Adonnay Posted April 6, 2006 Author Share Posted April 6, 2006 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. It's no secret that the nebulon is "only" 300m long... it always has been. No clue why someone claims it should be bigger StarWars.com link I suppose noone tried to find the source of the crashes? As I said I don't have the time right now... perhaps they're all related to Mara's shuttle and/or Z-95. Link to comment Share on other sites More sharing options...
Theenglishguru Posted April 6, 2006 Share Posted April 6, 2006 Hi Adonnay. I must say, this is honestly one of the best mods I have played, hands down. Forget all the other major mods, with 120 people working on it - This beats them and incorporates some really really fun tweaks. I'm just wondering, did you change the map for GC? If you didn't, then it's just me not cleaning out my mods properly... I was wondering if you're going to be changing the size of the land units - the T4-B tank still seems a bit small, but that may just be me. On an unrelated note, has anyone thought of simply making all the ships in the space battles smaller and increasing the zoom in? That would make it so much easier than having something the size of the map struggling to turn.... Anyhoo. Awesome, awesome AWESOME. Thankyou. Link to comment Share on other sites More sharing options...
hzh Posted April 7, 2006 Share Posted April 7, 2006 Theenglishguru I totally agree with u. The map has become soo small for sd and ships like Home one. they always stuck somewhere. I haven't tried to change "zoom in" value, otherwise i will rescale everything accordingly(u will not see the fighters if u sacle down everything). As for land units like t4b, t2b....just scale down the troops and they will look bigger;P(i made them half the original size) Addonay, is it possible to zoom in more in the....file and sacle down every ships and fighters by half? just asking so i can test it out myself first. Link to comment Share on other sites More sharing options...
Zenoth Posted April 8, 2006 Share Posted April 8, 2006 Hi there guys. Good Modification, but I'd like to ask something ... Is there a way to increase the resources rate in Skirmish games ? Because most of the ships are so highly priced that after more than ten space Skirmish games I have yet to buy a single Imperial Class Star Destroyer. I always get killed, or always win before I get enough money to buy anything decent. And I don't feel like relying on TIEs/X-Wings reinforcements the whole game while I keep saving up for a single SD that will get destroyed by the mass of enemy Frigates in the end. So, since I don't know how to readjust prices ... Is there a way, as I asked, to simply increase the rate at which we receive resources ? Thanks. Link to comment Share on other sites More sharing options...
mitzoff Posted April 8, 2006 Share Posted April 8, 2006 This is a great mod! Link to comment Share on other sites More sharing options...
magna mandaloe Posted April 8, 2006 Share Posted April 8, 2006 Adonnay How about in your next mod you rename units to there proper names like how listed? Pirate fighter and Squadron: Rihkxyrk Rihkxyrk Squadron Pirate Frigate: Pirate Action VI Thats it for now good luck! Link to comment Share on other sites More sharing options...
Adonnay Posted April 8, 2006 Author Share Posted April 8, 2006 Hi there guys. Good Modification, but I'd like to ask something ... Is there a way to increase the resources rate in Skirmish games ? Because most of the ships are so highly priced that after more than ten space Skirmish games I have yet to buy a single Imperial Class Star Destroyer. I always get killed, or always win before I get enough money to buy anything decent. And I don't feel like relying on TIEs/X-Wings reinforcements the whole game while I keep saving up for a single SD that will get destroyed by the mass of enemy Frigates in the end. So, since I don't know how to readjust prices ... Is there a way, as I asked, to simply increase the rate at which we receive resources ? Thanks. Sure... this is possible. You can find the necessary value in the spacebuildableskirmish.xml file. Search for Empire_Mineral_Extractor (or Rebel) and within that you go down to the abilities list, there's a value called Base_Income_Value (set to 200 right now). Change this to whatever suits you and the mines should produce whatever you want. Link to comment Share on other sites More sharing options...
