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Thread: EAW: Star Wars Realism v3.0 (Space Combat)
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Old 02-26-2006, 04:34 AM   #81
MistenTH
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EAW: SWRealism v2.1 uploaded. Get it now from the 1st post of this thread!

Major changes from v2.0:
Smarter AI Targeting
More Aggressive Skirmish AI
All ship crews given basic gunnery training - they can now hit the broad side of the barn.
Corvettes last longer.
Multiple frigates can now take on a Capital Ship instead of dying.
Rebel fighters last longer now to combat Empire swarms.
Fighter squadrons now cost 0 population cap. Let's see how it goes.
Venator enabled for puchase at Skirmish Merchant Spacedock. (was tweaked, but it is still an old ship)
Neutral/Hostile structures now project a mass shadow - you cannot hype in too close to them.

I hope to reach a final version soon. After that stable version, I will not touch this anymore except to update in models and icons, and after that, any new ships / changes etc. I will carry on in a sub-mod.

Wildcat > erm, what would an assault shuttle be used for in fleet combat?

Last edited by MistenTH; 02-26-2006 at 04:45 AM.
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Old 02-26-2006, 04:51 AM   #82
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They'd be used for assaulting of course - capital ships or space stations with torpedoes and laser cannons. They were a strong attack force in TIE Figter and X-Wing Alliance.
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Old 02-26-2006, 05:41 AM   #83
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So, essentially, a stronger bomber?
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Old 02-26-2006, 02:42 PM   #84
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This is sweet, the ai is alot better in skirmishes now, great work man!!!
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Old 02-26-2006, 02:43 PM   #85
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yes, its also a great support craft. Both rebels and Empire had them during the GCW.

Also, in the .tga's, I'm not sure what is on them. A picture of the ship, and, is the cost there too, or not?
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Old 02-26-2006, 02:56 PM   #86
mandead
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This mod is pretty cool

I have 2 requests:

1, Can you please re-scale the ships so they're like the ones on "Warlord Mod v6.9.1 Gold Fix" - or thereabouts. I think the scaling on that mod is better than the game's default.

2, Can you enable Kyle and Mara in space? He'd have the Moldy Crow (which is in the game already I believe, just needs unlocking), she's prolly' have an imperial shuttle.


EDIT: Is this the mod that has the TIE Interceptors that are in fact Scouts or Bombers (forget which of the two, sorry), and have A-Wing icons? lol

If so, please fix that. Your mod is good but that does look really tacky.
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Old 02-26-2006, 03:43 PM   #87
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Mara had gotten a ship from the Emporer, but it was destroyed. Luke later replaced it. But anyway, she has one. so it wouldn't be a shuttle. Don't know what, but it isn't a shuttle.


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Old 02-26-2006, 04:14 PM   #88
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At first I moaned at the increased travel time but later on figured out it's cool. Now everytime I get a warning that the enemy's coming my way I start sweating like a pig trying to figure out whether the units at hand are enough; if not i just move em out.

One time the Imps came in with a sizable force which included 2 ISDs, I'll just say it wasn't Akbar's finest hour. They left a small force of acclamators and victory's after it left back from where it came; I moved in with a larger fleet and cleaned out the "garrison unit". Turns out that the Imps sent a sizable force of ground units just after leaving the small fleet behind, because of the longer transit time my fleet was in place just before the ground units can out of transit avoiding an invasion...turkey shoot muhahah.....great mod Misten.

BTW why are there 2 types of Interdictors for the rebs?
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Old 02-26-2006, 05:51 PM   #89
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Alright after much work and a little tweaking I came up with a few changes to this mod that should make it a little more in-line with the EU, I would like MistenTH to aprove before I upload them.. just trying to add a little diffrent style but I love the mod in general good work MistenTH anyway here are the changes I have made:

--------------------------------------------------------------------------
  • Added squadrons to Mon cals, 3 X-wings and 2 Y-wings first then 2 X-wings and 1 Y-wing in reserve for a total of 35 starfighters (mon cals carry 36 in EU)
  • Added squadrons to Nebulon B, 3 Xwings and 1 Y-wing first then 1 X-wing in reserve for a total of 24 (Nebulon B's carry 24 in EU)
  • increaced cost of Mon cals (6500) and Nebulon B's (2700) to balance for their new fighter squadrons, also Mon Cal cost represents the work the rebels needed to refit the Mon cals from cruise liners and aquire all the turbo lasers etc.
  • added more tie squadrons to SD for a total of 72 tie's { 10 squadrons} (held 16 for reserve) SD in EU carry 72 ties
  • reduced turn rate of ships back to normal

