
MistenTH
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Re: EAW: Star Wars Realism v2.0 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
Mistrider > The Fleet mode can run by itself. It has the complete set of XML files needed to run it, separate from the main XML. Silva > Well there is one way. Thriple all the current pop caps and then give fighters 1 cap. But then you'll have to change the pop caps for all the planets and stations too to maintain scale. Anyways though, you swamping the AI...well it's an AI problem. Until we can get into the .LUA files they're stuck at their current level of intelligence. After all, both sides do start off with the same $$$. It wouldn't work against a human player...they'd build more tartans, and swarm back with their cheaper TIEs. So maybe you build corvettes to kill their ties, then they build frigates to kill your corvettes, then you build heavy frigates to kill their frigates, then you build Mon Cals to kill the heavy frigates etc etc etc -
Re: EAW: Star Wars Realism v2.0 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
I never touched ground units at all. -
Re: What do you think of the balance: MULTIPLAYER?
MistenTH replied to Jameswgm's topic in EAW General Discussion
Space multiplayer has one problem. Frigates have horrible accuracy against capital ships. Meaning that if you have no capital ships of your own, and the enemy capital ships have anti-fighter support to kill bombers, you're screwed even if you have 100 frigates. -
There are some basic AI targeting issues that are ridiculous though, that are easily fixed. Do you notice your Mon Cals or ISDs ALWAYS aim at FIGHTERS even though they have 70 inaccuracy against them? How stupid is that? This is because fighters and bombers have the highest threat level in the Capital Ship targeting priority, even though they will NEVER hit. This is easily fixed by a few lines of XML code, but the fact is it was released in this form.
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Re: EAW: Star Wars Realism v2.0 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
I'm done with balancing, and Veer is a ground unit. Fighters don't take up any population so you can have more of them. -
Re: EAW: Star Wars Realism v2.0 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
The AI always builds lots of corvettes and gunships, but because you removed the cap, they could swarm you. That's 76 cap worth of capital ships against your 45. If you didn't remove the cap you would have had a chance. And throwing in the fighters... You can build TIE Interceptors, which, in this mod, can go into hyperspace, so you can fight back fighter-wise. Don't underestimate the Rebels...Admiral Graf... -
Re: EAW: Star Wars Realism v2.0 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
I will still mod on in future, but I will not touch this mod anymore. I will use it as a basis, but this mod is done and serves the purpose of being a replacement for stock EAW space combat. I don't think I'll disappear anytime soon -
Re: EAW: Star Wars Realism v2.0 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
EAW: SWRealism v3.0 uploaded. Get it now from the 1st post of this thread! Major changes from v2.1: FLEET! 'deathmode' mode for skirmish added. No more resource collection - slug it out with a large fleet. Refer to separate readme file for instructions. Several variants possible. Small tweaks, new ships enabled for build in campaigns. Interdictor was buildable in Rebel campaign. Now removed from rebel build list in campaign. Interdictor rate of fire improved. Its weaponry is primarily anti-fighter. Corellian Torpedoboat given a small health and speed buff since it is a close range corvette. SWRealism is GOLD! I will not be making anymore updates in future unless there are serious bugs. Thanks for your support! Models will be added in future but it will not be critical. You may use my mod for your own modding purposes, but give credit to me and just send me a PM telling me you are doing so. What are you waiting for? The EMPIRE is at WAR! -
Re: EAW: Star Wars Realism v2.0 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
I'll leave the heroes as it is. Because the heroes are pricey, and that's the point of Heroes enabled, ppl would want to use them. Heroes can always be disabled if that is desired. Dragon, if you concentrate all fire on the ISD, it's shields will go down very quickly. There is no point aiming at the shield generator if you plan to kill it! -
Re: EAW: Star Wars Realism v2.0 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
