Logan's Space Addon (for EaW) -1 reply

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Nebulogan_B

Knowledgeable, but weird

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7th September 2007

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#1 10 years ago

This mod is my first mod and it changes many things, here are most of them: Pirates made playable.

Reinforcement overlay added for pirates, it uses the Black Sun symbol.

Pirates now colorize stuff in GC black instead of the old yellowish, looks great especially on Venators.

Almost every unit except for corvettes, bombers, and fighters have been made bigger, this gives a better sense of scale, but rescaling will be done to make it more movie-accurate. Mustafar added.

Units coded in succesfully:

Lucrehulk (weakest): This unit uses an excellent-lloking model, but isn't very powerful when compared to even stcok units.

Lucrehulk (strongest): This unit has 2 hangars 18 turbolasers and can take on 3 star destroyers at once with no problems.

Lucrehulk (interdictor): This unit is very much like the strongest lucrehulk, but it has the interdict and missile shield abilities and spawns more fighters than the strongest lucrehulk.

Providence: This unit has comparable firepower to the stock EaW capital ships.

Munificent: This unit has about the same # of hardpoints as a common frigate, but fires turbolasers and lasercannons faster than any other ship.

Starviper: This unit has the lock s-foils ability and is about as good or better than an A-Wing.

Rebel Interdictor: This unit is similar to the empire's interdictor, but looks different.

Recusant: This unit is overpowered and should probably be removed from my mod to make things more balanced.

Victory II: This unit has a few too many laser hardpoints and will require alterations to current code for balancing.

New Republic Star Destroyer: This unit is comparable to an imperial star destroyer, but it colorizes completely and has green engine blobs.

MC80b: This unit is a slightly more powerful mc80 than the stock one, but it has a targetable shield generator.

MC Mediator Cruiser: This unit has 2 hangars and probably too many turbolasers, it may be removed for balancing.

Bulkwark MKI: This unit is way too overpowered and will be removed for balancing.

Dreadnought: This unit is similar to the alliance assault frigate, but it has blue turbolasers and green lasers, as well as a targetable shield generator and hangar. Spawns faction-specific units.

Mandator: This unit is a overpowered and may require coding alteration for balancing. TIE Defender: This unit is awesome, and different from the one in foc, its hardpoints might be similar, I can't be certain since I based its hardpoints mainly on Y-Wing and TIE Bomber hardpoints.

Praetor: This unit is overpowered, but it is a huge imperial ship, so that may be okay if I can prevent too many being built at once. Spawns TIE Defenders.

Vengeance SSD: This unit is the mose powerful of the overpowered and like the Praetor, it is okay because it is a friggin' huge imperial ship. Spawns TIE Fighters and TIE Defenders.

NB-1: This unit is the naboo bomber, but the model was incorrectly made so it fires torpedoes backwards, I will use feoys for pirate bombers instead. Eta-2 Actis Interceptor: This unit is currently a bit too weak and needs improved hardpoints, it also has the lock s-foils ability. Dragon Interceptor: This unit is one I don't like and it will be removed from my mod because it is too off-theme. Level 5 stations as ships: These units are like the normal lev 5 stations but only for skirmish and they can move like normal ships. Will be removed for balancing.

Level 5 Pirate Base: This station is basically the rebel level 5 station, but for the pirates.

Units unlocked or improved:

Venator: This unit now has 2 turbolasers (which fire blue turbolasers) instead of laser cannons and 2 hangars. Buildable for all factions in GC, with the Rebel version colorized red. Spawns Eta-2s for pirates, V-Wings, Eta-2s, and X-Wings for rebels, TIEs, Eta-2s, and V-Wings for empire.

V-Wing: This unit is now buildable for pirates in GC, also now uses the stock V-Wing icon instead of the Z-95 icon.

Z-95 Headhunter: This unit is now buildable for pirates in GC.

Nebulon-B: This unit now has a hangar and 2 tractor beam emitters (may change that to 1 on ROOT bone), also is buildable for all three factions in GC. Spawns X-Wings and Y-Wings for rebels, TIE fighters and bombers for empire, pirate fighters and Starvipers for pirates.

Alliance Assault frigate: This unit now has a hangar. Spawns X-Wings.

IPV-1 System Patrol Craft: This unit is now buildable for pirates in GC.

Pirate Fighter: This unit is now buildable for pirates in GC. Pirate Frigate: This unit now has a hangar, a shield generator, and an engine hardpoint. Spawns Pirate Fighters.

Pirate Asteroid Base: This station is now buildable for pirates in GC.

