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EAW: Star Wars Realism v1.1 (Space Combat)


MistenTH
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All ion cannons and the Y-wing's special ion shot deal shield damage and energy damage.  I only removed energy damage for the Y-wing's 360 ion turret because it would make the Y-wing overpowered.

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=2763.0

http://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=3136.0

http://www.lucasforums.com/showthread.php?t=162569

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fair enough! was just worried that the special would be useless, although what about changing the a-wings special and adding the hunt for enemies to either a-wing and/or x-wing.

 

I find the current a-wing special rather useless and any fighter thats meant to take out fighters t/f awing/xwing should have this ability imho!

 

oh and have you done anything to the missile corvette's to make them less...abusive?

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Personally i find hunt for enemies a rather useless ability.  The A-wing's lure starfighter is strange I agree but at the moment there's no known way to add new abilities.  Maybe a speed boost, which is possible.

 

If it were ever possible I would make proton torpedoes an X-wing activated ability instead of auto as it is now.  However, lock S-foils is just too cool and makes me not want to take it out =[.

 

By missile corvette are you referring to the marauder/broadside or the corellian gunship?  The Long Range ships are pretty fragile, and since fighters and ships in general are stronger, it shouldn't be too hard to kill them.

 

And again, the Corellian Gunship's missiles aren't as strong anymore since most capital ships get 2x-3x more health for their hardpoints.

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=2763.0

http://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=3136.0

http://www.lucasforums.com/showthread.php?t=162569

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im talking about broadside/marauder as they're supposedly good against fighters and space stations which makes em hard to take out!

 

i perfer proton torpedo's on auto..but kinda conflicted as its good against capital ships but u dont wanna send xwings against capital ships :P

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Just to mess around, I tripled the (game default) health on all ship hardpoints, lowered the accuracy a bit against Corvettes on the big guns (but not near as inaccurate as they originally were) and bumped their health a bit, and I found I really liked the result. Tripling from all bases (though I didn't triple Vets, they only got like an additional 150 shields/hull). I had to raise fighter damage and health a bit to keep them useful, but overall I really liked the feel of it. I also raised the pop. cap to 33 empire/40 rebellion, which was interesting, though I'm not sure how much that number actually needed adjusting in the first place!

 

A change (that I made for testing) I definitely didn't like was increasing the shield recharge rate to 1.5 sec from 3. I messed around with the number, and felt like 2.5-3 is probably the most "realistic" feeling. I actually notice the Ion Cannons doing what you mentioned now, and am glad they aren't totally worthless ;).

 

I think one change that definitely needs to go into your next version is to increase Starbase hardpoint health to reflect how much more powerful capital ships are. Me and a buddy tried it out at 900 per standard hardpoint and 1800 on the shield generator, and found that made a level 5 starbase fairly epic, but still destructable fairly quickly by 3 Capital Ships if left undefended.

 

The last change that you might consider that I made and really, really liked, was increasing the speed of units across the board. Not a huge amount, but I think I set A-Wings as the fastest unit at about 5.4, and scaled it from there with X-Wings and TIE Fighters being equal in speed sheerly for balance issues (X-Wings still outrun them vastly with foils locked). The most important speed changes were to the larger ships. I personally freaking hate how slow and unmanueverable they are, so I basically just increased their speed AND manueverability by .4 across the board.

 

Lastly, in line with trying to make Corvettes not suck again, and in light of the movement speed increases, I changed the Vets back to their original speed.

 

Anyways we are having a great time playing it this way. I can see how some people might prefer the Capital Ships to be huge lumbering giants that can barely turn, but with all the pathing issues they have, we decided that they simply had to be more maneuverable, because if you have 3 in close proximity to an asteroid field and are trying to manuever around it with base move/manuever speeds... it is a freaking traffic jam nightmare on those Star Destroyers. I'll also say that even with .4 more speed and manueverability, they are still quite a bit slower and less manueverable than any other ship, but it definitely helps with some of those pathing issues.

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Oh, and Necro, in response to a few of your points. I don't think Misten really messed with the health of the Marauder/Broadside, so they are quite fragile, especially for their cost in Skirmish. They are quite awesome at taking out fighters or damaging the Starbase if they get off a good barrage, but a Calamari/ISD can literally destroy one in 2 volleys, which is about 6 seconds, and from a considerable distance.

 

And the Proton Torpedoes on the X-Wings are largely cosmetic. They do increase their damage output, but they do not penetrate shields or deal nearly the amount of damage that Y-Wing/TIE Bomber Torpedoes do. Just FYI, and the same goes for TIE Bombers and A-Wings concussion missles. :)

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About Broadside Cruiser and Marauders: Please tweak'm down against fighters, make'm less expensive or increase anti-starbase power, but its a pain in the *ss to loose dozens of fighterwings (!) in one volley of such a ship. Micromanagement of each fighter is impossible, so I use them often as one group. Bad result: A single Missile-Corvette can take out ANY fighters in no-time.

