
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
Turner > Nice info! If someone comes up with a model for that ship I'll replace the Rebel Interdictor with that. Necro > I won't be using the laser enhancement mod beams. While they look cool, SW beams in the movies don't look like that. Falcon > Yep about targetting. I fixed that issue already, just seeing what else crops up before I release an update. Hopefully, the next release will be fine and I won't need to do any updating for a while. Basically in the next update, heavy weapons will not aim at fightercraft. -
Re: EAW: Star Wars Realism v2.0 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
If you notice, the Empire 'A-wing' is the TIE interceptor. Most of which is modelling issues, which is why I re-used some pictures and models. I made the torpboat 1701 to differentiate it from the gunship in the build menu since I haven't been able to modify the .tga files yet to make it look different. I'll take your suggestion for the Interdictor, it's abilities are too important for balance IMO. Yea, about the AI. If you play without heroes enabled the AI will save up more cash for capital ships, so that will help. I've done some changes to skirmish building to get the AI to throw out more units, but it seems that they are following a fixed build list, which is limited by them upgrading the space station. -
Re: EAW: Star Wars Realism v2.0 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
Empire ships should be strong. The torpedoes the Acclamator fires is not the ones the bombers fire, and thus only deals 1/3 of the damage (default EAW settings). Since now all hardpoints are 2x-3x hardier, it isn't that strong as well. If you want to remove it, under SPACEUNITSFRIGATE, look for acclamator, look for hardpoints and delete the torpedo hardpoint. -
Re: EAW: Star Wars Realism v2.0 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
Hmm Silva. Normally I get the CTD when I screw up the XML code. And 2.0 worked fine for me, and at least 1 other person. Not sure what went wrong for your side. -
Re: EAW: Star Wars Realism v2.0 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
Because there are new units involved, please feedback to me how they perform. Also, for those who DLed v2.0 before this thread was posted, re-download it. Some last minute changes were made. Captain Data > Sometimes the server will mirror the file. Refresh after a minute. You can then select the server and DIRECTLY below that server selection dropdown box will be a big download button. Just click and it downloads - no registration required. Also, if anyone has difficulties with DLing the file from Filecloud, Petroden has the mod available for DL @ http://www.petroden.com/eaw_game_mods.shtml . At the moment, v2.0 is not available yet, but it should be as soon as Lion knows about this. -
EAW: Star Wars Realism v3.0 (Space Combat) Description EAW v1.2 mod to bring space combat more in line with my experience from the movies and the EU novels (particularly Rogue Squadron), as well as balancing gameplay elements. Fighters are now more useful, and broken / overpowered units such as the Ion Cannon / Assault Frigate have been balanced. Modded for Skirmish, but all space unit changes transfer over to the Story / Galactic Campaign modes. This mod is intended to be a plausible replacement for stock EAW space combat and space skirmish. Download Link http://www.filecloud.com/user/files.php?category_id=386624 (834kb .zip) Mirror - Petroden (Thanks Lion!) http://www.petroden.com/eaw_game_mods.shtml Installation Unzip the zip file, transfer the XML & TEXT folder inside to your EAW/Gamedata/data folder. To uninstall, simply remove / rename the XML folder and replace the TEXT folder with a backup. Refer to the FLEET readme file for installation instructions for that gameplay mode. IMPORTANT: BACKUP YOUR ORIGINAL TEXT FOLDER AS THIS MOD WILL OVERWRITE IT. Major Gameplay Changes Smarter AI targeting, more aggressive Skirmish AI. Fighters dogfight and launch attack runs, lasting longer against anti-fighter corvettes. Many fighters now have missile weaponry e.g. X-wing & its signature proton torpedo. Capital ships are now deserving of their name, taking immense firepower before dying. Superweapons now balanced; using them is a tactical consideration instead of a no-brainer. Skirmish settings changed; slower income, better buildable structures, stronger stations. Rebel starfighters have strong firepower, as they should be. The Empire has strong capital ships and TIE swarms, as it should be. Many changes to heroes and almost all ships. Power to Weapons and Shield Boost reworked to be more useful / less abusive respectively. Some SP campaign changes as requested (slower hyperspace, longer hero respawn). New Units TIE Interceptor Squadron, Empire Carrack Cruiser, Empire Corellian Torpedo