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[MOD] EAW: Open Conflict


Adonnay

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according to your mod, you have edited the movies, what have you done there, or does the winzip file just show all the xml's, even the ones that you havent modified, also do you have to put the whole mod in the gamedata/data thing, cause the readme says you have to put it in the text folder, either its me or the instructions arent really clear, can i just install it like any other mod, by putting all the files in the xml folder?

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Dear Adonnay :-)

 

Did You change something in latest mod version ?

Strange, I was forced to reinstall game, now I have (like before)

game with 1.02 patch and Your mod, but.......

 

in Galactic Conquest i have 2 or more planets from the start!

Whatever Rebellion or Empire, only game and Your mod.

 

Very strange indeed :-)

 

Best Regards

 

Koci

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On the matter of a victory stardestroyer hero unit, keep in mind that it is a really outdated design. Dodonna actually has a history with the Assault frigate, but considering the empire had thousands of ISDs it wouldnt make sense for them to actually put someone on a outdated design like the victory.

 

Then again the same could be said about piett and his acclamator ;). Ideal solution would be to use ISD Is and ISD IIs, and have one hero use a upgraded ISD I and the other a upgraded ISD II. They have a huge difference in armament, and it would make more sense then putting wellknown fleet commanders in ships that where already outdated before the clonewars ended ;).

 

But i guess we have to sacrifice a bit of realism for balance reasons :(.

 

Edit: Actually it would make sense to put a hero interdictor unit i guess, there where quite powerful interdictor cruisers out later. Just dont know how well that fits with the timeline ... then again you could make it a really expensive research to "simulate" a redirection of resources that result in a discovery of this new technology prior to canon star wars. Kinda like a "what if" the empire wouldnt have focussed so much resources on the deathstar ...

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i have solved my problem with the tech lvl after i finally deleted both mara jade's shuttle and z95. Adonnay, your mod is amazing, i like almost every thing u did. One thing here, i want to make those anti-aircraft on ships more effective, especially for destroyers. Is there some way to change the fire rate or number of shots of those lasers. If it's the Projectile xml, may i bother u to list the ones that's anti-fighters, thx.

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Adonnay I wanted to ask did you ever make VSD 2 or ISD 2? because I think it would be cool if you did.

 

The ship currently ingame is already VSD II, the I variant used missiles instead of ion cannons. There is no model ingame atm for a ISD II, and afaik still no way to include new models.

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i have solved my problem with the tech lvl after i finally deleted both mara jade's shuttle and z95. Adonnay, your mod is amazing, i like almost every thing u did. One thing here, i want to make those anti-aircraft on ships more effective, especially for destroyers. Is there some way to change the fire rate or number of shots of those lasers. If it's the Projectile xml, may i bother u to list the ones that's anti-fighters, thx.

The rate of fire is changed in the HARDPOINTS.XML file, not the projectiles. You can easily identify the the anti fighter hardpoints by their names (all of them should have an "Anti_Fighter" addition to their name)

 

About the tech level 2 crash in the campaign... I honestly have no clue why that happens and right now I don't have as much time to thoroughly test it. Perhaps someone else can narrow that down (without having to delete the entries), that would be a great help.

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I did some minor changes with my file. god, i love those added anti-aircraft guns. sorry to bother again, but adonnay, can u teach me how to add hard points? I think it make sense and is more realistic to have more of them on larger ships. thx.

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yes, just had a look at the hardpoints xml, and did not dare to mess around with it. for now, i just increased the fire rate and damage of those anti-aircraft guns since they almost never get to destroy any fighter in the original file. Also, scaled down some lasers' size from some fighter and corvet(which, i think is more like in the movie). Is it possible to change any thing in files blow 0.1, for example, 0.09 for fire rate. This mod is soo good that now i can't possibly go back to others, however, while playing as emp, the reb got Home One in only 10 min and smashed everything i had. When i finally throw in all my ships to DIE with it, it come back in another 10 minutes!! Is it meant to be this way? or am I the only one experiencing it?

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Home One can be a pain in the butt. I lowered the build time on ISDs and a bunch of other tweaks that fit my game style. I'm not sure where you can tweak the respawn time... Prob. in the one with the Hero teams in it, I think it might be containers.xml.

