MistenTH Posted March 18, 2006 Author Posted March 18, 2006 Hi Kraunos, glad you like it. If you read the opening post, my mod is open to free editing and usage to anyone as long as you credit whatever you used to me. And my goals for this mod were to [1] Yes, make it more SW-realistic, but [2] to bring balance to default EAW. Which means that I used the default EAW balance as a base and built on it. That's why Rebel ships still do not carry fighters etc. I'm curious though, does fractions of population cap really work? That's neat. 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
keraunos Posted March 18, 2006 Posted March 18, 2006 Hi Kraunos, glad you like it. If you read the opening post, my mod is open to free editing and usage to anyone as long as you credit whatever you used to me. And my goals for this mod were to [1] Yes, make it more SW-realistic, but [2] to bring balance to default EAW. Which means that I used the default EAW balance as a base and built on it. That's why Rebel ships still do not carry fighters etc. I'm curious though, does fractions of population cap really work? That's neat. I've read it, but I wanted to have direct permission. Also I wanted to continue your work in this thread, now everything is clear. On fractions - they didn't work. I've tried them earlier. So I've simply doubled pop capacity of space ships and space stations, planets and soldiers stay at the same level. And I can clearly see your goal, that's why I enjoyed your mod very much. However, even now game is much more difficult for the Rebellion. I'm the Imperial guy and I want to face more difficulties . On TIEs, they are weak already. But let's count number of squadron carried per ship: Imperial SD - 5 fighters, 1 bomber; Victory - 2 fighters; MC - 3-4, depends on version (Home One - 10!), Nebulon B - 2 fighters. Now add some independent squadrons for the rebellion - we get pretty high number. So I want to get closer to SW realism - give Empire tougher ships; Rebellion - more of them, with the possibility to crush tougher ships (as shields are increased, Y-Wings Proton torpedoes are now more important)
Obi-Wan Kenobi Posted March 18, 2006 Posted March 18, 2006 MistenTH,Here are some screenies from your mod...for clarification, I had it on "Easy AI" http://screenshot.xfire.com/screenshot/large/31b04622bb99faaefe499830f3b7676503ac2527.pngThey both engaged me at the same time: 1 ISD and Piett. But, I had 3 Mon Calamaries and Home One.http://screenshot.xfire.com/screenshot/large/0dd561a11ca48e9b1ba4ae36781dd5612c6c12d4.pngThe AI builds lots of stuff...but, they were all destroyed. This screenie is on hard, just look at the action! http://img46.imageshack.us/img46/9770/eaw2006031709563510small5tg.jpg http://www.bolt.com/FyroKid/audio/371863?cn=SEARCH_3%20doors%20down_PAGE1
keraunos Posted March 20, 2006 Posted March 20, 2006 I've decided to start another topic with my changes - this way they are easier to find. Here's the linkhttp://pff.swrebellion.com/index.php?PHPSESSID=222j0cnuk8crri90j8h4rpom27;topic=3145.msg44856#msg44856
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