Greetings,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#msg69565Or do only whole numbers work.
<SpaceUnit Name="TIE_FIGHTER_MK3">
…….
<damage>6.25</damage>
……
</SpaceUnit>
Or to I have to make a new Hardpoint?And adjust either Recharge-Rate OR Pulse Count?
<HardPoint Name="HP_TIE_Fighter_MK3">
…………..
<Fire_Min_Recharge_Seconds>2.0</Fire_Min_Recharge_Seconds>
<Fire_Max_Recharge_Seconds>2.0</Fire_Max_Recharge_Seconds>
……….
<Fire_Pulse_Count>5</Fire_Pulse_Count>
<Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
</HardPoint>
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:<SpaceUnit Name="TIE_FIGHTER_MK3">
<Text_ID>TEXT_UNIT_TIE_FIGHTER</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_TIE_FIGHTER</Encyclopedia_Text>
<Variant_Of_Existing_Type>TIE_Fighter_MK2</Variant_Of_Existing_Type>
…………
</SpaceUnit>
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: TIE_Fighter_Mk2:
Improved Ion Engine an Hull form Tie Interceptor gets retrofitted to standard TIE
Lines:
<SpaceUnit Name="TIE_FIGHTER_MK2">
<Text_ID>TEXT_UNIT_TIE_FIGHTER</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_TIE_FIGHTER</Encyclopedia_Text>
<Variant_Of_Existing_Type>TIE_Fighter</Variant_Of_Existing_Type>
<Mass>0.985</Mass>
<Max_Speed>7.25</Max_Speed>
<Min_Speed>1.5</Min_Speed>
<Max_Rate_Of_Turn>4.5</Max_Rate_Of_Turn>
<Max_Lift>4</Max_Lift>
<Max_Thrust>2.1</Max_Thrust>
<Max_Rate_Of_Roll>6.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>40</Bank_Turn_Angle>
<Tactical_Health>12.5</Tactical_Health>
<Hyperspace>no</Hyperspace>
<Hyperspace_Speed>0</Hyperspace_Speed>
<Begin_Turn_Towards_Distance>800.0</Begin_Turn_Towards_Distance>
<SpaceBehavior>HUNT, FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, WEAPON, POWERED, SHIELDED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, NEBULA </SpaceBehavior>
</SpaceUnit>
Era 3: TIE_fighter_Mk3:
+20% Damage
Here’s my question, see above
Era 4: TIE_fighter_Mk4:
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: TIE_fighter_Mk5:
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 !
Arrgyle