Saturday, October 19, 2013

Space Weapon Accuracy by Class

As part of the balancing run before launching the space demo version of the mod I've been going through various aspects of the data to make sure everything is balanced and 'realistic'. Part of that is determining how accurate various types of weapons are against different ship classes.

The following chart lists the average or baseline of each weapon class and how effective it is against the different ship classes available. Quality of weapons and pilots/crew would affect the numbers for each individual ship or hardpoint, modifying the baseline values.

Weapon Class Accuracy vs. Target
Weapon Fighter Bomber Transport Corvette Frigate Capital Super
Light Laser 30 30 15 25 25 25 25
Medium Laser 40 40 20 25 25 25 25
Heavy Laser 50 50 25 35 35 35 35
Light Turbolaser 90 90 80 70 60 50 40
Medium Turbolaser 95 95 85 75 65 55 45
Heavy Turbolaser Can't Target Can't Target 90 80 70 60 50
Light Ion Cannon 95 95 85 75 65 55 45
Medium Ion Cannon Can't Target Can't Target 95 85 75 65 55
Heavy Ion Cannon Can't Target Can't Target 95 95 85 75 65

Note: With the numbers above, the lower the better. 1 seems to be always hit.

Does this look about right? How could I improve the baseline weapon accuracy?

Friday, October 18, 2013

Coming Closer to Space Demo Release

I have the base Imperial Navy done.

I will be doing a balance run once I have the Rebel Navy done, I need to finish the strong against/weak against icons for the Rebels first.

Pretty much every Imperial, Rebel, Pirate, Neutral and Hutt ship I want implemented is in there so it is just a matter of finishing the Rebel strong/weak icons and then doing a 'balance run' for things like laser/turbolaser accuracy, speed, manoeuvrability etc.

I also want to add about 6 planets including Hast, some from Sith Space, Rothana and Sluis Van. Then it will be ready to go with a simplified version of the Galaxy at War sandbox.

I need to also update the minor heroes for the Empire, I am getting rid of the generic Fleet/Field commanders and replacing them with Admiral/General, Captain/Major etc.

When I was doing a playthrough a while back it crashed unexpectedly, not sure what caused it, haven't had anything like that in a long time. So either there is a planet or unit that the AI was using / doing something too it didn't like or some other issue. Nothing showed up in the debug code so I hope it was just a fluke, if not I will have to find out what caused that to happen as well.

It's almost ready... I want to get the space demo out there to get feedback, then I can worry about the planets, land units and scenarios. The space is the easiest to do by itself, so I thought I would do that first. Being an Imperial Navy junkie may have prompted that position as well, not having access to popular ship vessels or not having them implemented the right way was always annoying in vanilla FOC.

Thursday, October 10, 2013

Another Quick Update

I have two more Rebel Navy ships to implement, the Delta-7 and Eta-2 Interceptors.

Once those are done I will be doing the neutral / pirate / Hutt / Underworld ships, which are mostly just copies of ships that have already been implemented and sorting / setting up the data files in a way that is consistent with how I am doing the data files for the Imperials and Alliance.

That should take a week or so, then I can worry about game balance and small fixes to get everything ready.

Then I have to reimplement a basic map with some of the main planets and do a quick version of the standard sandbox campaign to showcase everything.

Once that is ready I can release the mod, probably in early-mid November.

It has taken a lot longer than I thought, mostly because I set the project aside for a long time before getting the inspiration to work on it again a month or so ago... but when I do work on it, I make progress fairly quickly. I prefer a one-person modding team on a project like this for now so everything is done consistently.

Eta-2 Actis-class light interceptor

The Eta-2 Actis-class light interceptor was a Clone Wars era starfighter that was used by the Jedi Knights. It was an upgrade on the Delta-7 Aethersprite-class light interceptor and served as the design starting point of the A-Wing fighter.

You can read about the ship on Wookiepedia.

Role: Starfighter, Interceptor
Manufacturer: Kuat Systems Engineering
Build At: Various
Size: 5.47 metres
Speed: 125 MGLT
Hyperdrive: Class 1.0 (with booster ring)
Shielding: No
 Main Battery: 2 Heavy Laser Cannons
Secondary Weapons:  2 Light Ion Cannons
Anti-Fighter Weapons:  None
Complement: None
Availability: Tech Level 0

I am currently using a holder model for testing purposes. If you have a model I can use let me know.

Delta-7 Aethersprite-class light interceptor

The Delta-7 Aethersprite-class light interceptor was a Clone Wars era starfighter that was used by the Jedi Knights.

It would inspire the later Eta-2 Actis-class light interceptor.

You can read about the ship on Wookiepedia.

Role: Starfighter, Interceptor
Manufacturer: Kuat Systems Engineering
Build At: Various
Size: 8 metres
Speed: Unknown
Hyperdrive: Class 1.0 (with booster ring)
Shielding: Yes
 Main Battery: 2 Light Laser Cannons
Secondary Weapons:  None
Anti-Fighter Weapons:  None
Complement: None
Availability: Tech Level 0

I am currently using a holder model for testing purposes. If you have a model I can use let me know.

BTL-A4 LP "Longprobe"

The BTL-A4 LP "Longprobe" was a modified version of the standard Y-Wing bomber used by the Rebel Navy.

They fullfilled the same role as the TIE Scouts, and have the same 'ping' ability to scout battlefields. They are also stealth capable and can gather a small amount of fleet / defence information for a planet.

You can read about the ship on Wookiepedia.


Role: Starfighter, Space Superiority Fighter, Reconnaisance
Manufacturer: Koensayr Manufacturing
Build At: Various
Size: 16 metres
Speed: 80 MGLT
Hyperdrive: Class 1.0
Shielding: Yes
 Main Battery: 2 Light Laser Cannons, Ion Cannons
Secondary Weapons:  Proton Torpedos
Anti-Fighter Weapons:  None
Complement: None
Availability: Tech Level 2

I am currently the default model for testing purposes. If you have a model I can use let me know.

Barloz-class Medium Freighter

The Barloz-class Medium Freighter was a popular freighter during the end of the Galactic Republic and the Rise of the Empire periods. It was later superceded by the YT-1300 freighter.

They were useful for hauling freight.

You can read more about this ship on Wookiepedia.

Role: Transport
Manufacturer:  Corellian Engineering Corporation
Build At: Corellia
Size: 41 metres
Speed: 20 MGLT
Hyperdrive: Class 2
Shielding: 240 SBD
 Main Battery: 1 Medium Laser Cannon
Secondary Weapons: None
Anti-Fighter Weapons:  None
Complement: None
Availability: Tech Level 0



I am currently the default model for testing purposes. If you have a model I can use let me know.