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Everything posted by Stellar_Magic
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Re: Space battles not as good as I expected them to be....
Stellar_Magic replied to kingo12's topic in Slag Heap
2d interfaces are fine in an environment where 3d movement is extremely restricted. On the ground you can only go up so high in an airplane (A couple miles) or down so low (4000 meter crush depth on Submarines) but in space... There are no such limits. You can go as high as you want or as low as you want. The reason the military uses a 2d interface is they don't need 3d yet because they're not fighting battles in space! If you're having space combat 3d is the only way to go. -
Transport modification challenge for you people.
Stellar_Magic replied to Teradyn_pff's topic in EAW - Modding Arts Inc.
Venators are atmosphere capable, you see them landing and taking off Coruscant in Episode III, but the Venator can only carry 2,000 troops. Its meant more as a fleet carrier then a planetary assault ship. The Acclamator however... Yeah, I'd go with that ship, if you could fit it on the map. ;D -
Maybe you should use a hue change and make em rusty brown... ;D
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Re: [ROR] A Taste of Rebellion (In Development)
Stellar_Magic replied to Stellar_Magic's topic in EAW - Modding Arts Inc.
But thats not very realistic... I mean you don't want to know how long it takes to reload an MLRS (It takes hours) and while Star Wars Technology is much more advanced, they still have to reload some weapon systems manually. Right now I've made it so the MPTL-2a and T-4Bs (On missile mode) are the only really effective means to take down AT-ATs, but they're VERY vulnerable. In a playtest this morning I watched a 2-M Imperial tank catch 6 MPTL-2s off guard, within a minute I'd lost all of them. > If I increase the reload time the Imperials that survive the first volley will be able to close with the enemy and destroy them. -
I know about the money thing... Considering you're only getting about 1% of what the tax income actually would be its kind of funny, really shows just how many ships they could build in a galaxy. If only there were about 200 planets most of which are next to worthless like Tatooiene. I disabled the hypervelocity gun and ion cannon because... 1.) They were annoying. 2.) The AI built them EVERYWHERE! 3.) There isn't a model for them on the ground.
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Re: [ROR] A Taste of Rebellion (In Development)
Stellar_Magic replied to Stellar_Magic's topic in EAW - Modding Arts Inc.
Thats why its BETA ;D Fighters figures of light... I know they're small, but they're accurate to size (Actually they're not, they're about 2x actual size but close enough while still being visible). Hmm... I don't remember Tie fighters being that effective. (Begins looking at the Venator file.) As far as T-4Bs killing everything in one missile hit (It's actually 3 missile hits in sequence but hey, who can tell.) I know the T-4B missile mode needs some changes. I might dial down the damage but I know I will drastically increase the reload time for the missiles. I'll also do much the same thing for the MPTL-2s. -
NEW VERSION RELEASED!!! Truthfully this just fixes a bunch of problems, the main new feature is a population based credit value system, and it really made the Imperial starting position absolutely terrifying for the rebels so I re did their starting position to balance it out and to give something closer to the historical deployment of rebel forces. You kept asking me to make it so you have to build up, and now you do... Especially in space. Also vessels larger then 750 meters long are now tied to the planet they hail from which means that in order to get Venators, Acclamators, Victory IIs, Imperator Is and the like you have to possess the KDY facilities on Fondor or Kuat (Which is currently disabled). Mon Calamari Cruisers are only available from Mon Calamari as well. The population costs for units has been adjusted to reflect the size of a vessels crew whereas 1 Pop Point = Approxamentally 1,000 crewman. This has had the unanticipated side effect of making ISDs very rare because of the size of their crew (37,000).
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Re: I have enabled the space retreat ! I have enable it!
Stellar_Magic replied to Cain's topic in EAW Mods General Workshop
^^ I must second that motion! CAIN! -
Re: [ROR] A Taste of Rebellion (In Development)
Stellar_Magic replied to Stellar_Magic's topic in EAW - Modding Arts Inc.
My friends, I have good news! (No i didn't save a bunch of money on my car insurance by switching to Gieco.) The replacement for my CPU Fan arrived today, hopefully I'll be back in the swing of things tonight and be able to release Beta V.02 either tonight or tommorrow. -
Re: I have enabled the space retreat ! I have enable it!
Stellar_Magic replied to Cain's topic in EAW Mods General Workshop
Cain, I must demand that you share this information! -
You guys need to try my mod... [ROR] A Taste of Rebellion, I've got a beta release out... and cain, if you don't try my mod I'll KILL YOU
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Unfortunately I can't do it that way because the game does not keep track of the number of units destroyed by a unit. :'( Furthermore I'd also have to argue that while experience may be good, nothing is better then proper training and doctrine... I mean the Afghanis were all combat veterans and against us they were utterly done for.
