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Old 06-28-2013, 11:19 PM
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Default Republic at War v1.1.5 Change Log

As promised, here is the final list of every balance adjustment since Republic at War v1.1 (totally 879). This list does not include our list of bug fixes. We are currently keeping track of outstanding bugs and issues through this document. We'll post a similar list for the 1.2 expansion.

Balance Adjustments:
Code:
Space Battle Pad: Tactical_Build_Cost_Multiplayer: 5000, From: 2100 Tactical_Build_Time_Seconds: 125, From: 25 Tactical_Health: 5000, From: 1200 & 1800 Swapped Victory and V-Wing to prevent early game domination. Republic Imperator-class Star Destroyer: Starting_Spawned_Units_Tech_0: Republic_VWing_Squadron: 4, From: 2 Reserve_Spawned_Units_Tech_0: Republic_VWing_Squadron: 10, From: 8 Build_Cost_Credits: 8000, From: 6800 Tactical_Build_Time_Seconds: 90, From: 45 REMOVE: HP_NEWISD: 13 REMOVE: HP_NEWISD: 15 Republic Imperator-class Star Destroyer Death Clone: Scale_Factor: 1.5, From: 3 for canon, from: 3.2 Republic Victory-class Destroyer: Tactical_Build_Time_Seconds: 45, From: 30 Scale_Factor: 0.332, From: 0.4 Starting_Spawned_Units_Tech_0: Republic_VWing_Squadron: 2, From: 4 Reserve_Spawned_Units_Tech_0: Republic_VWing_Squadron: 6, From: 0 Tactical_Build_Prerequisites: RS_Prototype_Level_Two_Upgrade, From: RS_Prototype_Level_One_Upgrade Tactical_Build_Cost_Multiplayer: 4000, From: 3400 Republic Victory Death Clone: Scale_Factor: 0.332, From: 0.4 CIS Recusant: Build_Cost_Credits: 3200, From: 2900 Tactical_Build_Cost_Multiplayer: 3200, From: 2200 Shield_Points :2600, From: 2300 Tactical_Health: 3800, From: 3500 Shield_Refresh_Rate: 90, From: 85 GOOD AGAINST: Fixed Carrack instead of Carrack_Cruiser CIS Lucrehulk: AI_Combat_Power: 6100, From: 8000 Reserve_Spawned_Units_Tech_0: 60, From: 160 Reserve_Spawned_Units_Tech_0: 24, From: 60 VULNERABLE TO: Mandator_Super_Star_Destroyer From: ISD CIS Providence: Starting_Spawned_Units_Tech_0: Vulture_Droid_Squadron: 4, From: 12 Starting_Spawned_Units_Tech_0: CIS_Bomber_Squadron: 2, From: 8 AI_Combat_Power: 6300, From: 7000 Visible_On_Radar_When_Fogged: false, From: true Reserve_Spawned_Units_Tech_0: Vulture_Droid_Squadron: 3, From: 44 Reserve_Spawned_Units_Tech_0: CIS_Bomber_Squadron: 2, From: 24 ADDED: Starting_Spawned_Units_Tech_0: Tri_Droid_Squadron: 2 ADDED: Reserve_Spawned_Units_Tech_0: Tri_Droid_Squadron: 2 REMOVED: Deploy_Squad ability Build_Cost_Credits: 6000, From: 5700 Tactical_Build_Cost_Multiplayer: 6000, From: 5700 ADJUSTED: Encyclopedia_Good_Against: Rep_Acclamator_Assault_Ship Dreadnaught_Cruiser Rep_Centax_Heavy_Frigate ADJUSTED: Encyclopedia_Vulnerable_To: NTB630 Arc_170 Mandator_Super_Star_Destroyer CIS Bulwark: AI_Combat_Power: 5100, From: 6000 Build_Time_Seconds: 85, From: 65 Tactical_Build_Time_Seconds: 85, From: 65 Starting_Spawned_Units_Tech_0: Vulture_Droid_Squadron: 2, From: 4 Starting_Spawned_Units_Tech_0: CIS_Bomber_Squadron: 1, From: 2 Reserve_Spawned_Units_Tech_0: Vulture_Droid_Squadron: 2, From: 8 Reserve_Spawned_Units_Tech_0: CIS_Bomber_Squadron: 1, From: 2 Visible_On_Radar_When_Fogged: false, From: true Build_Cost_Credits: 6500, From: 6000 Tactical_Build_Cost_Multiplayer: 6500, From: 6000 Republic Venator: Build_Cost_Credits: 5500, From: 4100 Tactical_Build_Cost_Multiplayer: 5500, From: 4100 Starting_Spawned_Units_Tech_0: V19_Squadron: 6, From: 3 Starting_Spawned_Units_Tech_5: Republic_VWing_Squadron: 6, From: 3 Reserve_Spawned_Units_Tech_0: V19_Squadron: 15, From: 35 Reserve_Spawned_Units_Tech_5 Republic_VWing_Squadron: 15, From: 35 VULNERABLE TO: Providence_Class_Carrier From: Lucrehulk_Battleship Radar_Icon_Namei_radar_venator.tgaRadar_Icon_Name, From: Empire Capital SPHA-T Ability: Activation_Max_Range: 800, From: 2000 CIS Vulture Droid Buzz Droid Ability: Recharge_Seconds: 500 Recharge_Seconds, From: 80 CIS Bomber: Tactical_Health: 25, From: 60 Shield_Points: 10, From: 30 Projectile_Fire_Recharge_Seconds: 0.05, From: 0.20 REMOVE: HP_BOMBER_03 RS_Prototype_Level_One_Upgrade: Tactical_Build_Cost_Multiplayer: 1000, From: 500 Tactical_Build_Time_Seconds: 60, From: 20 RS_Prototype_Level_One_Upgrade: Tactical_Build_Cost_Multiplayer: 2000, From: 500 Tactical_Build_Time_Seconds: 60, From: 20 RS_Prototype_Level_One_Upgrade: Tactical_Build_Cost_Multiplayer: 3000, From: 500 Tactical_Build_Time_Seconds: 60, From: 20 Mace Windu ETA2: Projectile_Types: Proj_Ship_Small_Laser_Cannon_Green_X2, From: Proj_Ship_Small_Laser_Cannon_Green Projectile_Fire_Recharge_Seconds: 2, From: 3.5 Guard_Chase_Range: 2000, ADDED Idle_Chase_Range: 1000, ADDED Max_Lift: 4.0f, From: 0 Tactical_Build_Cost_Multiplayer: 3500, From: 2100 Shield_Points: 300, From: 600 Shield_Refresh_Rate: 55, From: 85 Tactical_Health: 500, From: 1000 Anakin Skywalker ETA2: Projectile_TypesProj_Ship_Small_Laser_Cannon_Green_X2, From: Proj_Ship_Medium_Laser_Cannon_Red Projectile_Fire_Recharge_Seconds: 