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MistenTH

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Everything posted by MistenTH

  1. In my SWRealism 3.0 mod the VSD, Neb-B and Assault-Frigate have an extra turbolaser hardpoint that is not targetable but is destructable. What happens is that the visible hardpoints are all first destroyed, then weapons fire will begin to attack the hardpoint-less ship. After taking damage set to the amount of health the invisible hardpoint has, the ship blows up. So it can still work, to add some extra HP to a ship without hardpoints.
  2. Just give Luke's lucky shot the Hyper Velocity projectile and you've got an ability superweapon.
  3. "Luke don't attack the Death Star just scout it and we'll send in the corvettes to blow it up."
  4. There's no campaign involved, because basically the maps are too small and you can't set up forces. Getting Scenario to work: Initial Folder - TEXT SKIRMISH(xml inside) SCENARIO(xml inside) You just copy the TEXT and one of the gameplay modes' XMLs over to EAW/Gamedata/data. If you want skirmish copy the skirmish XML. You want scenario copy the Scenario XML. CHANGING SCENARIOS: Inside the Scenario XML you see XML files and several FOLDERS named for the BATTLE. Each folder has 2 XML files and a history / background text file. Just copy the 2 XML files inside the Battle folder into the SCENARIO XML folder. The preset forces will then be loaded on any skirmish map that you load.
  5. There are loads of mods in the modding forum you can look at that make fighters much more useful and balanced. Take a look there if you want to see if EAW can be more enjoyable.
  6. It's the size of the fire cone. Default is a number from 1 to 70, with 1 the most accurate and 70 the least. Haven't tried numbers out of that range.
  7. It just means I started this mod from my SWRealism 3.0. There's been a lot of changes, and it plays very differently. Whereas SWRealism 3.0 tries to improve the default EAW Gameplay, Tactical Command tries to change it totally to reflect greater tactics.
  8. I bet one of the first maps will be a space map with NOTHING in it at all...Just...space... That's gonna be reeeeeeeal hard to make. If you guys want fresher gameplay take a look at my Tactical command mod in my sig. You get to fight battles in the larger MP maps yea...Enjoy.
  9. This is probably the mother of all questions for all of us running around with custom mods. Anyone from Petroglyph can give us the specifics on whether there will be any clashes? I've already spotted the text file change, but that's no biggie since it's not crucial to running the game. Same for hardpoints, it's either overwritten or not. But how about the targeting change, and also other changes that we do not know of ? Thanks.
  10. Capital ships with most of its hardpoints destroyed are considered 'dead' and the pop cap is freed. Meaning if you don't kill it you will see more hostile ships flying around. Hardpoints can be repaired - In skirmish kill a hardpoint. After some time you can repair it. Can't figure out the code for it.
  11. Hmm...got any details on that? Force composition etc. So far my scenarios are all 2 factions, might be nice to have 1-2 hero units and a little support smash a larger foe =>
  12. Is it at all possible to design missions like the way it's done in the campaign? Cause I don't see any such method with what we can do so far. Mara's gonna be reeeeal stealthy blowing up several squadrons of X-Wings and a few corvettes. Doesn't Xizor have an indepedent streak in him? Any on-the-side battles he fought against enemies, plundering etc.