Hmm you shouldn't have lost that battle. Even without Home 1, your forces should have been sufficient to take out those forces. Unless your fleet went in too close and the space station opened fire. The stations have better accuracy and RoF now so they can deal good damage, even at level 2. Personally, when I see an ISD, I will take out its 4 turbolaser batteries, since that is where most of the damage is being done. After those 4 are dead I'll go on to more dangerous targets. That saves you a lot of firepower and time and damage, without having to kill the ISD. And on bigger maps, or those with space stations, getting Corellian Gunships and Torpedo Boats to hit the enemy fleett from the rear is an excellent tactic. Most of the turbolasers can't aim in the rear arc. That's why I personally prefer to have 1 Capital Ship backed up with 2-3 frigates - The frigates can turn and concentrate their firepower to take out dangerous targets e.g. Torpboats. The big ships can't concentrate fire on ships too close to them or in their rear arc. -
Re: EAW: Star Wars Realism v2.0 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
They have The Vic Corrupter, from the Bacta War. The ISDs Chimaera, Death's Head, Judicator from the Thrawn Trilogy The ISD Relentless from Isard's Revenge The ISD Implacable from Wraith Squadron The Reb Neb-B training frigate Tedevium from Iron Fist / Solo Command Peacemaker and Provocateur were Neb-Bs that were slagged in Isard's Revenge I believe The others I'm not sure, but there's so many EU ships in there that I don't think it's a coincidence -
Re: EAW: Star Wars Realism v2.0 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
Hmm Payne, I couldn't touch the AI buildlists cause I think they are in the .LUA, so that shouldn't be the case. The only reason is if the starbase upgrades are fudged. Can YOU do the upgrading for both factions when you play them? If the upgrade research is missing then they can't upgrade. They will upgrade as long as the upgrade is there and they got the $$$ to do so. The upgrades are in UPGRADEOBJECTS, and the skirmish build list is in STARBASES. If that is not the problem, then I'm not sure why. The AI is 'harder' because their turbolasers only fire on capital ships. They used to fire on fighters with them despite having 70 inaccuracy, and with a Mon Cal cruiser in their face. Yea Iron Fist hehe. Zsinj actually did command a Vic-Class before moving on to the SSD version though. It was famous for pulverising a Y-wing squadron by blowing up asteroids. -
How to make space ships have accurate weaponry....
MistenTH replied to Necro's topic in EAW Mods General Workshop
'Enhanced' simply means that in GAMECONSTANTS.xml, these turbolasers get a higher damage multiplier ratio than the normal frigates. -
Help! i cant get my proton torpedo hard point to work (xwing)
MistenTH replied to Necro's topic in EAW Mods General Workshop
If you used the code straight from my mod it should work. The fire bone I used for the X-wing torpedo is copied over from the Y-wing's torpedo fire bone since they are both rebel fighters. I noticed you bumped the damage up to 90, that's a pretty strong torpedo! -
Re: EAW: Star Wars Realism v2.0 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
The Interdiction ability only prevents space retreat in Campaign mode. The innate reinforcement prevention ability that prevents reinforcements for coming in too close is a built-in, passive ability that only goes away when you kill the interdictor. Also, this MOD is going to be a kind of replacement for the default EAW skirmish / space. I won't want to make any more major changes to it. Once I can finalise this, I won't make any more changes except to add in models when they are available in future. So to whoever is modding this right now, I'd suggest you wait another few days for the final version to come out, so that you don't need to keep remodding, especially since I have a new feature that was just tested that I believe everyone would love. Secret for now As for Kyle and Mara and the Assault Shuttle and the Fighter Squadrons for Rebs, I will not be putting those in SWRealism vFinal. However, I will consider putting those in, plus other wacky stuff that wouldn't fit in the original EAW later on in a separate mod that uses SWRealism as a base. -
Projectiles.xml holds the primary damage. in the SPACEUNITS means nothing, I believe. Squadron means nothing.
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Not that simply. You need to change all the damage values there. But it is useful because you can make different units and different weapons do different damage to the same unit.
