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#21 a.fake.name

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Posted 22 May 2013 - 07:55 AM

Assuming it's something notepad can open up like most of EAW it oughta be pretty easy to do, just lotta writing pretty much.

And that's why we save our files as we edit them, so we can do small bits at a time.


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#22 johnchm.10

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Posted 22 May 2013 - 08:23 AM

PO has a point fake.

if you dont like it, do it yourself.

thats what im doing with some of the ships and stations. im editing their fighter compliments because i dont like having weak fighters on my ships. its an asset protection thing, and i think my modifications might be more in line with canon anyway (i.e. AF4 headhunters instead of Mark 1 headhunters, TIE Targeters being changed into Bombers, a few cases of changing Headhunters into X-wings, and in a very few cases, having a higher number of fighters to rectify any perceived weaknesses or because i dont want to have a top level fighter, so its a bit more fair, but at the same time, i still get additional power.

i feel that in order to protect its assets better, a navy would want to have its best fighter-craft and pilots aboard its capital ships, as they are expensive investments and should have some additional protection, especially for the larger craft.



#23 a.fake.name

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Posted 22 May 2013 - 08:26 AM

PO has a point fake.

if you dont like it, do it yourself.

thats what im doing with some of the ships and stations. im editing their fighter compliments because i dont like having weak fighters on my ships. its an asset protection thing, and i think my modifications might be more in line with canon anyway (i.e. AF4 headhunters instead of Mark 1 headhunters, TIE Targeters being changed into Bombers, a few cases of changing Headhunters into X-wings, and in a very few cases, having a higher number of fighters to rectify any perceived weaknesses or because i dont want to have a top level fighter, so its a bit more fair, but at the same time, i still get additional power.

i feel that in order to protect its assets better, a navy would want to have its best fighter-craft and pilots aboard its capital ships, as they are expensive investments and should have some additional protection, especially for the larger craft.

 

 

Well as I indicated, I do intend to poke around in the files.

 

While we are on the topic however, your little personal mod is of great interest to me.

Now if only there was a way to force the compliments to at least be from what level of ships you've got researched at that moment in the game.


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#24 P.O._210877

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Posted 22 May 2013 - 09:14 PM

Good! Excellent in fact. I encourage anyone who's put in some time to mod 1.2 to share their changes with the community, a mod is always better served when it's fan base is involved in it's ongoing metamorphosis. :xcahik_:


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#25 a.fake.name

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Posted 23 May 2013 - 01:21 AM

Prehaps people could start posting basic how-to info on the modding.

 

Primarily what info is in what files, what format it needs to be in, etc.

 

Then when we think the mod needs an update, we can make it ourselves and post it for folks to comment on.


Edited by a.fake.name, 23 May 2013 - 01:22 AM.

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#26 johnchm.10

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Posted 23 May 2013 - 07:50 AM

its barely any actual research.

 

all im doing, mainly, is to switch prototype fighters out for production models (TIE Adv. x3 into TIE Interceptors), older for newer (Mk 1 headhunters get traded for AF4's (AF4's were around in 22BBY (<a href="http://starwars.wiki...-AF4_Headhunter">http://starwars.wiki...-AF4_Headhunter</a>). which is, by all accounts, prior to the design phase of the Nebulon-B Escort Frigate. there is no reason in my mind why she would carry anything less than an AF4 if she were to use the Headhunter line.), and bringing in some canon where the X-wings are concerned.

 

in the original X-wing, the X-wing, as well as the TIE Fighter, have a speed of 100 MGLT. on the wookiepedia page for the T65B, the speed is listed as 100 MGLT, but because i dont feel like editing the fighters' speeds, and the earliest fighter to fly at said speed is the C-model X-wing, i use that model because that's the X-wing i'm used to.

 

in the case of the Adv. models. to me it doesnt make sense to have what amounts to prototype units on a main-line production capital ship. as for increasing the numbers, well, my thoughts for this are that as the ships get more advanced, the parts needed to perform certain roles become smaller. and as everything becomes smaller, you have a greater internal volume with which to employ. and i figure that with a little re-arranging, you could have a hanger capable of supporting a larger number of ships

 

2 more things id recommend

1. for the love of whoever it is you guys pray to, please, nerf the venators. the AI seems to have a hard on for them, my last battle, there was a Praetor 1 leading 4 Ven 3's and 3 Ven 4's. id be happy with a reduction in fighter compliment, stats, and/or getting rid of that damned beam weapon or their point defense.