  13. EAW: Tactical Command 0.6 Beta RELEASED! Scenarios Battle of Ciutric Skillfully manipulated by Ysanne Isard, both Prince-Admiral Krennel and Admiral Ackbar have been hoodwinked into engaging in a large battle over Ciutric, capital planet of the Ciutric Hegemony. Katana Spoils The New Republic sends a single Assault Frigate to confirm the Smuggler Chief Talon Karrde's data on the location of the fabled Katana Fleet. They arrive there to find Rogue Squadron and Luke Skywalker in violation of orders. However, an Imperial SD arrives and battle is forcibly joined. Battle of Talasea Wraith squadron successfully infiltrated Warlord Zsinj's fleet, and baited an attack force led by Admiral Tigrit into attacking a "new and underdefended" New Republic base. Alderaan Ambush Wedge Antilles and his band prepare to take a shipment of munitions from Talon Karrde's convoy. However, a traitor has betrayed the location of the meeting point, and Captain Convarion jumps in with his Victory Star Destroyer and an Interdictor. Battle of Obroa-Skai In his debut over Obroa Skai, Grand Admiral Thrawn engaged 2 New Republic Assault Frigates and their escorts - and crushed them utterly with his single ISD. Hunt for Piett (Custom) Admiral Piett has been trapped by the Rebel Alliance in the gravity well of a planet. A large fleet is bearing down to destroy the Accuser, but the world is Imperial, and is sending up TIEs to fight off the Rebels. Facing The Giant (Custom) A New Republic Attack Fleet prepares to contest a world in the embattled Imperial Remnant. The odds are in favour of the New Republic, and the Empire must resort to guile to defeat them. Thousand Pinpricks (Custom) A patrol of New Republic corvettes runs into 2 Imperial Star Destroyers. After this I'll be looking into adding in the Virago, Shadowclaw, Kyle and Mara Jade. One thing though is that I don't know of any space actions that Mara or Prince Xizor or Kyle have taken part in the OT period. Anyone know any so I can cook up the scenarios?
  14. MonCalimari is the correct spelling. If you look around, you will notice that one of the programmers spelt it wrongly and it's the word you need to use to enable its construction there.
  15. But what you don't get, is for those turbolaser batteries to fire at different targets. It looks more impressive with several fields of fire rather than just 1 continuous line.
  16. Status Update: I've managed to remove the starbase and constructables for scenario play, so the AI should go straight for your fleet instead of wandering about the map. Done up the current scenarios so far: -Battle of Obroa-Skai (Grand Admiral Thrawn vs Unknown Elomin Cdr) -Alderaan Ambush (Wedge Antilles vs Captain Convarion) -The Katana Spoils (Senator Garm Bel Iblis vs Captain Brendei) I found a bug with the tractor beam. The AI likes to activate engines and power to weaps at the same time, and when an ISD tractors a corvette that does this, it disappears and the game lags very very badly. Anyone figured out anything about it? I'm thinking of increasing the shield strength (but not the shield regen) so that the shield penetration weaponry is more evident. Not sure if that would drag on the battle too long though. Gonna be playing around with the AI target priorities as well. I can't touch it for skirmish since it affects the AI build order, but for scenario, no holds barred!
  17. Same, only the existing weapons hardpoints have firebones.
  18. Obi-Wan Kenobi > What unit? > It doesn't exist > I can go about my business > Carry on Caine > That's what I did. You can do it 2 ways. Increase the rate of fire to simulate more batteries, or add another hardpoint on the existing firebone but make target/destroy no/no. You can't add more physical hardpoints until we have the capability to add firebones to the models. Errr...is my mod perfect? No suggestions or balance issues at all?
  19. There is no fire bone coded for the shield generator so nothing can fire from there.
  20. Make sure the attachment bone and collision mesh is there. If the game can't detect it the ship starts off without it.
