MistenTH Posted February 21, 2006 Posted February 21, 2006 (edited) EAW: Star Wars Realism v1.0 (Space Combat) Description EAW v1.2 mod to bring space combat more in line with my experience from the movies and the EU novels (particularly Rogue Squadron), as well as balancing gameplay elements. Fighters are now more useful, and broken / overpowered units such as the Ion Cannon / Assault Frigate have been balanced. Modded for Skirmish, but all space unit changes transfer over to the Story / Galactic Campaign modes. Download Linkhttp://www.filecloud.com/files/category.php?user_category_id=386624 (127kb .zip) InstallationUnzip the zip file, transfer the XML folder inside to your EAW/Gamedata/data folder. To uninstall, simply remove / rename the XML folder. Elaborated Changes (Some, not all)Fightercraft overall more useful - able to last longer against Corvettes.Corvettes actually killable by bigger ships.Ion cannon now balanced - drains 3000 shield instead of 45000.X-Wing fires proton torpedoes! (non-penetrating)A-Wing fires concussion missiles! (non-penetrating)Y-wing's mounted turret actually fires 360 degrees now.TIE Bomber fires concussion missiles! (non-penetrating)Power to Weapons / Shield Regen abilities modified to be more usable.Frigate class vessels now have better firepower and health.Tweaks to heroes. HistoryDecided to play around to satisfy my urge to see a more Lore-linked space combat. Eventually the changes kept growing until I decided to make it accessible to everyone for feedback and to enjoy a better game. Can't stand ground combat though. Future PlansMore weapons hardpoints, so that all capital ships have at least 1-2 guns still capable of firing. Additional ship types to diversity gameplay, such as fast moving capital ships for flanking, and ships that fire devastating broadsides but then have to recharge. Getting new models etc in once people make them (cuz I can't). Whatever ideas or suggestions I get ~MistenTH Edited February 22, 2006 by MistenTH EAW: Star Wars Realism v3.0 - a mod that improves the realism, balance & gameplay from the default EAW Space Combat & Space Skirmish. Introduces a FLEET! Deathmatch mode. http://pff.swrebellion.com/index.php?topic=2763.0http://www.lucasforums.com/showthread.php?t=161089 EAW: Tactical Command - a Space Skirmish mod that seeks to bring tactics to EAW. Also introduces Scenario play. http://pff.swrebellion.com/index.php?topic=3136.0http://www.lucasforums.com/showthread.php?t=162569
Cain Posted February 21, 2006 Posted February 21, 2006 Cool mod - thank you make sure you post it here too - The Trivium Organization - Community Manager -- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -
Necro Posted February 21, 2006 Posted February 21, 2006 i dsiagree with your ion cannon change and maybe about your corvete -> fighter change, as shouldnt corvette's be the anti-fighter killers and ion cannon is a superweapon.
MistenTH Posted February 21, 2006 Author Posted February 21, 2006 The ion cannon does 45000 shield damage and totally paralyses a space station or capital ship for 90 seconds, and can be ready to fire before then. An L5 Space station only has 9000 shields, and no Capital ship has more than 3000 shield. That is why I reduced the shield damage to 3000. The rate of fire penalty was dropped as otherwise this would make space stations useless. Fighters typically died too fast to corvettes, even just 1 corvette. Did some changes to spice things up, try it out and see if it's what you think EAW: Star Wars Realism v3.0 - a mod that improves the realism, balance & gameplay from the default EAW Space Combat & Space Skirmish. Introduces a FLEET! Deathmatch mode. http://pff.swrebellion.com/index.php?topic=2763.0http://www.lucasforums.com/showthread.php?t=161089 EAW: Tactical Command - a Space Skirmish mod that seeks to bring tactics to EAW. Also introduces Scenario play. http://pff.swrebellion.com/index.php?topic=3136.0http://www.lucasforums.com/showthread.php?t=162569
PipfunatUT Posted February 21, 2006 Posted February 21, 2006 link isnt working at the moment fyi hook'em
Necro Posted February 21, 2006 Posted February 21, 2006 why not just heavily lower its recharge time rather than weaken it.
Zarkis Posted February 21, 2006 Posted February 21, 2006 Can you have a space station if you don't control the planet? I think not. So lowering the power of the ion cannon may indeed not be necessary. One shot should disable any spacecraft as in the movies. Maybe make the recharge rate longer as proposed. But then you should balance it against the hypervelocity gun, which can kill several ships during a prolonged engagement.
ShockMeSane Posted February 21, 2006 Posted February 21, 2006 Sounds interesting. The link isnt working though, so kinda hard to try it
MistenTH Posted February 22, 2006 Author Posted February 22, 2006 Argh sorry the link is fixed now. The forum truncated the URL so it didn't work. My mod is primarily for Skirmish, but can be used for normal play. If you want to know why I did what I did to the Ion Cannon, load up a Skirmish game, play as Rebel with superweapons. Then attack the Imperial Space Station with the Ion Cannon. End result: The Space Station loses all shields, and does not fire at all for 90 seconds. Do you think that is fair? EAW: Star Wars Realism v3.0 - a mod that improves the realism, balance & gameplay from the default EAW Space Combat & Space Skirmish. Introduces a FLEET! Deathmatch mode. http://pff.swrebellion.com/index.php?topic=2763.0http://www.lucasforums.com/showthread.php?t=161089 EAW: Tactical Command - a Space Skirmish mod that seeks to bring tactics to EAW. Also introduces Scenario play. http://pff.swrebellion.com/index.php?topic=3136.0http://www.lucasforums.com/showthread.php?t=162569
Bel_Iblis Posted February 22, 2006 Posted February 22, 2006 Hey I have gotte nreally good at XML coding and I love the direction your going, if ya want some help XML coding jsut lemme know.
Necro Posted February 22, 2006 Posted February 22, 2006 mist what about the hypervelocity cannon which can take a ship down per shot.
WhiteSkull Posted February 22, 2006 Posted February 22, 2006 Argh sorry the link is fixed now. The forum truncated the URL so it didn't work. My mod is primarily for Skirmish, but can be used for normal play. If you want to know why I did what I did to the Ion Cannon, load up a Skirmish game, play as Rebel with superweapons. Then attack the Imperial Space Station with the Ion Cannon. End result: The Space Station loses all shields, and does not fire at all for 90 seconds. Do you think that is fair? umm you cant attack a space station with a ion gun, it is on friendly planets only and empire can not build a station over the rebles planet. But ya if your gona enrf the ion cannon make sure you enrf the empires as well or you throw the balance out. personal i like all the changes but the ion cannon so i wont bother but thanks for your hard work.
MistenTH Posted February 22, 2006 Author Posted February 22, 2006 In the Skirmish gameplay mode, both sides start with space stations. Necro> Just got a new version done, the Hypecannon does about 2/3 damage to a Nebulon-B. Bel_Iblis > Well if you know any neat stuff it'll be great. I'm trying to figure out if repairing is possible in a tactical map, and how to modify the unit descriptions to reflect the changes I made. Not sure where they keep the encyclopedia files. And now, posting v1.1 EAW: Star Wars Realism v3.0 - a mod that improves the realism, balance & gameplay from the default EAW Space Combat & Space Skirmish. Introduces a FLEET! Deathmatch mode. http://pff.swrebellion.com/index.php?topic=2763.0http://www.lucasforums.com/showthread.php?t=161089 EAW: Tactical Command - a Space Skirmish mod that seeks to bring tactics to EAW. Also introduces Scenario play. http://pff.swrebellion.com/index.php?topic=3136.0http://www.lucasforums.com/showthread.php?t=162569
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