Adonnay Posted April 8, 2006 Author Share Posted April 8, 2006 Hi Adonnay. I must say, this is honestly one of the best mods I have played, hands down. Forget all the other major mods, with 120 people working on it - This beats them and incorporates some really really fun tweaks. I'm just wondering, did you change the map for GC? If you didn't, then it's just me not cleaning out my mods properly... I was wondering if you're going to be changing the size of the land units - the T4-B tank still seems a bit small, but that may just be me. On an unrelated note, has anyone thought of simply making all the ships in the space battles smaller and increasing the zoom in? That would make it so much easier than having something the size of the map struggling to turn.... Anyhoo. Awesome, awesome AWESOME. Thankyou. Thanks for the feedback I did change the starting planets for the GC map, no planet placements have been changed if you meant that. As for the T4-B... rescaling it is a matter of seconds and can be easily done (groundvehicles.xml -> T4b -> Scale_Factor). As for the camera and zoom... (to answer hzh's post as well): It should be possible... the camera (tacticalcameras.xml) right now has a max zoom of 200. If you lower that further to 100 or even 50 and scale all the units down (and probably reduced the min zoom to retain the percieved size) you should get the desired effect. You should however also scale down all the firing ranges or the ships will shoot across the whole screen. As you can see this takes quite a bit of work to go through all the files and change the scale and firing ranges (and with that of course the attack ranges and turn distances, chase ranges etc.) What I don't know is if this will have any effect on AI behavior (which I doubt). So if any of you want to do this... you're welcome. It might help some of the pathing problems people get due to the size of the larger vessels, but be aware, that it does take some time Link to comment Share on other sites More sharing options...
magna mandaloe Posted April 8, 2006 Share Posted April 8, 2006 Like with Resizing a Victory Star destroyer to a Tartans size Link to comment Share on other sites More sharing options...
hzh Posted April 9, 2006 Share Posted April 9, 2006 just some suggestion to addonay for the next version.(of course, only if most of u guys aggree with me) When i first played your mod, I see the emp got totally nothing to counter the rebel fighter and bombers. i used 4 squadrons of X wings and some Y wing and destroyed 4 tartans and 2 acclamators, which cost a lot. and i only lost one squad of Y wing. the tartans were hopeless against the torpedos. and the acclamator's slow going anti-fighter guns does almost no damage. so, in my files i made those small guns more "realistic" by giving them more damage and faster fire rate. Now the anti-fighter guns are more like in the movie and the ships at least deal some damage BEFORE they get all killed facing the "wolfpack", lol (i so want to show u guys the battle when i faced 35!! squads of Y wing, didn't count the Xwings...) Link to comment Share on other sites More sharing options...
Zenoth Posted April 9, 2006 Share Posted April 9, 2006 I just use Boba Fett's charge thingy like in Episode II. I once got rid of three entire Y-Wing squadrons with that bomb. And it reloads fast, too. You could literally destroy a dozen squadrons with him. And when there's two of them it's very dangerous for Rebel fighters. But I agree, without Boba, it's quite difficult. But, isn't it accurate with the lore itself ? I mean, the Empire's "force" in space, in its Navy, was their ships, their Destroyers, and not actually their fighters. Look at the Battle of Endor for example, tons and tons of TIEs of all variants (regular, bombar and advanced), against a small number of Rebel B, X, A and Y-Wings (there were about one hundred of them, maybe less). My point is that the Empire relies on numbers and raw power. The Rebels seem to rely on technology (stolen or not), and most likely their piloting skills. Aren't the Empire's pilots known for not being able to shoot an X-Wing at point blank range ? Hehe. Anyways, yes, on a pure game-play point of view, I do agree, it's quite difficult for the Empire to counter the Rebel fighters, especially the X-Wings and their ability to go faster (x foils attack position thingy). Oh and Adonnay, thanks for telling me how to change the resources rate. Now I can fully enjoy your Mod. And OH my GOD does Home One kick some serious *beep* ! It's a monster. Good job a this Mod mate, it just rules. Edit: Somehow I said "One Home" instead of "Home One". Man, what's wrong with my head, troubling times, thanks for the heads up. Link to comment Share on other sites More sharing options...
fortune faded13 Posted April 9, 2006 Share Posted April 9, 2006 "And OH my GOD does One Home kick some serious *beep*" Home One my friend. and yes. it does kick some serious bootay. Link to comment Share on other sites More sharing options...
magna mandaloe Posted April 9, 2006 Share Posted April 9, 2006 I sorta aggre but The rebels did use alot of A-wings which counter the fighters and the B-wings could demolish Capital ships like K-wing. Link to comment Share on other sites More sharing options...