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Re: Searching for codes
Stellar_Magic replied to Ghostly_Substance's topic in EAW - Modding Arts Inc.
Looks like I'll have to adjust my income system again... -
You may find that the reverse will be true once I put in the training levels. In the mod accuracy is determined by training level, I mean, if you build a Legendary ISD it should absolutely dominate any foe and it will. While Starfighters seem to dominate at the moment, the same will not be true in later versions of the mod. I may have to steepen the damage modifiers in reguards as to the damage delivered by starfighter laser cannons. Right now a starfighter laser does something like 0.05 damage against a capital ship (Or something along that line since my computer is still down). Of course if you buy a better trained ISD I think you'll be surprised by just how deadly they may become. For one thing the accuracy cone is halved each training level. Untrained: 30 Degree Cone Basic: 15 Degree Cone Trained: 7.5 Degree Cone Highly Trained: 3.75 Degree Cone and so on... Which means they will become capable of defending themselves against fighters when they've been better trained.
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Actually thats pretty accurate, there are stories of single squadrons of fighters giving Carrack Class Cruisers (Which are better armed and armored) a major headache. Also remember the units as their respresented now are untrained, and its a lot harder to miss a 200 meter starship then a 10 meter starfighter.
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Re: [ROR] A Taste of Rebellion (In Development)
Stellar_Magic replied to Stellar_Magic's topic in EAW - Modding Arts Inc.
You might say its a source of inspiration, but I'm also basing a lot from other sources including the books. -
Re: [ROR] A Taste of Rebellion (In Development)
Stellar_Magic replied to Stellar_Magic's topic in EAW - Modding Arts Inc.
A taste of Rebellion is a reference to the planned total conversion of EAW called Reality of Rebellion. -
I forgot to mention that the stations haven't been changed yet... ;D As to the effectiveness of Y-wings and Tie-Bombers, I know I'm going to have to adjust them considering just how dangerous they are right now (But if you use X-wings, A-wings, or TIE Fighters properly you'll be able to rack up a number of kills on them). I never finished adjusting their values to their D20 stats, but even so the starfighters in Fighter v Fighter combat are pretty accurate to their capabilities from the movies. As I hope many of you have heard my computer suffered a problem this morning when the CPU fan failed, until I can fix it I won't be able to release V0.2 of the mod which was about 90% finished this morning. It included adjustments to the ground forces, the fixing of a number of UI problems with planets and a whole new planet credit value system where the credit value of a world was directly proportional to the taxable population of the world (You know, Ewoks don't pay taxes...) This will make a number of worlds useless as far as credit value goes, though they will make excellent military bases for your forces. It also makes a number of the Core worlds extremely valuable as far as supporting your military is concerned (You don't want to know what the credit value of Coruscant is ) I also cut the build costs to accomodate some of the restrictions I discovered (Like how the maximum you can earn is 440,000 credits a day.) I've had some problems changing the build times, right now all your units appear as though you bought the equipment at some dealer and gave it to your troops... no assembly required. Eventually I'm planning on changing that, but I'll have to do some serious research into the XML scripts to determine how long a game day is... and go from there. As far as how long infantry lasts in an engagement... I wonder why they're so cheap : Remember these are untrained troops that have just been given a weapon and someone to give the orders. They're personal protection (Especially on the Rebel side) stinks, a single hit from a blaster will kill them most of the time, and against trained stormtroopers they don't last long... against untrained armored vehicles like AT-STs, AT-ATs, and 2-M Repulsor tanks they stand a much better chance, though it still takes a number of hits from a PLX-2M to kill an AT-AT it can be done. (I've used missile infantry to take down AT-ATs a number of times during playtests, its not the most effective tactic, but it works.) Alliance T-4B tanks can do a lot of damage when using their missiles, but their blasters are more of a secondary weapon for use against light vehicles (Sort of like Bradley APCs) but a couple of hits and they blow up... because they have inferior armor. The T-2B is the opposite in some respects, its shield protects it against glancing hits from heavier weapons, but its lightly armed, only with quad blasters that are meant more for use against completely unarmored vehicles. The absolute Gods of ground combat in the game are the MPTL-2a and the Turbolaser battery. If you don't know what I mean, when it comes to the turbolaser just send a platoon of T-4Bs against one... : The MPTL-2a delivers a volley of torpedoes that can kill most any vehicle in a single hit or two... They're often the only good choice for a means to take down AT-ATs, but they're really vulnerable. If an AT-AT sees them and opens up before they're deployed, expect to loose some valuable equipment.