 

2: this kinda runs counter to the venator complaint, but increasing the speed at which fighters launch from their carriers. or at least tell me where to look so i can change it, lol, and if lower numbers = faster launch times, etc

 

other gripes/ideas

when starting GFFA or any of the non-timeline campaigns, the default settings are to start all ships at their mk1/a-model/series-1/etc. levels. where can we go to change this?

same for initial forces

 

this one might help you guys as the modders with testing of new units to make sure they work (in this case, im going to talk about strictly the launch of carried craft), assuming you dont already have a quick system to test out things.

i bring this up because there is no way to make sure everything works without starting the game in full, and starting up even a smaller campaign is sometimes not worth the effort if you are just testing ships out

this idea is pretty much a "firing range" of sorts.

 

you have 4, 7, or 10 planets (assuming you keep CSA in game), set up like this

 

       3
       2
       1

       0

    4    7

  5        8

6            9

 

 

planets 1-3 are for one faction, 4-6 for another, and 7-9 are the last faction. the non-player factions would have their AI disabled so they cant attack you

the different clusters of planets are there because the UI prevents us from having any additional slots to use.

planet 0 is inhabited by, a single target. this could be whatever you want, but for my purposes, a single invincible target.. the goal here is merely to check and see if all carried craft are launching, and how quickly they are launching, and if you blow the target up before you launch all fighters, then you learn less than what you could., you can also test out the speed and maneuverability of the carrier.

you could also program the single target to be something else, or the testing material to be something else.

like if you wanted to test out different weapons or config's you could set up a target to do so here. 

you could also have range testing by having the target at either the exact center or at the exact corner edge of the map, and having concentric circles every 500 meters to test the range of weapons

since this also has a galactic view, you can also test out the build/upgrade times/costs of the ships/stations at the planets, if you want to mod the planets or the times/costs.

you could also have the AI reactivated so you could test your defenses.


Edited by johnchm.10, 23 May 2013 - 07:52 AM.


#27 a.fake.name

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Posted 23 May 2013 - 08:06 AM

I actually like that test map idea.

 

And I concur about the slow launch times, I fast foward, wait five minutes, and STILL am getting new snubcraft from some capitals.


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#28 Chih

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Posted 23 May 2013 - 04:40 PM

Meh, no reason to balance canon.

 

Go with what they are supposed to have, balance thru cost/time of building it instead.

 

To be honest what they got is pretty good already, deffinitly better than we've gotten in official star wars games for quite some time.

 

The main thing is they need to better mesh republic tech into Imperial tech, have less 'cant build it' kickass units floating around (LAATs anyone ?) and instead have them buildable when you first start at tech0, replaced later on by newer ships (IE: make the various transports that get used currently as fighter/bomber craft ground capable as transports)

 

In my changes to PR, I got one file that gives both factions all the canonical planets. The one I've uploaded here is not so balanced, but the one I'm still tweaking on is quite balanced. Basically the Empire has much higher building costs than the Alliance. And both factions have galactic population caps on capital ships and dreadnaughts which depends on their strength level.

 

I've also made units buildable that previously werent, such as the LAAT, AT-AP, MPTL-2 and SPMA-T. As well as early versions of Victory I's and ISD's I's that carry V-Wings instead of TIE-Fighters.
 

 

 

 

in the original X-wing, the X-wing, as well as the TIE Fighter, have a speed of 100 MGLT. on the wookiepedia page for the T65B, the speed is listed as 100 MGLT, but because i dont feel like editing the fighters' speeds, and the earliest fighter to fly at said speed is the C-model X-wing, i use that model because that's the X-wing i'm used to.

