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 What to expect from the AI in the next update (view original)
What to expect from the AI in the next update
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Jeroenimo Author
Jeroenimo - - 6,765 comments

Continuation of the updates since the last moddb update from the changelog channel on discord:

TIE Bizarro added to the swarm system.
TIE Phantom added to the swarm system.
TIE Vanguard (The scout) added to the swarm system.
Removed TIE Vanguard scouting unit from all non vanguard TIE squadrons.
All swarm fighter HP bonus has been reduced from 2x to 1.5x.
All starfighter minimap icons have been made smaller to more easily distinguish them from other units.

All starfighters not in the swarm system now come in pairs of two. Like the swarm, there's still 10 starfighters per squadron, but now they move in pairs, this further reduces the amount of lag caused by the AI pathfinding starfighters.

CIS HMP now fires regular proton torpedoes instead of the missiles to prevent confusion between what the projectiles do. Previously it was just a visual difference between the missiles and regular bomber torpedoes. Still fires the same amount.

Mandalorian Starviper now fires two proton torpedoes instead of one. This means the Starviper now packs a far more serious punch against starships. Deploy buzz droid ability removed. Build cost bumped slightly from 700 to 750.

Updated ion pulse missile ability name and description. This used to be the ionshot in vanilla EAW, it was changed to a more powerful version a while ago.
"Fire an Ion Pulse Missile that disables any ship class for 50% of its firepower and movement speed for 30 seconds, and deals 250 damage to shields. Because of its expense, starfighters only carry one Ion Pulse missile, use it thoughtfully!"
I don't see people use this enough. I don't use this enough. It's a very powerful ability, taking down a capital ships firepower to 50% for 30 seconds is very substantial.

Did some under-the-hood cleaning of code.
Corellian heavy gunship ability issue fixed, now has the Corrupt Systems ability that it should've had for ages.

Flak cannon damage drop off removed, and blast area increased from 25 to 35 to compensate for the increased HP of the wingmen starfighters. Because they now come in groups of two, their HP and shields (Also regen) was doubled, so the threshold to actually kill them is doubled. Flak damage increased to compensate. Normal laser fire should be fine.

Recusant laser and flak firerate halved, it was a bit too high purely for aesthetics, should help reduce a bit of lag when large numbers of recusants are firing all their weapons.

Starbase build times changes, instead of 90 seconds for every level, it is now 30, 30, 60, 90, 120 seconds for levels 1 through 5.

All turbolaser models now have more girth.

Heroes now take 10 minutes to respawn, up from 6.

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Description

In between other updates, the AI priorities were tweaked, they're now more aggressive towards pirates and prioritize building starbases more, which leads to a much faster start. This test game I let the AI run wild as I fast forwarded through the GC, this was the situation at day 38.

Other updates since the last moddb update from the changelog channel on discord:

I regret to hereby announce that the K-wing has entered service.

Fixed executor double light intensity issue, added power to engines particle for the K-wing.

Implemented Kwing secondary weapon loadout. Aside from the 18 missiles, it now has:
10 proton torpedoes, 4 anti-fighter missiles, 2 plasma torpedoes and 2 sonic missiles.

Fixed major balance bug where all proton torpedoes only dealt 50% of their intended damage. This issue was introduced when the starfighter damage type was changed to only deal 50% damage vs all targets save fighters and bombers, and the torpedoes weren't switched to new damaged types.

Fixed V-wing immortality issue, the squadron formation is changed so that it has a fighter in the center of the formation so projectiles will no longer overshoot.

Updated particle effects for seismic charge and sonic missiles.

Criminal underworld now has a new basic bomber unit, a modified Z95 headhunter variant with 2 proton torpedo launchers.
While it does not get the ion pulse missile ability and only fires 2 proton torpedoes instead of the usual 4 fired by bombers, the new torpedo bomber unit is fast and agile, and a small target, making it perfect for pesky bombing runs.

Fixed an issue with the bombing run script, units that are technically capable of bombing capitals dispite not being bombers, such as the Arc-170 and TIE Bizarro, should now be used for bombing runs by the AI.

Fixed texture issue with the Sabaoth where it displayed a superstructure bump when it should've been armor.