Boat, Rebel Repair Tender, Both (not exactly new) Interdictor, Both, Limited to 1 per player, increased reinforcement prevention radius. New Skirmish Gameplay Mode Introducing FLEET! Deathmatch. No resource collection. No time delays. Big Fleets. Epic Battles. History Decided to play around to satisfy my urge to see a more Lore-linked space combat. Eventually the changes kept growing until I decided to make it accessible to everyone for feedback and to enjoy a better game. I also made changes that were balancing in nature, and might differ from lore somewhat. Can't stand ground combat though. Future Plans Placing custom models, icons & sounds when they are available. Unless there are major bugs, this will be the last major update, gameplay wise. I will still carry on modding in stuff in future, but not under SWRealism. It is complete, except for models, which will be inserted at a later date. SWRealism is GOLD! Thanks for your support & feedback! I hereby grant anybody the right and privilege to utilise my mod for their own EAW modding purposes and use. All I ask is for due credit to be given to me for the code and features used, and that you just send me a PM over the forums to let me know that you are using it. ~MistenTH http://img74.imageshack.us/img74/3732/awingconcmissile7ls.jpg http://img82.imageshack.us/img82/4680/torpedoesaway7jp.jpg http://img74.imageshack.us/img74/6799/clash7sw.jpg http://img220.imageshack.us/img220/104/escortxwing5ji.jpg http://img220.imageshack.us/img220/2486/moncalunderfire25xc.jpg
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EAW: Star Wars Realism v1.1 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
Captain Data > I wasn't aware that filecloud needed registration to download. Try again? Thanks for the feedback guys. I incorporated some of your requests as well, such as better mobility for capital ships, corvettes that aren't toothpicks and some campaign requests such as slower hyperspacing and superweapon recharge. Stay tuned, I'll be releasing v2.0 tomorrow! That's right, there is so much new content that it's now v2.0! What's in store? Teaching an old dog new tricks -Corvettes last longer, anti-fighter variants should perform better at their role - despite no increase in dmg -Capital Ships more epic, with the largest ones costing more to obtain - but well worth it. -Space cap +5 to all -Space stations ~30% more HP and damage -Interdictors limited to 1 per player, available to both sides -Skirmish income reduced; Structure HP up; Defence sat cost down. -Artillery ships now deal reduced damage to fighters - a TIE fighter can survive one blast. New Content -TIE Interceptor Squadron, Imperial (Die X-wings!) -Carrack Cruiser, Imperial (Dominant Ion Cannon Weaponry) -Torpedo Boat, Rebel (Devastating torpedo volley, requires some micro) -Repair Tender, Both (Corvettes & Fighters can be brought back from the scrap yard) -
EAW: Star Wars Realism v1.1 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
Personally i find hunt for enemies a rather useless ability. The A-wing's lure starfighter is strange I agree but at the moment there's no known way to add new abilities. Maybe a speed boost, which is possible. If it were ever possible I would make proton torpedoes an X-wing activated ability instead of auto as it is now. However, lock S-foils is just too cool and makes me not want to take it out =[. By missile corvette are you referring to the marauder/broadside or the corellian gunship? The Long Range ships are pretty fragile, and since fighters and ships in general are stronger, it shouldn't be too hard to kill them. And again, the Corellian Gunship's missiles aren't as strong anymore since most capital ships get 2x-3x more health for their hardpoints. -
EAW: Star Wars Realism v1.1 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
All ion cannons and the Y-wing's special ion shot deal shield damage and energy damage. I only removed energy damage for the Y-wing's 360 ion turret because it would make the Y-wing overpowered. -
EAW: Star Wars Realism v1.1 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
Shock > Actually, I didn't arbitrarily raise the ship's total health just like that. I actually looked at the original Ship's tactical health, then simply totalled the hardpoints up to meet that number. Also, in my upcoming build, the Skirmish income is now halved, which means that saving up for that large ship might cost you badly. But I think I will give a health boost to the Vic and Assault Frigate. Cost wise, the largest ships cost 1.5x the heavy frigates, which I think is ok. The heavy frigates don't really lose out that much. The AF2 has 3 enhanced turbolasers and 2 laser cannons, and the Vic 3 fast-firing heavy turbolasers and an ion cannon, and TIEs. Necro > The ion turret on the Y-wings does shield damage ONLY. It used to be like the normal ion cannons, but when attacking ships, I noticed that a Y-wing swarm would simply ion a ship to uselessness, which is why I removed that ability. So the ion shot ability is still useful. Keep those comments coming. I should be able to release the next version tomorrow, so if you see some major problem, let me know so that I can tweak it! -
