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Stellar_Magic

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Everything posted by Stellar_Magic

  1. As I said before, most ships in Star Trek can destroy vessels that are roughly equivalent in size Star Wars ships. But there are almost no ships roughly equal to an ISD in Star Wars. I even used the technical information from StarDestroyer.net when researching for my experiments, its just that I didn't rely exclusively from one site when compiling my analysis. The Trekkies have some good arguments on occasion and the yield of the Mark XXV Photon Torpedo is known from analysis of the shows. A Borg Cube is a 3 kilometer by 3 kilometer mass of weapon systems, the Reman Scimitar has almost as many disruptor banks as a Star Destroyer has turbolasers, and unfortunately for you Star Wars rules all people, a starship turbolaser and a disruptor have almost identical yields. I did not say at any point that the Federation would kick the Empire's but, it wouldn't. 25,000 ISDs would make even the collective might of the Borg Fleet stop and think. In truth, Federation ships wouldn't be able to stand up against the major capital ships of the Empire, the largest vessel in the Federation arsenal is the Sovereign class which is only around 600 meters long. It could kill a Carrack, and maybe even an Acclamator but against anything bigger. Forget it.
  2. Cruiser or Battlecruiser? It's not the Executor because thats classified as a Star Dreadnaught. If you include Battlecruisers then I'd have to say the Vengeance Class. If its only normal cruisers I'd have to say Titan class.
  3. ROR will fix most of these issues and as far as Mon Cals verses bombers... That may be true in the game, but in reality the MC80 , Victory I, Victory II, and the Imperial II all suffer from a complete lack of point defense weaponry. The Imperial I however retains point defense weapons, I guess getting rid of them with the Imperial II made the ship cheaper.
  4. LOL Actually the Broadside looks pretty cool when you scale it to its proper 55 meter long size (Which makes it about as big as the falcon) and the Tartan fits pretty well into the universe, you can see why it never saw a lot of service too. A 300 meter long ship with one turbolaser and twenty laser cannons seems more of a waste of credits when a smaller ship could fit the same role of antistarfighter patrol ship. I guess thats why the imps dumped it when the lancer came out.
  5. Well... I have a funny story about this once. Using the game Star Trek: Bridge Commander I made a mod that added a number of ships from both the star trek and star wars universe. Not only that I used actual measurements of firepower for weapons on both sides that came from a collection of ST vs SW sights along with the Star Trek technical commentaries. I choose the calculations and estimates that appeared to be the most accurate to me and set to work. The result was a surprisingly even match. Star Trek ships have the ability to deliver a lot of firepower in one salvo from their torpedoes, but Star Wars ships can wear down an enemy's shields with a continuous barrage of weapons fire. Any Star Trek ship of equal size can destroy any Star Wars ship of equal size. So a Sabre class can kill a Corellian Corvette and vice versa. The real deciding factor tended to be the captain's skill and luck. The problems comes when you start looking at ships in what Star Wars defines as the Destroyer scale and larger (800 meters +). If you look at the federation there are no real equivalents, and there seem to be only a handful of ships in the Star Trek universe that can take on an ISD. Vessels that can challenge an ISD: Romulan Warbird (Maybe, it'd probably lose though, but it would be a threat to a VSD or Mon Cal.) Reman Scimitar (60 + Disruptor banks along with a large number of torpedo tubes make this a definite threat) Borg Cube (100 + Weapon ports and the ability to adapt to the fire of an ISD make it a threat) Tactical Borg Cube (Same as above) Species 8472 Vessels (Lets just say the Vong would run from these guys)
  6. Unfortunately even Wookieepedia has its limitations. No one has made a page for the Broadside class yet, and the Tartan class page uses the Star Wars Databank as its only source.
  7. No kidding... unfortunately its one fo the few sources for information on the new ships and as far as I can tell, every single one of them is wrong. For example, the databank says that the Tartan class Cruiser has only 20 laser cannons... Okay so thats almost exactly the same amount as is on a lancer... Here's the problem. 1. The lancer is 200 meters long, the Tartan is by my estimates 300 meters long and by the estimates of Star Wars Databank 600 meters long. So the Tartan is significantly under gunned for a ship its size. 2. Clearly visible on the game model is an immense cannon on one side of the forward hull, while it could have been a sensor system the fact that a muzzle for one of the hardpoints is at the tip makes this unlikely. It has to be turbolaser, and probably a big one, almost on the same scale as the side guns of an ISD considering its size.
  8. Well... No one knows the recharge time for sure, and additionally for some reason you'll want the hardpoint recharge time 3 times that of any projectile recharge time for the same weapon in order to get the same rate of fire. I went with 0.9 for the hardpoints and 0.3 for projectile fire for turbolasers. I also went with a 0.3 hardpoint 0.1 projectile fire for normal laser cannons.
