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[MOD] EAW: Open Conflict


Adonnay

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As for you not having enough income with 15-16 planets, you aren't building enough mines and probably building way too many military (defensive) structures. If you are attacking, constantly, as you should be doing, then the enemy will be put off-balance. Your "front line" will be steadily advancing and thus making your "interior" worlds safe from attack. Just put modest garrisons on your frontline planets as well as a few frigates or cruisers in orbit to supplement the stations. And then keep moving them forward to defend the new worlds you conquer. After I have built one of each factory at the appropriate worlds, I only build mines on all slots at all worlds, except for one ion cannon (as the Rebels) at each of the four SD-producing planets. I find that if you aren't losing units in battle all the time then you don't need more than 1-2 of any particular type of factory in your entire "empire". A single factory should be able to keep up with your needs for what it produces. (ie: I only have one light and one heavy factory in my entire empire, one Academy, etc.)

 

I'll be honest I didn't build any mines, but then again I didn't build any defensive structures either, each planet had level 3 station, a barracks, and a factory. I built 2 ion cannons, one on Hoth and the other on Fondor. As for losing units, well I played on medium difficulty and taking planet or defending a space station with no fleet or even small fleet is much much harder.

 

Before I played this mod and I usally lost a Corellian corvette or two, a level 1 or 2 space station could easily hold off a small fleet. But thats not the case anymore. I don't think this is bad, the player shouldn't be able to go through a battle against the AI virtually unscathed. But now I have to rebuild my fleets, and there wasn't enough money to do so, but more than that the Unit Cap got in my way.

 

Which side? Rebel or Empire?

 

Again, which side? Vehicles do not spawn endlessly anymore and it takes alot longer for them to spawn. Troops should however always spawn (slower too though).

 

Did you test that in skirmish or GC. In GC the stations do get larger (more) garrison units. In skirmish they do not (and did never, that's not my doing ). I suppose it's because you can actually build space units during combat... which is not possible in a GC space battle.

 

Sorry I wasn't clear when I posted, I played my entire time with this mod in Galactic Conflict Mode, playing the scenerio you modified as the Rebellion (Gonna try the Empire today).

 

Did you try deploying infiltrators with their bombs?

PLEX soldiers should be there... they should actually be one PLEX in every soldier squad... if I haven't messed that up that is

 

No I didn't use infilitrators, I'll give them a try, but the problem with them is they are a tech 3 which by then I also can build T4-B's. Perhaps if they got moved to tech 2 that would give the rebels a better counter against AT-ST.

 

If it was my mod I'd be tempted to remove Piett from the game and give Vader the ISD Accuser. The only problem with it is that in the SP campaign having an ISD (the new, powerful, modded ones that is) at the very beginning as the Empire is horribly unbalancing, so there's no way to add that touch of "realism" without completely screwing up the game.

 

I agree I took most of my losses from this ship. The empire would use him and single Tartan and against a single level 2 station, I could barely kill the tartan before he'd destroy my station and having the station attack Piet was pointless as it would barely scratch his shields. Later he added about 3-4 victories to the fleet and I was unable to counter that, since I couldn't afford level 4 ships due to money issues much less the unit cap.

 

@Meethos: I think I found the reason why you thought the units wouldn't respawn. The timers were set quite high, obiously too high for the ground battles.

 

Glad to be of service.

 

-> Version .007 <-

 

Cool, downloading it now, will play around with it see how it goes. Keep up the great work.

 

Edited for Grammer and Spelling.

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Yea, the problem is the fighters don't do nearly as much damage as they should.

1. they somehow don't shoot the missiles (probably the V-Wing doesn't support using hardpoints - bad)

2. the damage of the fighters is pretty low to prevent frigates and corvettes from beeing nailed by fighters (without torpedoes/rockets) too fast

3. the turbolasers of the Venator do about half the damage of the Victory turbolasers... that's a (fictional) fact ;)

 

So what now... raise the damage of the fighters to the "old" values (about 4 times the damage). But then they do about as much damage as a medium turbo laser (Corellian Corvette type)... not including the X-Wings torpedoes and the A-Wings rockets. That'd be odd, wouldn't it... and would make the Corvettes quite obsolete.

