**NEW** DSUCPv2.5 Release **NEW**

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Re: **NEW** DSUCPv2.4 Release **NEW**

Kiarand
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Post by Kiarand » Sun Oct 08, 2017 5:32 pm

It's is not that redundant. Even if they may look similar, their stats are very different. The falcon even has two turrets whereas the standard YT-1300 only has a single one. So it would completely mess up the campaign if you wanted to replace it in the missions.

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Rookie_One1
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Post by Rookie_One1 » Mon Oct 09, 2017 2:14 pm

Kiarand is right on that

The Millenium Falcon is a heavily modified YT-1300, while the other YT-1300 you pilot in-game, the Sabra, is a lightly modified one
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Darksaber
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Post by Darksaber » Mon Oct 09, 2017 3:21 pm

CIDlord_1973 wrote:Someone said Veder's tie advanced was shooting missiles like hell at Vergesso's rescue mission, yeah, i saw it too.
I think warheads hard point should be added to Vader's tie in the future.
Maybe it fixes that buggy...(dunno).
I know that in theory it doesn't carry warheads, but we allways have the option of just set it as "none".
I love to fly it, but the lack of warheads makes other ships more badass than Vader's ...and when it happes it's like one kitty dies somewhere...specially when i wanna destroy the Independence.
Since the TIE Advance x1 only appears in one mission which is in fact 1B4M3FB (Rescue Aeron) the simplest thing is just to fix the mission, which has already been done, and will be available with the next release.
CIDlord_1973 wrote:I'll also like to add beam weapon option for a-wing on skirmish mode (tractor beam, jamming, decoy...) i almost never use it, but i love how fast a-wing runs when it's disconnected.
It's weird that it works on tour missions, but not on skirmish.
I doubt it can be fixed.
CIDlord_1973 wrote:And a last suggestion...since we got the Falcon i think the yt-1300 is redundant, and could be replaced by the ghost, the decimerator or yt-1750...or make it optional.
I hope it helps somehow, see ya'll.
Sorry but the YT-1300 and the Millennium Falcon will remain as they are.

CIDlord_1973 If you wish to alter your game, I suggest you learn how to add missile hardpoints, use AlliED so you can alter the missions to use just the Falcon, and learn to Opt so you can make yourself the Ghost or even the VT-49 Decimator and NOT the "decimerator" as you suggest! :D
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CIDlord_1973
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Post by CIDlord_1973 » Mon Oct 09, 2017 10:30 pm

Already did it.
I replaced the Otana by the decimerator.
And the yt-1300 by the yt-1750.
When i have time learn to opt, i'll do Macross ships.
:D

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Rookie_One1
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Post by Rookie_One1 » Fri Oct 20, 2017 11:47 am

So DS, how work going on that TIE Bomber and the Defender MK1 ? :lachtot:
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Post by hangarbay94 » Mon Jan 08, 2018 1:39 pm

Thank you so much for continuing you work on this game. For me it's the only thing that keeps the magic of the original movies alive.

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Mark_Farlander
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Post by Mark_Farlander » Thu Jan 18, 2018 4:23 pm

Thank you for the great work.
However there are some issues about craft statistics:
Craft XWA original DSUCP v2.5
CR90 Corellian Corvette Hull 188 RU Hull 752 RU
Corellian Gunship / DP20 Frigate Hull 176 RU Hull 736 RU
CR92 Assassin-class Corvette Hull 228 RU Hull 912 RU
Freighter type K Shield 240 SBD / Hull 160 RU Shield 60 SBD / Hull 152 RU
Providence-class Destroyer Hull 18560 RU (Maybe it should be 1856 RU)
Home One type Star Cruiser Hull 4944 RU (Isn't too low? I don't know)
C70 Charger-class Frigate Hull 768 RU (It is probably 4 times what it should be)

I have checked the stats after I realized the CRV Razor was much tougher in battle 4 mission 5.
I don't know if the same problem is also in the XWAUP v1.5. I will check later, because now I have the DSUCP v2.5 installed.
Thank you for your help and the great work.
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Darksaber
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Post by Darksaber » Thu Jan 18, 2018 9:28 pm

Hmm your right, just checking against a vanilla install of GOG XWA, I know what I've done I changed some of the craft like the Corellian Corvette, Corellian Gunship, Assassin-class Corvette as starships in BHE, what I didn't realise was changing to starship in BHE increases the Hull Rate (RU) I expect the XWACPv1.5 is also wrong also :( sorry

Originally they are set to Freighter/Transport which lowers the Hull rate

As for the Freighter type K not sure how the shield power got to 60 but I'll correct it
Providence-class Destroyer Hull 18560 RU (Maybe it should be 1856 RU) probably a mistype

the Calamari Cruisers do need sorting out also

Looking at this chart


The Reef Home, Chatnoir, Liberty are all around the same size
and are all set to Shield Power 3840 Hull 1824 which seem about right

The Defiance is way over powered at Shield Power 10000 Hull 3600 it's around the same size as the 3 above so my proposal is to set it to
Shield Power 5760 Hull 2736

The Mon Remonda is way over powered also at Shield Power 10416 Hull 4944 so I propose to set this to Shield Power 3520 Hull 1672 as it slightly smaller than the above craft

The Home One at the moment it's set at Shield Power 31392 Hull 4944, but I propose to change that to
Shield Power 21120 Hull 10031

Beat your wondering how I got to those figures, well the Shield Power 3840 Hull 1824 are all for the Reef Home, Chatnoir and the Liberty which are all around the same size.