  9. Well, doing some research for ROR and I decided to hunt down some more information on the Broadside. I am not pleased by the results! The only reference material I've found is from the star wars databank and frankly it STINKS! http://www.starwars.com/databank/starship/broadsidecruiser/index.html See what I mean. Lets look at the concept art for the broadside, shall we? http://img.photobucket.com/albums/v436/StellarMagic01/Broadside.jpg Hmm... 40 missile tubes? Nope, just 3 tubes. 500 meters long? No, try 55. 2 Turbolaser Emplacements? Maybe, those two round humps on the side of the ship, more likely lasers then turbolasers though. Dumb Star Wars DATABANK!
  10. The normal CR90 Corellian Corvette only had turbolasers, a couple of field modification kits were released that added lasers in all probability. Of course if they gave turbolasers to a corvette in the vanilla game the rebels would have no choice but to build tons of fighters to compensate, though the tartan's would be pretty well f***ed if the player had the brains to send them hunting the tartans.
  11. Piett's Energy beam is dictated in the Game Constants xml and I wouldn't mess with it. The SFX tags designate the sound that plays when a certain event happens, weapons fire for example.
  12. I'm back, and I've got a progress report. Foundation V0.3 is slightly behind schedule at the moment, and it may be another week or more until I've got it into playable condition. Part of the reason for this delay comes from the sure mass of all the scripting I've got to do. Creating hardpoints for each training level and each side is quite time consuming if not very difficult. Thus far I've got Untrained versions of a majority of space units but the higher training levels aren't ready yet and I've got to add at least a portion of the corporation tech system before it will become truly playable. I've got most of the space heroes in game at the proper abilities (Training level 7 "Legendary") and Piett's ship is complete with its wing of legendary starfighters (THEY'RE SCARY MAN!). I'll post some updates later.
  13. Been busy modding like mad... ;D Sorry guys.
  14. Well, I admit I haven't been doing all that much moderating recently. Too busy modifying my game ;D
  15. um... you don't want me to do that. Seriously the projectiles are specifically designed for my game modification and really wouldn't work that well for other mods. I've changed the game constants extensively for one thing, and if that isn't enough the hitpoint system is a lot different. Just change the projectile they fire to something you've already got, its one line of code.
  16. I thought I'd start a news thread. Spring Break! I'll be offline for the next week, but that doesn't mean I'll be lazy, expect the next version of the mod a couple days after I get back. And to my fellow College Students, have fun and be safe! -Stellar_Magic
  17. More!!! http://ror.250free.com/ROR_Screenshots/011.jpg http://ror.250free.com/ROR_Screenshots/012.jpg http://ror.250free.com/ROR_Screenshots/013.jpg http://ror.250free.com/ROR_Screenshots/014.jpg
  18. Did you add this tag in the groundvehicles xml? HP_AT-AT_00, HP_AT-AT_01 HP_AT-ST_00, HP_AT-ST_01 And remember you'll have to change the projectile because what I posted is straight from my mod and you guys don't have the same projectiles as I do.
  19. Oh well... its pretty but. GIVE ME IL2 ANY DAY OVER MICROSITH GAMES!
  20. I know about this problem, its caused by the small size of the firespray, litterally all the shots that should hit are missing because they're targeting a point above the craft. I'm not sure how to fix it, maybe change the Z_adjust or something.
  21. Brilliant Idea, I now feel inspired for how I'll rework infiltraitors in the ROR mod... Not to mention how I'll add Imperial Intelligence Commandos. ;D
  22. ROR Foundation utilizes thsi method. We also changed the weapons effects. Unfortunately it seems that you need to rewatch ESB. Blaster arms have very little to no splash damage, you see an AT-AT picking off individual infantrymen in ESB, not killing whole squads with a single shot.
  23. Yeah... if it was just about Luke on Tatooiene everybody would turn it off and take a nap.
  24. I'm a nice guy... Here's how you add the secondary weapons to the AT-AT and AT-ST, you make (Or in the case of the AT-AT, modify) hardpoints. Just add this code (You'll want to change the projectiles, these projectiles are from my mod and aren't in the default game) and tweak it the way you want it. HARD_POINT_WEAPON_LASER No No Damage_ATAT MuzzleB_00 MuzzleB_00 55.0 60.0 Proj_Blaster_Class_3_Red 0.3 0.3 800.0 Unit_AT_AT_Fire Infantry, 60.0 LandHero, 60.0 Vehicle, 60.0 Air, 60.0 Structure, 60.0 HARD_POINT_WEAPON_LASER No No Damage_ATAT MuzzleB_01 MuzzleB_01 55.0 60.0 Proj_Blaster_Class_3_Red 0.3 0.3 800.0 Unit_AT_AT_Fire Infantry, 60.0 LandHero, 60.0 Vehicle, 60.0 Air, 60.0 Structure, 60.0 HARD_POINT_WEAPON_LASER No No Damage_ATST MuzzleB_00 MuzzleB_00 55.0 60.0 Proj_Blaster_Class_2_Red 0.3 0.3 2 0.05 800.0 Unit_AT_ST_Fire Infantry, 60.0 LandHero, 60.0 Vehicle, 60.0 Air, 60.0 Structure, 60.0 HARD_POINT_WEAPON_MISSILE No No MuzzleB_00 MuzzleB_00 55.0 60.0 Proj_Class_4_Concussion_Missile 60.0 60.0 800.0 Unit_Tank_Missile_Fire Infantry, 60.0 LandHero, 60.0 Vehicle, 60.0 Air, 60.0 Structure, 60.0 Then just tell the unit in Ground Vehicles that it has the hardpoints.
  25. Well the multiple AA shots are only on the AT-ST/A, the plain AT-ST in the mod has a single shot concussion missile along with a side firing blaster cannon (Which unfortunately comes from the same side as the missile because there isn't a muzzle on the other side). I'll be releasing a new version once I get back from spring break, so about a week and a half.

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