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Necro

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Everything posted by Necro

  1. shouldn't it be as weak as the acclamator or slightly worse seeing as it is older tech?
  2. i think you should raise the shield dmg of the ion cannon to atleast 6000, as it SHOULD take out the shields of whatever it hits, just make lengthen the recharge time (same with hypervelocity cannon)
  3. good to know for example when attacking acclamator hardpoints i guess that makes the xwing a tad more suitable against capital ships and the awing better against fighters (with the mod that adds conc/prot to their respective fighters)
  4. somehwere i read u gotta build research stations on more than 1 planet? is this true?
  5. yea another question does it have those sidequests as well? and is there a way to make the rebel start location random like in rebellion?
  6. i switch but mostly rebel
  7. yea, i agree i tend to end up pausing the game and dragging my ship to nearby planets to see which ones have a direct path!
  8. you could take a peek frmo the warlords mod, in that the isd goes around the speed of the deathstar (maybe a tad faster?) of the original...although maybe a bit slow, but it's nearly there!
  9. i don't see why u cant play as both, as the one side only was only a problem with the demo.
  10. was just wondering (move this if this isn't the right forum!) which is better, why and whats the difference!
  11. what about slowing down the travel speeds in the galactic map?
  12. knew i forgot some..yea except the ion cannon is supernerfed while the hypervelocity isnt changed at all (i'd rather have recharge time increased not the dmg it does) and i don't think space travel speed is changed
  13. has anyone created one yet? there was one on the lucasforums but it has a lot of problems like imperials can't build barracks and as such the rebels cant get ships past the corvette.
  14. my boba died to their 2 corvettes much quicker
  15. was just scrimming gainst the ai, and noticed i had 3 vsd's, 1 isd, 2 tartans and an acclamator and the bugger just wouldnt die not even after i got a tractor beam on him and he didn't even use the special!
  16. which does everyone run!?
  17. the problem si once i scan a location the art shoots once then since it blacks out, tries to move to see it themselves.
  18. how, they always shoot at my infiltrators
  19. mainly rebel.. i use the spotters scanner sweet but as soon as it fades out the artillery moves into visual range which promptly gets them their asses kicked! if i move the spotters to the target won't they just get shot rigth away.
  20. in that case any change that doesnt support YOUR class is a nerf :rolleyes:
  21. not really but if u don't and the rebel raid's your gonna have a lot less troops
  22. i generally use 1 planet for space production with mon mothma on it for lower costs, another one with large ground space for land production, and the rest i get as high space stations as i can, and get mines lots and lots of mines!! if your imp you have the raid fleet problem meaning you need barracks, light factory on every planet, plus garrisons
  23. Because this is no MOD, just a patch that will try to fix the balance issues/lacks of EaW, i post it here. We hope that the XMLs files will be ready by the end of this weekend or the next one. Unless developers don't materilise them first Note that this unofficial patch will try to fix only the Gameplay issues mentioned below. The AI-Graphics and MP problems are devs' job to do. Feel free to suggest any more changes that can be done directly through XML editting. Issues such as "instant damage, camera angle view and diplomacy" are obviously part of an x-pack, not a simple patch. Btw, it's obvious that anyone can sit down and edit the XML so that he balances the game as he wants. Yet, this is an effort done to help some players that cannot do this. ================================================== Threads where the balance issues/lacks were tracked: 1. Official Petroglyph "Need to fix" Thread - 1.02 Patch Released 2. my rants and raves.... [contains spoilers] 3. Dear DEV. Team plz read this 4. Cheap AI tactics 5. Some Balance Issues Balance issues/lacks according to those threads that can be fixed: Gameplay 1) Disable TIE Maulers’ ability to run over infantry. 2) Reduce TIE Maulers’ attack damage made by their auto-destruction ability. 3) Reduce bombing runs’ damage made to enemy. 4) Activate friendly fire damage made by bombing runs. 5) Tweak superweapons fire damage/refill time. 6) Tweak Antilles and Red Squadron’s fire damage/speed/refill time. 7) Reduce Artillery’s damage made to infantry and increase it against vehicles/buildings. Reduce Plex soldiers’ damage made to heavy vehicles. 9) Increase troops’ fire damage made against other infantry. 10) Reduce to zero (if possible) troops’ damage made to Armored vehicles such as ATAT. 11) Tweak ALL health/attack/defense/accuracy status to the space ships so that: (a) Space battles last longer and so lay more strategies on the battlefield, (b) Capital ships oppose a serious threat against fighters. 12) Re-activate the color identification of cursor for in-range, out-of-range signal or re-activate firing-ranges both in land and space combat. 13) Apply TIE Mauler’s auto-destruction ability to all the space ships; when a space ship is destroyed, then the surround area feels the impulse of its destruction. 14) Deactivate pirates from MP or minimize their forces. AI - Graphics • Correct issues with objects flying through each other. • Problematic path finding issue for infantry (mainly) on city maps. • Fix AI’s “ability” to overpass the population capacity limit. • Fix AI’s “ability” to track the enemy when inside nebulas. Multiplayer • Fix MP connectivity issues due to firewalls. • Fix MP stability issue (exceptions, lag) • Fix MP ladder system IMPORTANT! -(will be editted shortly before the patch is out) All the players that will download this unofficial patch must back up their original XML files stored in C:\Program Files\LucasArts\Star Wars Empire at War\GameData\Dat and named as: 1) … 2) … 3) … The reason to do so is the MP incompability issues that arise when you alter you XML files. So, if your opponents do not have this unofficial patch as you do, you must copy & paste the original files for the MP session and then to copy & paste your fixed files for single player. ------------------------- from the eaw forums i love fanpatches...but before the parent company has abandoned the game i don't see the point!
  24. i have NO defense on ground as the imps cant raid which means they're forced to take the space first! as for your space defense..isn't that rather excessive

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