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Messages - Eugenes

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Discussion, Suggestions & Feedback / Re: An idea about space stations
« on: October 24, 2015, 03:53:29 PM »
Thank you Kucsidave, i saw your submod for the Duskan League, it look interesting since i think the DL needed some polishing. I wanted to beef up a little the DL in my own submod, so when i'll be there i'll check more in detail your work.

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Discussion, Suggestions & Feedback / Re: An idea about space stations
« on: October 21, 2015, 01:59:25 PM »
Sorry im new here and i have never posted before, so i dont masterize the art of posting yet.  The dropbox link that i put is not a submod, but only the table that didnt show right in my previous post.   I was aware of the link that you show me and i plan to of course release my submod there.   I was referring to the submod that i work on because i realized that the space station idea wont work well in vanilla ICW.  How do you delete previous post?

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Discussion, Suggestions & Feedback / Re: An idea about space stations
« on: October 20, 2015, 09:03:43 PM »
Indeed EaW is very limited and offer only few possibilities as roles for the structures or units.  Where in GC structures can give income, give population,
do production or defence; in battle it is even worst with only defence and production (spawning).  It is true that there is no way of showing the supporting role
of a space station in game (resupplying, refuelling, repairing), but we can easily imagine that these task are done off-screen (after all ships always start
battle at full health) and the only way of representing this is with the population value (which i see as a mix of manpower and material ressources available for
supporting your army/navy).  In ICW, population can only be increased by capturing new planets and each one give plently of population (45 for Kuat), so
there is indeed no need for a new pop-increasing space structure.  But let say that i decrease the pop value of each planet (e.g. 25 for Kuat) and give a pop
value of 4/starbase lvl (so 4 to 20).  That way, the usage of space stations become more relevant and you have now to build your military infrastructure, a
point that i like.  (in vanilla FoC Kuat give 5 pop and the starbases give 10 to 17)

I was not very specific in my last post about what space stations could do in-game (GC, battles), so i'll try to be more clear.
   
Starbase (type Cardan-class)
  They have a standardized upgradable modular design (they really looks that way).
  In GC they can give 4 population by the level of the starbase (4 to 20) for representing the off-screen resupplying, refuelling, repairing roles.
  They also serve as base shipyard (see Table).
  In space they are lightly armed with only few turbolaser and dual laser cannon.   
  Complement;  lvl 1: 2 TIE Fighter, 2 TIE Bomber, 1 Lancer
                            lvl 2: 2 TIE Fighter, 2 TIE Bomber, 1 Lancer, 1 Carrack
                            lvl 3: 2 TIE Fighter, 2 TIE Bomber, 1 TIE Interceptor, 2 Lancer, 1 Carrack
                            lvl 4: 2 TIE Fighter, 2 TIE Bomber, 2 TIE Interceptor, 2 Lancer, 2 Carrack
                            lvl 5: 2 TIE Fighter, 2 TIE Bomber, 2 TIE Interceptor, 2 Lancer, 2 Carrack, 1 Dreadnaught

Shipyard
  They serve as non-armed assembling platform for bolstering ships production.
  They are not upgradable but additional (e.g. you can build on Kuat the 3 types of shipyards).
  They only need a starbase lvl 1 for being built and do NOT need the previous shipyard.
  In GC they unlock certain ship class and give a build time cost reduction bonus(-25%) to certain ships (see Table), it serve to make planets more specialized.
  Complement;  lvl 1: 2 TIE Fighter, 1 Carrack
                            lvl 2: 1 TIE Fighter, 1 TIE Interceptor, 1 Dreadnaught
                            lvl 3: 2 TIE Interceptor, 1 Acclamator

Golans
  They are the thugs of the place and remain as they are, i fully agree on that.
   