1.5, From: 3.5 Max_Rate_Of_Turn: 10.0, From: 8 Idle_Chase_Range: 1000.0, ADDED Guard_Chase_Range: 2000.0, ADDED Max_Lift: 4.0f Max_Lift, From: 0 Tactical_Build_Cost_Multiplayer: 3500, From: 2300 Shield_Points: 300, From: 625 Shield_Refresh_Rate: 65, From: 95 Tactical_Health: 525, From: 1050 Plo Koon Delta7b: Projectile_Types: Proj_Ship_Small_Laser_Cannon_Red_X3, From: Proj_Ship_Small_Laser_Cannon_Red Idle_Chase_Range: 1000.0, ADDED Guard_Chase_Range: 2000.0, ADDED Max_Lift: 4.0f Max_Lift, From: 0 Shield_Refresh_Rate: 90, From: 85 Saesee Tiin: Guard_Chase_Range: 2000, ADDED Idle_Chase_Range: 1000, ADDED Tactical_Health: 2000, From: 100 Shield_Refresh_Rate: 15, From: 5 Shield_Points: 1500, from: 500 Projectile_Types: Proj_Ship_Small_Laser_Cannon_Red_X3, From: Proj_Ship_Small_Laser_Cannon_Red Shield_Points: 600, From: 500 Asajj Ventress Fanblade: Projectile_Types: Proj_Ship_Small_Laser_Cannon_Red_X3, From: Proj_Ship_Small_Laser_Cannon_Red Guard_Chase_Range: 2000, Added Idle_Chase_Range: 1000, Added Tactical_Health: 1500, From: 900 Shield_Refresh_Rate: 35, From: 5 Bossk Houndstooth: Guard_Chase_Range: 2000, ADDED Idle_Chase_Range: 1000, ADDED Cad Bane Sleight of Hand: Guard_Chase_Range: 2000, ADDED Idle_Chase_Range: 1000, ADDED Obiwan Kenobi ETA2: Projectile_TypesProj_Ship_Small_Laser_Cannon_Green_X2, From: Proj_Ship_Small_Laser_Cannon_Green Projectile_Fire_Recharge_Seconds: 2, From: 3.5 Idle_Chase_Range: 1000.0, ADDED Guard_Chase_Range: 2000.0, ADDED Max_Lift: 4.0f, From: 0 Tactical_Build_Cost_Multiplayer: 3500, From: 2300 Shield_Points: 300, From: 500 Shield_Refresh_Rate: 55, From: 85 Tactical_Health: 500, From: 1000 Republic V19 Torrent: Guard_Chase_Range: 2000.0, From: 1000 Idle_Chase_Range: 1000, From: 200 Republic VWing: Guard_Chase_Range: 2000, From: 1000 Idle_Chase_Range: 1000, From: 0 Tactical_Build_Cost_Multiplayer: 600, From: 800 REMOVE: Tactical_Build_Prerequisites: RS_Prototype_Level_One_Upgrade Republic ARC170: Guard_Chase_Range: 2000, From: 1000 Idle_Chase_Range: 1000, From: 200 CIS G400 Fighter: Guard_Chase_Range: 2000, From: 1000 Idle_Chase_Range: 1000, From: 200 Republic N1 Fighter: Guard_Chase_Range: 2000, From: 1000 Idle_Chase_Range: 1000, From: 200 Tactical_Health: 70, From: 60 Shield_Refresh_Rate: 5, From: 3 Razor Squadron: Guard_Chase_Range: 2000.0, From: 500 Idle_Chase_Range: 1000, From: 150 Red Squadron: Guard_Chase_Range: 2000, From: 500 Idle_Chase_Range: 1000, From: 150 Is_Named_Hero: Yes, From: No CIS Sabaoth Fighter: Guard_Chase_Range: 2000, From: 1000 Idle_Chase_Range: 1000, From: 200 CIS Nantex Fighter: Guard_Chase_Range: 2000.0, From: 1000 Idle_Chase_Range: 1000.0, From: 200 Encyclopedia_Good_Against: NTB630 V19_Fighter Arc_170, Replaced V-Wing with ARC-170 Encyclopedia_Vulnerable_To: Republic_Vwing_Fighter Republic_light_frigate Republic_light_assault_cruiser, Replaced ARC-170 with V-Wing CIS Tri Droid Fighter: Guard_Chase_Range: 2000.0, From: 1000 Idle_Chase_Range: 1000.0, From: 200 Tactical_Health: 65, From: 70 Tactical_Build_Cost_Multiplayer: 500, From: 700 CIS Vulture Droid: Guard_Chase_Range: 3000.0, From: 1000 Idle_Chase_Range: 1500.0, From: 200 Tactical_Health: 35, From: 40 Kit Fisto Delta7b: Projectile_Types: Proj_Ship_Small_Laser_Cannon_Red_X3, From: Proj_Ship_Small_Laser_Cannon_Red Guard_Chase_Range: 2000.0, Added Idle_Chase_Range: 1000.0, Added Tactical_Build_Cost_Multiplayer: 1900, From: 1800 Shield_Points: 600, From: 500 Luminara Delta7b: Projectile_Types: Proj_Ship_Small_Laser_Cannon_Red_X3, From: Proj_Ship_Small_Laser_Cannon_Red Guard_Chase_Range: 2000.0, Added Idle_Chase_Range: 1000.0, Added Shield_Points: 600, From: 500 [All other hero fighters]: Guard_Chase_Range: 2000, ADDED Idle_Chase_Range: 1000, ADDED CIS Buzz Droids: Max_Speed: 2.5, From: 3.5 Damage: 2, From: 20 Scale_Factor: 0.5, From: 1.0 CIS/Republic AAT (both normal AND stolen): Tactical_Health: 550, From: 650, for BOTH normal AND stolen Build_Cost_Credits: 500, From: 175 FOR NORMAL AAT Tactical_Build_Cost_Multiplayer: 500, From: 350, for NORMAL AAT Build_Cost_Credits: 550, From: 300 FOR STOLEN AAT Tactical_Build_Cost_Multiplayer: 550, from: 1350, for STOLEN AAT REMOVE: Turret_Targets_Air_Vehicles: 9 REMOVE: Targeting_Fire_Inaccuracy Air: 70.0 Tactical_Health: 350, From: 550, for BOTH normal AND stolen Projectile_Fire_Recharge_Seconds: 1.25, From: 1.0 Targeting_Max_Attack_Distance: 350.0, From: 400 Projectile_Fire_Pulse_Count: 1, From: 3 CIS AAT (normal): Company_Units: AAT_Tank, AAT_Tank, From: 4 to: 2 Republic AAT (stolen): Company_Units: Stolen_AAT_Tank, Stolen_AAT_Tank, From: 3 to: 2 Projectiles:, Adjust Projectile Name="Proj_Ship_Laser_Small_Red" Projectile_Damage: 15.0, From: 5 Projectile Name="Proj_Ship_Medium_Laser_Cannon_Red" Projectile_Damage: 15.0, From: 8 Projectile Name="Proj_Ground_Laser_Cannon_Red_ATAT" Projectile_Damage: 36.0, From: 6.0 Projectile Name="Proj_KDY_Planetary" Projectile_Damage: 23000, From: 30000 Projectile Name="Proj_Ground_SPMAT_Grenade" Max_Speed: 25.0, From: 45 