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Everything posted by Athanasios
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Re: 1.3 Patch and Existing Mod Compatability
Athanasios replied to MistenTH's topic in EAW Mods General Workshop
The text file is not big deal, especially for mods that added way more changes into it. As for the rest, they patched mainly the Config file, so, we shouldn't have any problem. The MP issues are not .xml side but code side (obviously, otherwise we would have fixed them ). EaW:Total Realism in fully compatible for sure. The changes to hardpoints and the rest "balance" labeled issues have been already tweaked. One .xml conflict would be the spawning times, but that's already tweaked too. Yet, i cant assure for the rest mods... -
Simple question, might already answered but whatever I have a small problem with making some new units buildable in skirmish. To be more precise, ive enabled TIE Advanced X1 as buildable unit in GC (with text description etc etc), set it to Tech 2, but it will no appear in skirmish. This is an example, but im intending to import Imperial guards too, so, i might run in the same problem... So, how you enable units to be buildable in skirmish? Thanks in advance
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...not to mention that Torpid already said a long time ago that they have modelled over 50 units, but kept only what they were told to keep...
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Lol, mikan, there are a bunch of evidences both for diplomacy and repair function. Like the and entries...
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Re: Balance? We dont need no stinkin balance!
Athanasios replied to z3r0x's topic in EAW General Discussion
Heh, i guess i was misunderstood here, although the ATAT example meant to clear up some things... more precisely, personally, i am one of the RTS players that prefer Realism > Gameplay ("fun"), because realism for me is fun. That's why i liked some games like D-Day, where no freaking soldier with a machine gun would penetrate the armor of a Tiger I or II. Now, if you see EaW, it lacks in many ways at realism aspect; ATAT can be shot down by a bunch of regular troopers, trooper conflicts last 1-2 minutes (...), a T4B shot would only scratch a stormtrooper's armor colour and so on. When i say "balancing" the game, i mean implementing imbalance (i guess this confused you) but not overpowering one faction so that the other has no chance of surviving. Balancing in factions means (for the developers): ATAT - T4B, M2 - T2B, Stormtroopers - Rebel troopers and so on. Scissor-rock-paper balance means (for developers): ATAT does 1 damage to T4B, T4B does 1 damage to ATAT. M2 does 1 damage to T2B, T2B does 1 damage to M2 and so on (see gameconstants.xml). Obviously, there are two aspects of balance as mentioned. Now, for me, faction balancing means: ATAT - 3 T4Bs and with their "power to weapons" ability activated as long as it lasts (5 secs all in all...), T2B - 2.5 TIE Crawler and so on. For scissors-rock-paper balance, this means that ATAT has enough firepower to be unstopable if you don't attack it wisely, MPTL too but has too be protected and so on. Thus, in strict "vocabulary" term, this is "imbalance" for some people, yet, realistic. As for the variety of units, indeed, we would need way more units, especially in space......looking forward to grand-scale modifications : PS: Luckily, games such as Medieval II are in process -
Re: Balance? We dont need no stinkin balance!
Athanasios replied to z3r0x's topic in EAW General Discussion
Well, not that i want to show off, but the other time the *smart* AI attacked me with 3 ATATs (plus other forces)...with the modified files, the ATATs are as meant to be, unstopable. You got an airspeeder flying around you? Smash it with the AA headmounted lasers like a fly. Luckily, i had some MPTL on the planet. No AV turrets could stop them, and i had to advance my shield so as to block even particles. I got inside it, and wait for the worse ( 4-5 MPTL that tried to stop the ATATs before they get too close had no good luck...). Finally, i did win, but why? Simply because the AI is in no way like a human player. No player out there with basic knowledge (and with the modifications we've done) would: a. Bring down 1 ATAT per time rather than landing them all 3 at once, wreacking havoc b. Would fire at some minor T2Bs that do minor damage rather than entering the shield dome and taking out the 2 MPTLs firing from within! Now, as for the raid function, it might not work since the AI doesn't have any script to use. Ill give it a look and confirm... -
Re: Balance? We dont need no stinkin balance!
