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keraunos

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Everything posted by keraunos

  1. Did you think about modding the campaign further? I enjoy your mods and I don't have much time to mod by myself
  2. Try using combo of 4 Vics and 4 Tartans.. or 3 ISD and 4 Tartans. Enemy fighters/bombers can't do a thing, they simply get chewed up. And then your spawned light ships can destroy most enemy capitals, while SDs will destroy corvettes. Far too easy as your enemy can't destroy your heaviest ships (unless he'll bring some MCs) That's why I think: 1) fighters/bombers should be improved both in quality (bigger HPs/shields - esp true for rebels) and in quantity (decreasing pop capacity to 0.5) 2) corvettes should be weakened - is there any other ship that can destroy his enemy in like 3-4 seconds? 3) ISD should have stronger shields - to encourage Rebellion to use Y-Wings (in campaign I rarely used them - replacing lost squadrons after each battle is resource- and time-consuming; it's very easy to lose them).
  3. Add what? If you're talking about space pop capacity, then yes, they are equal, 50. If you are talking about fighters spawning, then no, only empire still spawns (rebs = starbases). If something else - be more specific ;D
  4. Ooops. (censored) was created becouse I used shortcut for Assault - first 3 letters . And basicly number of units stays at the same level - space population capacity has also increased, it's 50 for both rebellion and empire (empire got this bonus becouse it now has much weaker fighters). The real effect is that units like fighters, bombers, space commanders - cost 0.5 population. As they fall victims of enemy corvettes too fast (although much slower - thanks to MistenTH work), they at least can do some damage before they're gone. So this mod give bigger "punch" for the Rebellion, allowing it to finaly forge space victory without big handicap - earlier it was losing too many X-Wings etc. I know what am I talking about - I destroyed over 50 X-Wings in one battle. Multiply this number by cost and you'll realize why rebellion face money problems.. And now they are much better armed - now you can even take out corvettes with many fighters..still I wouldn't advise it ;D
  5. I've comed to quick thought - why some diffrent mods use various numbers to depict number of fighters carried by ships. Many of these mods aim at "SW realism". But the point is that we know how many fighters each starship carried. Why not to use these numbers and try to balance strenght and weakness of both sides? All I mean is that both forces can win in SW world - that's why it's so good for strategic game. I like Zahn approach to SW world; there is much more realism and logic, side does not lose becouse it's bad but becouse it made some bad strategic mistakes. I miss this approach, and many mods unfortunately lack it - Imperial superiority often comes from endless masses, not general toughness of Imperial SDs. Also one of the most important things is that they should be very vulnerable to small Y-Wings (which they are), but also Rebellion should be able to keep it's Y-Wings flying long enought to make a diffrence. I want to advertise you great MistenTH's mod (Star Wars space realism), and also my modification . But also begin a discussion on numbers, strenghts and weaknesses of both sides that could be better depicted in mods
  6. I've decided to start another topic with my changes - this way they are easier to find. Here's the link http://pff.swrebellion.com/index.php?PHPSESSID=222j0cnuk8crri90j8h4rpom27;topic=3145.msg44856#msg44856
  7. Some improvements for this mod, Instal the one you wish (also remember to install previous versions, as only changed files are included): 2) -all space units cost doubled (except ftr/bomb): ftr/bomb 1 pop; corvette 4 pop; frigate 6 pop; capital 8 pop -space station modified - pop support doubled, decreased number of rebel spawned units to match Imperial ones, number of corvettes/frigates respawned reduced to 6/4 per unit. 3) Empire spawned TIEs changed: ISD: 3 (20 res) VSD: 2 (12 res) Acc: 1 (6 res) 4) squadrons changed to be more realistic Empire (SW world squadrons multiplied by 4 = feeling of Imperial numerical superiority): ISD: 3 => 4 (16 TIEs) +1 (4 Interc); +1 pop cap VSD: 2 => 2 (8 TIEs); +600 shield (=> 2000) Acc: 1 => 1 (4 TIEs); +500 shield (=> 1200) Rebellion: Home 1: 1 (4 X-Wings) + 1 (2 A-Wings); +1 pop cap MC 80: 1 (4 X-Wings) + 1 (2 A-Wings); +1 pop cap Assault Mk2: 1 (4 X-Wings) Nebulon: 1 (4 X-Wings) Original topic:http://pff.swrebellion.com/index.php?topic=2763.0 EDIT: Of course you have to download MistenTH's mod first, then download my mod, unpack and overwrite MistenTHs files if necessary.