hzh Posted April 9, 2006 Share Posted April 9, 2006 just to clearify my last post about the 35 squads of Y wing. Yes, i did decrease the cap overall for all units since it will just take way too long to expand and conquer the first pirate planet with the little cap provided by lvl 1 space station. well, it was a fun battle after my changes with the anti-air craft guns and both sides suffered great casualty. I also increased hp and shield for all space units, now the battle last long enough for me to have spare time to watch the "movie" ^^ Addonay, i may start scaleing down everthing in the game. So, for the camera, I like the zoom value as it is(the # of ships covered when zoomed out at max, otherwise i think it will lag too much). If i scale down every thing by half, can u give me a hint of changing things accordingly in the camera file? thx And, i suppose i just make things like "turn rate, speed, fire range, projectile speed...also half" what did i miss? god, sure i will not survive this time, lol Link to comment Share on other sites More sharing options...
Somerled Posted April 10, 2006 Share Posted April 10, 2006 I've also noticed that when very large ships, such as Home One, are present, the game lags significantly. Scaleling things down may help with this as well. Link to comment Share on other sites More sharing options...
Zenoth Posted April 13, 2006 Share Posted April 13, 2006 So, can we expect a new version in the coming weeks ? Months ? Dunno, like, new content, new features, new A.I capabilities or such, things you can do and perhaps are planning to, for future versions ? Any of that we can expect ? Just curious. Link to comment Share on other sites More sharing options...
hzh Posted April 13, 2006 Share Posted April 13, 2006 lol, thx to your sourse addonay, that my tartan now is tiwce as long as nebulon:P. I recaled almost everything in my file to make them according to the movie. Now, i only wait your reply for my last post and i will start scaling down everything to make the map feel twice as big, o yea. As i have said, this mod is already great, but for the next version(if u are making)it would be nice to see new units like fighters, heros, or ships. Personally i added elit storm troopers to myself, lol, the poor rebs. i have spent about 10 hours now changing things to what i think is Perfect. just lack the camera thing. Link to comment Share on other sites More sharing options...
Adonnay Posted April 13, 2006 Author Share Posted April 13, 2006 What do you need hzh? The camerafile changed according to half-sized units? I'll look into it soon. As far as new features are concerned... I can't give you any date or list. While I'm still checking for new possibilites and ways to change the gameplay my time right now is quite limited and I can't put the little time I have into modding so the mod as it is now is in a kind of hold state. I will probably continue with it... but I honestly can't say when. Until then you have to content yourself with my spare answers and help in your own changes Link to comment Share on other sites More sharing options...
hzh Posted April 20, 2006 Share Posted April 20, 2006 I saw some hero and units in the files but not in the game, is there some way to activate them? and for the mara jade problem, i would like to have her, but have no idea what went wrong, if someone can fix it, it would be great. Link to comment Share on other sites More sharing options...
K1ller Posted April 21, 2006 Share Posted April 21, 2006 Hello, is the latest versin 1.0c bug free, or is there still a problem with Mara Jade in GC? I bought a new PC and I am slowly putting everything back, so I would like to download the latest version immediately. Link to comment Share on other sites More sharing options...
hzh Posted April 21, 2006 Share Posted April 21, 2006 K1ller, the problem with mara jade have not been fixed yet. Personally, i deleted both mara's shuttle and z95 in unique units file and the game works fine. I don know what went wrong, it seemed fine to me, haven't taken a close look yet. Addonay haven't post for a while, and I did spent sometime to fix the AI not attacking pirates problem in my own game(if u don want to mess up the files, just eleminate the space pirates FOR the AI, not a big problem). Overall, the last version is much fun, and i spent tons hours rescaleing and modifying. hope someone can fix the several small problems for people. Have to say, this is the best mod around for NOW. Link to comment Share on other sites More sharing options...
Zenoth Posted April 23, 2006 Share Posted April 23, 2006 Hey, hzh, could you please send me the file in which you've re-scaled the ships ? I'd like to see if it helps decreasing the studder issue I get due to path-finding problems with big ships. My e-mail is lyrandori@netscape.net Thanks in advance. Oh, and, by the way, what's the Mara Jade bug ? Cause as long as it comes to her in space I see no noticeable problems with her. She responds to my orders properly, and will attack enemy ships in range. Link to comment Share on other sites More sharing options...
