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Author Topic: Fighter Variants / How to change Damage?  (Read 759 times)

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November 18, 2019, 05:55:12 AM

Offline Arrgyle

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Fighter Variants / How to change Damage?
« on: November 18, 2019, 05:55:12 AM »
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:

Or do only whole numbers work.
Code: [Select]
<SpaceUnit Name="TIE_FIGHTER_MK3">

Or to I have to make a new Hardpoint?
And adjust either Recharge-Rate OR Pulse Count?

Code: [Select]
<HardPoint Name="HP_TIE_Fighter_MK3">

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.

Code: [Select]
<SpaceUnit Name="TIE_FIGHTER_MK3">
Or 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:
 (3/3) à (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 Fighter

Era 2:
 Improved Ion Engine an Hull form Tie Interceptor gets retrofitted to standard TIE
Code: [Select]
                 <SpaceUnit Name="TIE_FIGHTER_MK2">

Era 3:
 +20% Damage
 Here’s my question, see above

Era 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 !

« Last Edit: December 02, 2019, 12:09:04 PM by Arrgyle »

December 02, 2019, 12:11:20 PMReply #1

Offline Arrgyle

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Re: Fighter Variants / How to change Damage?
« Reply #1 on: December 02, 2019, 12:11:20 PM »
Both Questions answered, edited them in the Text. :)

Have fun Playing, Thanks again to everyone involved.


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