EAW: Star Wars Realism v1.1 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
The ion cannon does 3000 shield damage. No capital ship has more than 3000 shields, so they will be totally drained anyway. I didn't want it to be higher because it's too unfair an advantage for the Rebels when they use it on the Empire's station, which at level 5 only has 9000 shields. Oh yes, one more thing on ship mounted ion cannons. Once shields are down, they will attack the ship's energy. And the ship requires energy to recharge shields (5 energy to 1 shield) and usually, 10 energy to fire 1 shot. The ion attack will reduce the ship's Rate of Fire as a result, and if sufficient ion cannons are firing on the ship, it will have 0 energy, which causes it's movement to drop to like 50%, and not be able to fire at all. -
EAW: Star Wars Realism v1.1 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
Shockmesane > Yah, I agree that corvettes were a little weak and I was tweaking it a bit. But I think that that is the way I want them to be. They shouldn't be on the front lines, and should be slightly behind the big ships to provide support. Otherwise they can move out front, smash all the fighters at little risk. But I have given them a small health boost. I'll check out the Heavy Frigates vs Capital Ship balance. Probably I'll increase the cost of the Capital Ships. My modded ion cannon still drops movement speed, and fire speed by 60% for 60 seconds, so it is still useful to use it. Also, I am introducing the Carrack Cruiser for the Imps, which is excellent at downing shields. And a torpedo boat for Rebels, to take down the tougher Imperial Ships. I think I'll want the big ships to be lumbering giants, and pretty boring in what you can do with them. It will be the smaller, more fragile support ships like corvettes and fighters that will determine whether an equally matched capital ship force will win. I may not up shield regen - it may cause problems for a rebel ship against the acclamator since it can penetrate their shields. -
For the ship you want to give to the pirate, e.g. Nebulon-B, under SPACEUNITSFRIGATE.xml, look for the Neb-B, change Affilation from :: Rebel :: to :: Rebel, Pirate:: Then goto the starting planet in the planet XML and write in the Nebulon-B using the same syntax, just look at other planets for examples.
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EAW: Star Wars Realism v1.1 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
Nice one redeye, it's quite easy to play with the XML. Feel free to play around if you want. Necro > Well I was initially interested in just modding space combat, but I'll see about modding hyperspace speed later on. It's quite simple. Every single space unit has a Hyperspace Speed. You just need to change the value. Of course, you need to change every single unit's speed, but they all travel at the speed of the slowest unit in the fleet. -
EAW: Star Wars Realism v1.1 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
Ok figured out why the Acclamator spawned with it's nose blown off. I initially wanted to make the concussion missile launcher a non-destructable hardpoint, and deleted all the lines that made it appear. I did not place a substitute, so there was no data to build the nose. But the concussion missiles work, so no problems. It'll be fixed in my next build, coming soon! I realise now that capital ships are truly engaging in slugfests, with the larger ships taking as long as 5 minutes to be destroyed even while being fired upon by say, 1 Mon Cal and 1 Assault Frigate. To compensate, I'll be reducing fighter build times so that more of them can be used to better kill capital ships, and the mid-range ships will be designed to speed up destruction of capital ships. I'm introducing the Carrack Cruiser (using tartan model) for the Empire, and a Light Torpedo Boat variant (using Corellian Gunship model) for the Rebels. Should make things a lot more interesting. -
EAW: Star Wars Realism v1.1 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
Sure shock, I can change the cooldowns and the interdictor limit. However, I can't find a way to modify lucky shot, it's not in the usual places. I'm afraid until then the best way is just to agree on rules or disable heroes. -
EAW: Star Wars Realism v1.1 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
