STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Republic at War
SamsTheMan 2019 年 1 月 19 日 下午 1:51
Does the AI get buffs to their spaceships?
I'm playing on normal and the AI is consistently able to wipe out 5 of my capital ships while losing 1 while I'm DEFENDING a space station. And that is with all of us just using tier 1-2 ships

Am I missing something or does the AI get crazy passive stat buffs

Also is there a way to have my missle cruisers shoot at an enemy without them trying to charge it?
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Umbrella  [开发者] 2019 年 1 月 19 日 下午 1:55 
If you play at hard it gets a damage buff. Otherwise I do not think so. Which side you playing?
SamsTheMan 2019 年 1 月 19 日 下午 2:01 
My long game was confederacy. Towards the end the Republic was able to just move 3 venerator class ships into my tier 5 starport(with all accompanying defenses) and destroy it, without losing a single ship. I had a mix of munificent, techno, carriers and recusant. over ten ships easily plus whatever the garrison had

Umbrella  [开发者] 2019 年 1 月 19 日 下午 2:09 
Venators are brutal but I don't think 3 would be able to take a lvl 5 station even if it didn't have any units stationed there.
dexecuter18 2019 年 1 月 20 日 下午 6:45 
They 2 Shot Level 5 Space stations with the Superlaser.
Alackofcaring96 2019 年 1 月 31 日 下午 1:30 
You can modify fighter complements easily to make yourself have an advantage.
I currently dont know how to increase a unit's damage though. You can increase the firerate of specific weapons in the hardpoints file, but i dont know if the <damage> line does anything. stacking more hardpoints on capitalships makes them indestructable, so do not do this.
最后由 Alackofcaring96 编辑于; 2019 年 1 月 31 日 下午 1:32
Alackofcaring96 2019 年 1 月 31 日 下午 1:34 
引用自 dexecuter18
They 2 Shot Level 5 Space stations with the Superlaser.
the bug effects the ai too, so if you just focus one venator and knock out its sphat with bombers you should be fine
CB|Torlo 2019 年 2 月 3 日 下午 1:55 
引用自 Alackofcaring96
You can modify fighter complements easily to make yourself have an advantage.
I currently dont know how to increase a unit's damage though. You can increase the firerate of specific weapons in the hardpoints file, but i dont know if the <damage> line does anything. stacking more hardpoints on capitalships makes them indestructable, so do not do this.

Damage is done based on projectile. So, find the hardpoint's name in the unit xml. Go to where the hardpoint information is stored (if you need to find the right file, there is a hardpoints.xml folder that has a list of the other folders that have hardpoint information inside the folder.) . Each hardpoint shoots a projectile type. Find the name of the projectile you want to change. Then find that projectile in the projectile.xml folder. Damage stats can be found there. If you ever want to mod EaW, or any mods for it, and have any questions, I might be able to help you more. Just let me know.


Now, in response to the OP, I've found the Venator Superweapons can be extremely overpowered. As the other person mentioned, instead of hitting their shield generators right away, go for the superweapon to prevent it from firing. Then you can whittle the damn thing down with your garrison, and of course then destroy it's shields etc.
最后由 CB|Torlo 编辑于; 2019 年 2 月 3 日 下午 1:56
Umbrella  [开发者] 2019 年 2 月 3 日 下午 2:05 
引用自 Torlo50
引用自 Alackofcaring96
You can modify fighter complements easily to make yourself have an advantage.
I currently dont know how to increase a unit's damage though. You can increase the firerate of specific weapons in the hardpoints file, but i dont know if the <damage> line does anything. stacking more hardpoints on capitalships makes them indestructable, so do not do this.

Damage is done based on projectile. So, find the hardpoint's name in the unit xml. Go to where the hardpoint information is stored (if you need to find the right file, there is a hardpoints.xml folder that has a list of the other folders that have hardpoint information inside the folder.) . Each hardpoint shoots a projectile type. Find the name of the projectile you want to change. Then find that projectile in the projectile.xml folder. Damage stats can be found there. If you ever want to mod EaW, or any mods for it, and have any questions, I might be able to help you more. Just let me know.


Now, in response to the OP, I've found the Venator Superweapons can be extremely overpowered. As the other person mentioned, instead of hitting their shield generators right away, go for the superweapon to prevent it from firing. Then you can whittle the damn thing down with your garrison, and of course then destroy it's shields etc.

I believe destroying the hardpoint does not keep it from using it (AI).
CB|Torlo 2019 年 2 月 4 日 上午 4:49 
引用自 Umbrella

I believe destroying the hardpoint does not keep it from using it (AI).

If this is the case, maybe changing the ability off an ability? Or maybe have it as an ability, but make it so that it mearly allows the weapon to fire? What I mean is this:

Have the hardpoint be a turret weapon that fires the projectile regularly, like every other weapon. However, make it so the weapon is used like one of the abilities such vanillia Y-Wings Ion Torpedos. They only fire when on the alt. fire mode, and it can have a cooldown that way. However, in the ability code, there is a way to prevent an ability from being used if the hardpoint is gone. This way you can avoid using the Death Star ability information as is currently used.
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