My formula is Length x Depth x Width

Now looking at the image above the Home One is about x2.75 times the length and about x2 the depth and width should be around x2 but I'm making it x1.5

So my formula for the Home one is Shield Power 3840 Hull 1824 x 2.75 x 2 x 1.5 which brings you to Shield Power 31680 Hull 15048
At the moment the Home One is set to Shield Power 31392 Hull 4944

So at the moment the Shield Power is no far off but the Hull Rate is way off

MC104 Odysseus formula is Shield Power 3840 Hull 1824 x 3 x 1.5 x 2.5 so it should work out to Shield Power 43200 Hull 20520
At the moment the Home One is set to Shield Power 36400 Hull 19136

Last but not least the Defiance is little overpowered, at Shield Power 10000 Hull 3600, it's about the same size as the Reef Home, Chatnoir and the Liberty but a little chunkier so I propose Shield Power 5760 Hull 2736

Does anyone have any thoughts?
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Jaeven
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Post by Jaeven » Thu Jan 18, 2018 11:30 pm

The Remonda I sorta understand. don't know who was responsible for setting the numbers, but I assume the reason it was set so high is because in one of the X-wing books it is able to take fire from two SSDs (albeit that was at a time where the SSD was considered to be a 9km ship). I'd personally put it to maybe around 7k shields, and 3.4k hull.

The MC90 on the other hand was supposed to be the pinnacle of Calamari cruiser design and was developed well after Endor, so I'd give it around 8k shields and maybe 4.6k hull.

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Post by Rich C » Fri Jan 19, 2018 5:48 am

Here are some stat ranges I have collected from all kinds of sources for, uh, reasons. :ugeek:

Providence: 3488 - 4100 SBD, 1856 - 3200 RU

Home One: 22800 - 32864 SBD, 10128 - 17504 RU

Reef Home/Liberty: 3840 - 4544 SBD, 2016 - 2300 RU

MC80a: 3840 - 4544 SBD, 2016 - 2128 RU

Mon Remonda: 4192 - 5625 SBD, 2704 - 6000 RU

Defiance: 5866 - 10000 SBD, 3600 - 4550 RU

Odysseus: 36400 SBD, 19136 RU
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Mark_Farlander
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Post by Mark_Farlander » Fri Jan 19, 2018 10:57 am

Here I've found the stats for shields and hull from Empire at War: http://eaw.heavengames.com/units/
However they don't have much sense since EAW has different game mechanics.
A Nebulon-B Frigate can't have a hull rated at 3600 RU.
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Mark_Farlander
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Post by Mark_Farlander » Fri Jan 19, 2018 11:02 am

I will try to figure out if there is a connection between the stats from Empire at War and those from X-Wing Alliance anyway.
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JeremyaFr
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Post by JeremyaFr » Fri Jan 19, 2018 1:19 pm

Hello,
Are the hull values too high in game (the ship is harder to kill) or only in the tech library (the displayed value is wrong)?

For info, the function that generates the spec.rci file contains this:

Code: Select all

    if( entry->ShipCategory == ShipCategory_Starship || entry->ShipCategory == ShipCategory_Platform )
    {
        entry->Shield *= 16;
        entry->Hull *= 16;
    }

    if( entry->ShipCategory == ShipCategory_Freighter || entry->ShipCategory == ShipCategory_Container )
    {
        entry->Shield *= 4;
        entry->Hull *= 4;
    }

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Darksaber
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Post by Darksaber » Fri Jan 19, 2018 1:51 pm

No, no, the values seem to be fine, but if you change a Freighter/Transport to a Starship using BHE the Hull Rate increases automatically.

It was me that created the problem unknowingly, I had the thought of changing the Corellian Corvette, Modified Corvette and the Corellian Gunship from what they have always been set as which is a Freighter/Transport to a Starship, thinking that all the starships would look better together in the same category in the Tech Library or Skirmish Mode, but didn't realise that changing them increased the Hull Rate significantly.

I've since changed each of them back to Freighter/Transport and the Hull Rate has gone back to what they where originally.

I could have kept them as Starship, and decreased the Hull Rate value to what it was originally but I'm not sure if that might have an adverse effect either, so setting them back to a Freighter/Transport was the best idea.

