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Re: EAW: Star Wars Realism v2.0 (Space Combat)


MistenTH
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You have to keep in mind that in Campaign, the AI tends to get ISDs before you get MonCals. At least, I haven't figured out how to get MonCals yet, and I just took Bothawui. I'm taking on 3 ISDs with a shitload of frigates, and frankly, it's not going well.
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well thats the point, the enemy needs to have it before you since your stealing it from them!

 

http://img150.imageshack.us/img150/5853/untitled37iv.jpg

 

And yeah, I'm actually unable to steal it, and probably will be unable to until I take out the pirate guy, but I'm trying to get there now, slogging my way through ISDs.

 

The point is that it won't LET me steal the technology. It capped me at 4 for the time being.

 

 

 

By the way, there's a "bug" with Interdictors that make them more powerful then they should be - the hyperspace mass shadow remains even if the gravity well hardpoint has been destroyed. If you could fix this, you'd probably see them as far less useful.

Edited by Uranium - 235
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The Interdiction ability only prevents space retreat in Campaign mode.

 

The innate reinforcement prevention ability that prevents reinforcements for coming in too close is a built-in, passive ability that only goes away when you kill the interdictor.

 

Also, this MOD is going to be a kind of replacement for the default EAW skirmish / space. I won't want to make any more major changes to it. Once I can finalise this, I won't make any more changes except to add in models when they are available in future.

 

So to whoever is modding this right now, I'd suggest you wait another few days for the final version to come out, so that you don't need to keep remodding, especially since I have a new feature that was just tested that I believe everyone would love. Secret for now

 

As for Kyle and Mara and the Assault Shuttle and the Fighter Squadrons for Rebs, I will not be putting those in SWRealism vFinal. However, I will consider putting those in, plus other wacky stuff that wouldn't fit in the original EAW later on in a separate mod that uses SWRealism as a base.

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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i just noticed a big problem.. the fleet of doom.

 

seriously the ai attacked me with literally 28 (guessing popcap is on for rebel fighters?) and 1 corvette.

 

i could do anything!!

 

there was just too many!

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I really realllllllly like it!

 

Been playing the Imperials tonight.  I find the Imperial Space superiority fighters (Eyeballs, and Squints) to be really close on!  Since you mentioned you were trying to base off of the X-wing series of books...

 

I would say that 1 Xwing squad should be about equal to 3-4 Tie Fighters (Eyeballs) and 1-2 Interceptors (Squints).  Over and over in the books Rogue (The best of the best right?) fight 3 to 1 odds and survive.  But several times it is mentioned lesser squads would not fair so well. 

 

Playing tonight it seemed that fighter to fighter it is about right.  But I would say the squints need to be a bit weaker.  As you noted, they are almost equal right now...  From the books anyways I got the feeling that standard squad vs standard squad, x-wings would win normally.  But throw a 2nd squad of squints in there and it is a rout... 

 

Anyways... Tomorrow night!  Rebs!  Err.  New Republic.  =)

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One quick question

 

 

A couple days ago i was using your realism 2.0 mod, and in addition the mirror mod that allows you to play empire vs empire, or rebel vs rebel.

it was working fine, played a couple skirmishes and had a good time.

 

now i was awaiting your 2.1 release for the heavy turbo laser fix (and a few others) but found once i copied the files in, and then tried to play with the mirror mod it would cause conflicts.

 

basicly when i play with both mods enabled the computer will not upgrade the space station past level 1.

i was at tech level 3 when i killed them and only cause i took my time. without mirror your mods AI worked fine, i didnt notice them to be any harder in terms of amounts of ships (the new starting credit limit helped a good amount though)

 

just wondering why 2.1 might be doing this

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I really realllllllly like it!

 

Been playing the Imperials tonight.  I find the Imperial Space superiority fighters (Eyeballs, and Squints) to be really close on!  Since you mentioned you were trying to base off of the X-wing series of books...

 

I have to say, I laughed when I crushed the snot out of the Victory destroyer "Iron Fist" when I saw it show up :D

 

 

 

As to the mod itself, I'd just like to say that it'd be nice to have 'fixed' scaling for units, however, in a downward trend. I personally find the maps WAY too cramped as-is. Fixed sizes would be nice, but too many mods are making units BIGGER. Having a real-sized AT-AT is nice and all, but there's absolutely no room to manuver them.

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Hmm Payne, I couldn't touch the AI buildlists cause I think they are in the .LUA, so that shouldn't be the case.  The only reason is if the starbase upgrades are fudged.  Can YOU do the upgrading for both factions when you play them?

 

If the upgrade research is missing then they can't upgrade.  They will upgrade as long as the upgrade is there and they got the $$$ to do so.  The upgrades are in UPGRADEOBJECTS, and the skirmish build list is in STARBASES.  If that is not the problem, then I'm not sure why.

 

The AI is 'harder' because their turbolasers only fire on capital ships.  They used to fire on fighters with them despite having 70 inaccuracy, and with a Mon Cal cruiser in their face.

 

Yea Iron Fist hehe.  Zsinj actually did command a Vic-Class before moving on to the SSD version though.  It was famous for pulverising a Y-wing squadron by blowing up asteroids.

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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Yea Iron Fist hehe.  Zsinj actually did command a Vic-Class before moving on to the SSD version though.  It was famous for pulverising a Y-wing squadron by blowing up asteroids.

 

And it was called the "Iron Fist" too, and it's pre-TESB so it fits the lore and everything. I wonder if Petroglyph threw that in there just by coincidence or something :)

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They have The Vic Corrupter, from the Bacta War.