hzh Posted April 23, 2006 Share Posted April 23, 2006 Zenoth, sorry, the one i was talking about was the rescaling of ships, fighters, infantry, and vehicles according to their real size(thx to addonay's website). The half-sized ships are not done yet, it anvolved a lot things like fire range, projectile sized, flight distance, turn rate.... and way too many files are involved. plus i changed too many things myself to make the game more realistic, now i have around 30 files to look at. I should not send u tons of half-done files and make the game wierd. For the most important, I need to know what to change the camera accordingly, and addonay haven't post the answer. If possible, i wish soon we can just change the size of the map, or delet some of the things to make space. I know how it feels when the "home one" stuck some where every time^^! However, I do have a modified XML file myself(still testing, but 100%bugfree) which i CAN send u if u want. Description(u may or may not like them) Space as i said, i rescaled almost all ships as close as possible according to what I read on the official website. rescaled all fighters, ovreall all a little bit smaller, but some scaled down more, such as tie is only around 1/3 the lenght of Y wing. all cruisers and some crovet have now much more hit points and shield, now the battle last longer that u will have enough time to enjoy in "movie view". Generally, hardpoints such as shield generator and egine will have more hp than others. O, do expect powerful imperial cruisers. nebs, even in #, can hardly hurt a sd. increased fire rate, damge, pulse count of all anti-fighter guns on ships, but they do have much higher inaccuracy vs fighters. imperial cruisers have better ones. Now only attack imperial ships if u have enough y wings, and do expect some casualties. When the rebs come for ur sd, see how it defend itself, it is covered with guns. fighters' hp are the same but cost less and expect capital ships like sd and Mon spawn lots and have tons in reserve. fighters' inaccuracy vs other fighters increased, but the projectile damage increased. no more mass of lasers hitting a moving target. fighters like tie will have relatively higher inaccuracy to reflect the difference bettwen reb and emp pilots tie is harder to hit but sometime a single blow is enough to take it out. imperial cruisers will have tons and tons of them to reflect their advantage in #. vic now spawn tie bomber also, and sd spawn tie advanced. chagned the size of some lasers because of the rescaling. Lasers now are slower descreased cap of all units, increased base planatery income to cause the AI to attack pirates. Tested in m/h difficulties, and the AI was totally "mad". I saw, i conquer, lol. space station have limited reserves. pirate harder to beat(they have larger force) added back missels to gunship( now combination of laser and missel) according to the sourse. Tho weak, they can be deadly in #. changed 2 hardpoints of neb to give it more fire power, but only so much. all i can remember Land rescaled all vehicles and infantry, no more complaint about they don look realistic in size. AT AT(about 16m high), no longer that big. but t4b(10m long) is now monster. rescale of some laser, infantry no longer shoot big bolts. the "all power to weapon ability" for At st and repulsor tank is now more like the AT AT's one shot ability, so no more at st taking out t4b quickly. added shield to reb artilery and t4b, t4b has very strong sheild, it now cost more, but much more powerful. all vehicles last longer, and infantry can hardly damage them. AT ST's main target now should be infantry, it no longer "ignores" reb plex AT AT a bit more stronger and powerful. infantry have much lowered hp but u will see lots of them, emp definately have the #, to reflect their advantage. but plex missel is more dealy to them(more splash damage) infantry corpses no longer dissapear after a while, u will have an awsome battle field covered with bodies and vehicles. while trying to keep the sacles right, i tried to balance and keep the vehicles not so big and troops not so small, so I can still have enough space to move the big ones around. longer recharge time for plex added heavy storm troopers to emp, the ones that carry the big guns. pirates now should have an "army" for u to take on, but no more unlimited spawning of units, also for emp and reb. all i can think of, many other changes Wierd that ur mara jade works, for me, i had to delet her or it will freeze my computer when play as emp and the tech lvl thing reach 99% in galatice map. is there another fixed version??!! for the file(s), if u like the changes, just tell me and i will send them. this is the only mod worth the time modifying. Link to comment Share on other sites More sharing options...
GabRaz Posted April 23, 2006 Share Posted April 23, 2006 I'm having the same Mara Jade issue, getting an exception error once I hit level 2. Can I get a copy of your XML too; I'm interested in seeing the rescaling on the land units. gabrielrassam@yahoo.com Link to comment Share on other sites More sharing options...
arkodeon Posted April 23, 2006 Share Posted April 23, 2006 My Mara Jade works fine, and all I'm using is this mod. o.O Link to comment Share on other sites More sharing options...
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