 

I could try and replace the V-Wings with X- and Y-Wings for the rebels and with TIE-Fighters and Bombers for the Empire. The Pirates would get the V-Wings. I'll upgrade the torpedoes to some heavy ones too... they're simple fighter torpedoes right now... and only 4 of them. I suppose a capital ship can launch something better ;)

 

I think i found the problem, the Venator is actually using the Armor_Type of the acclamator cruisers, and there is no Shield_armor_type set at all. I changed that to <Armor_Type>Armor_Star_Destroyer</Armor_Star_Destroyer> and inserted a new line <Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>. Doing that made the Shields and Armor behave like the capital ships. I think these two values are far more important than the hp of the ship, they probably imply resistances. I noticed for example that missles did far less damage to my hardpoints after doing this. Can someone test these changes? Feels imho much better.

 

I think the damage is a completly different problem, i attacked a lvl 2 station with the venator and it was unable to take down its shields together with his fighters. The armor type changes make it a very tough fighter carrier more suited to anti-fighter/patrol, and less of a assault ship that goes around destroying heavy armored ships or stations, which is imho also fine, have to ask tal if thats a fitting role for it.

 

Edit: I think the damage of the venator itself is fine as it is, if more punch against big ships/stations is needed we can easily include some bombers on it.

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Hello, chaps :)

 

Just getting on with the MasterTextFile here. What design of ship is the Shadowclaw? Cheers :)

 

Oh, by the way. If you want me to mention exact squadron/weapon numbers for capital ships, then I need to know how many you've decided on :)

 

Who has what? ;)

 

I've done most of them, but it's just easier if I can be more specific :D

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@Somerled: The Avenger is already in, buildable and spawned by the ISD.

The Shadowclaw is also in... buildable at the merchant dock in skirmish and spawned at pirate bases.

The Yt1300 has also been given to the pirates and the merchant dock.

 

@rocketeer: Okay, I've adjusted the shield and armor values as well as the CategoryMask to reflect its role as capital ship.

I replaced the fighters... if you deploy them wisely you should be able to counter a victory...

 

@Meethos: Good point about those infiltrators...

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@Adonnay: Right now the Venator rocks, just met this piett dude again that killed my venator in version 006. Well this time he wasnt victorios anymore, he and the other 2 acclamators nearly got through the shields but in the end they lost cause the Venators fighters easily shot down all bombers and fighters. I doubt it can handle a Victory the same way, but it might be a good idea to remove the weak against bombers tag from it, cause it aint weak at all against them :D. This ship now really handles frigates like the acclamator easily, but has trouble against the other capital ships cause it has less hp and firepower. This is lots of fun :).

 

Edit: But Victorys still slaughter my Venators :p. Ill see wether your changes will give me a chance :).

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@mandead: Well... I'm not sure if you should put those numbers in yet since I don't know if they will stay like that but here they are:

Acclamator: 4x Tie, 2x Bomber

Nebulon: 3x Z95

Victory: 6x Tie, 4x Bomber

MC80: 5x Z95, 3x Y-Wing

Liberty: 7x X-Wing, 5x Y-Wing, 3x A-Wing

ISD: 10x Tie, 6x Bomber, 4x Avenger

Venator (E): 35x Tie, 25x Bomber

Venator ®: 28x X-Wing, 21x Y-Wing

Venator (P): 35x V-Wing

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Its getting late over here so i will do the testing tomorrow, but i really liked what i saw of those torpedos :p. They rip tartans and those pirate frigates apart very nicely, as torpedos should.

 

P.S. Now this ship looks like a real fleet carrier, you would be crazy to comission a fleet without one of those. Just as a idea for the pirate version, why not give it those pirate fighters as secondary fighter type? Just for diversity.

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I might do that... or a modified YT1300 as bomber... who knows. Right now the Pirates don't have any Venators anyway... unless I place them. I might add one as garrison on pirate bases... ah well. As you said... it's getting late and I'll leave the modding for tomorrow ;)

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Cool another version, thanks.

 

I loaded up my Rebel Galactic conflict with 007 to look at the changes. The Garrisons are a lot better now, thanks. I like the new plex troops and the rebel infantry do have a single plex soilder, which is nice.