 

I hate those Missile-Corvettes so much, I use them ONLY (and ONLY) to destroy enemy structures but never against other units. I hate them almost as bad as I hate MPTLs. (removing their penetrating power will make'm useless, so make'm useless against fighters will be fine enough, Missiles will still damage hardpoints of ships).

 

BTW: How to start that download without a D/L-Button and wihtout being a member ?

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was there changed to capital ships?

 

i'd like a few things, firstly lower travel speeds in the galaxy map so u cant go thru a galaxy in a second!

 

secondly i'd like starports to have a price increase.

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Captain Data > I wasn't aware that filecloud needed registration to download.  Try again?

 

Thanks for the feedback guys.  I incorporated some of your requests as well, such as better mobility for capital ships, corvettes that aren't toothpicks and some campaign requests such as slower hyperspacing and superweapon recharge. 

 

Stay tuned, I'll be releasing v2.0 tomorrow!  That's right, there is so much new content that it's now v2.0! What's in store?

 

Teaching an old dog new tricks

-Corvettes last longer, anti-fighter variants should perform better at their role - despite no increase in dmg

-Capital Ships more epic, with the largest ones costing more to obtain - but well worth it.

-Space cap +5 to all

-Space stations ~30% more HP and damage

-Interdictors limited to 1 per player, available to both sides

-Skirmish income reduced; Structure HP up; Defence sat cost down.

-Artillery ships now deal reduced damage to fighters - a TIE fighter can survive one blast.

 

New Content

-TIE Interceptor Squadron, Imperial (Die X-wings!)

-Carrack Cruiser, Imperial (Dominant Ion Cannon Weaponry)

-Torpedo Boat, Rebel (Devastating torpedo volley, requires some micro)

-Repair Tender, Both (Corvettes & Fighters can be brought back from the scrap yard)

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=2763.0

http://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=3136.0

http://www.lucasforums.com/showthread.php?t=162569

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Tried it again with Version 2.0

 

It still doesn't work.

 

After selecting a server (for example "London", because I'm living in Europe) there should be either a waiting line or a D/L-Button or Auto-Download. But nothing happens. I can wait forever, there is no D/L starting :(

 

I use NO Popup-Blockers or something, thats not the problem.

 

(Why not loading this up to a better hosting-site ? Maybe a site working with IE 6 ? Even Fileplanet / Filefront is working fine ! Doing all the tricks dont work either. And I will NOT upgrade / change my Browser because this page is using proprietary codes instead of standards !!!)

Edited by Captain Data
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All Imperial Frigates and Capital ships now have a limitless spawn of TIE fighters.

 

 

^^ REALLY bad imho.

 

nothing should have limtless.

not star destroyers. not space stations and not the buildings on planets!

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carrack should be added far later into the tech tree, u get it at the same time as acclamators, before nebulons and far before the others, i think a good time would be tech lvl 3? as ur vsds do fine before then and at 3 they get assault frigates
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i was playing as the imp and rebels didn't seemt o do anything had half the gal, up to vsd's and yet the rebels never fielded more tahn 2x corvette's 2x xwing :<

 

 

oh and i found this, might wanna try and contact him when u do ground combat:

 

managed to reactivate the headmounted lasers of the AT-ATs... that's one step further towards consistency

 

See attached screenie

 

Test screenie

 

 

The way I have it now is that only one of the weapons (main cannon or secondary "ear"-lasers) can be active... I "ripped" the rocket_shot of the rebels which means you can switch between the standard heavy lasers and the sidemounted medium lasers. Those are - right now at least - designed to be anti-aircraft and anti-infantry weapons.

 

But I also had two other scenarios in mind:

 

1. All Weapons are available at all times with target filters... meaning that (hopefully) you simply cannot shoot fighters with the main cannons. Having both weapons always active would be quite deadly for everything though.

 

2. You can link both weapons (with a special ability button similar to the rocket shot) but at a cost of reduced firepower and/or reload time for the main cannon due to the energy redirection necessary.

 

What do you think?

 

names addonay on lucasforums.com

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there's this visual mod that modifies projectiles.xml and makes the shots much nicer, i hand converted it all on your mod and it looks great so it'd be great if you could make it kind of official with his permission of course!

 

http://www.lucasforums.com/showthread.php?t=161177

 

http://www.adonnai.de/eaw/PROJECTILES.XML

http://www.adonnai.de/eaw/W_LASER_PILL.DDS

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feedback on 2.0:

 

slower flying speed - good, but TOO slow, make it half of what it is now i think, and slow down production,i can build 2 corellian corvette's and 2 xwings by the time it takes ONE hero to go to the closest planet!

 

another addition that would be great what be smaller ships moving faster (maybe based on the light speed values?)

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