Projectile Name="Proj_Ship_Concussion_Missile" Projectile_Damage: 80.0, From: 18 Projectile Name="Proj_Ship_Cyan_Laser" Projectile_Damage: 30.0, From: 10 Projectile Name="Proj_Ship_Large_Laser_Cannon_Red" Projectile_Damage: 13.0, From: 10 Projectile Name="Proj_Blaster_Cannon_Red", used by AT-AT Projectile_Damage: 8.0, From: 4 Projectile Name="Proj_Blaster_Cannon_Medium_Blue" Projectile_Damage: 14.0, From: 8 Projectile Name="Proj_Hypervelocity_Gun" Projectile_Damage: 1400.0, From: 30000 Projectile Name="Proj_Ship_Proton_Torpedo" Projectile_Max_Flight_Distance: 2200.0, was: 1200 Projectile_Damage: 30.0, From: 10 Projectile Name="Proj_Ship_Laser_Medium_Blue" Projectile_Damage: 15.0, From: 10 Projectile Name="Proj_Ship_Turbolaser_Green" Projectile_Damage: 18.0, From: 15 Projectile Name="Proj_Ship_Tracking_Torpedo" Projectile_Max_Flight_Distance: 3000.0, From: 10000 Projectile_Max_Scan_Range: 2000.0, From: 8000 Projectile_Damage: 200, From: 1200 Projectile_Blast_Area_Damage: 100, From: 900 Projectile_Blast_Area_Range: 200, From: 400 Projectile Name="Proj_Ship_Twin_Turbolaser_Blue_Venator" (added) Projectile Name="Proj_Hand_Blaster_Blue_X2" (added) Projectile Name="Proj_Ship_Concussion_Missile_SSD" Projectile_Damage: 100.0, From: 20 Projectile Name="Proj_Ship_Concussion_Missile" Projectile_Damage: 100.0, From: 18 Projectile Name="Proj_Ship_Proton_Torpedo_SSD" Projectile_Damage: 120.0, From: 24 Projectile Name="Proj_Ship_Laser_Medium_Blue_X2" (added) Projectile Name="Proj_Ship_Small_Laser_Cannon_Red_X3" Description="Empire small space-based laser bolt" Projectile_Damage: 30.0, From: 20 Projectile Name="Proj_Ship_Small_Laser_Cannon_Green_X2" Description="Empire small space-based laser bolt" (added) Projectile Name="Proj_Wookiee_Bowcaster" Projectile_Damage: 60.0, From: 25 Projectile Name="Proj_Hand_Mando" (added) Projectile Name="Proj_Ground_Infantry_Rocket" Projectile_Damage: 40.0, From: 25 Projectile Name="Proj_MagnaPike" Projectile_Damage: 120.0, From: 50 Projectile Name="Proj_RF_Laser_Cannon_Red" Projectile_Damage: 2.0, From: 1 Projectile Name="Proj_Main_Cannon_AT-TE" Projectile_Damage: 80.0, From: 60 Projectile Name="Proj_Air_to_Ground_Missile" Projectile_Damage: 30.0, From 50 Projectile Name="Proj_ATRT_Blaster_Cannon_Blue" Projectile_Damage: 8.0, From 5 Malevolence: Visible_On_Radar_When_Fogged: false, From: true ION CANNON: Targeting_Max_Attack_Distance: 8000, From: 6000 AI_Combat_Power: 20000, From: 50000 Tactical_Build_Cost_Multiplayer: 60000, From: 80000 Build_Limit_Lifetime_Per_Player: 1, From: -1 Build_Cost_Credits: 60000, From: 50000 Shield_Points: 8000, From: 15000 Shield_Refresh_Rate: 100, From: 150 Pride of the Core: Visible_On_Radar_When_Fogged: false, From: true Tactical_Build_Time_Seconds: 110, From: 100 Build_Limit_Lifetime_Per_Player: 1, From: -1 AI_Combat_Power: 13000, From: 45000 Build_Cost_Credits: 70000, From: 45000 Recharge_Seconds: 90, From: 50, on POWER_TO_WEAPONS ability Shield_Points: 8000, From: 18000 Shield_Refresh_Rate: 100, From: 150 Republic Carrack: Tactical_Health: 1600, From: 900 Shield_Points: 800, From: 700 Shield_Refresh_Rate: 13, From: 12 Hardpoints_underworld: HP_Carrack_00: Fire_Pulse_Count: 5, From: 4 Fire_Pulse_Delay_Seconds: 0.3, From: 0.4 Fire_Inaccuracy_Distance Fighter: 2.0, From: 5.0 Fire_Inaccuracy_Distance Bomber: 1.5, From: 4.5 Fire_Projectile_Type: Proj_Ship_Laser_Medium_Blue_X2, From: Proj_Ship_Laser_Medium_Blue HP_Carrack_01: Fire_Pulse_Count: 5, From: 4 Fire_Pulse_Delay_Seconds: 0.3, From: 0.4 Fire_Inaccuracy_Distance Fighter: 2.0, From: 5.0 Fire_Inaccuracy_Distance Bomber: 1.5, From: 4.5 Fire_Projectile_Type: Proj_Ship_Laser_Medium_Blue_X2, From: Proj_Ship_Laser_Medium_Blue HP_Carrack_02: Fire_Pulse_Count: 5, From: 4 Fire_Pulse_Delay_Seconds: 0.3, From: 0.4 Fire_Inaccuracy_Distance Fighter: 2.0, From: 5.0 Fire_Inaccuracy_Distance Bomber: 1.5, From: 4.5 Fire_Projectile_Type: Proj_Ship_Laser_Medium_Blue_X2, From: Proj_Ship_Laser_Medium_Blue HP_Carrack_03: Fire_Pulse_Count: 5, From: 4 Fire_Pulse_Delay_Seconds: 0.3, From: 0.4 Fire_Inaccuracy_Distance Fighter: 2.0, From: 5.0 Fire_Inaccuracy_Distance Bomber: 1.5, From: 4.5 Fire_Projectile_Type: Proj_Ship_Laser_Medium_Blue_X2, From: Proj_Ship_Laser_Medium_Blue HP_Carrack_04: Fire_Pulse_Count: 5, From: 4 Fire_Pulse_Delay_Seconds: 0.3, From: 0.4 Fire_Inaccuracy_Distance Fighter: 2.0, From: 5.0 Fire_Inaccuracy_Distance Bomber: 1.5, From: 4.5 Fire_Projectile_Type: Proj_Ship_Laser_Medium_Blue_X2, From: Proj_Ship_Laser_Medium_Blue HP_Carrack_05: Fire_Pulse_Count: 5, From: 4 Fire_Pulse_Delay_Seconds: 0.3, From: 0.4 Fire_Inaccuracy_Distance Fighter: 2.0, From: 5.0 Fire_Inaccuracy_Distance Bomber: 1.5, From: 4.5 Fire_Projectile_Type: Proj_Ship_Laser_Medium_Blue_X2, From: Proj_Ship_Laser_Medium_Blue HP_Carrack_06: Fire_Pulse_Count: 5, From: 4 Fire_Pulse_Delay_Seconds: 0.3, From: 0.4 Fire_Inaccuracy_Distance Fighter: 2.0, From: 5.0 Fire_Inaccuracy_Distance Bomber: 1.5, From: 4.5 Fire_Projectile_Type: Proj_Ship_Laser_Medium_Blue_X2, From: Proj_Ship_Laser_Medium_Blue HP_Carrack_07: Fire_Pulse_Count: 5, From: 4 Fire_Pulse_Delay_Seconds: 0.3, From: 0.4 Fire_Inaccuracy_Distance Fighter: 2.0, From: 5.0 Fire_Inaccuracy_Distance Bomber: 1.5, From: 4.5 Fire_Projectile_Type: Proj_Ship_Laser_Medium_Blue_X2, From: Proj_Ship_Laser_Medium_Blue HP_Carrack_08: Fire_Pulse_Count: 5, From: 4 Fire_Pulse_Delay_Seconds: 0.3, From: 0.4 Fire_Inaccuracy_Distance Fighter: 2.0, From: 5.0 Fire_Inaccuracy_Distance Bomber: 1.5, From: 4.5 Fire_Projectile_Type: Proj_Ship_Laser_Medium_Blue_X2, From: Proj_Ship_Laser_Medium_Blue HP_Carrack_09: Fire_Pulse_Count: 5, From: 4 Fire_Pulse_Delay_Seconds: 0.3, From: 0.4 Fire_Inaccuracy_Distance Fighter: 2.0, From: 5.0 Fire_Inaccuracy_Distance Bomber: 1.5, From: 4.5 Fire_Projectile_Type: Proj_Ship_Laser_Medium_Blue_X2, From: Proj_Ship_Laser_Medium_Blue HP_Carrack_10: Fire_Pulse_Count: 5, From: 4 Fire_Pulse_Delay_Seconds: 0.3, From: 0.4 Fire_Inaccuracy_Distance Fighter: 2.0, From: 5.0 Fire_Inaccuracy_Distance Bomber: 1.5, From: 4.5 Fire_Projectile_Type: Proj_Ship_Laser_Medium_Blue_X2, From: Proj_Ship_Laser_Medium_Blue HP_Carrack_11: Fire_Pulse_Count: 5, From: 4 Fire_Pulse_Delay_Seconds: 0.3, From: 0.4 Fire_Inaccuracy_Distance Fighter: 2.0, From: 5.0 Fire_Inaccuracy_Distance Bomber: 1.5, From: 4.5 Fire_Projectile_Type: Proj_Ship_Laser_Medium_Blue_X2, From: Proj_Ship_Laser_Medium_Blue HP_Republic_Corvette_01: Fire_Projectile_Type: Proj_Ship_Laser_Medium_Blue_X2, From: Proj_Ship_Laser_Medium_Blue HP_Republic_Corvette_02: Fire_Projectile_Type: Proj_Ship_Laser_Medium_Blue_X2, From: Proj_Ship_Laser_Medium_Blue HP_Republic_Corvette_03: Fire_Projectile_Type: Proj_Ship_Laser_Medium_Blue_X2, From: Proj_Ship_Laser_Medium_Blue HP_Republic_Corvette_04: Fire_Projectile_Type: Proj_Ship_Laser_Medium_Blue_X2, From: Proj_Ship_Laser_Medium_Blue HP_Republic_Corvette_05: Fire_Projectile_Type: Proj_Ship_Laser_Medium_Blue_X2, From: Proj_Ship_Laser_Medium_Blue HP_Republic_Corvette_06: Fire_Projectile_Type: Proj_Ship_Laser_Medium_Blue_X2, From: Proj_Ship_Laser_Medium_Blue HP_Republic_Corvette_10: Fire_Min_Recharge_Seconds: 10.0, From: 4.0 Fire_Max_Recharge_Seconds: 12.0, From: 4.0 Fire_Pulse_Count: 1, From: 4 HP_Republic_Corvette_11: Fire_Min_Recharge_Seconds: 10.0, From: 4.0 Fire_Max_Recharge_Seconds: 12.0, From: 4.0 Fire_Pulse_Count: 1, From: 4 HP_Republic_Corvette_12: Fire_Min_Recharge_Seconds: 10.0, From: 4.0 Fire_Max_Recharge_Seconds: 12.0, From: 4.0 Fire_Pulse_Count: 1, From: 4 HP_Republic_Corvette_13: Fire_Min_Recharge_Seconds: 10.0, From: 4.0 Fire_Max_Recharge_Seconds: 12.0, From: 4.0 Fire_Pulse_Count: 1, From: 4 HP_Victory_17: Fire_Pulse_Count: 1, From: 3 Fire_Min_Recharge_Seconds: 6.0, From: 3 Fire_Max_Recharge_Seconds: 8.0, From: 4 HP_Victory_18: Fire_Pulse_Count: 1, From: 3 Fire_Min_Recharge_Seconds: 6.0, From: 3 Fire_Max_Recharge_Seconds: 8.0, From: 4 HP_Victory_19: Fire_Pulse_Count: 1, From: 3 Fire_Min_Recharge_Seconds: 6.0, From: 3 Fire_Max_Recharge_Seconds: 8.0, From: 4 HP_Victory_20: Fire_Pulse_Count: 1, From: 3 Fire_Min_Recharge_Seconds: 6.0, From: 3 Fire_Max_Recharge_Seconds: 8.0, From: 4 HP_Victory_21: Fire_Pulse_Count: 1, From: 3 Fire_Min_Recharge_Seconds: 6.0, From: 3 Fire_Max_Recharge_Seconds: 8.0, From: 4 HP_Victory_22: Fire_Pulse_Count: 1, From: 3 Fire_Min_Recharge_Seconds: 6.0, From: 3 Fire_Max_Recharge_Seconds: 8.0, From: 4 HP_Victory_23: Fire_Pulse_Count: 1, From: 3 Fire_Min_Recharge_Seconds: 6.0, From: 3 Fire_Max_Recharge_Seconds: 8.0, From: 4 HP_Victory_24: Fire_Pulse_Count: 1, From: 3 Fire_Min_Recharge_Seconds: 6.0, From: 3 Fire_Max_Recharge_Seconds: 8.0, From: 4 Venator Turrets: Fire_Min_Recharge_Seconds: 2.0, From: 1.0 Fire_Max_Recharge_Seconds: 3.0, From: 2.0 Fire_Pulse_Delay_Seconds: 0.4, From: 0.2 REMOVE: Fire_Category_Restrictions Fighter, Bomber, Transport, From: ALL Turrets Fire_Cone_Width: 220.0Fire_Cone_Width, From: 30 Fire_Cone_Height: 450.0Fire_Cone_Height, From: 45 Turret_Elevate_Extent_Degrees: 90.0 Turret_Elevate_Extent_Degrees, From: 45 HP_Bulwark_Weapon_Left_Front: Fire_Pulse_Count: 2, From: 5 HP_Bulwark_Weapon_Right_Front Fire_Pulse_Count: 2, From: 5 HP_Bulwark_Weapon_Center_Front Fire_Pulse_Count: 2, From: 5 HP_CIS_Carrier (ALL HARDPOINTS): Health: 400.0 HP_AT-TE_01: Fire_Inaccuracy_Distance Infantry: 25.0, From: 5 HP_AT-TE_02: Fire_Inaccuracy_Distance Infantry: 25.0, From: 5 HP_AT-TE_03: Fire_Inaccuracy_Distance Infantry: 25.0, From: 5 HP_AT-TE_04: Fire_Inaccuracy_Distance Infantry: 25.0, From: 5 HP_AT-TE_05: Fire_Inaccuracy_Distance Infantry: 25.0, From: 5 HP_AT-TE_06: Fire_Inaccuracy_Distance Infantry: 25.0, From: 5 HP_Rep_Acclamator_Weapon_FC: Health: 400.0, From: 300 HP_Rep_Acclamator_Weapon_FL: Health: 400.0, From: 300 HP_Rep_Acclamator_Weapon_FR: Health: 400.0, From: 300 HP_Rep_Acclamator_Weapon_BL: Health: 400.0, From: 300 HP_Rep_Acclamator_Weapon_BR: Health: 400.0, From: 300 HP_Rep_Acclamator_Weapon_BC: Health: 400.0, From: 160 HP_Rep_Acclamator_Acclamator_Engines: Health: 