  8. You can attach your file - simply click reply, then turn on "Additional Options", then attach desired file
  9. I've read it, but I wanted to have direct permission. Also I wanted to continue your work in this thread, now everything is clear. On fractions - they didn't work. I've tried them earlier. So I've simply doubled pop capacity of space ships and space stations, planets and soldiers stay at the same level. And I can clearly see your goal, that's why I enjoyed your mod very much. However, even now game is much more difficult for the Rebellion. I'm the Imperial guy and I want to face more difficulties . On TIEs, they are weak already. But let's count number of squadron carried per ship: Imperial SD - 5 fighters, 1 bomber; Victory - 2 fighters; MC - 3-4, depends on version (Home One - 10!), Nebulon B - 2 fighters. Now add some independent squadrons for the rebellion - we get pretty high number. So I want to get closer to SW realism - give Empire tougher ships; Rebellion - more of them, with the possibility to crush tougher ships (as shields are increased, Y-Wings Proton torpedoes are now more important)
  10. I know this "edit" button very well, believe me. But usually if I post in diffrent days or with diffrent thoughts - I post them separately, so you can answer them separately (as too long posts often became unclear). I admit that my last two posts could be placed in one instead, but I wanted to make a diffrence between the thing that I already did (and, if MistenTH agrees, will share with) and some new ideas that I could implement. BTW, I've just used the "modify" button . And no offense meant, but I think we should let the moderators do their job.. ;D
  11. Ok, I've tried this mod with fighters that cost 1/2 pop point and it works perfectly. Now I think about giving Rebel frigates/capitals some X-Wings. As Xs are now very strong, I've been thinking not about altering costs of these ships, but by giving Acc and VSD +1000 shields, making tham toughter (but still very vulnerable to proton torpedos). ISD will gain it's new strenght - 1 squadron of TIE Interceptors.. EDIT: +1000 seems too much, I think I'll leave them at +500
  12. Ok, I did some modding - doubled all space units pop cost, brought fighters/bombers back to 1/2. Also edited space station - now it gives double pop support. Also weakened rebel space station, as Lv 5th gave 10 X-Wings, 6 Y-wings and Corvete and Nebulon B, two each. Now it gives same amount as Imperial SS. SS's Corvettes/Frigates reserve limited to 6/4 per spaceship available However, Misten didn't replied yet - I hope he will agree to post his modified mod..
  13. Hi! I must admit I enjoy your mod very much, but there are few things I would complain: 1) fighter squadrons that cost 0 population! Rebellion can now crate superstacks of fighters/bombers. It's far better to have small ships cost 1/2 or 1/3 population. I know you can't do it directly, but you can double/tripple all units pop capacity, and double/tripple space capacity, and finaly double/triple space station population cost. Land units and planets stays at the same level. 2) Endless fighters. Now you can send wave after wave. I'd give empire some high number of reserve ones (probably double/tripple again ), it will be much but still some exact number. 3) If realism, then realism Rebel capital/frigates are suppose to carry some fighters to battle. We know how many squadrons carry Nebulon B (2) and Mon Calamari (I assume it's MC 80, so 3). I decided to give Assault Frigates 2. After doubling (simplification 5 fighters=1/2 squadron) we have total 4 for frigates, 6 for MC. To balance things out it will only carry X-Wings, And will only launch 1 and 2 units at a time. Everything for slight cost upgrade (+300 for frigates, +500 for MC) Now some pros:I must admit there is real balance in your mod. I esp appreciate balance with corvettes. Also new units are cool. Same things with minor tweaks (longer respawn time for heroes, super weapons importance reduced).. Anyway, are you interested in merging our mods? I can do the coding if you wish.. Here comes the link http://forums.filefront.com/showthread.php?t=245265 EDIT:I'd like to ask for your permission to slightly modify your mod (changes included above) and place my work here, so anyone who wishes may use them.

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