  21. EAW: Tactical Command 0.6 Beta (Space Skirmish) (EAW v1.3 Compatible) Description Take charge of your fleet and outsmart your opponent! Flank and manoeuvre, charge in at point blank range or harrass from a distance, concentrate fire or pound support ships. Capital ships mount an increased amount of weapons batteries. Heavy turbolaser barrages and massed proton torpedo barrages penetrate shields. Fighters dance while capital ships lumber through the battlefield. Comes with 'Scenarios', recreating battles in the SW universe. Will you do better than Thrawn? Or be crushed like a bug under the odds. This mod is meant to be played with smaller numbers of ships, and uses my SWRealism 3.0 as a base. Download Link http://www.filecloud.com/user/files.php?category_id=386624(1MB) Installation Simply place the XML & TEXT folders inside your EAW/gamedata/data folder. To uninstall, simply delete the XML folder, and replace the TEXT folder with a backup of the original. IMPORTANT: BACKUP YOUR TEXT FOLDER -> THIS MOD WILL OVERWRITE THE FILES WITHIN. For Scenario play, copy the 2 XML files inside the 'BattleOf' Folder and place it inside the Scenario XML folder, then use that folder in EAW. NOTE: There will be no victory message after you annihilate the enemy. Major Gameplay Elements -Ships have multiple abilities. -Shield and hull strength greatly increased. -Weapons in sufficient quantities will have a limited penetration effect. -Ships are equipped with many more weapons emplacements. -Fighters are now organised into half-squadrons of 6. -All fighters launch as soon as possible. -Scenario play to recreate battles. Scenarios Battle of Ciutric Skillfully manipulated by Ysanne Isard, both Prince-Admiral Krennel and Admiral Ackbar have been hoodwinked into engaging in a large battle over Ciutric, capital planet of the Ciutric Hegemony. Katana Spoils The New Republic sends a single Assault Frigate to confirm the Smuggler Chief Talon Karrde's data on the location of the fabled Katana Fleet. They arrive there to find Rogue Squadron and Luke Skywalker in violation of orders. However, an Imperial SD arrives and battle is forcibly joined. Battle of Talasea Wraith squadron successfully infiltrated Warlord Zsinj's fleet, and baited an attack force led by Admiral Tigrit into attacking a "new and underdefended" New Republic base. Alderaan Ambush Wedge Antilles and his band prepare to take a shipment of munitions from Talon Karrde's convoy. However, a traitor has betrayed the location of the meeting point, and Captain Convarion jumps in with his Victory Star Destroyer and an Interdictor. Battle of Obroa-Skai In his debut over Obroa Skai, Grand Admiral Thrawn engaged 2 New Republic Assault Frigates and their escorts - and crushed them utterly with his single ISD. ~MistenTH http://img148.imageshack.us/img148/583/fullbroadside1ko.jpg http://img95.imageshack.us/img95/520/poinkblankrange3ux.jpg http://img105.imageshack.us/img105/585/tact28jz.jpg http://img95.imageshack.us/img95/9148/fighters6ok.jpg http://img148.imageshack.us/img148/4231/chasecorvette5eo.jpg
  22. Urm, I didn't. I believe it's Adonnay's Open Conflict mod that has the marauder cruiser behaving like a fighter. You can look at that one
  23. Hi Kraunos, glad you like it. If you read the opening post, my mod is open to free editing and usage to anyone as long as you credit whatever you used to me. And my goals for this mod were to [1] Yes, make it more SW-realistic, but [2] to bring balance to default EAW. Which means that I used the default EAW balance as a base and built on it. That's why Rebel ships still do not carry fighters etc. I'm curious though, does fractions of population cap really work? That's neat.
  24. The affiliation must be set to Rebel / Empire as well for those factions to build it.
  25. HARD_POINT_WEAPON_LASER Yes Yes TEXT_WEAPON_TURBOLASER Fighter, 70.0 Bomber, 70.0 Transport, 70.0 Corvette, 1.0 Frigate, 15.0 Capital, 70.0 Super, 30.0 HARD_POINT_WEAPON_LASER Yes Yes TEXT_WEAPON_TURBOLASER Fighter, 70.0 Bomber, 70.0 Transport, 70.0 Corvette, 1.0 Frigate, 15.0 Capital, 30.0 Super, 1.0 HARD_POINT_WEAPON_LASER Yes Yes TEXT_WEAPON_TURBOLASER 140.0 Fighter, 70.0 Bomber, 70.0 Transport, 70.0 Corvette, 1.0 Frigate, 15.0 Capital, 30.0 Super, 10.0 HARD_POINT_WEAPON_LASER Yes Yes TEXT_WEAPON_LASERCANNON Fighter, 15.0 Bomber, 15.0 Transport, 15.0 Corvette, 1.0 Frigate, 15.0 Capital, 70.0 Super, 30.0

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