400.0, From: 300 HP_Rep_Acclamator_Hangers: Health: 400.0, From: 200 HP_Rep_Acclamator_Acclamator_Shield: Health: 400.0, From: 300 HP_Munificent_Front: Health: 270.0, Was: 250 HP_Munificent_Back: Health: 270.0, Was: 250 HP_Munificent_01: Health: 270.0, Was: 250 HP_Munificent_02: Health: 270.0, Was: 250 HP_Munificent_03: Health: 270.0, Was: 250 HP_Munificent_04: Health: 270.0, Was: 250 HP_Munificent_05: Health: 270.0, Was: 250 HP_Munificent_06: Health: 270.0, Was: 250 HP_Munificent_07: Health: 270.0, Was: 250 HP_Munificent_08: Health: 270.0, Was: 250 HP_Munificent_09: Health: 270.0, Was: 250 HP_Munificent_10: Health: 270.0, Was: 250 HP_Munificent_11: Health: 270.0, Was: 250 HP_Munificent_12: Health: 270.0, Was: 250 HP_Munificent_13: Health: 270.0, Was: 250 HP_Munificent_14: Health: 270.0, Was: 250 HP_Munificent_15: Health: 270.0, Was: 250 HP_Munificent_16: Health: 270.0, Was: 250 HP_Munificent_17: Health: 270.0, Was: 250 HP_Munificent_18: Health: 270.0, Was: 250 HP_Providence_01: Health: 300.0, From: 420 HP_Providence_02: Health: 300.0, From: 420 HP_Providence_03: Health: 300.0, From: 420 HP_Providence_04: Health: 300.0, From: 420 HP_Providence_05: Health: 300.0, From: 420 HP_Providence_06: Health: 300.0, From: 420 HP_Providence_07: Health: 300.0, From: 420 HP_Providence_08: Health: 300.0, From: 420 HP_Providence_09: Health: 300.0, From: 420 HP_Providence_10: Health: 300.0, From: 420 HP_Providence_11: Health: 300.0, From: 420 HP_Providence_12: Health: 300.0, From: 420 HP_Providence_13: Health: 300.0, From: 420 HP_Providence_14: Health: 300.0, From: 420 HP_Providence_15: Health: 300.0, From: 420 HP_Providence_16: Health: 300.0, From: 420 HP_Providence_17: Health: 300.0, From: 420 HP_Providence_18: Health: 300.0, From: 420 HP_Providence_19: Health: 280.0, From: 350 HP_Providence_20: Health: 280.0, From: 350 HP_Providence_21: Health: 280.0, From: 350 HP_Providence_22: Health: 280.0, From: 350 HP_Providence_23: Health: 280.0, From: 350 HP_Providence_24: Health: 280.0, From: 350 HP_Providence_25: Health: 280.0, From: 350 HP_Providence_26: Health: 280.0, From: 350 HP_Providence_27: Health: 280.0, From: 350 HP_Providence_28: Health: 280.0, From: 350 HP_Providence_Engines: Health: 400.0, From: 490 HP_Republic_Venator_Fighter_Bay: Health: 450.0, From: 250 HP_Technounion_01: Health: 130.0, From: 150 HP_Technounion_02: Health: 130.0, From: 150 HP_Technounion_03: Health: 130.0, From: 150 HP_Technounion_04: Health: 130.0, From: 150 HP_Technounion_05: Health: 130.0, From: 150 HP_Technounion_06: Health: 130.0, From: 150 HP_Technounion_07: Health: 130.0, From: 150 HP_Technounion_08: Health: 130.0, From: 150 HP_Technounion_09: Health: 130.0, From: 150 HP_Technounion_10: Health: 130.0, From: 150 HP_Technounion_11: Health: 130.0, From: 150 HP_Technounion_12: Health: 130.0, From: 150 HP_Technounion_13: Health: 130.0, From: 150 HP_Technounion_14: Health: 130.0, From: 150 HP_Technounion_15: Health: 130.0, From: 150 HP_Technounion_16: Health: 130.0, From: 150 HP_Technounion_17: Health: 130.0, From: 150 HP_Technounion_18: Health: 130.0, From: 150 HP_Technounion_19: Health: 130.0, From: 150 HP_Technounion_20: Health: 130.0, From: 150 HP_Technounion_21: Health: 130.0, From: 150 HP_Technounion_22: Health: 130.0, From: 150 HP_Technounion_Shield_Generator: Health: 150.0, From: 180 HP_Technounion_Engines: Health: 150.0, From: 180 HP_Invicible_TT_1 Fire_Range_Distance: 3000.0, From: 7000 Fire_Min_Recharge_Seconds: 7.0, From: 5.0 Fire_Max_Recharge_Seconds: 10.0, From: 6.0 HP_Invicible_TT_2 Fire_Range_Distance: 3000.0, From: 7000 Fire_Min_Recharge_Seconds: 7.0, From: 5.0 Fire_Max_Recharge_Seconds: 10.0, From: 6.0 HP_Invicible_TT_3 Fire_Range_Distance: 3000.0, From: 7000 Fire_Min_Recharge_Seconds: 7.0, From: 5.0 Fire_Max_Recharge_Seconds: 10.0, From: 6.0 HP_Invicible_TT_4 Fire_Range_Distance: 3000.0, From: 7000 Fire_Min_Recharge_Seconds: 7.0, From: 5.0 Fire_Max_Recharge_Seconds: 10.0, From: 6.0 HP_Republic_Venator_Turret00: Fire_Projectile_Type: Proj_Ship_Twin_Turbolaser_Blue_Venator, From: Proj_Ship_Heavy_Turbolaser_Blue HP_Republic_Venator_Turret01: Fire_Projectile_Type: Proj_Ship_Twin_Turbolaser_Blue_Venator, From: Proj_Ship_Heavy_Turbolaser_Blue HP_Republic_Venator_Turret02: Fire_Projectile_Type: Proj_Ship_Twin_Turbolaser_Blue_Venator, From: Proj_Ship_Heavy_Turbolaser_Blue HP_Republic_Venator_Turret03: Fire_Projectile_Type: Proj_Ship_Twin_Turbolaser_Blue_Venator, From: Proj_Ship_Heavy_Turbolaser_Blue HP_Republic_Venator_Turret04: Fire_Projectile_Type: Proj_Ship_Twin_Turbolaser_Blue_Venator, From: Proj_Ship_Heavy_Turbolaser_Blue HP_Republic_Venator_Turret05: Fire_Projectile_Type: Proj_Ship_Twin_Turbolaser_Blue_Venator, From: Proj_Ship_Heavy_Turbolaser_Blue HP_Republic_Venator_Turret06: Fire_Projectile_Type: Proj_Ship_Twin_Turbolaser_Blue_Venator, From: Proj_Ship_Heavy_Turbolaser_Blue HP_Republic_Venator_Turret07: Fire_Projectile_Type: Proj_Ship_Twin_Turbolaser_Blue_Venator, From: Proj_Ship_Heavy_Turbolaser_Blue HP_Mandator_Turbo_HPs (all of them): Fire_Range_Distance: 4000.0, From: 7000, Was: 2500 HP_Mandator_Laser_HPs (all of them): Fire_Range_Distance: 3000.0, From: 4000, Was: 1100 HP_Mandator_Ion_HPs (all of them): Fire_Range_Distance: 3500.0, From: 5000, Was: 2250 HP_Mandator_Conm_HPs (all of them): Fire_Min_Recharge_Seconds: 13.0, From: 8 Fire_Max_Recharge_Seconds: 13.0, From: 8 Fire_Range_Distance: 4000.0, From: 7000, Was: 2500 HP_Mandator_Torp_HPs (all of them): Fire_Range_Distance: 3000.0, From: 6000 [Miscellaneous HP adjustments totaling over 50] HP_YWING_01: Fire_Min_Recharge_Seconds: 0.3, From: 0.5 Fire_Max_Recharge_Seconds: 0.3, From: 0.5 HP_YWING_02: Fire_Min_Recharge_Seconds: 4.0, From: 8 Fire_Max_Recharge_Seconds: 4.0, From: 8 HP_Lucrehulk_Conm_01: Fire_Pulse_Count: 2, From: 4 HP_Lucrehulk_Conm_02: Fire_Pulse_Count: 2, From: 4 HP_Lucrehulk_Turbo_01: Tooltip_Text: TEXT_WEAPON_QUAD_TURBOLASER, From: TEXT_WEAPON_TWIN_TURBOLASER Fire_Projectile_Type: Proj_Ship_Quad_Turbolaser_Red, From: Proj_Ship_Twin_Turbolaser_Red HP_Lucrehulk_Turbo_02: Tooltip_Text: TEXT_WEAPON_QUAD_TURBOLASER, From: TEXT_WEAPON_TWIN_TURBOLASER Fire_Projectile_Type: Proj_Ship_Quad_Turbolaser_Red, From: Proj_Ship_Twin_Turbolaser_Red HP_Lucrehulk_Turbo_03: Tooltip_Text: TEXT_WEAPON_QUAD_TURBOLASER, From: TEXT_WEAPON_TWIN_TURBOLASER Fire_Projectile_Type: Proj_Ship_Quad_Turbolaser_Red, From: Proj_Ship_Twin_Turbolaser_Red HP_Lucrehulk_Turbo_04: Tooltip_Text: TEXT_WEAPON_QUAD_TURBOLASER, From: TEXT_WEAPON_TWIN_TURBOLASER Fire_Projectile_Type: Proj_Ship_Quad_Turbolaser_Red, From: Proj_Ship_Twin_Turbolaser_Red HP_Lucrehulk_Turbo_05: Tooltip_Text: TEXT_WEAPON_QUAD_TURBOLASER, From: TEXT_WEAPON_TWIN_TURBOLASER Fire_Projectile_Type: Proj_Ship_Quad_Turbolaser_Red, From: Proj_Ship_Twin_Turbolaser_Red HP_Lucrehulk_Turbo_06: Tooltip_Text: TEXT_WEAPON_QUAD_TURBOLASER, From: TEXT_WEAPON_TWIN_TURBOLASER Fire_Projectile_Type: Proj_Ship_Quad_Turbolaser_Red, From: Proj_Ship_Twin_Turbolaser_Red HP_Lucrehulk_Turbo_07: Tooltip_Text: TEXT_WEAPON_QUAD_TURBOLASER, From: TEXT_WEAPON_TWIN_TURBOLASER Fire_Projectile_Type: Proj_Ship_Quad_Turbolaser_Red, From: Proj_Ship_Twin_Turbolaser_Red HP_Lucrehulk_Turbo_08: Tooltip_Text: TEXT_WEAPON_QUAD_TURBOLASER, From: TEXT_WEAPON_TWIN_TURBOLASER Fire_Projectile_Type: Proj_Ship_Quad_Turbolaser_Red, From: Proj_Ship_Twin_Turbolaser_Red HP_A6_JUGGERNAUT_01: Fire_Pulse_Count: 8, From 6 Fire_Pulse_Delay_Seconds: 0.1, From 0 HP_A6_JUGGERNAUT_03: Fire_Pulse_Count: 4, From 2 HP_A6_JUGGERNAUT_03: Fire_Pulse_Count: 4, From 2 HP_A6_JUGGERNAUT_04: Fire_Pulse_Count: 8, From 6 HP_A6_JUGGERNAUT_05: Fire_Pulse_Count: 8, From 6 Hardpoints: HP_Light_Cruiser_Turret_01: Health: 450.0, From: 350 HP_Light_Cruiser_Turret_02: Health: 450.0, From: 350 HP_Light_Cruiser_Turret_03: Health: 450.0, From: 350 HP_Light_Cruiser_Turret_04: Health: 450.0, From: 350 HP_Light_Cruiser_Laser_01: Health: 350.0, From: 260 HP_Light_Cruiser_Laser_02: Health: 350.0, From: 260 HP_Light_Cruiser_Laser_03: Health: 350.0, From: 260 HP_Light_Cruiser_Laser_04: Health: 350.0, From: 260 HP_Light_Cruiser_Miss_01: Health: 350.0, From: 220 HP_Light_Cruiser_Engines: Health: 350.0, From: 260 HP_Light_Cruiser_Shield_Generator: Health: 450.0, From: 100 HP_BOMBER_02: Fire_Min_Recharge_Seconds: 12.0, From: 8 Fire_Max_Recharge_Seconds: 12.0, From: 8 Fire_Pulse_Count: 1, From: 2 HP_BOMBER_03: Fire_Min_Recharge_Seconds: 12.0, From: 8 Fire_Max_Recharge_Seconds: 12.0, From: 8 Fire_Pulse_Count: 1, From: 2 HP_Mandator_Conm_01: Fire_Pulse_Count: 2, From: 4 HP_Mandator_Conm_02: Fire_Pulse_Count: 2, From: 4 HP_Mandator_Conm_03: Fire_Pulse_Count: 2, From: 4 HP_Mandator_Conm_04: Fire_Pulse_Count: 2, From: 4 HP_Mandator_Conm_05: Fire_Pulse_Count: 2, From: 4 HP_Mandator_Conm_06: Fire_Pulse_Count: 2, From: 4 HP_Mandator_Conm_07: Fire_Pulse_Count: 2, From: 4 HP_Mandator_Conm_08: Fire_Pulse_Count: 2, From: 4 HP_Mandator_Torp_01: Fire_Pulse_Count: 2, From: 4 HP_Mandator_Torp_02: Fire_Pulse_Count: 2, From: 4 HP_Mandator_Torp_03: Fire_Pulse_Count: 2, From: 4 HP_Mandator_Torp_04: Fire_Pulse_Count: 2, From: 4 HP_Dreadnaught_Double_TBL_00: Health: 400.0, From: 350 HP_Dreadnaught_Double_TBL_01: Health: 400.0, From: 350 HP_Dreadnaught_Double_TBL_02: Health: 400.0, From: 350 HP_Dreadnaught_Double_TBL_03: Health: 400.0, From: 350 HP_Dreadnaught_LC_00: Health: 400.0, From: 350 HP_Dreadnaught_LC_01: Health: 400.0, From: 350 HP_Dreadnaught_LC_02: Health: 400.0, From: 350 HP_Dreadnaught_LC_03: Health: 400.0, From: 350 HP_Dreadnaught_TBL_00: Health: 400.0, From: 350 HP_Dreadnaught_TBL_01: Health: 400.0, From: 350 HP_Dreadnaught_TBL_02: Health: 400.0, From: 350 HP_Dreadnaught_TBL_03: Health: 400.0, From: 350 HP_Dreadnaught_TBL_04: Health: 400.0, From: 350 HP_Dreadnaught_TBL_05: Health: 400.0, From: 350 HP_Dreadnaught_Shield_Generator: Health: 450.0, From: 375 HP_Dreadnaught_Engines: Health: 450.0, From: 325 Shaak Ti: Tactical_Build_Time_Seconds: 40, From: 1 Republic Light Assault Cruiser: REMOVE: