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Author Topic: Balance & Flavor submod for Imperial Civil War 2.1  (Read 176303 times)

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May 31, 2014, 06:05:19 PMReply #20

Offline Vulcanus

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #20 on: May 31, 2014, 06:05:19 PM »
Different audio: Need to edit SFX entries in hardpoint and unit files. EaW has a ton of unused sound files that could be used to make the audio more diverse. For example, every loyal Imperial commander should feel bad about using pirate-produced Preybirds in Era 5, so I gave them Lancet engine sounds and pirate laser cannon SFX in addition to different conc missiles.

Different pictures: New unit icons can be added to the game with Petrolution's MTD editor.

Both campaigns still need custom intro crawls and leader introductions (no, Voss Parck, Grand Admiral Thrawn is not dead).

I'd also like to upgrade Wraith Squadron to have ground combat ability, so suggestions about which land models (ICW infiltrator, EaW infiltrator, Pilot suit ?), weapons (sniper rifles, blasters etc.), special abilities (sprint, emp burst, heal, sticky bomb etc.) and sounds (Red Squadron, Rogues, Infiltrator, Ewok etc.) should be used would be appreciated!

June 14, 2014, 08:10:51 PMReply #21

Offline Singularity

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #21 on: June 14, 2014, 08:10:51 PM »
I think the Dark Side Elite might be OP, they can win literally every ground battle!

June 14, 2014, 09:17:17 PMReply #22

Offline Lord Xizer

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #22 on: June 14, 2014, 09:17:17 PM »
This is very well done. Id support adding the Orinda campaign to TR as a new GC. If you could do Wraith Squadron as a space and ground id back that too for hunt for zsinj gc.
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

"The New Order has never fallen. Only the Emperor."-Grand Moff Ardus Kaine

June 14, 2014, 10:18:22 PMReply #23

Offline Vulcanus

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #23 on: June 14, 2014, 10:18:22 PM »
Thanks for the feedback!

Dark Side Elite may indeed be overpowered as they are essentially a test unit to see how a combined fighter squadron/ground unit can function in-game before I start working with the (obviously more complex) Wraiths. How would you like to see them changed? Reduced lightsaber absorb/deflect chance, weaker HP, weaker lightsaber attack, weaker/different special ability or something else?

June 15, 2014, 07:24:39 AMReply #24

Offline Singularity

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #24 on: June 15, 2014, 07:24:39 AM »
Thanks for the feedback!

Dark Side Elite may indeed be overpowered as they are essentially a test unit to see how a combined fighter squadron/ground unit can function in-game before I start working with the (obviously more complex) Wraiths. How would you like to see them changed? Reduced lightsaber absorb/deflect chance, weaker HP, weaker lightsaber attack, weaker/different special ability or something else?
Actually I meant they can win every Auto-Resolve on their own.

Loving the mod by the way! And I second the Wraith Squadron suggestion.

June 15, 2014, 02:23:34 PMReply #25

Offline Vulcanus

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #25 on: June 15, 2014, 02:23:34 PM »
Checking through DSE files, they seem to have leftover Darth Vader-caliber auto-resolve values, so obviously that multiplied by seven makes them beastly in auto-resolve.

June 16, 2014, 04:43:56 PMReply #26

Offline Lord Xizer

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #26 on: June 16, 2014, 04:43:56 PM »
If you find a way to make the wraiths workable you should mention it to the TR team. I remember they almost put them in Hunt for Zsinj but had difficulty. Pilot models would work well. Id say sniper rifle for one, regular blasters for the other three, thermal detonator, and that mine the biker scouts drop out. Maybe a reveal map for one to represent slicer ability
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

"The New Order has never fallen. Only the Emperor."-Grand Moff Ardus Kaine

June 16, 2014, 04:49:34 PMReply #27

Offline Corey

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #27 on: June 16, 2014, 04:49:34 PM »
We didn't put them in because they would have to be really powerful to be useful at all, we didn't think any of the models were suitable (and making new ones would be extremely difficult), and because using a fighter squadron as the space vehicle for a ground squadron has a really high potential to malfunction in undesirable ways.

Also, Vulcanus, if you're using old models for the new units you're making up (or just looking for other content we never used), I'd suggest looking through old releases, especially 1.3. A lot of it isn't great, but it's there. I think it was 2.0 when I went through and got rid of a lot of the models to try to compensate for Enceladus going planet-happy.
« Last Edit: June 16, 2014, 08:47:31 PM by Corey »
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June 16, 2014, 07:49:43 PMReply #28

Offline Lord Xizer

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #28 on: June 16, 2014, 07:49:43 PM »
We didn't put them in because they would have to be really powerful to be useful at all, we didn't think any of the models were suitable (and making new ones would be extremely difficult), and because using a fighter squadron as the space vehicle for a ground squadron has a really high potential to malfunction in undesirable ways.

I remember some of those difficulties. Was just wondering if this fellow had found a way around it.
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

"The New Order has never fallen. Only the Emperor."-Grand Moff Ardus Kaine

June 16, 2014, 11:29:12 PMReply #29

Offline Vulcanus

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #29 on: June 16, 2014, 11:29:12 PM »
May I inquire what sort malfunction did you experience? I'd just like to know what sort of pitfalls I should expect before starting with those Wraiths.

Will check those earlier releases, thanks for the offer!

