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ship inconsistencies/issues

any and all ships welcome

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#81 Phoenix Rising

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Posted 01 June 2012 - 01:12 AM

I'm not sure we've exhausted all options for getting around the GUI yet. Until then, I'm not keen on removing units.

#82 johnchm.10

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Posted 01 June 2012 - 01:51 AM

its a shame that not even a piece of the source code, the part dealing with the UI, cant be released. that would solve a bunch of problems

#83 johnchm.10

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Posted 01 June 2012 - 04:06 AM

so i was walking my dog and i had another thought about the hanger space issue for the Neb-B
the hanger facilities on the Neb-B might be multi-leveled, with a flight of fighters in space performing patrol duty, a second flight fueled up and ready to go, the third flight being maintained and fueled up, repaired, etc. and the entire second squadron unpowered, but fueled up, if not having large jobs performed, with their pilots off the flight roster until the next duty rotation
for hyperspace travel, that single flight would come aboard
alternately, the hanger might hold a full squadron, with the other squadron on the docking ports

#84 Phoenix Rising

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Posted 01 June 2012 - 05:15 AM

Nebulon-B has been depicted launching 24 fighters in battle many times though. You can line them up in the Map Editor - there just isn't enough room for two internal squadrons if 300 meters is the correct size (which should be easy to measure against the Falcon in ESB).

#85 johnchm.10

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Posted 01 June 2012 - 06:15 AM

im not arguing its compliment. im just providing a theory about how the ship can carry as many TIEs as it does. as i said, im thinking either it has a multi-leveled hanger facility, with an actual hanger either above or below the flight-deck, like what we have on modern Aircraft Carriers, or the hanger is capable of only having a single squad of TIEs in the hanger itself, thus the ship needs to use an external rack system like the Carrack-class Light Cruiser.
we wont know for certain unless someone emails someone at lucasfilms or lucasarts and asks "say, im legally enhancing one of your games and im trying to figure out how this ship can carry so many fighters without a proper hanger...."
the issue isnt made better by the wording "[it] can carry 24 TIE SERIES fighters." oh what was that? that old frigate is launching 2 squadrons of TIE Defenders, some of the most advanced starfighters ever created?

#86 Kitkun

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Posted 01 June 2012 - 12:02 PM

Right. Rechecking the files, I see the Rebel top upgrade sits at two squads of Z-95s and a pair each of Delta shuttles and Gamma assault transports. Z-95s are already a lot bigger than a TIE. I'm not sure the Deltas would fit in the landing bay so they'd probably have to be external, and the Gammas are as big as the engine section of the frigate itself.

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#87 johnchm.10

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Posted 01 June 2012 - 03:49 PM

as a side note, in 1.1, all the ships had individual xml files. yet i cant find a single ship-xml in 1.2. are they stored differently or something?

#88 Kitkun

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Posted 01 June 2012 - 04:30 PM

You have to use a .meg extractor.

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#89 Phoenix Rising

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Posted 01 June 2012 - 05:48 PM

The shuttles are meant to be Greks and Katarns, although those are in between the DX and ATR in size. It's confusing why it would even need such a shuttle complement when it can only carry 75 marines. It could be that the shuttles are in place of the TIE complement.

#90 johnchm.10

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Posted 01 June 2012 - 08:41 PM

figure one or two Greks and one Katarn for standard usage
ok, so that readme for the MEG extractor isnt helping me. how do i use the damn thing, because im just getting a command prompt whenever i drag anything into it and it runs through it, then telling me to press any key, and then nothing happens

Edited by johnchm.10, 01 June 2012 - 08:46 PM.


#91 evilbobthebob

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Posted 01 June 2012 - 09:04 PM

Try the one here instead, it's a GUI: Petrolution Mod-Tools

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#92 johnchm.10

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Posted 01 June 2012 - 09:18 PM

thank you. so is a MEG file preferential to having the XMLs? how so?
oh, and if i were to modify the compliment of the ships, such as going from T-65A's to T-65C's, or Z-95-AF-2s to T-65C's, would that create instability in the game or should it be ok?

Edited by johnchm.10, 01 June 2012 - 09:23 PM.


#93 evilbobthebob

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Posted 01 June 2012 - 09:36 PM

A MEG file probably increases performance because it reduces file fragmentation. It also allows us to actually make custom AI work too ;)

Modifying complements will have no effect on stability unless you add hundreds of squadrons.

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#94 johnchm.10

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Posted 01 June 2012 - 10:26 PM

excellent! and to modify the individual xmls, i extract, do the mods, then insert back into the meg?
with the line <Starting_Spawned_Units_Tech...., that refers to the tech level i select when at the starting screen at galactic conquest/scenario right?

Edited by johnchm.10, 01 June 2012 - 10:29 PM.


#95 Phoenix Rising

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Posted 02 June 2012 - 03:12 AM

You could put them back in the MEG, but it'd be easier to just create a XML folder under v1.2 and put them there.

Yes on starting tech.

#96 SDS/Spencer

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Posted 02 June 2012 - 06:08 PM

one question with the acceleration of ships, when im noticing that one of my ships are being targeted by the entire enemy fleet and surronded by fighters im noticing that said ship is having an extremly hard time accelerating and getting up to any speed? is this because with so many fighters around it the ship is just like i dont feel like ramming into these tiny fighters or is it a type of bug? (note) alot of times im noticing ships dont speed up as well with their shields down..did u make ships incapable of speeding up quickly when surronded and without shields up assuming that the fighters would damage the hull even worse? if so then that answeared my question

secondly this is just really a question on what lucas arts was thinking, when they made the executer class star destroye, why didn't they ever add in some "big boy" or heavy batteries? i know they sacrificed batteries for more point defence systems againsst fighters but the only real issue with fighters was them attacking the bridge, you didn't really have to sacrifice batteries, usually on the sides, which don't directly defend the bridge to help against fighters....just a random question to see what you guys think about the executer not really being loaded with missle launchers or heavy batteries

Edited by SDS/Spencer, 02 June 2012 - 06:10 PM.


#97 Kitkun

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Posted 02 June 2012 - 08:05 PM

Ion cannons knock out engines.

And the Executor has missiles.

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#98 SDS/Spencer

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Posted 02 June 2012 - 08:44 PM

opps got the concussion missles mixed up with "torpedoes" sorry bout that, it also has a ton of ion cannons, but it doesn't have as many larger batteries that i would personally expect considering it;s seize,
but then again when thinking it over it didn't exactly have any need for the heavier batteries considering the empire had very few threats, exspecially considering naval fleets that actually had enough power to knock out an executer, only way to do that was eitehr sabotage or tons of fighters so my question was basically invalid

considering the acceleration question.. ion cannons nope...i've replayed the same battle and non of the ships im fighting have ion cannons or at least not that many...so im still confused on that part but whatever,

Edited by SDS/Spencer, 02 June 2012 - 08:45 PM.


#99 Kitkun

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Posted 02 June 2012 - 08:55 PM

Yeah, the Executor is pretty powerful in it's current form. Frankly it's more than powerful enough to take on the entire Rebel Endor fleet at once.

Even a single hit from an ion cannon takes down the engines. Probably even from fighter sized ones.

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#100 Phoenix Rising

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Posted 04 June 2012 - 03:51 AM

Yeah, even light ions will knock out engines, although if the XML tag names are any indication, it's not supposed to take effect until the ship's energy pool is drained (for which there is no bar).

I probably need to attempt another rig on the Executor-class to spread out the coverage. It's a different process when you're working with thousands of guns at a time though.



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