HP_Republic_Corvette_07, HP_Republic_Corvette_08, HP_Republic_Corvette_09, HP_Republic_Corvette_12, HP_Republic_Corvette_13, HP_Republic_Corvette_14 AI_Combat_Power: 1800, From: 1500 Grevious (Invisible Hand): Visible_On_Radar_When_Fogged: false, From: true Starting_Spawned_Units_Tech_0: Vulture_Droid_Squadron: 2, From: 2 Starting_Spawned_Units_Tech_0: Tri_Droid_Squadron: 3, From: 8 Starting_Spawned_Units_Tech_0: CIS_Bomber_Squadron: 1, From: 2 Spawned_Squadron_Delay_Seconds: 5, From: 2 Reserve_Spawned_Units_Tech_0: Vulture_Droid_Squadron: 3, From: -1 Reserve_Spawned_Units_Tech_0: Tri_Droid_Squadron: 4, From: -1 Reserve_Spawned_Units_Tech_0: CIS_Bomber_Squadron: 2, From: 10 Tactical_Build_Cost_Multiplayer: 7200, From: 6800 Shield_Points: 5000, From: 5500 Shield_Refresh_Rate: 90, From: 100 ADJUSTED: Encyclopedia_Good_Against: Rep_Acclamator_Assault_Ship Dreadnaught_Cruiser Rep_Centax_Heavy_Frigate ADJUSTED: Encyclopedia_Vulnerable_To: NTB630 Arc_170 Mandator_Super_Star_Destroyer Razor Squadron: Shield_Points: 400, From: 200 Tactical_Health: 500, From: 400 Shield_Refresh_Rate: 60, From: 50 Projectile_Fire_Recharge_Seconds: 1.2, From: 1.5 for Small Laser Cannon Green Guard_Chase_Range: 2000.0, From: 1000 Idle_Chase_Range: 1000.0, From: 100 Is_Named_Hero: Yes, From: No Shadow Squadron: Shield_Points: 500, From: 200 Tactical_Health: 600, From: 400 Shield_Refresh_Rate70, From: 50 Projectile_Fire_Recharge_Seconds: 3.0, From: 12.0 Projectile_Fire_Recharge_Seconds: 1.0, From: 1.5 for Small Laser Cannon Red Guard_Chase_Range: 2000.0, From: 1000 Idle_Chase_Range: 1000.0, From: 100 Is_Named_Hero: Yes, From: No Upgradeobjects: ES_Hypervelocity_Gun_Use_Upgrade: Tactical_Build_Cost_Multiplayer: 15000, From: 60000 Tactical_Build_Time_Seconds: 120, From: 60 CS_Ion_Cannon_Use_Upgrade: Tactical_Build_Cost_Multiplayer: 5000, From: 25000 Tactical_Build_Time_Seconds: 60, From: 40 Republic Dreadnaught: Build_Cost_Credits: 3500, From: 2800 Tactical_Build_Cost_Multiplayer: 3500, From: 2800 CIS B1 Battledroids: Adjust Company Units: Remove: 2 squads of B1S (24) Build_Cost_Credits: 125, From: 15 CIS B2 Battledroids: Adjust Company Units: 18 droids, From: 36 Tactical_Health: 75, From: 110 Projectile_Fire_Pulse_Count: 8, From: 10 Projectile_Fire_Recharge_Seconds: 0.8, From: 0.75 Tactical_Build_Cost_Multiplayer: 300, From: 200 CHANGED:: 36 B2 per purchase, From: 18 CIS Heavy Artillery Gun: Projectile_Fire_Recharge_Seconds: 20.0, From: 5 Projectile_Fire_Pulse_Delay_Seconds: 2, From: 0.3 AI_Combat_Power: 280, From: 300 CIS Droideka: AI_Combat_Power: 30, From: 70 Company_Units: Destroyer_Droid, Destroyer_Droid, Destroyer_Droid, Destroyer_Droid, Destroyer_Droid, Destroyer_Droid, Destroyer_Droid, Destroyer_Droid, From: 6 to: 8 Build_Cost_Credits: 400, From: 350 Shield_Points: 250, From: 175 Projectile_Fire_Recharge_Seconds: 0.2, From: 0.5 Projectile_Fire_Pulse_Count: 16, From: 12 Republic Droideka (Stolen): AI_Combat_Power: 30, From: 70 Company_Units: Hacked_Destroyer_Droid, Hacked_Destroyer_Droid, Hacked_Destroyer_Droid, Hacked_Destroyer_Droid, From: 6 to: 8 Tactical_Build_Cost_Multiplayer: 440, From: 800 Projectile_Fire_Recharge_Seconds: 0.2, From: 0.5 Projectile_Fire_Pulse_Count: 16, From: 12 Build_Cost_Credits: 440, From: 1200 Gaurdian Mantis (Vana Sage): Tactical_Build_Cost_Multiplayer: 2000, From: 1500 Tactical_Health: 1500, From: 750 Freefall: Tactical_Build_Cost_Multiplayer: 3500, From: 1800 Tactical_Build_Time_Seconds: 35, From: 40 Tactical_Health: 1800, From: 800 Guard_Chase_Range: 2000.0, Added Idle_Chase_Range: 1000.0, Added Shield_Points: 800, From: 650 COMBAT DRONES: Enemy_Damage_Per_Second: 10, From: 30 Havoc: Recharge_Seconds: 20, From: 5 on unit ability Guard_Chase_Range: 2000, From: 1000 Idle_Chase_Range: 1000, From: 400 Tactical_Build_Cost_Multiplayer: 3500, From: 2200 Tactical_Build_Time_Seconds: 35, From: 25 Tactical_Health: 2000, From: 1000 Shield_Points: 700, From: 600 CIS Hailfire Tank: Projectile_Fire_Pulse_Delay_Seconds: 0.5, From: 0.4 Projectile_Fire_Pulse_Count: 7, From: 30 REMOVE: Good against vs AV-7 Gameconstants: Damage_Con_Missile_GRND: Damage_To_Armor_Mod: Damage_Con_Missile_GRND, Armor_Hero: 1.5, From: 0.5 Damage_To_Armor_Mod: Damage_Con_Missile_GRND, Armor_Infantry: 2, From: 0.25 Damage_To_Armor_Mod: Damage_Con_Missile_GRND, Armor_Structure: 1.2, From: 2 Damage_Flak_Pod: Damage_To_Armor_Mod: Damage_Flak_Pod, Armor_Speeder: 1, From: 8 Damage_SPMAT_Grenade: Damage_To_Armor_Mod: Damage_SPMAT_Grenade, Armor_Infantry, 0.5, From: 1 Damage_Con_Missile_t: 4B: Damage_To_Armor_Mod: Damage_Con_Missile_t: 4B, Armor_ATAT: 2, From: 0.4 Damage_Blaster_Hand Damage_To_Armor_Mod: Damage_Blaster_Hand, Armor_Hero: 1, From: 0.5 Damage_Tartan_Cruiser: Damage_To_Armor_Mod: Damage_Tartan_Cruiser, Armor_Bomber, 0.5 Damage_To_Armor_Mod, From: 1.2 Damage_To_Armor_Mod: Damage_Tartan_Cruiser, Armor_Fighter, 0.5 Damage_To_Armor_Mod, From: 1.2 Republic Clone Squad: Tactical_Build_Cost_Multiplayer: 50, From: 100 Build_Cost_Credits: 50, from: 75 Republic Clone