changes and continue on to the next version (without that balance test) ;)

 

- fighters have been reworked as per request. They now all (except pirates, V-Wings and TIE-Scouts) come in squadrons á 12 units.

- population cap and prices for fighters and bombers have been raised accordingly

- Broadsides and Marauder missile ships have had their range and rate of fire increased

 

CreditsText_ENGLISH.dat included! Backup your WHOLE "Text" folder before you install the mod!

 

-> Version .009 <-

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Version 009 is out! *yay*

I decided to keep rocketeers changes and continue on to the next version (without that balance test) ;)

 

- fighters have been reworked as per request. They now all (except pirates, V-Wings and TIE-Scouts) come in squadrons á 12 units.

- population cap and prices for fighters and bombers have been raised accordingly

- Broadsides and Marauder missile ships have had their range and rate of fire increased

 

CreditsText_ENGLISH.dat included! Backup your WHOLE "Text" folder before you install the mod!

 

-> Version .009 <-

 

See tal, now it all works out ;)

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See tal, now it all works out ;)

I now have an after-action report for the Battle of Jabim.

 

Rebel Scum:

  • Level 4 station
  • 3 Alliance Assault Frigate mk. II
  • 1 Nebulon-B
  • 6 Marauder (laser) Corvettes
  • 6 Corellian Gunships
  • 2 Corellian Corvettes

 

Imperial Heavy Squadron:

  • 1 Fleet Admiral
  • 2 Victory Star Destroyers (plus 1 more available as reinforcements)
  • 1 Interdictor Cruiser
  • 7 Acclamator Assault Ships (plus 2 more available as reinforcements)
  • 4 Broadside Cruisers

 

The Imperial forces lost one Broadside cruiser, which was unable to outrun a pursuing Assault Frigate, which in turn was vaporized by 2 VSDs in vengeance.

 

Mod version was .009, and I changed the cap to 200. Broadside range is just (barely) long enough to be useful, while still allowing for them to be at risk. An extra 5-10% more range would make me feel more at ease, but I can live with the current range. I really couldn't tell about the Broadside refire rate as the missiles get "lost" in all the laser bolts and swarms of fighters buzzing around. I do know that the combination of the four Broadsides, plus the expanded TIE bomber squadron size was what allowed me to blow the station hangar away before the defenders could cripple my fleet (or spawn replacement ships). I then proceeded to systematically obliterate all the Rebel ships, and then the station itself. If I had set the cap at 150, I probably would have still won, but the battle would have cost me at least 1 more Broadside and at least 3-4 Acclamators. Considering that I shouldn't even have the VSDs, a 200 cap sounds about right for doing these SP campaign mid-game missions. With a 150 cap and only Acclamators and Broadsides, you might win if you come in with a fleet worth 350-400 cap points. That's a HUGE fleet (about two-dozen Acclamators), but you'll lose at least half to two-thirds of it with only a 150 cap. The only reason I didn't lose more ships was that my 2 VSDs soaked up a LOT of damage (that otherwise would have vaporized 4-5 Acclamators). A 200 cap allows you to take on a level-4 station and not hemorrage too badly. And it gives you some chance to take on a level-5 station, which a 150 cap won't let you do.

 

There are a couple of things that must be kept in mind. First, the AI cheats and insta-builds L1 stations. Second, it knows what you have. Third, it has a serious tech advantage on you in the SP campaign where you can only advance when the story gives you a tech increase. Finally, the SP campaign's missions have pre-set encounters where Petro already determined what you'll face. This mod rebalances the techs, but does NOT change the scripted encounters. So in the mid-game, a cap of 100 creates impossible-to-win space battles. Of course, Adonnay intends for this mod to be used for GC and skirmish. But breaking the SP campaigns is not something that I feel is desirable. Which is why I strongly advise that unless/until Adonnay changes the cap limit, you either don't play the SP campaigns, or edit the numbers as I have.

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1)Well, I must say your fighter modifications are supperb. The fighters and bombers are really important now. U just have to edit the number of squadrons the big ships spawn, because an ISD now spawns over 200 TIEs (with rserves). Tal's list is very good in that direction, although ISD should have 4 fighter and 2 bomber squads instead of 1bomber/1scout. Entire Tie scout squadrons never appear in the movies or the EU.

I feel the fighter squadrons should cost a bit more , the number of y-wing squads u could buy for the cost of an ISD would obliterate it in 2 secs.