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Post your Mod Tactics and Balance complaints. What works in the mod and what doesn't work in the mod... Heres some tactics I've found to be of use. Space Tactics Massed Fire: This applies to both Alliance and Imperial Fighter craft, while lasers alone have marginal to no effect against the armor of a capital ship, they are quite effective at helping to weaken the ship's shields. Use a run by fighters with lasers blazing followed immediately by a bomber run to take down an enemy vessels shields. Volleying Torpedoes: The greatest threat to capital ships in the game right now is the massed bomber attack, use multiple squadrons to attack an enemy capital ship and you're certain to cause major damage once its shields are down. Point Blank Range: Right now all your units fight like untrained farmboys, lasers go everywhere, but this can be used to your advantage. In a capital ship brawl, find a corvette and send it right on top of the enemy capital ship, your corvette will be able to do massive damage to hardpoints if the capital ship's shields are down, and because of the corvette's small size, they'll have problems taking it out. Ground Tactics: The MPTL, Your greatest Asset: Playing as the alliance you'll often be faced by massive forces of ground vehicles of all types, AT-ATs, AT-STs, 2-M Hovertanks, most of these vehicles have sufficient armor protection to withstand a few hits from PLX-2M Concussion Missiles... You'll have to use something bigger, like the proton torpedoes from an MPTL-2a. Form a wall of infantry and T-2B Tanks in front of your MPTL-2as and have them hold their ground, then deploy your MPTL-2as behind them. When the enemy assaults your landing zone you'll be able to devestate them. Beware of Turbolaser Turrets! These are the most dangerous weapons to your troops on either side capable of destroying most every vehicle with a single hit. Use bombers to take out the shield generator or lure the enemy out of their battlements into the open where they can be destroyed.
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Bug reporting, comments, and complaints for the modification can be reported here. I've already recieved some complaints about the scaling, and as far as I can tell the scaling is pretty accurate. The VSD is about 900 meters long in the game, the Venator is about 1.2 kilometers long, the Imperator is about 1.6 kilometers long, and the Independence Class Cruiser "Home One" is over 3 Kilometers long. If you're basing your complaints from images from games fromt he X-wing series (Specifically X-wing Alliance) I should note that the scaling is wrong in those games (The ISD is 400 meters longer in the game then in reality.) I'll be posting a topic in the EAW Military Academy for you to post tactics you've found to be of use in the mod, and which tactics are next to useless.
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Re: [ROR] A Taste of Rebellion (In Development)
Stellar_Magic replied to Stellar_Magic's topic in EAW - Modding Arts Inc.
Lets see... 5x12x2 = 120 Torpedoes In X-wing: Bacta War a volley of 80 Torpedoes took down the dorsal shields of an Executor Class Star Dreadnaught, but I wouldn't give the Rogue Squadron series of books that much weight. I could see 80 Torpedoes knocking down a shield system on an ISD, but not an ESD. A volley of torpedoes from 5 Squadrons of Y-wings should destroy a Venator relatively quickly, perhaps not in 5 seconds but pretty quick. What I'll need to do is add in a damage scaling routine into the Gameconstants.xml like I did with the other weapon systems. Unfortunately my computer doesn't run because of the beforementioned fan issue, I've already order a replacement and I should be back up and running by the middle of the week. -
Re: [ROR] A Taste of Rebellion (In Development)
Stellar_Magic replied to Stellar_Magic's topic in EAW - Modding Arts Inc.
Hardpoints each have a model of their own which attaches to the ship model through bones... until we can edit the models used in the game some of your suggestions will be impossible. As far as just how effective your Y-wings were... How many did you send against it? I know that torpedoes need to be dialed down in effectiveness, but I won't be able to do anything about it right now. My CPU Fan on my machine just failed and I won't be able to do anything until I get it fixed. Heck I was planning on releasing an update which changed the costs for everything and drastically changed the credit value of planets, many of which are next to worthless now (The credit value is based on taxable population and when Tatooine only has a population numbering in the hundreds of thousands it isn't able to provide much in the way of income, especially compared to the core worlds. A large number of worlds actually don't provide any income what so ever now. [Hoth, Endor, Yavin, Dagobah]) -
Re: Searching for codes
Stellar_Magic replied to Ghostly_Substance's topic in EAW - Modding Arts Inc.
Well I discovered a hard coded cap to the amount of credits you can possess... 440,000