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61
Discussion, Suggestions & Feedback / How to change ship stats
« Last post by Fede98k on February 16, 2022, 02:09:26 PM »
Hey everyone, how are you doing? I hope fine.

I just needed a little help with modding the, well, mod. I played it a lot these last months, and I wanted to change a few things regarding ship stats for my own personal enjoyment, but I have never modded XML files in empire at war and there's not a lot of information online.

First of all, I can't actually find the ships in the Space_Units.XMLs of the various factions. How do I find them? The ships I want to modify are the Endurance, the Nebula star destroyer and the Procusator star destroyer, yet I can't find them.
Secondly, what do I actually do once I find the ship lines? According to the only guide I actually found online, http://eaw.heavengames.com/cgi-bin/forums/display.cgi?action=ct&amp;f=11,139,300 If I want for example to increase the HP of these ships, I need to find the "<Tactical_Health>x</Tactical_Health>" line, yet I couldn't find a similar line with the exception of fighters and bombers.
Also, if I add a name in the ship_names txt files, will the name appear in game, or do I need to change other files?

Any help would be appreciated, thanks a lot in advance for your time  ;D
62
Discussion, Suggestions & Feedback / Re: New Wallpaper For Thrawn's Revenge 3.0
« Last post by Lord Xizer on February 01, 2022, 12:18:31 AM »
I love these Night Hammer screens. I would be interested in more of them.
63
Discussion, Suggestions & Feedback / The Victory I-class Star Destroyer
« Last post by MisterBen on January 31, 2022, 12:09:08 AM »
I have only played Skirmish for the most part of my less than 100 hours in for Empire at War Expanded: Thrawn's Revenge version 3.1.

The Skirmish Victory I Star Destroyer subjective observations, with particular emphasis on the Assault Concussion Missiles:

  • Cost - the Corporate Sector Authority faction version costs 2,800 credits compared to the standard 2,775 credit version. It also takes 16 population.
  • Speed - one of the slowest Star Destroyers, equal to the Star Galleon-class Frigate(repair vessel).
  • Design (a) - It has four hardpoints for Assault Concussion Missiles, which is a third of the total number of hardpoints(12) on the vessel. Currently, there are only two vessels in existence that share this quantity: The Victory I Star Destroyer, and the Acclamator I (Assault Loadout).

Design (a) cont. - Comparison to the Competition:

The Acclamator I (Assault Loadout) has an equal(four) number of similarly functioning hardpoints - two for Assault Concussion Missiles, and two for Proton Torpedoes.

The Broadside Cruiser has three.

The larger Procursator-class Star Destroyer and the Tector-class Star Destroyer, as well as most other vessels like the Gladiator-series Star Destroyers, the Bothan Assault Cruiser, MC40a Light Cruiser, have two.

The Majestic-class Heavy Cruiser has one.

  • Design (b) - It is the only design where the Assault Concussion Missile hardpoints are placed far back and either side(two port and two starboard). No other vessels in the mod, technologically inferior or advanced, carried this over.

Design (b) cont. - Location and Placement of the Hardpoints.

The importance of location and placement design is stressed because in proper combat where the enemy is well in front of the vessel(as it is always supposed to be oriented), in shield failure, and if no hardpoint in particular focus fire(as in the madness of a war); the five frontal hardpoints will be the first to absorb the damage and be destroyed. The five front hardpoints are the four Light Dual Turbolaser Batteries and the Fighter Hanger.

This has been tested by pitting the vessel faced forward against a hostile space station and on larger capital ships in numerous iterations.
64
Discussion, Suggestions & Feedback / Re: Imperial Problems?
« Last post by Zardnaar on January 21, 2022, 03:05:14 PM »
 Think it was food etc.
65
Discussion, Suggestions & Feedback / Re: Imperial Problems?
« Last post by Slornie on January 21, 2022, 11:54:38 AM »
Keep an eye on the influence level on your planets: the information is visually displayed around the planet on the zoomed-out GC view and also in the summary top left of the screen when a planet is selected.  For details about the new influence and resources systems in TR nowadays can look at the documentation guides in-game (icons down the left hand side of the screen in GC mode).  Here's a few extracts to summarise:

Influence
Having Low Influence level (1-3) on planet can cause Unrest. High Influence (6+) removes Unrest. After getting 3rd Unrest Stack planet will Revolt one week later. All forces currently located on that planet will retreat to another planet. Control of that planet will flip to their preferred faction.
===
A planet has revolted because of low influence. Influence is tracked in the top left of the screen, or in the bar to the left of planets. A red fist indicates unrest exists on the planet, and after a week with 3 unrest, planets will leave your faction. Doing things to increase influence, like making sure you have proper resources, building companies, and various other things listed in the guides accessible by pressing the buttons at the left of the screen above the minimap can help prevent this. You can also blockade enemy planets if they aren't producing food to give enemies unrest.

Resources
There are two types of resources in EaWX - SPENDABLE and ROLLING. Spendable resources include CREDITS and SHIP CREWS which are used primarily to contruct ships. ROLLING resources (FOOD, INDUSTRIAL PARTS) are not spent directly, and instead costs and expenses for each are determined per week, resulting in increased or decreased levels of planetary influence, or other effects depending on the resource.
66
Discussion, Suggestions & Feedback / Re: Fighter Balance
« Last post by Zardnaar on January 19, 2022, 04:59:30 PM »
 Mostly using imperial factions. I don't care to much about fighters now. As long as they're trying up opposing fighters I don't care to much. IPVs seem to suck now I'm using lancers more.
67
Discussion, Suggestions & Feedback / Re: New player
« Last post by Zardnaar on January 11, 2022, 12:40:40 AM »
 The empire is quite hard at they get hit from multiple directions. Generally turtle a chokepoint in space, in the ground and use a main fleet to attack.
68
Discussion, Suggestions & Feedback / Imperial Problems?
« Last post by Zardnaar on January 11, 2022, 12:26:56 AM »

 I haven't played for a while so decreased the difficulty down to medium. As the imperial remnant a few of my world's keep flipping to unaligned.

 This is causing big economic problems as it's often my money world eg Hutt space, Thyferra, and deep core world's. Hell even bilbringi flipped.

It's causing lots of problems.

  Taking them back us often difficult
69
Discussion, Suggestions and Feedback / Re: Commandos
« Last post by IkkoCrusader82 on January 09, 2022, 12:47:39 PM »
PLEASE include omega squad! I mean, if you are going to include commandos it doesn't get any better  8=)
And I know it is super early for suggestions but the rest of Skirata's gang should be a must-have!

You know , not that I don't like the Omegas and the Nulls , but as Corey said - the roster is going to get overcramped with heroes . And since I'm left with the impression from the books that Omega's squad specialty was black ops , I don't think they would fall in pefectly with the game mechanic , since there is no corruption (or Separatist intel net) in the game , to neutralize . And not , that I see much use for the Clone commandos and the ARC troopers in the game either , since they are meant for operating behind enemy lines , and the Raid mechanic is disabled /sigh/ ... 
70
Pardon me friends, I have resolved the issue by myself by choosing the compatibility mode with the help of this post and then restarted my computer. Now I enjoy playing this game. Anyway, thank you so much.
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Those working on this mod do so in their own free time and for no pay.
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