 

Heres what a level 5 rebel station can do against 3 Victories, 2 Acclamators, 2 Broadsides, and 4 tie scouts. I was able to defeat only a single broadsize and 3 of the tie scouts. The battle was over in under 3 mins.

As I posted before stations are pathetic in both sheilds (perhaps increase its recharge rate), armament (underpowered, hardpoint strenght is fine), and fighter complement. As far as fighter complements go I dont know about them putting out the smaller ships, but they should have ALOT of fighters. I think they should initially laucnch about 6-12 squadrons at the start, with the abilliy to replenish them as need be. Perhaps Tal can provide us with Station Stats and fighter complements.

Other than that space battles are lots of fun.

 

Ok I went back and looked at my income, here is what I had, 15 planets with no mines only put out 1375 credits a day. Which is rather low. I then did is Tal sugguested and filled up my planets with as many mines as I could place, plus a single barracks and light factory. This increased my producton to 5855 credits a day, which feels right for the prices of units. Now what I don't agree with is that I must fill up all my build slots with mines to get a normal income. I think I should only have to build a single mine to get income were it should be. Otherwise why have the other buildings at all, if you are forced to build nothing but mines, plus the defensive buildings make ground combat more fun (Mines are boring).

 

If you want to make us play at lower tech levels for longer periods of them perhaps increase research times and the time it takes for C3PO/R2D2 to recharge.

 

My overall build cap was 178 with 15 planets with level 3 stations, building level 5 stations increased it to 224. When I was at the 178 level I was 9 points over the cap and here is what I had:

2 Assault Mk II

6 Nebulan-B

4 Corellian Corvettes

4 X-wings

4 Y-Wings

2 Infantry Plantons

1 Plex Soilder

Plus all the Hero units for the rebels

 

Now for owning 15 planets I don't think this is much of an army.

I was thinking perhaps all Hero units should be all be set to 1 or 0. At least for Galactic Campaign since we are forced to have them. Unlike skirmish were you choose to build them or not.

Should fighters be worth 0 or 1 as well, then increase the amount of squadrons ships garrison according to figures Tal can provide for us?

 

Well thats my 2 credits. Off to play 007b as the Empire now. Keep up the great work and thanks for the great mod.

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@Adonnay: You should raise the damage output of fighter lasers to what they used to be (if you haven't already). The damage yield of a TIE's lasers (and the Y-wing's) is the same as the turbolasers on a Corellian Corvette. Thus a TIE squadron (12 according to canon) has more total firepower than the Corvette does. As a reminder, the X-wing has 20% more laser firepower than a TIE.

 

I also agree with Meethos that research times and C-3PO recharge should take longer. Fighters should be no more than 1 on cap, but not zero as that would lead to serious abuse (building endless hordes of them).

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Imperial Space Stations:

  • Golan I: 28 turbolasers (4d10x5), 5 proton torpedo launchers (9d10x2), 6 tractor beams, 1231m long, Shields 200, Hull 400, DR 60.
  • Golan II: 35 turbolasers (5d10x5), 10 proton torpedo launchers (9d10x2), 8 tractor beams, 2158m long, Shields 260, Hull 400, DR 60.
  • Golan III: 50 turbolasers (5d10x5), 24 proton torpedo launchers (9d10x2), 15 tractor beams, 2600m long, Shields 400, Hull 560, DR 60.
  • Bavos I: 50x medium turbolasers (5d10x5), 50x Anti-starfighter laser cannons (5d10x2), Concussion missile bank (6d10x2, 30 reloads -- which is quadruple the reloads on a fighter), 1300m long, Shields 200, Hull 600, DR 60, 36 TIEs, 2 troop transports.
  • Bavos II: 100x medium turbolasers (5d10x5), 100x Anti-starfighter laser cannons (5d10x2), 3 Concussion missile banks (6d10x2, 30 reloads per), 2500m long, Shields 260, Hull 600, DR 80, 64 TIEs, 18 TIE bombers, 12 Xg-1 Assault Gunboats, dozens of troop transports, and 3 corvette to frigate-sized patrol vessels (2 IPV-1s and a Lancer frigate are typical).

