STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Republic at War
SamsTheMan Jan 19, 2019 @ 1:51pm
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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Showing 1-9 of 9 comments
Umbrella  [developer] Jan 19, 2019 @ 1:55pm 
If you play at hard it gets a damage buff. Otherwise I do not think so. Which side you playing?
SamsTheMan Jan 19, 2019 @ 2:01pm 
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  [developer] Jan 19, 2019 @ 2:09pm 
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 Jan 20, 2019 @ 6:45pm 
They 2 Shot Level 5 Space stations with the Superlaser.
Alackofcaring96 Jan 31, 2019 @ 1:30pm 
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.
Last edited by Alackofcaring96; Jan 31, 2019 @ 1:32pm
Alackofcaring96 Jan 31, 2019 @ 1:34pm 
Originally posted by 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 Feb 3, 2019 @ 1:55pm 
Originally posted by 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.
Last edited by CB|Torlo; Feb 3, 2019 @ 1:56pm
Umbrella  [developer] Feb 3, 2019 @ 2:05pm 
Originally posted by Torlo50:
Originally posted by 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 Feb 4, 2019 @ 4:49am 
Originally posted by 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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