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keraunos

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  1. And I'll treat all shields as particle shields. The problem with torpedoes now is that ships & starbases now have only few hardpoints, so you can kill some hps pretty quick. I always first destroy sbs hangars & shields or ships shields. Now it's faaar to easy. Mainly becouse you also have some free (spawned from ships) bombers to spare.. Another effect is that ships can take more beating, so strategy is now more important. It also stresses importance of ships's big guns, especially for an empire. Most battles were won by destroyers turbolasers, not TIE Bombers : (I'm not talking about tricky Rebel scum, of course )
  2. I want to base my mod on SW RPG D20, so I'll take values and costs from that game (with maybe a little tweaking). For example, if X-Wing lasers do 6 dmg, then protons will do 9. Also I'll change conc missiles corvettes, so they'll be pretty powerful, but short range only (fixes AI problem, as it cannot fight them properly) And maybe Invisible Hand first took Venator's shields ;D EDIT: Lost of Executor wasn't "Lucky", it was a tragedy for galaxy > Seriously , in terms of SW world it's reasonable. Shields can be weakened and then the generator could be destroyed..
  3. Do you mean in-game or also in "SW realism". I'm a little bit confuesed If they could go through shields, then think about battle of Endor: 1) Why fighters didn't attack DS with Proton torpedoes 2) Wouldn't it be easier do destroy SSD Executor by firing prot torps into their bridge instead of crushing into it? Also, I think that now destroying capships is far too easy with proton torps. Same thing with Starbase - even high level ones will fall easily if you destroy fighter bay & shields using proton torps. That's why I'm going to remove it..
  4. Now I've been reading through previous topics and few more question arises: 1) "SW Realism" & proton torpedoes. Should they go through shields? I'm thinking about making shields impassable to all weaponry.. 2) Could someone find offsets for 12-fighters strong squadrons (in a single unit)? I remember I once found them but I can't find it now EDIT: I'm also wondering should I mod Zahn's faction or get rid of them completely. If I'll mod them I'll need to remove their starbase. I'm thinking about giving them pirate bay I'm also thinking about getting rid of all "Mass driver" weapons - IMHO they don't "fit" SW world
  5. Yesterday I found UEAW 1.4, which does most of the things I want to have and will be quite easily moddable, so I think it'll do for me Thanks for help Also yesterday I encountered strange thing - I had small fleet (Ackbar, MC, 4xMK II, few corvettes); I Raided a system so no starbase, only 3-4 VSD left. Then I attacked, destroyed them. Something like 2-3 enemy squadrons left, and I didn't want to look for them in nebulas so I picked autoresolve and....I lost MC!! WTF?! BTW, I assume shields are still used, as I don't see any other value that could serve as a replacement. Am I correct?
  6. So what's the diffrence between: 2500 and 8500 2000 ?? And thanks Now I know what to mod
  7. Tried already, and for the 3rd the answer is "yes" Here's the code if anyone wishes to use it: TIE_Interceptor, TIE_Interceptor, TIE_Interceptor TIE_Interceptor, TIE_Interceptor, TIE_Interceptor TIE_Interceptor, TIE_Interceptor, TIE_Interceptor TIE_Interceptor, TIE_Interceptor, TIE_Interceptor 6 60.0,0.0,0.0 0.0,30.0,0.0 0.0,-30.0,0.0 -60.0,60.0,0.0 -60.0,-60.0,0.0 -30.0,0.0,0.0 However, checking 1 and 2 will be much more time-consuming, and I don't have much time to spare So I'd be grateful if someone answer
  8. It's been a while, but now I'm back To both EaW (now FoC) and this forum I'm looking for a way to add more "SW-realism" to FoC. I want to base it on SW:RPG stats and expanded universe info, plus I want to change it as little as possible. So I won't add any new starships, only modify existing ones (with exception - modding Tartan's stats into Lancer). I also want to rework Zahn completely - limit him to Frigates at max, and base his starships more on quantity then quality, so he'll have more problems with pop limit then money (as he is extremely rich anyway) I know which files should I mod, but I have few questions: 1) For capships, there are many values for HPs. In main entry there is: 8500 2000 But also each individual Hardpoint has it's own HP. Ship is destroyed along with it's last Hardpoint, right? So what if sum of all Hardpoint's HP is diffrent then values above.. 2) Same thing with damage. There is a value with ship entry, and there is damage in Projectiles. 3) Squadrons. I know how to make ships spawn fighters (for Rebellion), but I want them to be 12-ships strong, with 2 squadrons of 6. I noticed this lines for stormtroopers: Imperial_Stormtrooper_Squad Squad_Stormtrooper, Squad_Stormtrooper, Squad_Stormtrooper, Squad_Stormtrooper, Squad_Stormtrooper, Squad_Stormtrooper, Squad_Stormtrooper, Squad_Stormtrooper, Squad_Stormtrooper 9 But in squadron files there are also: 60.0,0.0,0.0 0.0,30.0,0.0 0.0,-30.0,0.0 -60.0,60.0,0.0 -60.0,-60.0,0.0 -120.0,90.0,0.0 -120.0,-90.0,0.0 So is it possible to do it using Stormtrooper's entry?
  9. The latest save before that mission was before Vergesso one - so I assume you understand why I choose not to go back there
  10. Has anyone upgraded AI settings? Now, with better balanced units I have some problems to consider: AI. Yesterday I fought GC's final battle against Rebelion. The problem is fleet composition: Home One, 1 Nebulon-B, few X/Y/A squadrons and..around 70 Correlian Gunships/Corvettes/Torpedo Boats. Far too easy battle, AI could spent resources more wisely (not mentioning that it exceeded pop limit few times.. :) I'm interested in upgrading AI on Campaign and Battle map - on the second one, with similar forces, I rarely lose a ship as AI cannot concentrate it's fire on single/proper targets. Side question - can AI build MCs on all planets? I encountered one but I owned Fondor and Mon Calamari, all the others were turned off.
  11. Ok, now I extensively played both sides in GC - they work excellent, you can now (with proper tactics) win with both sides as it should be. Also no overpowered nor underpowered units, all have their strenghts and weaknesses; no 0 population stacks of units. That's what I've been aiming for.
  12. With my mod it was quite difficult, too. Key is speed there - you can always escape, don't worry until Fett/Tartans fire at you.
  13. I didn't mod a lot but here's my 0,02. Compare. If you want to find a proper model - use the one that is listed for other Hardpoint for the same ship. We can't add HPs now so simply add new hardpoint for an existing one, only adding things you'd like to add.
  14. I didn't notice any diffrence. I gave my heroes 999999 health and they died as fast as earlier. But the problem is that I saved at the beginning of the mission, NOT before one..
  15. 1) The files you are looking for are located in config.meg. Simply extract them (using EAWExtractor), then edit. Then copy your xml work to EaW\GameData\Data\Xml (you'll have to crate last folder). 2) Don't know, as I haven't tried modding campaign yet.. But probably you;ll want to mess up with campaign_*.xml 3) Save and check frequently, you'll skip a lot of frustration (but you probably knew that already )

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