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 Semi-realistic fighter scale (view original)
Semi-realistic fighter scale
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Maimbot6000
Maimbot6000 - - 1,747 comments

Just a thought, couldn't you also make all the other units and stuff bigger? :P

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Negtharayas16
Negtharayas16 - - 360 comments

It's hard enough to move around capital ships as it is. Making them any larger would just wreck playability. You would likely have to increase ranges to compensate, which would cause even more instability given the inability to zoom out more or even if that was resolved, bigger maps mean more lag.

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Negtharayas16
Negtharayas16 - - 360 comments

Now, of course, shrinking captial ships would reduce all of these current issues, but would essentially remove fighters from the game (which I would be in favor of, but it would have to be done carefully. ) Let me explain: I would much rather have starfighters be passive affects on the battlefield, since micromanaging hundreds of squadrons (being canonically accurate) along with dozens of captial ships is just a little silly and impractical. Take land battles for example. Each stardestroyer had contingents based in the stardestroyer. I would completely remove the ability to manufacture most land units, having their availability dependent on what Garrison buildings the defender has or what/how many capital ships the attacker has in orbit. It makes no sense to make land units separately. I mean, how can a vsdii coat 3800 and an atat cost 1200? Considering a vsdii carries several of them... Land battles should be about tactics and macroeconmy not microeconomics. True, destroyed units would have to be replaced, but I think this should be automatic, I would be fine with them being taken out of the income of players, but their costs should all be drastically reduced. Losing a land battle? Not expensive. What is the true expensive consequence? Losing the planet. Losing a fleet? Devastating. Even more devastating is the loss of the trade route or planetary space.

Sorry for the long post, just got carried away.

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GeneralTantor
GeneralTantor - - 627 comments

I always thought it was dumb that you couldn't garrison ground units in your capitol ships... I am surprised that there is no mods that have added that ability... Must be hard to code or mod that into the game...

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Awesomesauce935
Awesomesauce935 - - 312 comments

you'd have to setup every land unit as a minor hero, then they'll hitch a ride in a ship

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Jeroenimo Author
Jeroenimo - - 6,765 comments

So you're saying, change ships into containers with both the ships + the land garrisons in them...

Now that is interesting indeed...I'll be saving that idea in my notebook.

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Shadow0
Shadow0 - - 317 comments

How would one even go around to do it?

I am certainly interested for my personal version of RaW (currently adding planets from the UGC and Z3r0x mod and moving everything close to their legends galactic position :P)

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Jeroenimo Author
Jeroenimo - - 6,765 comments

I'm not that experienced with containers, but it basically means having a "container" which contains both a space unit and a ground unit. When you have it in space, the container spawns the space unit(s), when you drop it to the ground, the container spawns the ground unit(s).

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Shadow0
Shadow0 - - 317 comments

Ah, so it's not like how RaW does it (making the transport a ship) or how some heroes are attached to ships.

Damn, those I know and are easy, others not so much xD

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Negtharayas16
Negtharayas16 - - 360 comments

I believe that is how the Thrawn's Revenge team have treated Land-battle Tie Fighter support in the 2.2 demo. I guess that would work to a certain extent. But I am not sure how you would get around the space unit destruction if the land portion is destroyed.

I was envisioning something along these lines, but I have not delved deep enough into the code to even know if it would be possible. Additionally, this would dramatically change the nature of the game, effectively making the galactic map about managing economy and fleets and bases, limiting land units to just the land-base battles.
1) Normal land units are effectively removed from the galactic map. All their costs are reduced to 10% or such (will see impact in point 3).
2) When in a land battle, the assaulter is given reinforcement options based on what ships they have in orbit. For example, a Victory II (according to wookipedia) has 1600 troops, 15 ATSTs, and 10 ATATs. Now, for playability, we would obviously have to translate, so maybe 4 stormtrooper battalions, 2 ATST, and 1 ATAT. These troops would be available in the reinforcement tab. If you had 2 VSIIs in orbit, it would be 8 ST battalions, 4 ATSTs, and 2 ATATs. And so on.
3) Deploying reinforcements will still cost money, just much less - in line with the more commonly reduced cost of turrets and other land-based defenses. This small cost is the effective "replacement cost" of the unit for the ship it is being deployed from. (admittedly, AI would need massive tweaks. Also, repeated assaults, so long as money existed, would be possible as new assault armies would not have to be created. This could be fixed by a timer initiating upon the completion of a land battle that would prevent another land battle until it was done counting down. Not sure if that is possible)
4) on the flip-side, defenders are completely dependent on buildings for garrisonable defense - respawns are possible from the buildings during battle, but in galactic mode, units are auto-created based upon built garrison buildings. These land units can be arranged on the land map by the defender, but cannot be moved off-planet. This gives defenders
For example, the Empire has two barracks, a light factory, a heavy factory, a "super" heavy factory, and an academy. Thus, the garrison would be two stormtrooper battalions, two bike trooper battalions, an ATST battalion., a 2-m (saber) tank battalion, and SPMA-T battalion. (in theory, this would mean that some imperial units would be more difficult or impossible to get, or would vary more depending on tech level... such as the impossibility of having an ATAT for defense other than Veers. Even so, this could be structured in such a way as to make sense since the ATAT was an assault vehicle. Even in Rogue one, the defending walkers on Scarif were AT-ACTs, not ATATs.)
All in all, I recognize that this would not be a perfect system, but I feel it would make far more sense, at least for the imperials. And even if it were a system only for them, it would help a lot to diversify between factions rather than having "cloned factions". The great might of the empire should not be concerned about losing waves upon waves of troops. The Rebellion on the other hand, well, it needs to be a lot more careful with the ones it has. Thus, I am for changes like this for these reasons succinctly: gameplay, canonicity, and realism. I try to acknowledge issues I notice, and really would dig around the code myself if it was something I could make time for.