   
Table Small Encounters (SE) W.I.P. Submod
    
Imperial Remnant                                                             Shipyard   Starbase    Shipyard   Build     Build     
Units Type Name                   Class                  Length   (ICW SE)    (New)         (New)       Cost       Time    Pop
                                    Starfighter/Starbomber                        1              1                                                 16-         1
Lancer-class                     Escort Frigate            250m          1              1                1b25       1100        20          1
Ton-Falk-class                  Escort Carrier            500m          1              1               1b25        1500        32          2
Carrack-class                    Light Cruiser             350m          1              2               1b25        1400        28          1
Strike-class                        Medium Cruiser        450m          1              2               1b25        1700        32          2
Dreadnaught-class           Heavy Cruiser          600m           1              2               1b25        2100        40         3
Katana-class                      Heavy Cruiser          600m           1              2               1b25        2900        44         2
Vindicator-class                 Heavy Cruiser           600m          1              2      +      1               2600        36          2

Immobilizer 418-class       Support Cruiser       600m           2              2      +      1                9000       80          3
Modulator-class (MTC)      Escort Carrier          1150m         2              3              2b25          2800       52         3
Acclamator II-class             Assault Cruiser        752m           2              3              2b25         3300        48         3
Venator-class                      Star Destroyer         1137m         2               3      +      2               4400       60          5
Victory I-class                      Star Destroyer         900m           2               3              2b25         4200       56          4
Victory II-class                     Star Destroyer         900m           2               3      +      2                5000       64          4
Crimson Victory II-class     Star Destroyer         900m           2               3      +      2                5600       72          4
   
Interdictor-class                   Star Destroyer        1600m         3               4              3b25          14000     172       6
Imperial I-class                    Star Destroyer         1600m         3               4              3b25          7400       104       6
Imperial II-class                   Star Destroyer         1600m         3               4      +      3                8800       120        6
Tector-class                          Star Destroyer        1600m          3               4      +      3               13600      144       6

Praetor II-class                     Battlecruiser             4800m          3               5      +       3              20000      236      12
Executor-class                     Star Dreadnought   19,000m       3               5      +       3              60000      348       22

Shipyard (ICW SE):  The current Shipyard lvl requirement that i use for my SE submod
Starbase (New):  The Starbase lvl requirement for ships with the starbase system
Shipyard (New):  The Shipyard lvl requirement for ships with the starbase system,
                               (2b25 mean that a shipyard lvl 2 give -25% time cost for building a ship of this type)
Build Cost:  The Build Cost value that i use for my SE submod
Build Time:  The Build Time Cost value that i use for my SE submod, (since i use greater value than ICW, build time cost reduction become more usefull)
Pop:  The Population Cost value that i use for my SE submod
* Value are not definitive
   
Of course the slot usage concern me, but i guess that space slot can be added since it is done in ICW.  I just wonder how, can i have some help for that?
My guess is that i need to mod the map files (.ted) for adding space slot point to a specific coordinate in a map (and of course the Planets.xml).
   
It could be cool to have Golan Space Colonies and XQ station in Ascendency, oh that mod will be illustrious!

Thank you for the feedbacks it gave me a lot to think about.

Quote
Question: How can I add laser cannons (Corellian Corvette/Lancer Frigate) weapons on to the space stations,
too provide some point-defense protection again the odd fight group?
There is no easy way since all the space models(.alo) of shipyard do not have "bones" for adding hard points on them (with the hardpoints.xml).
So first you have to add bones to a .alo model with 3ds max, sorry i cant really explain how i dont have lot of experience in this field (i just did it once, one year ago with 3ds max demo).  After you need to create hardpoints for the bones that you added (in the hardpoints.xml files), then put the created harpoints in the .xml file of the shipyard.

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Discussion, Suggestions & Feedback / Re: An idea about space stations
« on: October 15, 2015, 09:34:37 PM »
Hi, what i was trying to say is that EaW Foc are part of the EU/Legends canon as every official Star Wars games, books, etc..
Just check the history section of this page http://starwars.wikia.com/wiki/Cardan-class_space_station, i think that it give a solid
background for the Cardan-class station.  Anyway my goal wasn't to start a debate on what is canon or not, but to use this thread for doing some
thinkering and develop this idea so that maybe i include this feature in my own submod. 
The way that i see it is that each kind of space structure have a different role.

Starbase (e.g. Cardan-class)
These space stations have many purposes; they serve as command center, resupplying and refuelling station, starfighters factory,
dockyard and repair station, space worker housing, trading hub, trainning center...  (Its very important to have infrastructures for supporting those epic fleets)
They have a standardized modular design easily upgradable, they can be lightly armed (few turbo and laser)
In game they can give an income and a population bonus.
In space they spawn starfighter(bomber) at lvl 1 plus some other ships at greater lvl.

