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[MOD] EAW: Open Conflict


Adonnay

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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 ...

No they're both tech 5... how about making a weaker ISD available at tech 4? A kind of prototype... or refit the VSD or the Acclamator with a tractor beam? Or does it have to be an ISD?

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No they're both tech 5... how about making a weaker ISD available at tech 4? A kind of prototype... or refit the VSD or the Acclamator with a tractor beam? Or does it have to be an ISD?

I checked the files and both Mon Cals are at 4, not 5. The VSDs do have tractors, and as many as the ISDs have (10). And the MC80 has six of them. But for play-balance reasons it's probably best if the tractors be an ISD-only item.

 

I went and edited the files myself to readjust tech levels (lowered ISD to 4, VSD to 3, raised Interdictor to 4), as well as fix a few lingering issues with squadrons on some of the ships (ISDs and Mon Cals). I've emailed you the capital ships and frigates xmls, for you to compare my changes against your last (patched) version.

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id like to point out that on level 10 when u have to tracter the tanitve that you get a free ISD on courasant

i did at least with the mod 1-2 versions ago, so there really is no reason to change the ships tech levels :D

You get a free Interdictor in the middle of mission #8. You also get a free ISD at mission #10? Assuming you're correct, nothing Adonnay does in his mod changes the scripted mission events, so it should still be true. Personally, I feel the VSD should be at the same level as the Venator (3), and the ISD at the same level as the MC80 (4).

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I checked the files and both Mon Cals are at 4, not 5. The VSDs do have tractors, and as many as the ISDs have (10). And the MC80 has six of them. But for play-balance reasons it's probably best if the tractors be an ISD-only item.

 

I went and edited the files myself to readjust tech levels (lowered ISD to 4, VSD to 3, raised Interdictor to 4), as well as fix a few lingering issues with squadrons on some of the ships (ISDs and Mon Cals). I've emailed you the capital ships and frigates xmls, for you to compare my changes against your last (patched) version.

Tal, my friend... rebel tech levels go from 0 to 4 while the empire tech levels range from 1-5 :p

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You get a free Interdictor in the middle of mission #8. You also get a free ISD at mission #10? Assuming you're correct, nothing Adonnay does in his mod changes the scripted mission events, so it should still be true. Personally, I feel the VSD should be at the same level as the Venator (3), and the ISD at the same level as the MC80 (4).

 

yep, im pretty sure i got it, otherwise i wouldnt of been able to do the mission as the space stations wernt of a high enough level to actually build any isd's :D

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id like to point out that on level 10 when u have to tracter the tanitve that you get a free ISD on courasant

i did atleast with the mod 1-2 versions ago, so there really is no reason to change the ships tech levels :D

Sounds great... then this problem doesn't need to be solved at all ;)

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Personally, I feel the VSD should be at the same level as the Venator (3), and the ISD at the same level as the MC80 (4).

 

GREAT IDEA !!!!

 

BTW: Where I can find ships textures, Acclamator is so ugly when compared

to Venator, I'm DTP senior specialist, I use Photoshop everyday last 12 years :-)

 

 

Best Regards

 

Koci

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GREAT IDEA !!!!

 

BTW: Where I can find ships textures, Acclamator is so ugly when compared

to Venator, I'm DTP senior specialist, I use Photoshop everyday last 12 years :-)

 

 

Best Regards

 

Koci

You can extract the "Textures.meg" file... there you'll find all... well... textures ;) together with bump and lightmaps.

 

 

edit: Venator and VSD are at the same tech level (4), so are ISD, MC80 and Liberty (5)! Don't listen to Tal... he doesn't know what he's talking about *gg*

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Hm just found something interesting in Story_empire_ai_heros.xml, look at how the research facility got unlocked, perhaps we can unlock victory cruisers regardless of techlvl.

In the file STORY_CAMPAIGN_EMPIRE_ACTIV.XML you get a free ISD, so no worries about the mission (unless one ISD isn't enough, then I can make it spawn two i.e.)

 

Edit: But good thing pointing at that file... actually I have to switch a few heroes around when I want to keep my mod consistent in its changes... but I wonder how I will mess up the campaign then... o_O

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Hmm, what about the Rebel artillery. Please, please make it more "real". I hate this überunit.

 

Regarding the Home One, I was able to take it down using Tarkin's ISD, two Victorys and Acclamators. But it was a helluwa fight :)

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@koci: Thats already the case like adonnay pointed out, rebels 3 is the same techlvl as empires 4.

 

 

Thank You guys, now I know, good :-)

 

(gut..........Johann...........gut..... - from DAS BOOT (I love this movie) :-)

 

Koci

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I see that Koci is from Poland. We are neighbors :)

 

Anyway. Yes, AT-AT is able to take the fire. However if my AT-ATs are under fire from artillery + tens of Plexsoldiers + Speeders, they are dead before you can say Vader :( I was expecting the AT-ATs to be the ultimate ground weapon. But that is the general problem of the game, not just this MOD. Otherwise I really enjoy playing your MOD. The new lasers are excellent, the price and building times of ships is much more realistic. Is there some way to slow down the travel time? I still think that it is too quick to travel around.

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Hmmhow about increasing the range of the artillary a little bit, but decreasing its damage against (highly)armored vehicles? Its really good against anything, maybe give it more a specialized anti-infantry/anti-building role? We could also use that as a excuse to buff the stormtroopers a bit :D.

