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Re: Hangar Add-on Mod Thread The problem is that imperial fighters don't have a hyperdrive, unless you don't bother about the canon. |
Re: Hangar Add-on Mod Thread Remember to have more fighters being spawned for the empire, they rely on swarming. |
Re: Hangar Add-on Mod Thread When I finish it with these amounts, I'll test it, and if necescary I'll change the amounts. Oh, and do you guys want it to be canon? This is only the 0.9 version, if I didn't metion it already. And thnx Admiral. |
Re: Hangar Add-on Mod Thread Back again! My internet was down since 10 days, working again now. UPDATE: Here's my full list of changes...Actually a copy of the readme: --------------- HANGAR ADD-ON MOD --------------- ***** This is only the 0.9 version of the mod. In later versions I will also make some changes in Galactic Conquest, and change some of the fighter and bomber amounts if there is not a really good balance. ***** Hi, to you all. This is a pretty simple mod that gives hangars to all frigates, cruisers that don't already have one, and, pretty obvious, gives them fighters. They will be non-targetable and non-hittable (lol?). I've tried to make this mod as balanced as possible. Here are the amount of fighters that all the units have in this mod: -----REBELS----- Nebulon B Frigate: -- 2 X-wing, 1 Y-wing. The X-wing defend the frigate from bombers, the Y-Wing support it when attacking. Assault Frigate: ---- 1 A-wing, 1 B-wing, 1 X-wing, 1 Y-wing. Medium fighter complement for taking down smaller frigates. MC 30: -------------- 2 A-wing squads for defence against bombers. Calamari Cruiser: --- 2 B-wing, 2 A-wing, 2 Y-wing, 1 X-wing. Larger fighter complement for heavy strikes. Admiral Ackbar: ----- 4 A-wing, 2 B-wing, 3 X-wing, 3 Y-wing. Well...It's a flagship. 'nuff said :) . -----EMPIRE----- Acclamator: --------- 3 TIE-Fighter, 2 TIE-Bomber. Use this frigate moslty for interceptions. Interdictor: -------- 2 TIE-Interceptor. Small fighter complement for defence when attacked. Victory: ------------ 2 TIE-Interceptor, 1 TIE-Bomber, 1 TIE-Scout. Use this for taking down small frigates. Star Destroyer: ----- 5 TIE-Interceptor, 2 TIE-Defender, 1 TIE-Phantom, 1 TIE-Scout, 2 TIE-Bomber. Hey, our tactic is 'brute force'. Did you expect something else? General Rom Mohc: --- 2 TIE-Phantom, 1 TIE-Defender, 1 TIE-Interceptor. Mainly use fighters for defence. Grand Admiral Thrawn: 6 TIE-Interceptor, 4 TIE-Bomber, 2 TIE-Scout. This guy is a genious. If you don't play the Empire, you're doomed. Piett: -------------- 6 TIE-Fighter, 4 TIE-Bomber, 2 TIE-Interceptor. Yay, glad he's with teh 3mp1r3 ( for teh n00bs, that there means Empire). Executor SSD: ------- 12 TIE-Interceptor, 14 TIE-Bomber, 5 TIE-Defender, 2 TIE-Scout, 4 TIE-Phantom. Holy sh*t. We are só going to win! Death Star 2: ------- Well, the same as before. The frigates and destroyers carry the extra fighters. If you built this thing: easy win garuanteed! -----CONSORTIUM----- Interceptor 4: ------ 2 Starviper, 2 Skipray. Same as Rebel and Empire small frigates. Vengeance: ---------- 4 Starviper, 2 Skipray. A non-shielded frigate needs support... Kedalbe Battleship: - 5 Starviper, 3 Skipray. For not really strong shields more fighters then bombers. Krayt Destroyer: ---- 4 Starviper, 4 Skipray. For the lack of guns it gets good fighter/bomber support. Tyber Zann: --------- 6 Starviper, 6 Skipray. Combined with his strong ship, it can take down large vessels fast. SKIRMISH ONLY: Venator-class Cruiser: 2 Starvipers, 1 Skipray. It has heavy armor now. Definately worth building. Other changes: - Build cost and build time redone. - Corvettes cheaper and faster to build, because you really need them now. - Some shield- and fire rates redone. - If a ship is destroyed, it will take longer untill it explodes. - Empire spawns more TIE Scouts. Use them wisely! And a few more things... This is version 0.9 of the mod. In later versions I will also make some changes in Galactic Conquest, change some of the fighter and bomber amounts if there is not a really good balance, and add the capacity to the description if I can get the .dat editor to work again. And if your PC is 'not that young' anymore, you may suffer some lag. Of course you can use this, but if you forget to give me credit...I'm going to fire ma laser ()o /Ż/________________________ | BLAAAAAAAAAAAAAAAAAAAAAGH!!! \_\ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Oh, for the serious, annoying people, if you didn't know, I'm only 14, so don't be thát cruel... Greetings from ~~~ InvisibleHand ~~~ from the Netherlands. Contact me @ : ello01@hotmail.com Some bugs or questions? Post or tell me! Comment below or here: http://forums.filefront.com/sw-eaw-m...-progress.html Credits to me, myself and I. |
Re: Hangar Add-on Mod Thread The mod is nearly finished, but now I have a question. Which lines do edit to make the death clones of the spaceships 'fall' slower. As you can read in the readme, I want to do this as an addition. |
Re: Hangar Add-on Mod Thread i dont know how to make it fall slower but i know how to make it fall longer before disapearing edit this : <Death_Persistence_Duration> 34 </Death_Persistence_Duration> to let's say this: <Death_Persistence_Duration> 50 </Death_Persistence_Duration> |
Re: Hangar Add-on Mod Thread I'll try that then... |
Re: Hangar Add-on Mod Thread Bly, where did you see that line? I can't find it anywhere... |
Re: Hangar Add-on Mod Thread oh i just found out that only is for space stations (the duration of the fall) |
Re: Hangar Add-on Mod Thread I could also use that, so thankx then :D |
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