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Reeb99
Reeb99 - - 268 comments

Capital ships are already containers of sorts. That's why you can get heroes to ride in them with the line

<Attach_To_Flagship_During_Space_Battle> Yes </Attach_To_Flagship_During_Space_Battle>

In the xml. I can get infantry and ground vehicles to ride in them by adding that you their entries in GroundInfantry.xml and GroundVehicles.xml, but it does funky things with the icons of heroes.

I'll keep toying with it on my personal mod and see if I can find a solution that doesn't mess up the icons.

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Negtharayas16
Negtharayas16 - - 360 comments

Interesting. I could see how the icon thing would be annoying. Perhaps an easy solution is to give the space icon for land units just a transparent square. Thus, the game would still render it, but players would not be able to see it. However, it might still highlight upon selection. Additionally, I am not sure if it is possible to distinguish between icons in space and icons otherwise (galactic/land).

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Reeb99
Reeb99 - - 268 comments

That's what it already does, except it leaves a blank space for each infantry unit, rather than each company. All in all, it shifts the hero icons way to the left. It wouldn't be too bad if it was for each company instead of each unit. Still investigating.

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Reeb99
Reeb99 - - 268 comments

Just an update on that idea... it didn't work. Decided to abandon that idea.

I'm now looking into making capital ships like Garm's gargantuan for transport shuttles, where you can manually make the transport shuttles enter them, sort of like the bunkers. I have it to the point that it looks like it will work, but doesn't.

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BrokenHopes
BrokenHopes - - 308 comments

fighters are a big part of the star wars universe and so can not be removed from the game. otherwise the game would be called star destroyers the game.

the rebellion need the fighters to be able to compete with the empire and while im not a big fan of "spam fighters!" its what the rebellion does. in fact the rebels generally playas the exact opisite of the empire with a cheap fighters are your heavy firepower with other ships in a supporting role. which explains why there fighters and bombers are so superb while there other ships tend to be subpar.

the empire plays with the large ships are main damage source with the various ties as support to the point that while the tie series are so pathetic in comparison of the rebel or pirate fighters they are extremely flexible with various tie types filling every support role possible.

the zann consortium plays somewhere in the middle. they have ships that while they cant go toe to toe with Imperial ships (really they can hold the line for a few minutes and hold them there for a support wing to warp into a flanking point and grind the empire out, normallly with fighters) will also decimate the rebels large ships, and while there fighters are weaker the the rebellions they can decimate the empires fighters. the zhann consortium really uses it ability to win the day. they are so odd and of unique ability that they can win the day if applied correctly

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BrokenHopes
BrokenHopes - - 308 comments

also land battles are the hidden gem of this game really and its so unbalanced "rebel artillery spam go!" that im sad to see many mods either ignore, or even worst make it up so it looks and plays terrible.

that said to balance the land battles are that is needed is to add tank hunter/arty hunter units and work on the turrent system to make defence more able to resist "im going to sit back and slowly spam bombing runs and orbital strikes" kinda gameplay

maybe a shield generator unit for the rebel (and remove the abilty for bombs and orbital strikes to land next to it and still pop the generator or whats inside) and a similar unit for the empire. pirates just cant afford to have such tech im fairly sure.

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JayTheGam3r
JayTheGam3r - - 1,869 comments

Eh, I personally prefer realistic because honestly who seriously needs to see a fighter not zoomed in? There's nothing to gain from that. But nevertheless at least the ships look good. Also, is it me or does the Y-wing look a bit too big? Xwings are 12.5 meters if I recall and Y wings are 16.

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Jeroenimo Author
Jeroenimo - - 6,765 comments

Y wings are 23m. I rounded it up to 25-ish. I could scale everything else up as Isa said, however then we get the Executor path finding issues on units like the Annihilator. And that was the original reason I took out the Executor in the first place, so I wont be doing that.

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JayTheGam3r
JayTheGam3r - - 1,869 comments

Where in the world is that stated? I've never read any lore or statement that calls for the ship to be 23ms.

EDIT: So the A4 variant is apparently 16 meters, not the standard version.