June 30, 2014, 09:48:44 PMReply #30

Offline rumiks1

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #30 on: June 30, 2014, 09:48:44 PM »
can anyone make the penstar tie hunter buildable from era 1 at all?
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July 01, 2014, 04:49:31 AMReply #31

Offline Vulcanus

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #31 on: July 01, 2014, 04:49:31 AM »
can anyone make the penstar tie hunter buildable from era 1 at all?

Not likely to happen in this submod. You've got Combat Escort Carriers to provide TIE Hunters. Pentastar Alignment space unit list will see extensive changes in the next version with only a small number of universally buildable space units, but a large number of regional and/or limited availability units. They will also have several new planet-specific buildable space heroes, so if a guy like Victor Strang is added, he could possibly enable building of proton torpedo-equipped TIE Hunters.

July 01, 2014, 06:04:32 PMReply #32

Offline mynameisyou

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #32 on: July 01, 2014, 06:04:32 PM »
god im so thankful theres a n w fan mod it gets boring playing the same campaigns with the same units no matter how well done they are. ;D


July 02, 2014, 07:49:13 PMReply #33

Offline rumiks1

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #33 on: July 02, 2014, 07:49:13 PM »
Not likely to happen in this submod. You've got Combat Escort Carriers to provide TIE Hunters. Pentastar Alignment space unit list will see extensive changes in the next version with only a small number of universally buildable space units, but a large number of regional and/or limited availability units. They will also have several new planet-specific buildable space heroes, so if a guy like Victor Strang is added, he could possibly enable building of proton torpedo-equipped TIE Hunters.
sounds good to me
"This is the way of our Order. An individual may die, but the Sith are eternal."
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July 02, 2014, 10:38:09 PMReply #34

Offline Lord Xizer

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #34 on: July 02, 2014, 10:38:09 PM »
It's a good sub mod. Enjoyed the Orinda Campaign quite a bit.
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

"The New Order has never fallen. Only the Emperor."-Grand Moff Ardus Kaine

July 03, 2014, 04:21:38 AMReply #35

Offline Vulcanus

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #35 on: July 03, 2014, 04:21:38 AM »
It's a good sub mod. Enjoyed the Orinda Campaign quite a bit.

I'm glad that you enjoyed the Orinda Campaign. Some questions for you: How was New Republic AI? How aggressive it was, what planets it initially attacked, what unit compositions it used?

In my own experience NR AI is fairly lethargic in Orinda, but I'm not quite sure if it needs to be changed since AI behavior is fairly unpredictable in EaW and tends to function differently on different computers.

Also, Wraith Squadron update:
I finished an early test version with fully functional space squadron, stealth abilities and ground infiltrators. They work otherwise just fine, but there is no way to fix the "space combat immortality"- issue. This is caused by the fact that space/ground squadrons are constructed similarly to Darth Vader in EaW: The squadron leader spawns the rest of the squadron as his wingmen in space combat. The problem is, unlike with Vader, the squadron leader also has multiple ground combat companions who are not connected to his space combat wingmen. Those ground companions need a transport of their own, and since they can't fly squadrons of their own they will:

a) Travel in a transport ship together. If the transport ship is destroyed, the squadron is destroyed.
b) Travel attached to the flagship. In this case, you need to kill BOTH the flagship and the fighter squadron to kill them in space combat.

This raises the question about the role of Wraith Squadron. Because if its considered to be primarily a fighter squadron rather than a commando unit, there is no reason to give them ground combat ability.

July 03, 2014, 12:30:54 PMReply #36

Offline tlmiller

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #36 on: July 03, 2014, 12:30:54 PM »
I really need to download this and try it out...
People should not be afraid of their government...governments should be afraid of their people.

July 03, 2014, 07:50:03 PMReply #37

Offline Lord Xizer

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #37 on: July 03, 2014, 07:50:03 PM »
NR was a bit sluggish in response at times. Most of their fleets were Lusankya, hero unit and a few caps.
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

"The New Order has never fallen. Only the Emperor."-Grand Moff Ardus Kaine

July 16, 2014, 06:06:16 AMReply #38

Offline darthsayrehs

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #38 on: July 16, 2014, 06:06:16 AM »
Is there any way you can add the feature of individual ships hyperspacing out of battle (while the engines are still intact)?

And the super star destroyers namely the eclipse and executor classes are way to powerful, I don't feel like playing as any other faction. I can destroy whole fleets with a single one of them. Is there any way you can balance this issue?

July 18, 2014, 03:23:33 PMReply #39

Offline Senza

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Re: Balance & Flavor submod for Imperial Civil War 2.1
« Reply #39 on: July 18, 2014, 03:23:33 PM »
Having individual ships hyperspace out would be very difficult or impossible to even implement in EaW, and COMPLETELY impossible to balance, this is due to the weird way in which EaW handles combat as somehow stopping time for everyone on a galactic scale. Basically, if you were even somehow able to implement such a system, to get the ship to be added back to your fleet at the end of the battle without it being able to simply be jumped back in from the reinforcement pool during the battle undamaged would be pretty much impossible afaik, which obviously would be stupid as it would make all battles a destroy engine fest even moreso than they already are in EaW, as otherwise battles would be unwinnable, since you'd just be able to jump your ship out and then immediately back in, undamaged, in a safe position so that your enemies cannot take advantage of the fact that they take extra damage when emerging from hyperspace.

 

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