 

in the case of the Adv. models. to me it doesnt make sense to have what amounts to prototype units on a main-line production capital ship. as for increasing the numbers, well, my thoughts for this are that as the ships get more advanced, the parts needed to perform certain roles become smaller. and as everything becomes smaller, you have a greater internal volume with which to employ. and i figure that with a little re-arranging, you could have a hanger capable of supporting a larger number of ships

 

2 more things id recommend

1. for the love of whoever it is you guys pray to, please, nerf the venators. the AI seems to have a hard on for them, my last battle, there was a Praetor 1 leading 4 Ven 3's and 3 Ven 4's. id be happy with a reduction in fighter compliment, stats, and/or getting rid of that damned beam weapon or their point defense.

 

2: this kinda runs counter to the venator complaint, but increasing the speed at which fighters launch from their carriers. or at least tell me where to look so i can change it, lol, and if lower numbers = faster launch times, etc

 

Sounds like you got the same idea of things as I do! Sounds exactly like changes I've made to my PR :)

I nerfed the Ai Venator spam by giving it a weaker <AI_Combat_Power>, making it buildable from only level 5 shipyards at a higher price than the other capitals (considering how large a complement it carries, it should be expensive!), and making it get "older quicker" by not letting it carry any late model star fighters. And I've also changed launch speeds for fighters depending on type of fighters (eg. ships carrying droid fighters on exterior racks launch very quickly) and number/size of hangars for pretty much all ships. All squadron launches are about twice as fast.



#29 a.fake.name

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Posted 24 May 2013 - 06:25 AM

Idea:

 

-compliment upgrade: Basically, have it cost a decent amount each time you use it, at least 30-50k, or better yet have a cost per capital ship affected.
In essence, depending on what you have researched, more ships or newer models replace the compliments of vessels.
It needs to be decently but not too expensive so folks can't just upgrade this every five minutes.
For older ships, have them prehaps have older model fighters that are still reletivelly fresh.

So for example, an early model mon cal cruiser could get early model T65-J's once you've fully researched the T-65 line, much the same for most ships really.
Prehaps add an option to upgrade older model capital ships compliments too once you've maxed out the research on a snubcraft/transport.


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#30 johnchm.10

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Posted 24 May 2013 - 08:39 AM

i brought that (or something close to that) up a long time ago. trust me. not gonna happen

best bet is to mod the compliments of the craft you want to mod by going into their XML's. which is what ive been doing for about 6 hours now



#31 a.fake.name

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Posted 24 May 2013 - 06:00 PM

I really don't see why the mod team wouldn't do it, it's a nesacary update that precents the mod from getting annoyingly illogical as you play.


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#32 evilbobthebob

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Posted 24 May 2013 - 06:08 PM

It's not that we won't, it's that we can't. Ship complements are controlled in the XML of the carrier (as you'd expect) but that does not require any previous tech for them to work. Every capital ship of the same class with hangars will have the same complement unless you made a variant of every capital ship for every possible complement configuration then somehow had them lock and unlock with every starfighter upgrade. It's just too much work and would almost certainly reduce performance.


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#33 johnchm.10

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Posted 24 May 2013 - 07:52 PM

fake, imma let you in on a little secret about the vanilla game. it wasnt designed for the sheer scale of modification that the PR team has done. that they got it to work was a feat in of itself.

there is only so much you can do with this game, and right now, the PR team is doing everything they can to get every last bit out of the game

other mods like Thrawn's Revenge succeed because their aims are different, and while both mods are great, the TR mod is in my opinion a less ambitious modification.


Edited by johnchm.10, 24 May 2013 - 07:54 PM.


#34 Chih

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Posted 24 May 2013 - 09:03 PM

PR does Star Wars and canon so much better than TR though. TR is a great mod, and has some really cool stuff, but I just can't bear myself to like it :)

 

Anyway Fake, I usually send ships with old complements to outer rim worlds or just sell them. That is the most canonical way you can go about with it. I've upgraded the XML's so each model of ship with complements has a complement fitting its time, which also makes it a bit more logical. 



#35 a.fake.name

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Posted 25 May 2013 - 10:16 AM

PR does Star Wars and canon so much better than TR though. TR is a great mod, and has some really cool stuff, but I just can't bear myself to like it :)

Same here pretty much.

Chih, I tend to just use them to garrison rear area worlds and in support of my main fleet by providing a pool of older ships I can just dump onto newly acquired worlds to ensure they are held and that my main fleet can continue onwards.


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