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I can't look right now but I think the hero respawn gets set in gameconstants.xml, not seperately for each hero.

 

edit: Yes fire rates of below 0.1 are possible... but I think it starts to look odd and the lasers start to overlap.

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Yes, Homeone is really a monster with very tough shield and strong weapons. I had to decrease the rechage rate, increase the range and damge of accuser's proton beam to balance it (I have overdone it a bit so my accuser is rather overpowered but who cares when I can crush these rebel scum)

 

Homeone is supposed to be powerful and it is high in the tech tree so supppose the AI can get it you should have the accuser or 1 or 2 ISD of your own. It will still be a hard battle even with your own ISD but Home one does has some weakness (at least when the AI is using it).

Given Home One is gigantic it has some blind spot. Try moving some VSD on top of it, preferably right on top of the middle segment. That is the position which Home one will have a hard time shooting at. VSDs has a narrow horrizontal shooting angle (which is not necessarily a weakness because it can concentrate and shoot more accurately) and a very wide verticle shooting angle. When the are right on top of Home one they can wear down the shield and tear it apart afterward.

I mentioned that ou should have your ISD because it can distract Home one long enough for the VSDs to move into postion and it can clear other frigates defending Home one. Hope this help in your campaign to crush the rebellion.

 

This is a long post...

Hi Addonay, have you thought of giving the Empire new infantry units?

I have given myself Imperial guard squads as the cream of the crop in the Empire infantry division. They are given more health, shields and inceased damge, speed etc. and an extra feature that I find interesting. I assume that those force pikes are 'electrical' so I gave them the ability to stun enemy units. I actually got this idea when i read the 'Proj_Pyngani_Carbonite_Gun' entry in the porjectile XML. The Empire seems to be relying on mech too much and those plex are everywhere. These imperial guards do help me silencing those pesky rocket launchers.

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if as said, fire rate can go down below 0.1, whould it be better to set the anti-air crafts guns to 0.05 but only one pulse, i will try and see if it make the guns more realistic(in the movie i do remeber the small guns had a pretty fast shooting rate)

sorry, i'm mad, so mad that wana to make everything similar to the movie.lol

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@Adonnay

 

Has the AI's agressiveness on the Galactic Conflict map been adjusted? As a test I let the game for both Rebs and and Imps run past 50 turns and the AI did not take a single planet. It is much more agressive on other maps, however.

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hi,

 

had the same problem, the ki didnt conquered a planet

 

but there is a trick

 

attack the neutral planets (only in space) around the space of your enemy

 

without the neutral fleets the ki will attack these planets

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just found out that change the recharge rate of a hardpoint is the main thing to have fast shotting anti-aircraft guns. I don see the problem that ai does not attack, in fact, in my first emp campaign i almost lost because of the hell-making Home One. i was thinking about changing heros respawn time, but does it mean the one reb use to upgrade tech will also be affected. someone have a any solusion?

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hi,

 

had the same problem, the ki didnt conquered a planet

 

but there is a trick

 

attack the neutral planets (only in space) around the space of your enemy

 

without the neutral fleets the ki will attack these planets

 

 

Yep...this works. Thanks for the tip. For some reason the AI won't attack pirates.

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Weird... pirates are enemies of the empire as of the factions.xml file.

 

It's strange because the AI will attack pirates, but very infrequently. Once the pirate space forces are removed, the AI will aggressively take pirate planets.

 

Also, is it possible to adjust the build priority for capital ships? I seem to remember reading somewhere that this is not possible at this time. The Imperials really like to build Tartans and Tie Advanced...I have not seen them build any other ships (game day 85).

 

BTW, the Wookies are great!

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since this is my favourite mod, just posting to keep it fresh and a question for addonay. Your Nebulon seems to be the smallest compare to all other mods. Some say it's big, and some claim it's small. i'm not sure. What is your sourse? no offence, just curious about the scales.

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I have a feeling I'm the only one but here goes:

 

Is anybody having problems with 1.0b? Everytime I try to use it the game crashes during GC anfter a few minutes and I get an "exception error" message in Windows. It never happened with 0.9, so I reverted to that version now.

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