working on more chages atm, note 2.1 is used for the base of the new tweaks

Last edited by Falcon_565; 02-26-2006 at 06:49 PM.
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Old 02-26-2006, 06:24 PM   #90
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Interesting
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Old 02-26-2006, 06:46 PM   #91
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almost forgot: I also uped the space pop cap for both factions rebel: 45 imperial: 40
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Old 02-26-2006, 09:56 PM   #92
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hmm rebels go a CC7700frigate withn GW generators...
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Old 02-26-2006, 11:45 PM   #93
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Alright I worked out a few bugs with fighters not appearing out of hangar bays.. I also increased the shields on the Mon cals and tweaked their turbo lasers after running a few tests with a friend on line every things it very balanced and basically sets up like this: the fighter battle lasts a lot longer into engagements now (up to 10 min.) SD will usually be able to take out mon cals but will take a beating 1 on 1, in a battle the rebel fighters along with their frigates will help close the gap and battles are very dependant on strategy. A rebel fleet can't go toe to toe with a group of SD w/ support ships (since they will usually be outnumbered due to higher costs) but if the rebel player uses his superior fighters and some good tactics he can win. The imperials have to be careful and play to their strengths and watch out for those rebel fighters.. all in all I think this mode really reflects what I space battle would be like from episodes IV-V again thanks MistenTH for the great mod and still awaiting approval
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Old 02-27-2006, 03:47 AM   #94
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On scale: I won't want to touch scale right now because it affects unit accuracy. The smaller or bigger it is, the easier to hit. That will take a whole lot of rebalancing.

Double interdictor? I need to check it out, I didn't see that.

Also, this MOD is going to be a kind of replacement for the default EAW skirmish / space. I won't want to make any more major changes to it. Once I can finalise this, I won't make any more changes except to add in models when they are available in future.

So to whoever is modding this right now, I'd suggest you wait another few days for the final version to come out, so that you don't need to keep remodding, especially since I have a new feature that was just tested that I believe everyone would love. Secret for now

As for Kyle and Mara and the Assault Shuttle and the Fighter Squadrons for Rebs, I will not be putting those in SWRealism vFinal. However, I will consider putting those in, plus other wacky stuff that wouldn't fit in the original EAW later on in a separate mod that uses SWRealism as a base.
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Old 02-27-2006, 05:11 AM   #95
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Can I ask, will you be making a 'Complete' realism mod by changing the ground combat?

I think scale should be changed but added as a 'Scale Version' of the mod, for purists like myself
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Old 02-27-2006, 09:24 AM   #96
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Nope, my goal is space combat, with some simple galactic map changes. I think I've achieved that, but as I said, anything else that is wacky will go into another mod later on.

SWRealism will be completed soon, after which the only thing that is lacking is the models.

I will still carry on with that as a base, but SWRealism complete will be open for anyone to use it as a base for their mods in space combat.

And later on even as I add on stuff outside of EAW's scope, I may not have the inclination to do ground. I'll see.
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Old 02-27-2006, 09:30 AM   #97
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Speed up Misten, im looking forward to your final files . The ground realism is already done by Orao and me (ill update the EAW:Knifedge shortly), only space is left. Zorromorph will handle the GC.

And believe me, the job done on ground is just sweat. Tested it plenty times and it's how it meant to be...
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Old 02-27-2006, 07:16 PM   #98
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Hey Misten, for the .TGA files , in the picture, is the cost of the unit include with the picture or just the picture of the unit and the cost is something separate? Also are there more than one TGA files for when the button is lit and when it is not lit for purchasing units?
I'll be working ont hese too once I'm sure of what to make.

As for the repair tenders, I'm not sure what they look like, do you mean Cargo Ferry ships? or some other thing that I may have seen in some Star Wars flight sim that I don't remember the name of?
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Old 02-27-2006, 09:02 PM   #99
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OK, I've got the carrack started, possibly done, but I'm really bad with texturing, as I have said. I'm trying to learn how to now, but as of this moment, that's where we fall short.



btw sry for double post
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Old 02-27-2006, 10:07 PM   #100
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Alrighty, I have a temporary texture for the Carrack Cruiser in place. I also threw in a picture of tatooine space from the beginning of Episode IV in the background.

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Old 02-27-2006, 10:31 PM   #101
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Nice !


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Old 02-28-2006, 12:01 AM   #102
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Quote:
Originally Posted by Wildcat'
Hey Misten, for the .TGA files , in the picture, is the cost of the unit include with the picture or just the picture of the unit and the cost is something separate? Also are there more than one TGA files for when the button is lit and when it is not lit for purchasing units?
I'll be working ont hese too once I'm sure of what to make.
The prices are listed as text on top of the images.


