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Re: Modding ship questions


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It's been a while, but now I'm back :) To both EaW (now FoC) and this forum

 

I'm looking for a way to add more "SW-realism" to FoC. I want to base it on SW:RPG stats and expanded universe info, plus I want to change it as little as possible. So I won't add any new starships, only modify existing ones (with exception - modding Tartan's stats into Lancer). I also want to rework Zahn completely - limit him to Frigates at max, and base his starships more on quantity then quality, so he'll have more problems with pop limit then money (as he is extremely rich anyway)

 

I know which files should I mod, but I have few questions:

1) For capships, there are many values for HPs. In main entry there is:

8500

2000

But also each individual Hardpoint has it's own HP. Ship is destroyed along with it's last Hardpoint, right? So what if sum of all Hardpoint's HP is diffrent then values above..

 

2) Same thing with damage. There is a value with ship entry, and there is damage in Projectiles.

 

3) Squadrons. I know how to make ships spawn fighters (for Rebellion), but I want them to be 12-ships strong, with 2 squadrons of 6. I noticed this lines for stormtroopers:

Imperial_Stormtrooper_Squad

Squad_Stormtrooper, Squad_Stormtrooper, Squad_Stormtrooper, Squad_Stormtrooper, Squad_Stormtrooper, Squad_Stormtrooper, Squad_Stormtrooper, Squad_Stormtrooper, Squad_Stormtrooper

9

But in squadron files there are also:

60.0,0.0,0.0

0.0,30.0,0.0

0.0,-30.0,0.0

-60.0,60.0,0.0

-60.0,-60.0,0.0

-120.0,90.0,0.0

-120.0,-90.0,0.0

So is it possible to do it using Stormtrooper's entry?

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Tried already, and for the 3rd the answer is "yes" :)

 

Here's the code if anyone wishes to use it:

 

TIE_Interceptor, TIE_Interceptor, TIE_Interceptor

TIE_Interceptor, TIE_Interceptor, TIE_Interceptor

TIE_Interceptor, TIE_Interceptor, TIE_Interceptor

TIE_Interceptor, TIE_Interceptor, TIE_Interceptor

6

60.0,0.0,0.0

0.0,30.0,0.0

0.0,-30.0,0.0

-60.0,60.0,0.0

-60.0,-60.0,0.0

-30.0,0.0,0.0

 

However, checking 1 and 2 will be much more time-consuming, and I don't have much time to spare :( So I'd be grateful if someone answer ;)

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The tactical health and damage entries are for auto-resolve battles (calculates victory based on tactical health and damage of all units in battle).

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is unused in ships with hardpoints except as a base health for stuff like the Hypervelocity cannon and Area of Effect blasts that damage the entire hull rather than the ship itself, so it can be anything and it generally won't affect it much.

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is unused in ships with hardpoints except as a base health for stuff like the Hypervelocity cannon and Area of Effect blasts that damage the entire hull rather than the ship itself, so it can be anything and it generally won't affect it much.

 

Except with the venator, with occasionally survives without any hardpoints. (which is a real pain, BTW).

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Yesterday I found UEAW 1.4, which does most of the things I want to have and will be quite easily moddable, so I think it'll do for me :) Thanks for help :)

 

Also yesterday I encountered strange thing - I had small fleet (Ackbar, MC, 4xMK II, few corvettes); I Raided a system so no starbase, only 3-4 VSD left. Then I attacked, destroyed them. Something like 2-3 enemy squadrons left, and I didn't want to look for them in nebulas so I picked autoresolve and....I lost MC!! WTF?!

 

BTW, I assume shields are still used, as I don't see any other value that could serve as a replacement. Am I correct?

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Except with the venator, with occasionally survives without any hardpoints. (which is a real pain, BTW).

 

 

You probably have a hardpoint incorrectly attached (as in attaching to an incorrect bone); have two destructible, targetable hardpoints on the same bone; or you have the line of code which prevents it from dying after hardpoint death ( or something... its on the ZC Palace.)

 

There is nothing wrong with the Venator, in fact mine dies 100% of the time when its hardpoints all get blown off.

 

===

 

Shields are used.

Autoresolve stinks. Deal with it, unless you want to completely rewrite all of the Category_Masks and Autoreslove_Health, etc...

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Now I've been reading through previous topics and few more question arises:

 

1) "SW Realism" & proton torpedoes. Should they go through shields? I'm thinking about making shields impassable to all weaponry..

 

2) Could someone find offsets for 12-fighters strong squadrons (in a single unit)? I remember I once found them but I can't find it now :(

 

EDIT:

I'm also wondering should I mod Zahn's faction or get rid of them completely. If I'll mod them I'll need to remove their starbase. I'm thinking about giving them pirate bay

 

I'm also thinking about getting rid of all "Mass driver" weapons - IMHO they don't "fit" SW world

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Do you mean in-game or also in "SW realism". I'm a little bit confuesed :(

 

If they could go through shields, then think about battle of Endor:

1) Why fighters didn't attack DS with Proton torpedoes

2) Wouldn't it be easier do destroy SSD Executor by firing prot torps into their bridge instead of crushing into it?

 

Also, I think that now destroying capships is far too easy with proton torps. Same thing with Starbase - even high level ones will fall easily if you destroy fighter bay & shields using proton torps.

 

That's why I'm going to remove it.. ;)

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Well in my mod Proton Torpedoes do MASSIVE damage. To counter this I gave capital ships extremely strong shielding so it takes a bit of effort to lower shields. It takes a while to take down capital ships. BTW you said nothing can penetrate shields? What about in ROTS? The Invisible hand was ripping through that Venator with its flak guns.
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I want to base my mod on SW RPG D20, so I'll take values and costs from that game (with maybe a little tweaking). For example, if X-Wing lasers do 6 dmg, then protons will do 9. Also I'll change conc missiles corvettes, so they'll be pretty powerful, but short range only (fixes AI problem, as it cannot fight them properly)

 

And maybe Invisible Hand first took Venator's shields ;) ;D

 

EDIT:

Lost of Executor wasn't "Lucky", it was a tragedy for galaxy  >:(

Seriously ;), in terms of SW world it's reasonable. Shields can be weakened and then the generator could be destroyed..

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  • 2 weeks later...

Well in my mod Proton Torpedoes do MASSIVE damage. To counter this I gave capital ships extremely strong shielding so it takes a bit of effort to lower shields. It takes a while to take down capital ships. BTW you said nothing can penetrate shields? What about in ROTS? The Invisible hand was ripping through that Venator with its flak guns.

 

Those weren't flack guns. And I believe that the shields had already been overloaded on the venator.

 

Well Proton Torpedoes can go through any shields, except Ray sheilds, i think....

 

Actually, they can go through ray shields. The exhaust port on the first death star was ray shielded (watch the Yavin briefing by Dodonna).

Logically, they might not get through particle shields. but its debatable. At any rate, Proton torps should be able to pass through shields in the mod, I think.

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Ray Shields defend vs lasers

Particle Shields defend from physical projectiles. All ships in EaW lack this, apparently.

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And I'll treat all shields as particle shields. The problem with torpedoes now is that ships & starbases now have only few hardpoints, so you can kill some hps pretty quick. I always first destroy sbs hangars & shields or ships shields. Now it's faaar to easy. Mainly becouse you also have some free (spawned from ships) bombers to spare..

 

Another effect is that ships can take more beating, so strategy is now more important. It also stresses importance of ships's big guns, especially for an empire. Most battles were won by destroyers turbolasers, not TIE Bombers ::) (I'm not talking about tricky Rebel scum, of course ;) )

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