first of all: Thanks to everyone involved for making this incredible Mod!
I want to make / made a few Tie Fighter variants. (Shielded TIES & Interceptor were perfect examples, plus I copied the squadrons from the Fighter template)
One variant (Era 3, TIE_Fighter_MK3) should come with an around +25% increase in damage: How do I do this? Question 1:Does it work if I increase the line <damage>5</damage> to <damage>6.25</damage>? Update 26.11.2019: Answer: NO
, this line is only for the AI Handling of an unit, see following post:https://thrawnsrevenge.com/forums/index.php?topic=7153.msg69565#msg69565
Or do only whole numbers work.
<SpaceUnit Name="TIE_FIGHTER_MK3">Or to I have to make a new Hardpoint?
And adjust either Recharge-Rate OR Pulse Count?
Recharge Seconds(both) To 1.6 From 2.0: +25% Damage
Recharge Seconds(both) To 1.5 From 2.0: +33% Damage
Pulse Count To 5 from 4: Is this +25% Damage
Could I also simulate a better “Targeting Computer” by lowering the Fire_Inaccuracy_Distance values?
<Fire_Inaccuracy_Distance> SuperCapital, 30.0 </Fire_Inaccuracy_Distance>
But that would be hard to translate into +???% damage, I guess. Question 2:
Regarding "Variants of existing Types":
Can i make "Variants of Variants"? (Or only Variants of the original Type...)Update 2.12.2019: Answer: YES
, for Example the TIE Baron Interceptor in the Nov.2019 Update is a variant of the Shielded Interceptor.
The Shielded Interceptor itself is a variant of the TIE Interceptor.Example:
do I have do make each variant a variant of the original TIE Fighter<Variant_Of_Existing_Type>TIE_Fighter </Variant_Of_Existing_Type>
And insert all the changes from Original to MK2 an MK3 ?
Thank you! Below you find the whole Story of my little changes, what do you think of it?
I am making a few changes to the Eriadu Authority, since I do not like playing with torpedo sphere, I give them the option of TIE-Line Fighter spamming.
I added the quasar carrier to the roster (eriadu_space.xml) and changed most of the fighter spam (GameObjectsLibrary):Escort carrier
Initial: 2x Tie Hunter
Reserve: -Ton Falk Escort Carrier:
Initial: 3x Tie-Interceptor + 1x Tie Fighter
Reserve: 1x Tie-Interceptor + 1x Tie Fighter Quasar Carrier:
Initial: 3x Tie-Bomber + 1x Tie Fighter
Reserve: 1x Tie-Bomber + 1x Tie Fighter
The Escort carrier remains the only vessel, which spawns Hunters, all other vessel (I’m halfway done), get changed to spawning Tie Fighters / Bombers / Interceptors.
The compliment numbers are untouched, but less fighter bombers are held in reserve:
(4/2); (1/1) à
(2/0) and so on
Since I really like the TIEs from the original trilogy and their concept (Flight Performance + Firepower / Numbers over Protection),but I still want to make ‘em more viable over time:
So I am implementing slightly improved TIE models.Example Tie Fighter:Era 1:
Standard TIE FighterEra 2:
Improved Ion Engine an Hull form Tie Interceptor gets retrofitted to standard TIE
<SpaceUnit Name="TIE_FIGHTER_MK2">Era 3:
<SpaceBehavior>HUNT, FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, WEAPON, POWERED, SHIELDED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, NEBULA </SpaceBehavior>
Here’s my question, see aboveEra 4:
New Lightweight hull:
<Mass> from 0.985 to 0.9
Since Mass hast to do with Scale / Size, i would instead increas Max_Thrust
<Tactical health> from 12.5 to 15 Era 5:
Further Improved Ion Engine, Small adjustments alle over:
<Speed> +0.5 , <Turn> +0.25, and so on…
Thanks for your Help,
May the force be with you !