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Old 02-28-2006, 12:52 AM   #103
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Oh, okay, that means that the text isn't part of the picture...alright got it.



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Old 02-28-2006, 02:40 AM   #104
MistenTH
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Yah, what Three60 said. I think the .tga icon is used throughout for everything, the game just overlays cost / fade effects as and when necessary.

The repair tenders, well, actually we never seen such ships. It's plausible that they can be the transports currently available.

Thanks wildcat! Those look good!

Last edited by MistenTH; 02-28-2006 at 03:25 AM.
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Old 02-28-2006, 03:25 AM   #105
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yeah, and my geocities dies sometimes...thats why I've made 5 of them so far lol and I'll bemaking another one soon...

Also, about the repair tenders, what ships should be used for those?

EDIT: oh, ok lol you just answered them by editing them 2 minutes before I posted this.



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Old 02-28-2006, 03:27 AM   #106
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can you guys add in game screenshots of the mod? i wanna see the models
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Old 02-28-2006, 03:57 AM   #107
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As of yet, the tools to add in new models have not been released. No mod is able to do so, yet.
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Old 02-28-2006, 10:46 AM   #108
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EAW: SWRealism v3.0 uploaded. Get it now from the 1st post of this thread!

Major changes from v2.1:
FLEET! 'deathmode' mode for skirmish added. No more resource collection - slug it out with a large fleet. Refer to separate readme file for instructions. Several variants possible.

Small tweaks, new ships enabled for build in campaigns.

Interdictor was buildable in Rebel campaign. Now removed from rebel build list in campaign.

Interdictor rate of fire improved. Its weaponry is primarily anti-fighter.

Corellian Torpedoboat given a small health and speed buff since it is a close range corvette.

SWRealism is GOLD! I will not be making anymore updates in future unless there are serious bugs. Thanks for your support! Models will be added in future but it will not be critical. You may use my mod for your own modding purposes, but give credit to me and just send me a PM telling me you are doing so.

What are you waiting for? The EMPIRE is at WAR!


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=2763.0
http://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=3136.0
http://www.lucasforums.com/showthread.php?t=162569
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Old 02-28-2006, 12:24 PM   #109
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where's the download link!


Commander Cody, it is time, execute order 66!
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Old 02-28-2006, 01:21 PM   #110
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@darth_vadar_13: To quote the post directly preceeding yours:

Quote:
EAW: SWRealism 3.0 uploaded. Get it now from the 1st post of this thread!
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Old 02-28-2006, 03:19 PM   #111
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Crap, I made a doo doo.

Could someone provide me with the 2 text files, as I don't feel like installing the game all over again.

I, of course, forgot to back them up




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Old 02-28-2006, 03:49 PM   #112
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Sure... send me pm with your mail if you still need them.
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Old 02-28-2006, 04:21 PM   #113
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Sounds like a nice mod, congratz.

I'll be trying it out when I get back from school.
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Old 02-28-2006, 07:02 PM   #114
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Quote:
Originally Posted by The_Eradicator
can you guys add in game screenshots of the mod? i wanna see the models
I've already modeled a couple of things as you can see in this thread, but they can't be put into the game because we don't have the model exporter tools that I hope come with the modding tools.



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Old 02-28-2006, 09:14 PM   #115
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Great work - nicely improves on the gameplay. I would like to see the TIE Interceptor icon be a TIE interceptor - sort of unerving to see the A-wing fighter there...
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Old 03-01-2006, 12:41 PM   #116
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This post should be made sticky. This mod is too important to disappear once it is finalized for a while.
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Old 03-01-2006, 01:03 PM   #117
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Quote:
Originally Posted by walpurgisng
This post should be made sticky. This mod is too important to disappear once it is finalized for a while.
*cough cough*
*looking at someone...*
*cough cough*

It's not the only mod that should be sticked.
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Old 03-02-2006, 07:52 AM   #118
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There's an EAW gold mod stick thread over @ the Petroglyph Fan Forums, Lion has the mod hosted on Petroden and Sithace has asked me for some details to come up with a mod page list.

So I wouldn't worry too much about this mod being forgotten even if the thread is


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=2763.0
http://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=3136.0
http://www.lucasforums.com/showthread.php?t=162569
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Old 03-02-2006, 08:04 AM   #119
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Oh yes, I also uploaded the original TEXT folder in case people forgot to back it up.


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=2763.0
http://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=3136.0
http://www.lucasforums.com/showthread.php?t=162569
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Old 03-02-2006, 11:08 PM   #120
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Is it just me or do the ISD's still seem under powered?
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