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Author Topic: Fighter Variants / How to change Damage?  (Read 2336 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 »
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#msg69565

Or do only whole numbers work.
 
Code: [Select]
<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?


Code: [Select]
<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:
Code: [Select]
<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:
Code: [Select]
                 <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
« 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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