 

2)I still hate missile cruisers and disable them, but as a notice in a campaign mission the AI had a Marauder and one single rocket evaporated an antire TIE bomber squad, which is a little silly. These missile ships should not be in Star Wars. Never in the movies or the EU is there something like that.

 

3)Proton torpedoes. In my opinion they should be faster and have a longer range. And second, but only if this is possible, couldn't all torpedoes do half of the damage on shields and half on the hull/hardpoints? The fact that bomber torpedoes penetrate shields completely is a bit awkward. In Star Wars, a concentrated salvo of missiles can destabilise capital ship shields in a small area so that a few of them get trough, but surely not all of them.

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Once again, I have to agree with everything shadoe says. ;)

 

On the subject of ISD squadrons, it appears that Adonnay increased the squadron sizes but didn't allocate the correct number of squadrons per ship (per my list). He's still using the old allocations meant for the smaller (unmodded) squadrons. That's why the ISD has triple the number of fighters that it should.

 

Regarding missiles and your half-and-half proposal, can it be done? More importantly, if shields collapse what happens to excess damage from the same missile hit? Is the leftover blast applied to the hull? (I'd hate to see potentially wasted damage. ;) )

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Adonnay, is the ISD at tech 4 or 5? If it's at 5 then the Imperial SP campaign will be unplayable because mission #10, at which the player's tech level is 4 in an unmodded game, requires a player to have at least one ISD (for the tractor beam). So either this mod will be permanently incompatible with SP campaigns, or you'll need to lower the ISD tech (and rebalance all other ships -- again).

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Adonnay, is the ISD at tech 4 or 5? If it's at 5 then the Imperial SP campaign will be unplayable because mission #10, at which the player's tech level is 4 in an unmodded game, requires a player to have at least one ISD (for the tractor beam). So either this mod will be permanently incompatible with SP campaigns, or you'll need to lower the ISD tech (and rebalance all other ships -- again).

Now that's bad news... the ISD is on 5 of course... but lowering the ISD to 4 is screwing our balance again. *sigh*

 

And yes, I still haven't revised the numbers of squadrons the capital ships launch.

 

Edit: Oh an no, projectiles can either damage the shield (and the hull afterwards) or the hull, not both.

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Okay, changed the squadrons the ships carry according to Tal's list. On the liberty I had to make a guess. The good thing is that the Acclamator gains a good amount of fighting power again since it's the only one carrying 3 bomber squadrons (Tal only said it can carry 8 squadrons, so I made it 5 TIE Fighter and 3 Bomber)... even the ISD has only 1. So it makes it a kind of light carrier (emphasizing its transport role) and with the recent fighter/bomber changes it can be quite dangerous if you keep your bombers alive.

 

About the missiles vaporizing whole fighter squads... yes, that happens. But they can't actually target fighters so it must have been a coincidence and the bomber pilots just had bad luck ;)

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-> Here <- is a patch for the squadron capacities at least. No idea what do to about the ISD, I'll look into it... I just don't feel like moving the ISD to tech 4 again just to "please" the campaign. There has to be some other way.

 

Edit: Oh... for those not that familiar with the filestructure: Extract this patch into your XML folder... not into the Data folder like the full version of my mod.

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Hello,

 

after reading this whole thread two day ago I downloaded and tested your MOD. It looks very good, but I have found some things I would like to ask about.

 

First is the Rebel Artillery. Is there some way to reduce its power or remove it completely? Thanks to this Rebels are incredibely powerful in ground combat.

 

The second thing is that the Empire gets some useful ships very late in game (at high tech level). I was jumped by Ackbar in Home One and he completely wiped out my Acclamators.

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The second thing is that the Empire gets some useful ships very late in game (at high tech level). I was jumped by Ackbar in Home One and he completely wiped out my Acclamators.

 

Truth, Home One is very strong - Rebels "all power to shields" is much better

than Empire "boost weapons power" - that's a problem IMHO, and mayby ISD with tech level 4 is really good idea :-)

 

This game with Your mod Adonnay is really good with HARD difficulty,

it is near to real RTS :-) and I like it more and more.........

 

:-)

 

Best Regards

 

Koci

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-> Here <- is a patch for the squadron capacities at least.

Thanks for this patch.

 

No idea what do to about the ISD, I'll look into it... I just don't feel like moving the ISD to tech 4 again just to "please" the campaign. There has to be some other way.

Well, I'm still on mission #8, so you've got a couple of hours before I'll need the fix for the ISD. :p

 

Are the MC80 and Liberty at tech 4? If so, then the ISD should be the same. Of course, you'll then have to drop the Venator and VSDs down to tech 3 ...

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