There isn't one; you'd have to create it. Use HARD_POINT_ENABLE_SPECIAL_ABILITY and point it to the superlaser ability.I would like to do this, to me it seems the best alternative for the moment. Again, though, how do you do it? I have not been able to find this hardpoint in the Hardpoint xml for some reason...You could make it a targetable hardpoint as a one-off, but that would be too obvious.
Replying to Sovereign-class sucks?
Topic Summary
Phoenix Rising
Posted 21 December 2009 - 07:27 PM
Kaleb Graff
Posted 21 December 2009 - 02:10 AM
It's in Hardpoints_Space.xml. What I'd do is make the hardpoint half the strength of the hull, and cut the hull by 50%. If it works like I think it will, that should simulate it being rendered inoperative. Then again, I'm just guessing.
anakinskysolo
Posted 21 December 2009 - 01:09 AM
You could make it a targetable hardpoint as a one-off, but that would be too obvious.
I would like to do this, to me it seems the best alternative for the moment. Again, though, how do you do it? I have not been able to find this hardpoint in the Hardpoint xml for some reason...
BansheeMalthus
Posted 20 December 2009 - 10:38 PM
Also, being older post, but I did not see this solution for"warping/hyperspacing in fleets one at a time"... Pause the game, bring in your reinforcements, unpause. they all come in together. Note you MUST have at least 1 unit in game, preferably decent sized to give the space needed to bring more in.
Kaleb Graff
Posted 20 December 2009 - 10:17 PM
You could make it a targetable hardpoint as a one-off, but that would be too obvious.
anakinskysolo
Posted 20 December 2009 - 09:14 PM
Old topic, isn't it? Just wanted to find out if anyone knows how to make the Sovereign superlaser destroyable, as it would somehow balance this a bit.
Phoenix Rising
Posted 11 October 2008 - 04:36 PM
2+ years of modding EaW.Ah, I see Never knew this... BTW, where do you take this info from?
keraunos
Posted 25 September 2008 - 11:28 AM
Ah, I see Never knew this... BTW, where do you take this info from? I assume it's hard to tell by the looks of it (I thought it's simply some kind of fixed value), so did you asked devs?
Thanks a lot, this will surely help
Thanks a lot, this will surely help
Phoenix Rising
Posted 24 September 2008 - 11:44 PM
Yeah, exactly. Inaccuracy is an angle, so if you adjust scale, more or less shots will hit.
keraunos
Posted 24 September 2008 - 11:14 PM
Is it? I thought that weapons accuracy is based on 'accuracy vs class' and 'class' stats :oRescaling ships is tantamount to changing their stats. That's why the scale in EaW was so bad, X-wings aren't 50 meters long and Tartans (apparently) aren't 150 meters either. Scale is effectively a defense rating for how difficult it is to hit something, so if you're changing scale, you're making that unit better or worse. That's why everything in PR is always to scale, regardless of how much the engine hates it.So IMO rescaling ships should help, as it limits visual experience a bit, but gives more tactical control over battlefield.
If what you're writing is right, then I start to respect EaW/FoC more I'd really like to know this, as I even started to adjust various ships accuracy according to RPG stats in my suspended mod (Realistic Star Wars)