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Re: EAW: Star Wars Realism v2.0 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
Sorry, the files are all in english. Unless someone wants to translate, I'm afraid probably not. Just use your old text file, the text isn't critical anyways. -
Re: EAW: Star Wars Realism v2.0 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
The most important ability of the Interdictor is its reinforcement prevention radius. No more tartan or corellian corvette jumping into the middle of 4 bomber squads and shredding them. Instead, they have to hype in from the perimeter and work their way in. The rebel interdictor is available only in Skirmish and not in the campaign. -
Re: EAW: Star Wars Realism v2.0 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
EAW: SWRealism v2.1 uploaded. Get it now from the 1st post of this thread! Major changes from v2.0: Smarter AI Targeting More Aggressive Skirmish AI All ship crews given basic gunnery training - they can now hit the broad side of the barn. Corvettes last longer. Multiple frigates can now take on a Capital Ship instead of dying. Rebel fighters last longer now to combat Empire swarms. Fighter squadrons now cost 0 population cap. Let's see how it goes. Venator enabled for puchase at Skirmish Merchant Spacedock. (was tweaked, but it is still an old ship) Neutral/Hostile structures now project a mass shadow - you cannot hype in too close to them. I hope to reach a final version soon. After that stable version, I will not touch this anymore except to update in models and icons, and after that, any new ships / changes etc. I will carry on in a sub-mod. -
Re: EAW: Star Wars Realism v2.0 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
Sorry bout that. Someone else already solved it. My TEXT folder does not have the CREDITS text file inside. Make sure the folder has 2 files - my modded text data file and the default CREDITS file. It will be included in the next release. -
Re: EAW: Star Wars Realism v2.0 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
Releasing soon once I iron out all the bugs. Just curious, why would pop cap affect your building fighters and not their cost? -
Re: EAW: Star Wars Realism v2.0 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
These are the changes I've made so far. ---- Capital Ships' rate of speed reduced from first adjustment. Was too fast. It is still faster than default turning. All advanced fighter squadrons costs down from 500 to 450 to help Rebels against TIE swarms. Corvettes now take less damage from frigates and capital ships. They still die fast if you leave them stationary. Carrack Cruiser RoF reduced slightly. Slave 1's Harmonic bomb reduced from 600 range / 300 damage to 390 range / 85 damage. For comparison, X-wing has 90 health, A-wing 70 health and Y-wing 110 health. All gunnery crews have been given basic training. They should now be able to hit the broad side of a barn. (Default EAW had frigates and corvettes with 70 inaccuracy against capital ships) All space structures now prevent hyperspace jumps too close to them. They do have a mass shadow after all, and hyping into one is not a smart idea. If you own the structure, your navigators will be able to plot a more accurate jump and the mass shadow does not apply. All heavy turbolasers no longer target fightercraft. This made winning the AI too easy when they stupidly aimed their big guns at fighters and ignored capital ships. Skirmish starting credits can be set at 20000 now to address the issue of the AI being boring early game as it spent most of its credits upgrading in the first 10-15 minutes. Simply set this higher to see the AI throw bigger ships your way faster. Rebel Interdictor now has a unique description. Req. by Many People. Venator can now be purchased from Pirate/Merchant spacedock in Skirmish. Skirmish Space Station Upgrade shifted to research queue so that AI will build more units to fight with. -
Re: EAW: Star Wars Realism v2.0 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
Only TIE fighters are unlimited, and they still spawn at a fixed limit - e.g. for the Vic it spawns 2 TIEs 1 bomber. After 4 bomber squadrons die it spawns no more. Once the 2 TIE squads die it respawns 2. At any rate, I do want to keep the unlimited TIEs in - the Empire is about overwhelming numbers. I'll work something out. Anyway, as for the corvettes against bombers/fighters, you can't just leave them alone. Because only 2/8 guns can aim in the rear, and eating torpedoes will get the corvette killed. What I do is use corvettes in pairs, and keep them moving. Torpedoes keep missing if they are moving, and I get the corvettes to fly towards each other, then double back. I killed 6 TIE bomber squadrons this way. And on the flip side, I used 14 TIE fighter squadrons to take on 3 corvettes - all the TIEs died, and only got 1 corvette into the red. Besides, shouldn't you be using Rebel Fighters to help take out the bombers? The rebels are about having strong fighters. Just place a single A-wing with lure ability active, and all the bombers will ignore their bombing runs. -
Re: EAW: Star Wars Realism v2.0 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
I won't want to play with the scaling and speeds very much, because of the way hits are made. A Petro Dev said as much, that if you change speeds and scale too much, it becomes impossible to hit for e.g. fighters, because they are too small. Same if their speed is too high, nothing will hit. Then to rebalance, you need to change all the projectile speeds, accuracies etc and a new balance may never be reached. I don't know why your FR dropped so much though. I made changes for 2 main reasons: SW Lore (X-wing torpedoes, Capital Ships slugging it out), but also for gameplay and balance (Modified Ion Cannon, Interdictor for both sides). And I was able to balance it mainly because I worked from the balance Petro already had. To totally change the basis of that and rework balance, fraid that's too much work for me to want to for little gain.