 

Edit: Maybe buff the rebel turbolaser building in exchange, would it be unreasonable to give them shields? Always felt that building was a bit wasted, expecially as its easy to take out by killing the powergenerator, or just killing it with infantry or using jedis or bombing it or ... meh 4000cr for that?

 

@adonnay: I like your idea about giving the imperials a second ISDs, how about making ISD I(tech 4) and ISD II(tech 5) available? Of course that might not be possible atm, but it might be a nice idea for when the modding tools come out.

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@adonnay: I like your idea about giving the imperials a second ISDs, how about making ISD I(tech 4) and ISD II(tech 5) available? Of course that might not be possible atm, but it might be a nice idea for when the modding tools come out.

The ISD II is incorrect for the period of this game. OTOH, so is the Liberty and several other ships. ;)

 

I have already posted the stats for the ISD II. If Adonnay wishes to include one, he should have all the info he'll need -- as soon as he uses the SEARCH function on this forum. :p

 

@Adonnay, well, sorry if I actually expected the programmers at Petro to not have their heads up their you-know-what and be consistent between the tech levels used by the Rebels and those by the Empire. Sheesh. Why the hell does one start at zero and the other at one? {grumble, grumble} Okay, I'll fix the damn files (again) so that the Rebel cruisers are at tech 4, and the Venator is at the same level as the VSD (3).

 

IMO, the only thing that should be at tech 5 (that is currently in the game) is the DS.

 

BTW, why do I see a VSD at 8800 credits (ie: gets the 20% frigate discount) and another at 11,000 (ie: doesn't get the discount)?

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The rebel Venator is currently the only one beeing used in my mod except in skirmish merchant docks, this is where the empire also gets one.

With your tech changes you can as well move the Assault frigate to level 2, together with the Nebulon B since the Venator will be the level 3 ship.

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Anyway. Yes, AT-AT is able to take the fire. However if my AT-ATs are under fire from artillery + tens of Plexsoldiers + Speeders, they are dead before you can say Vader :( I was expecting the AT-ATs to be the ultimate ground weapon.

The real problem is that the Rebels have been given a Clone Wars-era commando weapon, the PLX missile. Nowhere in canon do Rebel troops have such weapons. In fact, they only appear in the Clone Wars cartoon microseries, and in EU Clone Wars books. Of course, ep2 & 3 came out decades after ep5, but if the Rebels had owned portable missiles the Battle of Hoth might have not been lost, so we can safely assume that they didn't. (You can be certain that the Rebels had their best gear at Hoth, since Echo Base was the main Rebel ground base at the time, hence the presence of Luke, Leia, and General Rieekan.) Furthermore, if they didn't have them 3 years after Yavin, then they shouldn't have them at the time this game takes place, either.

 

I think the PLX was included in the game just to try to balance the Rebels against the Empire, which otherwise has better weapons and troops.

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With your tech changes you can as well move the Assault frigate to level 2, together with the Nebulon B since the Venator will be the level 3 ship.

You mean raise the Nebulon-B from the current tech 1 to 2? Okay, done. Do you want me to send you my latest files?

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It is on 1? weird... I always thought it was on 2 ;)

No, then leave it on 1 and make the Assault Frigate the new tech 2 ship.

 

 

Edit: tech level might be a bit misleading... since some of the ships are quite high on the tech tree although they are rather old already. I think we should see it more as a kind of economy scale. The longer you play and the more tech you aquire the larger the ships are that you can build and support.

 

Edit2: btw... where did you see the Venator cost 11000 credits?

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The real problem is that the Rebels have been given a Clone Wars-era commando weapon, the PLX missile. Nowhere in canon do Rebel troops have such weapons. In fact, they only appear in the Clone Wars cartoon microseries, and in EU Clone Wars books. Of course, ep2 & 3 came out decades after ep5, but if the Rebels had owned portable missiles the Battle of Hoth might have not been lost, so we can safely assume that they didn't. (You can be certain that the Rebels had their best gear at Hoth, since Echo Base was the main Rebel ground base at the time, hence the presence of Luke, Leia, and General Rieekan.) Furthermore, if they didn't have them 3 years after Yavin, then they shouldn't have them at the time this game takes place, either.

 

I think the PLX was included in the game just to try to balance the Rebels against the Empire, which otherwise has better weapons and troops.

 

 

O.K. That is understandable. But right now Rebels seems to me much stronger on the ground, because Plex soldiers are able to wipe out my Storptroopers as well. But as I said, it is rather the problem of the game than of this MOD. But it would be good if Adonnay could bring a little balance to the ground combat as well. Please, please.

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It is on 1? weird... I always thought it was on 2 ;)

No, then leave it on 1 and make the Assault Frigate the new tech 2 ship.

 

Edit2: btw... where did you see the Venator cost 11000 credits?

Okay, I'll make the changes. And it's not the Venator that's 11000, I have TWO copies of the VSD, one that gets the 20% frigate discount, and one that doesn't (in spite of being labelled as a "frigate class ship"). Why do I have two VSD types?

 

EDIT: I made the Nebulon-B tech 2 and the Corellian Gunship tech 1. The Nebulon-B is considerably more powerful than a Gunship. Since the Empire only has Tartans at tech 1, it's not balanced to let the Rebels have Nebulons at 1.

 

One downside I see to all of this is that the Rebels get bombing runs at tech 1, because of their fighters, but the Empire cannot bomb until tech 2. How much of an issue that is I don't know.

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