Yes Veldrin, everyone must have the SAME files in order to play any mod. When playing campaign, the modifications are all present. However, skirmish settings which I changed such as skirmish build costs will not be present. And for the moment, I am introducing new ships in the next update, which I can enable production in Skirmish, but have no idea how to enable production in the campaign. Help, anyone? Also, since the larger capital ships take as long as 5 minutes to be destroyed in my current build, I'll be gearing the mid-range ships to be better at taking them out, while reducing fighter build times so that massed fighters can be used to take out capital ships. -
EAW: Star Wars Realism v1.1 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
Bel Iblis > The bombers have that as a default setting, I have no idea what it does though. Lion > Sure! I'll let you know of any updates in future. And just to let everyone know what I'm doing right now: Going to try adding in new ships with differing abilities to increase strategy. Such as the TIE-Interceptor, Carrack Light Cruiser (mass ion cannons), a ship similar to the Hapan Battle Dragon with its massed energy fly-bys and a repair ship that repairs small craft. To those who tried, what do you think of the capital ship and fighter balance so far? -
EAW: Star Wars Realism v1.1 (Space Combat) Description EAW v1.2 mod to bring space combat more in line with my experience from the movies and the EU novels (particularly Rogue Squadron), as well as balancing gameplay elements. Fighters are now more useful, and broken / overpowered units such as the Ion Cannon / Assault Frigate have been balanced. Modded for Skirmish, but all space unit changes transfer over to the Story / Galactic Campaign modes. Download Link http://www.filecloud.com/user/files.php?category_id=386624 (128kb .zip) Installation Unzip the zip file, transfer the XML folder inside to your EAW/Gamedata/data folder. To uninstall, simply remove / rename the XML folder. Major Changes from v1.0 Capital ships are now deserving of their name (more health). Many minor tweaks to damages, heroes and more health to buildable structures. Elaborated Changes (Some, not all) Fightercraft overall more useful - able to last longer against Corvettes. Corvettes actually killable by bigger ships. Ion cannon now balanced - drains 3000 shield instead of 45000. X-Wing fires proton torpedoes! (non-penetrating) A-Wing fires concussion missiles! (non-penetrating) Y-wing's mounted turret actually fires 360 degrees now. TIE Bomber fires concussion missiles! (non-penetrating) Power to Weapons / Shield Regen abilities modified to be more usable. Frigate class vessels now have better firepower and health. Tweaks to heroes. History Decided to play around to satisfy my urge to see a more Lore-linked space combat. Eventually the changes kept growing until I decided to make it accessible to everyone for feedback and to enjoy a better game. Can't stand ground combat though. Future Plans Additional ship types to diversity gameplay, such as fast moving capital ships for flanking, ships that fire devastating broadsides but then have to recharge and missile boats etc. Getting new models etc in once people make them (cuz I can't). Whatever ideas or suggestions I get ;D ~MistenTH
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EAW: Star Wars Realism v1.0 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
In the Skirmish gameplay mode, both sides start with space stations. Necro> Just got a new version done, the Hypecannon does about 2/3 damage to a Nebulon-B. Bel_Iblis > Well if you know any neat stuff it'll be great. I'm trying to figure out if repairing is possible in a tactical map, and how to modify the unit descriptions to reflect the changes I made. Not sure where they keep the encyclopedia files. And now, posting v1.1 -
EAW: Star Wars Realism v1.0 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
Argh sorry the link is fixed now. The forum truncated the URL so it didn't work. My mod is primarily for Skirmish, but can be used for normal play. If you want to know why I did what I did to the Ion Cannon, load up a Skirmish game, play as Rebel with superweapons. Then attack the Imperial Space Station with the Ion Cannon. End result: The Space Station loses all shields, and does not fire at all for 90 seconds. Do you think that is fair? -
EAW: Star Wars Realism v1.0 (Space Combat)
MistenTH replied to MistenTH's topic in EAW Mods General Workshop
The ion cannon does 45000 shield damage and totally paralyses a space station or capital ship for 90 seconds, and can be ready to fire before then. An L5 Space station only has 9000 shields, and no Capital ship has more than 3000 shield. That is why I reduced the shield damage to 3000. The rate of fire penalty was dropped as otherwise this would make space stations useless. Fighters typically died too fast to corvettes, even just 1 corvette. Did some changes to spice things up, try it out and see if it's what you think