Athanasios replied to z3r0x's topic in EAW General Discussion
z3r0x, have you checked out mod, EaW: Total Realism? Our main and foremost aim is balance, realism & strategy. One big "bug" of the game is the small maps that limit (up to a point) the strategies that can be layed down, but i hope the map edittor will fix this. -
razielad, infiltrators "ping" ability ("binoculars", since they have a sight limit not like MPTL Spotter) ofcourse does ping in areas where you already have sight (like MPTL Spotters), but the point is to spy on areas you don't have sight . Which is the borders of sight range (the yellow ring). As for MKII frigates, they'll be even more balanced in the coming version. And as for the AI overpassing the pop cap, it's a known problem and we simply can't fix it, since we have no access to the AI scripts; it's up to devs :-\ [edit] Heh, about the AI, you're lucky that his favourite unit is not the Star Destroyer.....because my AI, when i set it to hard, was bringing like 24 Victory cruisers : (i play the campaign in medium now)
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Well, contrary to what said, a nice handy galactic map .xls fell in our hands ([edit] made by malric below ), and so, we decided to move on 1.2 version among with some interesting additions such as: Full re-scaling of Ground units & buildings Full re-scaling of Space units & buildings Add TIE Advanced X-1 for Empire Miscellaneous balance tweaks (mainly for M2 Repulsor and MKII) ...and last but not least Re-mapping of Galactic Map to boost strategy to a new level Obviously the rescaling and GC remapping will be the most important additions with the last one be a real challenge. We migth release more than one different GC mappings, from easier to veteran. Our goals is to implement real "choke-points" in the GC, making some galaxies isolated from the rest and diificult to keep an eye on (but really precious to control) and more, and as such, we will (most luckily) not take in account the "real" SW universe system; it's all due to make this game more challenging, not "by-book" made. Stay tuned. Althought we got plenty work in real-life (studies, work etc) we won't let you down
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Well, the (final) version of EaW:TR is out there waiting for you . Unfortunately, we will not try to fix the Autoresolve issue since, after a message i got from Darth_Torpid-PG, the whole code behind this function is way more complicated than you can imagine. So, version 1.1 can be downloaded from http://users.auth.gr/~atsiolas/EaW%20TR.htm . If you have any problem with the download link, just drop me a line. As said v1.1 is the final one, until the official patch and edittor tools arrive. In the meanwhile, keep sending us feedback about imbalance issues and bugs and we'll release small patches to keep everyone satisfied Also, if you scroll down in the forementioned link, you can quickly see the changes done in v1.1, which can be also found in the readme file. What's left to say is, enjoy EaW:TR and expect more goodies when the editting tools are out! (rumours say about the end of March, but nothing is confirmed...)
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The interdictor issue is fixed
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A patch will be released later tomorow, including all the issues reported fixed plus some additions. For those however that can handle .xml editting (concerning the Home One issue): 1. Open Hardpoints.xml 2. Get in Home One's 3. The 2nd and 3rd lines Yes Yes must be set to: No Hope this helps
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This is because AI does not respects the Pop Cap limit and in hard mode, it will cheat in every way. Since we can't access .LUA files, we hope that the AI will be fixed by the upcoming patch In skirmish they are definitely buildable, yet, we might have editted (by mistake) a value for GC, when we removed it from Rebels. Are you sure you advanced to the required level to build them? We intended to make T4B tanks powerfull, since they are the last unit Rebels get in Tech 4. One ATAT can take two T4B (even three if the short-lasting "power to weapons" is not activated). Also, 4 M2 Repulsors can destroy 2 T4B of the company of 3. Their shield was intended to be used as to handle ONLY the first shots, before they get in the heat of battle, no like T2B and M2 shields that are vital for them to survive. Yet, we can slow them down a bit (if you see the changelog we increased their speed in an extremely small amount), throw down a bit more their shields and powerup ATAT and M2 tanks. We're also planning to implement Veers ability to all ATAT (with less firepower). I repeat however that T4B are meant to be the "all-purpose" tank of Rebellion, it's what they finally get, it's nothing against an ATAT (1v1 combat) and must be worth of its credits. It's the same case when you attack a planet with ATATs and a reasonable backing up force; if the defender has only T2B to defend, well, what does he expects to be the outcome of the battle? Fixed. Thanks Well, not exactly. If you look into the .xls file Mon Cal (including Home One version), MKII, Nebulon-B and Interdictor have gained hangars that spawn and carry different types and amount of squadrons. The invisible hangars are due to the code programming used to implement hangars to ships that, by default, have no hangar textures. Yes, it doesn't look the best it could be, but we must texture some hangars and this takes up more time. Maybe in the next (or later) version. Heh, same with T4B issue, since MKII are what Rebs get before they gain access to Mon Cals and while imps gets Victory class. Yet, we'll slower down their shields and this should do Btw, we really appreciate such feeback! Seriously, keep posting such imbalance/bug issues, so that in the upcoming version (by Monday i hope) everything is solved.