Please note that the list above is not intended to fit neatly into the level 1 to 5 range of EAW stations. Also, I have never seen mention of a "Rebel" station in all my years of reading. The Rebels moved around too much and couldn't risk (or afford) the cost of a fixed emplacement like that. Cheaper and more useful to build lots more raiders (Corvettes) than even one small station.

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I just fought a level 5 station with a MC80 a Liberty and some smaller stuff from the 2nd computer player and I lost my MC80, the Liberty was heavily damaged and the computer lost a few ships too I guess... that's at least with the 007b where I replaced the station torpedos with the heavy ones and increased the rate of fire for all stationary turbolasers and ion cannons. It's probably still not enough but I prefer to slowly increase it ;)

 

As for the cap, the lowest cap is the TIE fighter with 1, the rebel fighters take 2 or 3 points. I will increase the cap with higher level stations, I just forgot to take it into v007. In the next update, I promise.

 

Well as it is now one fighter does approx. the same damage as one shot of the Cor. Corvette, just splitted up into 2 or 4 shots, depending on the fighter. Here's the numbers:

 

Cor. Corvette light turbolaser: 5dmg * 1 shot / 2sec

X-Wing: 1.5dmg * 4 shots / 2sec

 

So it IS already as you describe it Tal.

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Can I just say, if it hasn't, the Immobiliser-418 Interdictor should have a single TIE squadron (12 fighters).

Actually, according to canon, it should have 2 squadrons (24 fighters). Note that it's fighters-only, no bombers.

 

BTW, the canon version of the Marauder (ie: no missiles) carries 1 squadron of (12) fighters.

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BTW, what happened in the end with the Marauders? We don't still have the made-up missile variant in the game do we?

I haven't had the time to play with v6+ of the mod, so it may have changed, but the last time I looked the missile variant was still in the mod.

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Okay, cheers.

 

Also, I updated the Interdictor on wikipedia. Originally, it said the ship carried 12 fighters (1 squadron) - I've changed that to 24, 2. :)

 

Adonnay...

 

SPACEUNITSCORVETTES.XML

 

<SpaceUnit Name="YT1300">

<Text_ID>TEXT_UNIT_MILLENNIUM_FALCON</Text_ID>

<Encyclopedia_Good_Against> TIE_Fighter TIE_Scout </Encyclopedia_Good_Against>

<Encyclopedia_Vulnerable_To> Tartan_Patrol_Cruiser </Encyclopedia_Vulnerable_To>

<Encyclopedia_Text> TEXT_TOOLTIP_MILLENNIUM_FALCON </Encyclopedia_Text>

<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_CORVETTE </Encyclopedia_Unit_Class>

<Icon_Name>i_button_millennium_falcon.tga</Icon_Name>

 

Change to...

 

<SpaceUnit Name="YT1300">

<Text_ID>TEXT_UNIT_YT1300</Text_ID>

<Encyclopedia_Good_Against> TIE_Fighter TIE_Scout </Encyclopedia_Good_Against>

<Encyclopedia_Vulnerable_To> Tartan_Patrol_Cruiser </Encyclopedia_Vulnerable_To>

<Encyclopedia_Text> TEXT_TOOLTIP_YT1300 </Encyclopedia_Text>

<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_CORVETTE </Encyclopedia_Unit_Class>

<Icon_Name>i_button_millennium_falcon.tga</Icon_Name>

 

 

<SpaceUnit Name="Merchant_Freighter">

<Text_ID>TEXT_UNIT_MERCHANT</Text_ID>

<Encyclopedia_Good_Against/>

<Encyclopedia_Vulnerable_To/>

<Space_Model_Name>NV_Shadowclaw.alo</Space_Model_Name>

<Icon_Name>I_button_shadowclaw.tga</Icon_Name>

 

Change to...

 

<SpaceUnit Name="Merchant_Freighter">

<Text_ID>TEXT_UNIT_SHADOWCLAW</Text_ID>

<Encyclopedia_Text> TEXT_TOOLTIP_SHADOWCLAW</Encyclopedia_Text>

<Encyclopedia_Good_Against/>

<Encyclopedia_Vulnerable_To/>

<Space_Model_Name>NV_Shadowclaw.alo</Space_Model_Name>

<Icon_Name>I_button_shadowclaw.tga</Icon_Name>

 

:) I added more strings to the text file. I shall continue to add more as more unit variants are added.

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