Shipyard
They serve as non-armed assembling platform for ships. They are not upgradable but additional(e.g. you can build on Kuat the 3 types of shipyards).
In game they unlock certain ship class and give a time cost reduction to certain ships.
In space they spawn only one ship at a time, no starfighter. (e.g. a lvl 1 shipyard can spawn only one lancer)

Golan Defence Plateform
Big space station with lots of guns. They are not upgradable but additional.
In space they spawn starfighter(bomber).

Quote
We did originally have the shipyards as an addition to the vanilla star bases but it didn't work particularly
well (the AI doesn't understand it).
Do you have more detail?  I think that if shipyards are additional and not upgradable it will work well,
AI always build lots of Golans since they have illimited credits.

So do you like the idea, do you find it feasible or do you have your own suggestions?

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Discussion, Suggestions & Feedback / Re: An idea about space stations
« on: October 14, 2015, 08:32:13 PM »
In the Vanilla game, you can build a space station (lvl1 to 5) on each planet, the max level of the space station depending of the planet.
Maybe Cardan-class space station are not technically canon, but i guess that the shipyard of ICW are not canon either.
Also, of which canon are we talking?  The expanded universe who i think include EaW FoC or the movies canon universe in which now Thrawn doesnt exist at all?

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Discussion, Suggestions & Feedback / An idea about space stations
« on: October 14, 2015, 07:46:15 PM »
Imperial Civil War is so much better than the base game, but there is still one thing that i miss from FoC, those huge space stations (Cardan-class,...).
I have always felt that the shipyards of ICW were a little blank. So there is my idea, bring back to their former glory those old space stations
and use the shipyards as secondary structure like the Golan Defence Station. 

A shipyard could be built instead of a Golan Plateform(max1), the shipyard level available depending of the planet.
A shipyard can give a time cost reduction bonus for building ship, the bonus and the ship class affected depending of the shipyard lvl.
A space station can give a small credits income bonus, the bonus depending of the space station lvl who depend of the planet.
The differents Imperial factions can use the Cardan-class station, the EotH the underworld station, New Republic and Hapes the Rebels station.
A ship can be unlocked by a combination of space station and shipyard.
E.g. Imperial Remnant
        Station lvl 1: starfighter, Lancer frigate
   Station lvl 1 + shipyard lvl 1: Carrack Cruiser, Escort Carrier
   Station lvl 2 + shipyard lvl 1: Strike Cruiser, Dreadnought Heavy Cruiser, Vindicator Cruiser
   Station lvl 3 + shipyard lvl 2: Acclamator, Venator, Victory I-II
   Station lvl 4 + shipyard lvl 3: Star Destroyer...
   Station lvl 5 + shipyard lvl 3: Star Dreadnought

I want to incorporate these kind of changes into my own submod of ICW but i thought that maybe someone will like the idea.
Thank you for the feedbacks and have a nice day.

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Ascendancy Discussion / Re: Damage types and modifiers?
« on: October 09, 2015, 11:31:41 PM »
Hi 211, I had the same interrogation few times ago.  As i understand it ICW use generic projectiles for all ships, so a turbolaser from a Strike cruiser or Victory Star Destroyer will shoot the same projectile type (Proj_Ship_Turbolaser_Green or red for rebs) and thus use the same  damage type (Damage_Turbolaser).  However, ship weapons can have different fire recharge time. 
The hard way to find the info that you want is to search for it into the .xml files. 
E.g. In corruption\Mods\Imperial_Civil_War_Light\Data\XML you can find Remnant_Space_Units.xml.  In this file the first ship is the lancer_frigate, under the <HardPoints> line you can find the hard points that the ship use. 
Now open HardPoints_IR.xml, into this file search for HP_Lancer_00. There you can see the Fire_Projectile_Type. 
In the Lasers.xml, under the Proj_Ship_Small_Laser_Cannon_Green_Quad there is the Damage_Type. 
And finaly in GameConstants.xml search for Damage_Fighter there you shall find the Holy Grail! :P

I hope that it was usefull and have a nice day.

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Welcome to the Boards / Howdy folks!
« on: October 09, 2015, 12:19:01 AM »
Hi all, Im new here and i just saw this board, so I just wanted to say hullo and to thank all the Team Revenge Team for these great mods! 
I like to mod myself and I worked for some time on my own submod of ICW.  I hope to release it on the Imperial Civil War Community Mods board one day, but it still early.
I have an idea too about space stations so I'll probably write a post soon.
Anyway thanks again and Live long and prosper... huh I mean the force be with you.

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