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Steam Library\steamapps\workshop\content\32470\1125571106\Data\Scripts\Library\eawx-mod-icw\gameobjects.
You'll need at least notepad ++ or VSCode, both are free. You can mess with the numbers in the LUA spawns as you like. But be careful, any of your changes will apply to the AI as well. Also I highly suggest making a backup of any modified files
want a carrier fleet? build dedicated carriers everyone has one, and some factions like the main empire, pentastar allignment and the NR have multiple of them
a proper carrier fleet should have a decent pop of the 300 space in a fleet being dedicated carriers, expecting to have a big fighter and bomber mass with less than that is a different issue.
and isds the main capital ship of any imperial have a lot of fighters per unit its got like interceptors, normal fighters half a bomber squad and usually other heavy fightercraft
rule of thumb with few exceptions, mostly dedicated carriers have bombers (venator, liberator, secutor, imperial frigate, quasar, ton falk )
not sure where the 1/1 fighter and no bomber comes from, just from instant action the ton falk at 9 population cap out of the 300 you will have in any normal battle on the mod comes with
1/2 fighters wich means one outside 2 in reserve so 3, and 1.5 / 2.5 of bombers since it spawns one tie bomber squad (12 units ) and one half a squadron of starwing (6 bombers)
most ships come with at least one squad or even less of normal fighters, for example a 15 pop victory comes with 1/1 howlrunners two ton falks worth of fighters woulc shred that same victory with the bombers alone.
now lets check the venator, at 21 pop, more than twice of the ton falk it has both fighters and bombers at 2/7, it edges the two ton falks at 18 pop with one more bomber and 3 more fighters overall but larger carriers have usually more reserve fighters like the lucrehulk, but those arent gonna help them if you kill them or shoot the hangar bays down early in a fight. thats the trade off vs smaller more pop efficient carriers and a lot of them have more guns so the pop values go up because those have more shields and guns
the imperial 1 star destroyer comes at 31 pop, the 2 I ddn't check the fighters but i think its the same numbers comes at 38
2.5 /4.5 in fighters and 0.5/0.5 for fighters thats just two waves of half a tie bomber squadron
this is a lot of fighters for a capital that isnt a dedicated carrier since its jack of all trades kind of ships but not a lot of bombers, you can see how if you would want a fighter mass 3 of the ton falks are better, so instead of say bringing 3 isd ones you could bring two and 3 ton falks and now the battle feels different and you have a lot of fighter presence
same for the secutor a dedicated battle carrier
4/10 fighters and 3/8 bombers at 50 pop its a hell of a lot more damaging and tanky than medium cruisers or the brittle ton falk but its also less fighters per ship
this applies to every faction with carriers everyone has them but a few of them have more variety and some just have to use less efficient carriers(greater maldrood for example)
the quasar fire for the New republic has 1/1 fighters and 1/2 bombers at 6 pop so it has less numbers but usually better fighters individually and at 6 pop is even more spamable.
same for the Fall of the Republic mod the c9979 carrier for the cis is also a capable little hangar
TLDR: box with fighters good spam that ♥♥♥♥ for getting air superiority, still you want like 10- 15 corvettes for intercepting missiles