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Jeroenimo Author
Jeroenimo - - 6,765 comments

Wookiepedia: Starwars.wikia.com

In the fighter statistics: 23.4m long, 16m wide.

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JayTheGam3r
JayTheGam3r - - 1,869 comments

Pretty certain J didnt down vote me but who ever did, i got one ship length wrong. Sheesh

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pincuishin
pincuishin - - 572 comments

lol

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Jeroenimo Author
Jeroenimo - - 6,765 comments

This whole up and downvote system is junk anyway. You can't even downvote the authors comments, which completely defeats the purpose of having an up and downvote system anyway. And no, that wasn't me lol.

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JayTheGam3r
JayTheGam3r - - 1,869 comments

Still interesting how the A4 variant of the y wing is 16 meters long vs the 23 var

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aseanrocks
aseanrocks - - 19 comments

Will the ground forces be inmproved as well like diverse grount unit roster? I really did enjoy the space battles a lot especially the s-foils of the Victory cruiser : D

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Jeroenimo Author
Jeroenimo - - 6,765 comments

Glad you enjoyed it! Ground will not be changed, atleast, not until I'm absolutely happy with space. Which means it'll never happen in 95% of universes in which we live.

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hoho96
hoho96 - - 3,797 comments

well there's always this 5% :D

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mighty_moose416
mighty_moose416 - - 501 comments

Have you thought about using another mod's (e.g. Battlefront commander) models for the ground portion? I know it wouldn't necessarily be up to your standards but it would probably satisfy the people who want the ground side improved without burning up too much of your time and energy. :)

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kubli
kubli - - 1,934 comments

Ground needs A LOT more than a makeover. If anything the makeover will be the easy part.

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mighty_moose416
mighty_moose416 - - 501 comments

Well obviously yeah but giving the ground stuff a cosmetic makeover would at least make the mod a complete remake even if he never got around to modding the ground side of things (which wouldn't surprise me, jeroenimo has talked of stopping working in the mod before.)

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KinQQz
KinQQz - - 1,870 comments

have to agree the Ground combat is really the only grating part of this mod.

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Benjin
Benjin - - 1,193 comments

Agreed, it'd be great to see some improvement with the ground.

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LoooloooL
LoooloooL - - 82 comments

- Jeroenimo, c'mon, quickly release new version!)
- Can't, I'm going to fix some sizes of fighter models.
- OH **** YES!1

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Bucman55
Bucman55 - - 795 comments

It's unfortunate the Z-95 isn't getting the Farseer treatment in your mod. It's one of the most forgotten ships in the game. Also from this angle the V-Wing looks bigger than the A-Wing when it should be smaller, 7.9 meters vs 9.6 meters.

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Jeroenimo Author
Jeroenimo - - 6,765 comments

I may, or may not, have forgotten about the Z 95...

Also thanks for the V wing info.

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cpt.franz
cpt.franz - - 410 comments

it's... beautiful...

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Striker311
Striker311 - - 554 comments

So you have Farseer's Rebel fighters and you made a few of the ties which look great but are there plans to use Farseer's models for the other ties you didn't make?

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Jeroenimo Author
Jeroenimo - - 6,765 comments

No. I'm going to be personally cranking out five TIE models, tonight. Lets see if I can for a change do something very fast instead of very slow shall we?

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Bucman55
Bucman55 - - 795 comments

Shouldn't be to hard. The basic cockpit can work for the TIE/LN, TIE/IN, and TIE/X-1. The glass and wing connectors can then be reused for the TIE/SA and TIE/SR.

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Description

Fighters are scaled correctly to eachother, but not to other units. That means all fighter sized objects are more than twice as large as they should be, but the fighters are still visible when zoomed out, which I liked more than the "realistic" scale. Function over form.

I am currently rerigging all the fighter models to:
1. Correct collision boxes. As in, if there's not fighter to hit, no projectile will hit. In vanilla all fighters collision meshes are a single box. I'm changing it to this. This also makes more sense since an A-wing is far smaller and has a lot less health and shields than a Y-wing, which is apparently massive and has a lot of health and shields for being a basic fighter. These collision meshes will make fighters harder to hit, except for missiles of course, which are target tracking.

2. When a fighter fires a laser, the laser actually waits a frame before appearing. Which means the laser as well as the laser flash will appear inside or behind the fighter. The solution I found is to move all the firebones to the exact location in front of the fighter where that extra frame combined with the fighters speed makes the laser and its flash appear exactly where it should. It's hard to put into words how insanely boring this is. And how long it takes.
3. Custom lasers for fighters. The Y-wing now shoots a dual laser model is custom fitted to the distance between its barrels. That also goes for its ion cannon. This'll be done for all fighters for which it makes sense. The X wing for example will still fire its 4 lasers in sequence.

These very simple and nearly unnoticable things take a lot of time, but hot damn when you actually follow a fighter it looks glorious.

Thanks to Farseer for allowing me to use his x/y/a/b-wing models.