February 26, 200620 yr the problem is you cant fit all the guns as hardpoints say the isd's 60 turbo lasers which are fit into 2 in eaw while the nebulon also has 2 in eaw...but only 12 from the info i read. the only way i could think of doing it is having the isd do 5x the dmg of the others :\ Edited February 26, 200620 yr by Cain
February 26, 200620 yr i guess we could make the hardpoint contain many diferent weapon launch bones.. and model more turbo lasers and u can call it a turbolaser battery array or group http://www.swgbex.com/sig.jpgHehe IA 2 venator
February 26, 200620 yr Author but how much is an array as it'd have to be the same across all ships D: in which case if its say 6 or whatever has the least amount lets for now say its 6 it means the isd would need 10
February 26, 200620 yr u could make it 20.. or 30or u could add more hardpoints.. no problem .. unless u have too many hardpoints http://www.swgbex.com/sig.jpgHehe IA 2 venator
February 26, 200620 yr Author naa look at the isd, its pretty full and its got 4 turbolaser hard points...out of 60 and it cant be 20 or something so big since that means a 12-turbolaser nebulon-b would be well..missing 10 maybe but then u need 6 on an isd :\ another problem is smaller ships! a carrack has 20 ion/laser, 10 turbolasers and 10 tractor beams :\
February 26, 200620 yr No you have it wrong, they are BATTERIES. Weapon batteries are large groups of weapons. http://img20.imageshack.us/img20/3488/zersigef1.jpg
February 26, 200620 yr Author yes, but they should be same amount in a battery for every ship. one ship doesnt have 15 in one battery another 60. if that were the case it'd be only 1 hardpoint
February 26, 200620 yr Well it could be done by adding more hardpoints, but it could perhaps more easily be done by having the hardpoint fire more pulses. There is also no real need to have a uniform 'hard point type equaling this many weapons'..just do it on a ship by ship basis so that it all balances itself out in the end. 'All that evil needs to triumph, is for good men to do nothing.'
February 27, 200620 yr You can make it where each battery is actually 15 Turbolaser cannons. 15x4=60, which means each hardpoint is actually an array of 15 turbolasers on the ISD. A question: What's the difference between the VSD's supposedly "enhanced" turbo laser batteries as it says in it's description to the regular Turbo laser batteries on the ISD? If there really is a difference between the two, perhaps you can mod it to where the "enhanced" turbo laser batteries is actually the 15 tubolasers, and the regular turbo laser batteries are just 7 turbo lasers....... An easy way to put say 2 Turbo laser battery hardpoints on a Nebulan B frigate to equal 14 Turbolasers (big whoop, 2 more than the lore) and only have to put 4 hardpoints on the ISD to = 60 individual Turbo lasers.
February 27, 200620 yr Well for starters, the ISD has Hvy TL's, where as the VSD has regular TL batteries. Of course it seems alittle odd that the ISD would have such a small amount of TL's...but then they are all Heavies. And though it doesn't say it in practicaly any info I've come across, at least 40 of those Hvy TL's are arranged in Quad TL Batteries. 'All that evil needs to triumph, is for good men to do nothing.'
February 27, 200620 yr 'Enhanced' simply means that in GAMECONSTANTS.xml, these turbolasers get a higher damage multiplier ratio than the normal frigates. EAW: Star Wars Realism v3.0 - a mod that improves the realism, balance & gameplay from the default EAW Space Combat & Space Skirmish. Introduces a FLEET! Deathmatch mode. http://pff.swrebellion.com/index.php?topic=2763.0http://www.lucasforums.com/showthread.php?t=161089 EAW: Tactical Command - a Space Skirmish mod that seeks to bring tactics to EAW. Also introduces Scenario play. http://pff.swrebellion.com/index.php?topic=3136.0http://www.lucasforums.com/showthread.php?t=162569
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