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Zarkis

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  1. For fighters you have to change build values in squadron.xml, because you build squadrons, not individual fighters.
  2. Can you have a space station if you don't control the planet? I think not. So lowering the power of the ion cannon may indeed not be necessary. One shot should disable any spacecraft as in the movies. Maybe make the recharge rate longer as proposed. But then you should balance it against the hypervelocity gun, which can kill several ships during a prolonged engagement.
  3. I noticed that the tactical health value for ships with destryable hardpoints doesn't correspond to the sum of all the hardpoint health values. For example the Nebulon B has a tactical health of 3600, but if you sum up all the hardpoint health values you only get 1300 hitpoints. In game a ship is killed after the last hardpoint is destroyed. So what stands tactical health in the ship xmls for? Is it only used for smaller ships which don't have destroyable hardpoints?
  4. Thank's for the comments. To get rid of the hyperspeed changes just delete factions.xml. I may lower the accuracy of big guns against fighters even more and make bigger guns (large lasers and turbolasers) more effective against corvettes and frigattes. My biggest problem with modding EaW is the fact that it doesn't have a battle mode, where you can hand pick ships and test them against each other. Will look if I can do a campaign game with just two planets, where you can change starting forces in the xml file.
  5. My weapons mod (with some other small changes) to try out. Just copy the xml folder into your data folder. To uninstall just delete the folder. Better use a seperate savegame for testing. This is very much work in progress. So far only space combat was changed (but hero units not touched yet). Weapon stats were streamlined to make modding/testing easier and weapons more realistic and intuitive. (1) damage tables - damage tables for weapons now instead for ships ( damage of a weapons should not depend on its platform) - shields and larger ships receive less damage in general - lasers: less damage to shields and bigger armor; more accurate against fighters tzen turbolasers - turbolasers: normal damage to shields and better against bigger armor; one (lucky) shot can kill fighters now - ion cannons: much stronger against shields - concussion missile: less damage overall - proton torpedos: slightly less damage (2) accuracy: - base inaccuracy is 20 for all weapons - greatly increased inaccuracy of corvettes against fighters: 40 now (so they are still a good flak unit with many lasers, but won't kill a squadron in seconds) - fighter lasers 5 against fighters - large lasers 60 against fighters - turbolasers 70 against fighters Other changes: - tie scouts have small concussion missiles instead of lasers now (experimental; still needs tweaking) - Z95 enabled - space stations no longer spam infinite amounts of fighters and other ships - same with land garrisons and infantry of ATATs (they get no more then 3 now) - hyperspeed reduced - tried to change retreat behavior of AI but have yet to see a retreat in a battle - some minor changes I forgot Zarkis
  6. The slow down hyperspace speed edit lower for each faction in factions.xml.

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