Things to do: Add Feoy: Should make a suitable bomber for pirates. Make the providence and pirate frigate buildable in GC for pirates, not sure why they aren't buildable now, and why the providence is buildable for rebels, but i'll find out why eventually.

Remove and alter certain above mentioned units to make it more balanced.

Possibly add a few more capital ships so the pirates are not limited to Lucrehulks and Venators for capital ships.




Guest

I didn't make it!

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#2 10 years ago

Dude im impress on how you did it. i like how you make the starbases move. when you going to post the mod?




Guest

I didn't make it!

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#3 10 years ago
i like how you make the starbases move

Very easy, starbases are capital ships with speed 0.




T3h Piti

Where is this.

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9th March 2007

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#4 10 years ago

sounds nice Logan, should be a good mod ;)




Nebulogan_B

Knowledgeable, but weird

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7th September 2007

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#5 10 years ago

Here's an update for you: Droidekas have been coded in, but their shadows stretch across whole maps for some reason, i'm now working on coding for super battle droids, then i'll resize the munificent so it isn't bigger than a nebulon, then I will do the coding for regular battle droids, then feoys. Once i've finished with the feoys i'll get to work on balancing it, since as i said in the unit list, much more balancing is needed (e.g. recusants shouldn't overpower lucrehulks), I know I could just not use every attachment bone on a model, but I feel I can't just leave attachment bones unused. The solution I think is to make only some hardpoints visible and only have those destroyable and firing, the rest can be there, but not visible, destroyable, or shooting.




Nebulogan_B

Knowledgeable, but weird

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7th September 2007

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#6 10 years ago

Another update for you: Providence is now buildable for pirates and rebels, battle droids work, droidekas still have superlong shadows, but it may be a problem with the model, recusant has been balanced, and the venator now has a tractor beam hardpoint (soon i will change it so only the imperial version has tractor beam.) I have attached some pics.




Nebulogan_B

Knowledgeable, but weird

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7th September 2007

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#7 10 years ago

Yet another update for ya, E-wing has been coded in and it works very good, except all 12 squadrons I had got killed in a single large battle, and the icon looks too yellowish. TIE Defender is now buildable in GC, but I wasn't able to test it in a GC space battle because something keeps crashing the game at imperial tech level 4 (sometimes over 5 minutes in.) TIE Droid coded in, but hasn't been made buildable and hasn't been tested yet. Eta-2s seem to be working quite well as they pwn pirate fighter squadrons unless attacked from behind. Pirate fighter name text changed (now says "Rihkxyrk" instead of "Pirate Fighter", squadron name text changed (so now it says "Rihkxyrk squadron" instead of "Pirate Fighter"), health increased, speed decreased, soon I will make it bigger (to about 2x the size of an x-wing.) The changes for the pirate fighter are to make it more accurate to wookieepedia, although I don't plan on giving pirate fighters concussion missile launchers. More units now are sliceable at the correct tech level (e-wing, new rep sd, mediator cruiser sliceable at tech 5), Lucrehulk is sliceable at the wrong tech level unfortunately, this is due to a past misunderstanding of how xml tech levels translate to rebel in-game tech levels.




Nebulogan_B

Knowledgeable, but weird

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7th September 2007

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#8 10 years ago

I finished making the pirate frigate buildable in gc, since I couldn't find the problem with the code I just made a completely new xml entry for it, some things are still not quite right in the coding (e.g. different weak against and strong against shown), but it is buildable and should work at least as well as the stock pirate frigate. I will change the name of it and the stock pirate frigate so that it is part of the starting units in gc so that when you build one it isn't seperated from the starting pirate frigate in fleets. I will of course change the .dat entry for the pirate frigate name so that its faction isn't stated, especially since the EaW pirates are Black Sun Pirates, not just generic pirates.




Kalo Shin

AoSW Joint Leader

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25th August 2006

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#9 10 years ago
Nebulogan_B;4213562I finished making the pirate frigate buildable in gc, since I couldn't find the problem with the code I just made a completely new xml entry for it, some things are still not quite right in the coding (e.g. different weak against and strong against shown), but it is buildable and should work at least as well as the stock pirate frigate. I will change the name of it and the stock pirate frigate so that it is part of the starting units in gc so that when you build one it isn't seperated from the starting pirate frigate in fleets. I will of course change the .dat entry for the pirate frigate name so that its faction isn't stated, especially since the EaW pirates are Black Sun Pirates, not just generic pirates.

The problem with the existing PF Entry is that there are Blah blah for it, and i assume you were having the other Factions building them?




Cobra01

Anyone play SWG?

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8th July 2006

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#10 10 years ago

great that you actually released that pirate mod of yours nebulogan_b, i'm glad someone did it, it'd be nice to have something like this for FoC