The ISDs Chimaera, Death's Head, Judicator from the Thrawn Trilogy

The ISD Relentless from Isard's Revenge

The ISD Implacable from Wraith Squadron

The Reb Neb-B training frigate Tedevium from Iron Fist / Solo Command

Peacemaker and Provocateur were Neb-Bs that were slagged in Isard's Revenge I believe

 

The others I'm not sure, but there's so many EU ships in there that I don't think it's a coincidence :)

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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Damn this mod is good, you've definitely made the game much harder

 

For Example I played a galactic Conquest game and sent a Attack force to Eriadu, what I didn't expect was a ISD being there so the forces were like this:

 

Home 1

3 Neb-Bs

2 Corvettes

6 X-Wings

4 Y-wings

 

Against 1 ISD, 2 Tartans, 1 Acclamator and a Level 2 Space Station.

 

Suffice to Say I Lost, I took everything but the Space Station and Fighters out.

 

ISDs are a REAL pain to take out (as they should be). Lost 2 squadrons of Y-Wings to them, although I got a good moment in the Cinema Camera following a Y-Wing when it launched two torpedoes and soon after it was blown away by the ISD.

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Like Ackbar I was expecting it to be a walk in the park, so I sent a force I thought was good enough without having many casualties.

 

Though I improvised, I Lost nearly 80% of my forces.(Damn that ISD and It's tractor beam) >:(, but they lost their capships and a few squadrons.

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Hmm you shouldn't have lost that battle.  Even without Home 1, your forces should have been sufficient to take out those forces.  Unless your fleet went in too close and the space station opened fire.  The stations have better accuracy and RoF now so they can deal good damage, even at level 2.

 

Personally, when I see an ISD, I will take out its 4 turbolaser batteries, since that is where most of the damage is being done.  After those 4 are dead I'll go on to more dangerous targets.  That saves you a lot of firepower and time and damage, without having to kill the ISD.

 

And on bigger maps, or those with space stations, getting Corellian Gunships and Torpedo Boats to hit the enemy fleett from the rear is an excellent tactic.  Most of the turbolasers can't aim in the rear arc.  That's why I personally prefer to have 1 Capital Ship backed up with 2-3 frigates - The frigates can turn and concentrate their firepower to take out dangerous targets e.g. Torpboats.  The big ships can't concentrate fire on ships too close to them or in their rear arc.

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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Unless your fleet went in too close and the space station opened fire.  The stations have better accuracy and RoF now so they can deal good damage, even at level 2.

 

Yeah that's how I lost my Neb-Bs, since I was telling them to it the Shields on the ISD, Corvettes were taken apart by both station and ISD.

 

I wanted it to go like this

 

Fighters first to Distract

Then Capships

Bombers start attack Sheild Gens

Capships Start Blowing Stuff up alongside bombers, while fighters and Corvettes mop up other fighters + Bombers

 

What I REALLY wanted was the ISD to move AWAY from the station not sit there.

 

Not to Worry I'll be more prepared when I attack them again, this time with Even More ships (plus using the advice you and Necro gave me) I'll Crush the Empire.

 

So Misten When's the next version out?

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I'll leave the heroes as it is.  Because the heroes are pricey, and that's the point of Heroes enabled, ppl would want to use them.  Heroes can always be disabled if that is desired.

 

Dragon, if you concentrate all fire on the ISD, it's shields will go down very quickly.  There is no point aiming at the shield generator if you plan to kill it!

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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depends what u attack with if you have torp boats, ywings no point attacking shields but if ur attacking with stuff like neb-b's, corvette's, mon cal's that dont go thru the shields then its better to take down the shields first
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EAW: SWRealism v3.0 uploaded.  Get it now from the 1st post of this thread!

 

Major changes from v2.1:

FLEET! 'deathmode' mode for skirmish added.  No more resource collection - slug it out with a large fleet.  Refer to separate readme file for instructions.  Several variants possible.

 

Small tweaks, new ships enabled for build in campaigns.

 

Interdictor was buildable in Rebel campaign.  Now removed from rebel build list in campaign.

 

Interdictor rate of fire improved.  Its weaponry is primarily anti-fighter.

 

Corellian Torpedoboat given a small health and speed buff since it is a close range corvette.

 

SWRealism is GOLD!  I will not be making anymore updates in future unless there are serious bugs.  Thanks for your support!  Models will be added in future but it will not be critical.  You may use my mod for your own modding purposes, but give credit to me and just send me a PM telling me you are doing so. 

 

What are you waiting for?  The EMPIRE is at WAR!

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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I will still mod on in future, but I will not touch this mod anymore.  I will use it as a basis, but this mod is done and serves the purpose of being a replacement for stock EAW space combat.

 

I don't think I'll disappear anytime soon :)

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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People are perfecting space combat before working on the ground combat...changing things for ground is much more difficult.

http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg

 

http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg

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First off...thanks, very cool mod.  ;)

 

In my latest Galactic Conquest as the Empire I've been running into nightmares over and over.  I will say this before I rant...I did change the Population_Cap on all starships to "0" so both sides could build as many ships as possible that their credits will allow.

 

Anyway...sent Piett, three Victories, eight Tartans, and four Broadsides to retake Bestine.  The Rebels had just four days ago taken her away from me with a fairly large force.  I get there and what do I run into?  21!  Yep, 21 squadrons of X-Wings, 6 of Y-Wings, 22 Corellian Gunships, 7 Corvettes, 6 Neb-B Frigates, and a Level 3 Spacestation. 

 

Needless to say I was destroyed with only a few gunships and the spacestation still intact for the Rebels.  This force was the third one I'd seen composed of such a large number of gunships and fighters.

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