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Compiled List of EAW-Gold Mods [Update 02:21:06]
Athanasios replied to Cain's topic in EAW Mods General Workshop
Directly for the relevant thread: -------------------------------- Well, as promised, i release the Empire at War: Total Realism v1.0 mod today, but with one small exception; the Autoresolve issue will not be fixed in this version. The reason is simply that it turned out to be way more complicated than i expected. To give you a numerical excample, Autoresolve ChangeLog.xls has more than 250 entries alone (boosting the whole tweak/modification numbers around up to 450), meaning that i will need more time to fix it correctly...and i expect these entries to get even more, since some (if not most) units have multiple autoresolve values in different .xmls. However, there you go with v1.0 of EaW:TR mod . You can download it by clicking here, or, if your browser prevents pop-up windows, copy paste the entire link to a new window: ht*tp://users.auth.gr/~atsiolas/EaW[/url] Total Realism v1.0.rar (remove the * from http). I'll try to upload this file both in LucaFiles and Gamesport, but i can't promise anything, so, i uploaded them to my personal university web storage. As you'll read in the README file, since ill be working on the Autoresolve issue, any feedback is welcome in the meantime, so that the upcoming version will have as more fixes as possible (if any need for fixes arise). I'd like again to give special thanks to Adonnay, MistenTH and Slocket for allowing us using their mods. Hope you enjoy the EaW:TR mod and keep it slow with the tomotoes for my clumsy mistakes you might spot -
Well, as promised, i release the Empire at War: Total Realism v1.0 mod today, but with one small exception; the Autoresolve issue will not be fixed in this version. The reason is simply that it turned out to be way more complicated than i expected. To give you a numerical excample, Autoresolve ChangeLog.xls has more than 250 entries alone (boosting the whole tweak/modification numbers around up to 450), meaning that i will need more time to fix it correctly...and i expect these entries to get even more, since some (if not most) units have multiple autoresolve values in different .xmls. However, there you go with v1.0 of EaW:TR mod . You can download it by clicking here, or, if your browser prevents pop-up windows, copy paste the entire link to a new window: ht*tp://users.auth.gr/~atsiolas/EaW Total Realism v1.0.rar (remove the * from http). I'll try to upload this file both in LucaFiles and Gamesport, but i can't promise anything, so, i uploaded them to my personal university web storage. As you'll read in the README file, since ill be working on the Autoresolve issue, any feedback is welcome in the meantime, so that the upcoming version will have as more fixes as possible (if any need for fixes arise). I'd like again to give special thanks to Adonnay, MistenTH and Slocket for allowing us using their mods. Hope you enjoy the EaW:TR mod and keep it slow with the tomotoes for my clumsy mistakes you might spot
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@ Uranium: You can use this mod as soon as it's out, but with special credits given to Orao (co-maker) and me. Mind however that changing scale factors mind cause other side effects, as you can read here. Also, since this mod took much time to be done (all those 330 tweaks weren't set "light-hearted"), we'd appreciated if you (anyone) doesn't release a mod with 1-2 values changed and saying "my mod". For this reason, some "copy-right" features might be included.
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Directly from EaW:Total Realism readme file: Expect EaW:Total Realism to be uploaded later tomorow or on Thursday.