Post news Report RSS List of v3.0 Changes and Suggestions

Ok, here is the list of changes to the latest version of the mod. Whaat I need are suggestions and bug fixes for anything I am missing. I don't want to release a bug-filled mod, and I've spent the last few days ironing it out. Unfortunately I don't have the time to go over everything, so that's where you come in. If you know of any bugs, glitches or errors in the mod, let me know. Also, if you have any suggestions for features to add, post them here.

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Ok, here is the list of changes to the latest version of the mod. Whaat I need are suggestions and bug fixes for anything I am missing. I don't want to release a bug-filled mod, and I've spent the last few days ironing it out. Unfortunately I don't have the time to go over everything, so that's where you come in. If you know of any bugs, glitches or errors in the mod, let me know. Also, if you have any suggestions for features to add, post them here.

Changes from v2.0:-New space unit, the Dreadnaught-class Cruiser. Replaces the Interceptor Frigate for the Empire and Rebellion. Credit for the new unit goes to Keeper_of_faith@gmx.de
-New model for the Mon Calamari Cruiser. Re-named to MC-80 "Liberty" class cruiser. Credit goes to Shakky from the SOTE-Mod team (sote-mod.com) for the model, textures, rigging, etc.
-New ground units: X-Wing and LAAT Gunship for the Rebels, and the Acclamator Assault Ship I, TIE Fighter, and MAAT Gunship for the Empire. There are two variants of the Acclamator: one spawns MAAT Gunships, the other TIEs. They are not buildable otherwise. The Rebels can build the LAAT individually. Credit for the LAAT and MAAT and all sounds, textures, projectiles, etc. goes to Bailknight and Nomada_Firefox.
-Many ground units have been rescaled, trying to reflect actual size.
-Ground base shields are now much larger, allowing them to protect not only the majority of your base but also your units out in the field. This requires them to be taken out before surface bombardment or bombing runs can be used. This also makes the shields a more critical part of your base defense than it was before. There is an issue, however, where the shield animation does not reflect the shield's actual size. I haven't been able to resolve this problem yet.
-All reinforcement points for land battle have been doubled, but be careful! The planets still only hold 10 units apiece. This means some units will have to be left in space after the battle, so make sure you have empty slots available on other planets for them.
-All ground projectiles have been altered to better reflect actual damage. Expect to see infantry get blown away by heavy weapons, but will be able to damage hero units much more easily. Disrupters in particular are very nasty. Also, the stupid ZC attack dogs are no longer impossible to kill and die just as fast as infantry.
-Infantry squad sizes have been altered. Rebel and Mercenary squads have been reduced to 6 per squad, while the Empire retains its previous number of troops per squad. This is to help reflect the actual numbers of the forces involved in the conflict for each side.
-Infantry health now reflects the armor they wear. Rebel and ZC infantry have around the same HP, While pirates have slightly less. Stormtroopers have slightly more health.
-The AT-AT now has the anti-infantry lasers seen in the Battle of Hoth.
-Most land companies are mixed together with other units to give a more realistic "combined arms" feel to battles. So no more single unit rampages, use your units different strengths together to cover weaknesses. (Mixing vehicles and infantry did not work, so there are mixed vehicles and mixed infantry squads respectively.)
-Added air squadrons composed of Z-95 Headhunters and V-Wings to the ZC ground forces.
-Fixed error in scaling of transport units and Ewok bombers.
-Added 2 extra AT-AT Walkers to Gen. Veers' ground company.
-MC-80 Cruiser now spawns X-Wing and Y-Wing fighters.
-Minor tweaks to various unit prices, weapon power, and firing ranges.

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LucianoStarKiller
LucianoStarKiller - - 2,399 comments

only one advice: make sup heavy changes in the hardpoints, not only exchange laser for turbolasrs and stuff like that but real ones

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p*a*t*t*o*n Author
p*a*t*t*o*n - - 690 comments

dont have the ability, or i would. to do that i would need to be able to edit the models themselves, for which i need special modeling programs that cost money i dont have.

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obliterator789
obliterator789 - - 1,052 comments

Make the ships bigger so they are easier to see/target
Make the ships all slower so they are easier to see/target
these changes would be to scale with eachother for all ships, so if a corvette was 1/4 the size of a frigate, and goes 4x as fast, keep those ratios the same, just make the value of each larger, know what i'm getting at?

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p*a*t*t*o*n Author
p*a*t*t*o*n - - 690 comments

faster/smaller ships are a feature of this mod. if it bothers you, pause the game to hit the smaller ships or let your ships autotarget for themselves. in mp, your opponent will be dealing with the same issues you are: small, fast moving ships are hard to hit, and this is reflected in this mod. this can be used to your advantage as these ships can be used to make high-angle deflection runs with little exposure to return fire.
the scale has been adjusted for a number of reasons, one of which is to allow more ships to be semi-accurately scaled without the larger ships being too massive.

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