This mod catapults Empire at War into 2077. It maintains the game's design philosophy, while adding new units, better graphics, and deeper gameplay.

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Report RSS A little talk on projectiles (view original)
A little talk on projectiles
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Jeroenimo Author
Jeroenimo - - 6,765 comments

Note how I'm trying to make sure there can be absolutely no confusion about what projectile is what by using the colour coding, so when you look at the battlefield you'll be able to instantly see what's going on.

I probably will not add more projectiles, even though there's a large catalogue I've created at this point, to keep everything nice and simple. This is already way too complicated for most of you dumbasses who can't even read unit descriptions to figure out what a ship does so I'm not going to bother with complications such as proton bombs, proton rockets, magnetic pulse missiles and plasma torpedoes.

Wait did I write that out loud? Let me rephrase:

Simplicity is the beauty of this mod and I do my best to keep it interesting while retaining the simplicity.

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Plejadenwolf
Plejadenwolf - - 520 comments

Hm, maybe you can upload the more sophisticated version as an add-on for people who like more complex stuff, if it's not a whole lot of extra work. As concerning projectiles in general, I would love to see the bomber-types and especially the TIE-Bomber dropping bombs on large ships. You're love on detail for such things is beyond awesome. It really sucks you in for an amazing experience. Great work!

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MogenarZ
MogenarZ - - 355 comments

Energy pool? I thought those XML tags were just a dropped feature from earlier production, like political control. That's pretty cool that you got that or a similar mechanic to work for the ion pulse missiles.

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Jeroenimo Author
Jeroenimo - - 6,765 comments

As far as I know the energy pool is functional (unsure though), unlike tags like political control which has no other tags built around it to function the energy pool has a clear system build around it, it regens, projectiles can do energy damage and from what I've tested the ion pulse missile it doesn't disable capital ships as fast as it does small frigates.

Then again, I've also got the Projectile_Ion_Stun_Speed_Reduction_Percent and Projectile_Ion_Stun_Shot_Reduction_Percent tags set up as safeguards in case the energy pool doesn't work.

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Megabalta
Megabalta - - 353 comments

Tested it a while ago, sadly it does not work.

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ConorChaos
ConorChaos - - 92 comments

Very cool indeed. An Imperial Grand Admiral once said, "I can't wait to fire these Diamond-Borons right up that Nebula B's aft. -- Fire away lieutenant.".. Beautiful.

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Guest
Guest - - 690,773 comments

Very good idea with the nebulae sd. Right now it feels kinda lacking compared to the lucrehulk and allegiance.

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Maxyms
Maxyms - - 511 comments

"This is already way too complicated for most of you dumbasses who can't even read unit descriptions to figure out what a ship does"

-Jeroenimo

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Jeroenimo Author
Jeroenimo - - 6,765 comments

That'll be my tombstone quote

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ConorChaos
ConorChaos - - 92 comments

While 90% of the people at the funeral still attempt to understand what's engraved upon your tomb stone.

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BernieBerns
BernieBerns - - 185 comments

Sorry to be off topic - but will you also update ground forces?

Thanks.

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Jeroenimo Author
Jeroenimo - - 6,765 comments

nope

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Description

Here you can see 4 categories of projectiles and I will address each of them since it is quite important to know the difference.

Top left: The concussion missile family. Several variations. Left most, the smallest missile used only (so far) by the TIE bomber, it does the same damage as a regular missile but I felt like a smaller size would be nice since an actual missile wouldn't fit into the TIE bomber. on its side is the regular missile. Nothing new there. Right of that; the assault concussion missile. It does heavy damage AND splash damage, meaning if a barrage of these hits a fighter squadron it'll damage them severely. It also has a nice fire arc where it moves in random directions. Right to that is the heavy version. Bigger, more damage, more splash damage. Each of the missiles has a different trail to recognise them, the assault and heavy assault share the same trail. But all of them RED so you know it's a concussion missile.

Top right: Diamond-Boron missile. Mini nuke, huge area damage. Recognisable by the white trail and glowing front.

Bottom left: Proton torpedoes. The small one is nothing new, the large one is only used by the MC 30 and does a lot more damage.

Bottom right: Ion pulse missile. This missile does no damage, must be useless right? False. It disables weapons and engines. Hit a ship with enough of these and that ship is out of the fight until it regains its energy. Which it won't if you keep firing at it. Larger ships have a larger energy pool so it'll take more hits to drain it obviously. So far only the Gladiator has these weapons, and I must say it makes it tremendously useful as a utility ship. I'll likely give it to the Nebula too, to give it an alternative to its super ion cannon. The ion pulse is recognisable by its deep purple trail.

Note how made sure every trail is colour coded so you can clearly distinguish between the projectiles. The regular conc missile was originally blue but I decided to make it red for this very reason.