Put it this way if it's not broken, why fix it? :)

It just means that the Corvettes and Gunship will be under a different category, but they where in a different category in a vanilla install, which I can live with :D
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Post by Darksaber » Fri Jan 19, 2018 2:36 pm

Thanks for the help guys :)

Ok I've up date the Hull Rate and Shield Rate

DSUCP and XWACP
MC80A Chatnoir (CalamariCruiserNew.opt) Shield Power 3840 - Hull Rate 1824 (as it has always been)
MC80 Liberty (CalamariWinged.opt) from Shield Power 3840 - Hull Rate 1824 to Shield Power 3968 - Hull Rate 1936 (increase slightly just to make it slightly different).
MC80 Reef Home (CalamariReefHome.opt) from Shield Power 3840 - Hull Rate 1824 to Shield Power 3984 - Hull Rate 2016 (increase slightly just to make it slightly different).
MC80 Home One (CalamariHomeOne.opt) from Shield Power 31392 - Hull Rate 4944 to Shield Power 31680 - Hull Rate 15040

DSUCP Only
MC80B Mon Remonda (CalamariMonRemonda.opt) from Shield Power 10416 Hull Rate 4944 to Shield Power 7040 - Hull Rate 3424
MC90 Defiance (CalamariDefiance.opt) from Shield Power 10000 - Hull Rate 3600 to Shield Power 7920 - Hull Rate 4560
MC104 Odysseus (CalamariOdysseus.opt) from Shield Power 36400 - Hull Rate 19136 to Shield Power 43200 - Hull Rate 20512

Hope this is Ok with everyone now :)
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Mark_Farlander
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Post by Mark_Farlander » Fri Jan 19, 2018 5:18 pm

What about the Providence-class Destroyer? 18560 RU is way too much for its class, but 1856 RU is probably too weak considering how much fire it sustained during the battle of Coruscant before going down (without exploding).
The other crafts with a suspicious hull are the C70 Charger-class Frigate, although I believe it suffered the same problem the other corvettes had, and the Freighter Type K.
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Mark_Farlander
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Post by Mark_Farlander » Fri Jan 19, 2018 5:34 pm

There is another thing I would like to ask.
The TIE Advanced x1 has a speed rated at 105 MGLT in Behind the Magic, whereas in the DSUCP v2.5 is rated at 133 MGLT.
Has this fix been done to resemble the speed of the TIE/ad advanced starfighter?
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Darksaber
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Post by Darksaber » Fri Jan 19, 2018 7:16 pm

Mark_Farlander wrote:What about the Providence-class Destroyer? 18560 RU is way too much for its class, but 1856 RU is probably too weak considering how much fire it sustained during the battle of Coruscant before going down (without exploding).
The other crafts with a suspicious hull are the C70 Charger-class Frigate, although I believe it suffered the same problem the other corvettes had, and the Freighter Type K.
The Providence has been fixed Hull Rate 1856 as it should have been, I don't really want to step on too many toes changing the stats, General Trageton the author of the Providence provided the stats, I trust he knows what he's doing.

Yes the C70 Charger has also been fixed, again setting it back to Freighter/Transport fixed the problem, as I said above the Freighter Type K must have been a a mistype when inputting the stats, it's also fixed.
Mark_Farlander wrote:There is another thing I would like to ask.
The TIE Advanced x1 has a speed rated at 105 MGLT in Behind the Magic, whereas in the DSUCP v2.5 is rated at 133 MGLT.
Has this fix been done to resemble the speed of the TIE/ad advanced starfighter?
You know you edit your posts don't you?

Yes, the stats are based on the TIE Avenger, and sorry I won't be changing them, your welcome to edit your own stats if you believe them to be wrong.

The stats for the Corvettes are now
All of these stats are now the same as a vanilla install of XWA

Freighter Type K - Shield Power 240 - Hull Rate 152
C70 Charger - Shield Power 400 - Hull Rate 192 based on the CR90 Corellian Corvette
CR90 Corellian Corvette - Shield Power 400 - Hull Rate 192
Modified Corvette - Shield Power 400 - Hull Rate 228
Corellian Gunship - Shield Power 416 - Hull Rate 180

Ok Happy? :D
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Rookie_One1
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Post by Rookie_One1 » Fri Jan 19, 2018 8:38 pm

I'm guessing that now we wait until you streamline these modifications ? :D
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Mark_Farlander
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Post by Mark_Farlander » Sat Jan 20, 2018 3:05 am

Great job!

I forgot the 19 km Executor-class Star Dreadnought, which has the same shield and hull values as the vanilla XWA version, which was only 8 km long.
But I'm a purist, so I think the old stats are ok.

Thanks again for keeping alive one of the best games ever released.
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Post by OrangeFr3ak » Sat Jan 20, 2018 3:26 am

It'll be nice to have a repaint of the ARC-170, Eta-2 Actis and V-19 Torrent in Imperial colors!

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Mark_Farlander
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Post by Mark_Farlander » Sat Jan 20, 2018 3:39 am

Or one of the four colours available could be reserved to the fighters with the imperial insignia.
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Post by Darksaber » Sat Jan 20, 2018 6:45 am

If you would like to download either the DSUCPv2.5 or the XWACPv2.5 again they have both been updated with the altered stats

(Delete your older versions
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OrangeFr3ak
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Post by OrangeFr3ak » Sat Jan 20, 2018 7:39 am

How can I get the TIEs without flight group colors?

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Mark_Farlander
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Post by Mark_Farlander » Sat Jan 20, 2018 9:10 am

The default color in Allied editor should be red for the alliance fighters and colorless for the imperial fighters.
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