Platoon: Tactical_Build_Cost_Multiplayer: 100, From: 175 Build_Cost_Credits: 100, From: 150 Republic Clone Company: Tactical_Build_Cost_Multiplayer: 200, From: 375 Build_Cost_Credits: 200, From: 300 Republic BARC Speeder: Tactical_Build_Cost_Multiplayer: 200, From: 150 Tactical_Health: 70, From: 45 Company_Units: Barc_Speeder, Barc_Speeder, Barc_Speeder, Barc_Speeder, From: 3 to: 4 CIS STAP: Tactical_Build_Cost_Multiplayer: 75, From: 100 Tactical_Health: 60, From: 40 Targeting_Fire_Inaccuracy Infantry: 1.0, From: 10 Projectile_Damage: 10.0, From: 2 Projectile_Fire_Recharge_Seconds: 0.8, From: 1.1 Projectile_Fire_Pulse_Delay_Seconds: 0.4, From: 0.6 Republic AV-7: REMOVE: Good against vs Hailfire tank Republic AT-AP: Build_Cost_Credits: 900, From: 675 Tactical_Build_Cost_Multiplayer: 900, From: 825 REMOVE: Weak against vs Hailfire tank Population_Value: 2, From: 3 Company_UnitsAT_AP, AT_AP, From: 3 ADD: Bad Against vs Anti-vehicle turrets Projectile_Fire_Recharge_Seconds: 2.5, From: 0.8 Republic LAAT: Build_Cost_Credits: 2000, From: 1500 Tactical_Build_Cost_Multiplayer: 2000, From: 1600 Population_Value: 2, From: 4 REMOVE: Strong against vs OG-9, MTT Republic AT-RT: REMOVE: Strong against vs B2 battledroid Projectile_Fire_Recharge_Seconds: 0.8, From 2 Republic Acclamator: Shield_Points: 1600, From: 1400 GOOD AGAINST: Vulture_Droid_Fighter From: CIS_Carrier Republic Turbolaser Tower: Land_FOW_Reveal_Range: 500.0, From: 400 Targeting_Max_Attack_Distance: 650.0, From: 500 CIS Flak Cannon: Land_FOW_Reveal_Range: 500.0, From: 400 Targeting_Max_Attack_Distance: 650.0, From: 500 Planets.xml: Mygeeto: Planet_Credit_Value: 300, From: 500 Bespin: Planet_Credit_Value: 300, From: 500 Kessel: Planet_Credit_Value: 200, From: 320 NalHutta: Planet_Credit_Value: 300, From: 500 Republic Tie Fighter: Tactical_Health: 100, From: 50 Tactical_Build_Time_Seconds: 18, From: 10 Max_Speed: 6.2, From: 4.5 Tactical_Build_Prerequisites: RS_Prototype_Level_One_Upgrade, From: RS_Prototype_Level_Two_Upgrade REDONE, GOOD AGAINST: Encyclopedia_Good_Against: Nantex Vulture_Droid_Fighter CIS_Bomber REDONE, VULNERABLE TO: Encyclopedia_Vulnerable_To: Hammer_Class_Picket Tri_Droid_Fighter Cis_Patrol_Frigate Guard_Chase_Range: 2000, From: 1000 Idle_Chase_Range: 1000, From: 200 Republic NTB630: Hyperspace: No, From: Yes CIS Techno Union Frigate: Scale_Factor: 1.1, From: 1.3 VULNERABLE TO: Arc_170 From: Dreadnaught_Cruiser CIS Techno Union Frigate Death Clone: Scale_Factor: 0.846154, From: 1.0 Republic AT-PT: REMOVE: Hunt ability CIS Carrier: AI_Combat_Power: 4200, From: 5500 Reserve_Spawned_Units_Tech_0: CIS_Bomber_Squadron: 5 Reserve_Spawned_Units_Tech_0, From: 6 Republic Light Frigate: AI_Combat_Power: 1800, From: 1500 CIS Patrol Frigate Death Clone: Scale_Factor: 0.4, From: 0.2 Starbases: ADJUSTED all Republic and CIS units to be ordered by price. Pride of the Core moved to T5 on Republic shipyard. Malevolence moved to T5 on the CIS space station. Delta Squad: Boss: Heal_Percent 0.02 Heal_Percent, From: 0.03 Projectile_Types: Proj_Hand_Blaster_Blue_X2, From: Proj_Hand_Blaster_Blue Sev: Heal_Percent 0.02 Heal_Percent, From: 0.03 Projectile_Types: Proj_Hand_Blaster_Blue_X2, From: Proj_Hand_Blaster_Blue Scorch: Heal_Percent 0.02 Heal_Percent, From: 0.03 Projectile_Types: Proj_Hand_Blaster_Blue_X2, From: Proj_Hand_Blaster_Blue Fixer: Heal_Percent 0.02 Heal_Percent, From: 0.10 Projectile_Types: Proj_Hand_Blaster_Blue_X2, From: Proj_Hand_Blaster_Blue Durge Novasword Fighter: Tactical_Health: 1000, From: 800 INVULNERABILITY: Expiration_Seconds: 15, From: 6 Guard_Chase_Range: 2000, Added Idle_Chase_Range: 1000, Added Projectile_Types: Proj_Ship_Small_Laser_Cannon_Red_X3, From: Proj_Ship_Small_Laser_Cannon_Red Shield_Points: 400, From: 110 CIS Hypervelocity gun (GC): Build_Cost_Credits: 15000, From: 50000 Republic 187th, 327th, 212th, 501st, 41st Tactical_Health: 70, From: 6560 Sensor_Range: 40, From: 20 on 327th Population_Value: 4 From 5 on 327th Build_Cost_Credits: 750 From 900 on 327th ADJUSTED PLANET POP VALUES TO: 5, 10, and 15, DEPENDING ON THE PLANET Space Skirmish Build Pads (all): Tactical_Health: 14000, From: 8000 Aurra Sing Fighter: Shield_Points: 500, From: 300 Projectile_Types: Proj_Ship_Small_Laser_Cannon_Red_X3, From: Proj_Ship_Small_Laser_Cannon_Red CIS P38 (Managaurd) Fighter: Guard_Chase_Range: 2000.0, From: 1000 Idle_Chase_Range: 1000.0, From: 200 Freefall Drones: Damage: 20Damage, From: 50 CIS Punworcca: Scale_Factor: 0.1, From: 0.3 CIS Punworcca Death Clone: Scale_Factor: 0.4, From: 1.2 MISC: - Moved Grevious From: main to High Command. - Moved Jango From: main to Merc. Republic ARC Trooper: Tactical_Build_Cost_Multiplayer: 125, From: 350 Build_Cost_Credits: 125, From: 175 Tactical_Health: 125, From: 80 Tactical_Health: 150, From: 85 FOR CAPTAIN Projectile_Fire_Recharge_Seconds: 0.3:, From: 0.5 Projectile_Fire_Pulse_Delay_Seconds: 0.1, From: 0.2 Republic Wookiee Warrior: Tactical_Health: 200, From: 70 Projectile_Fire_Recharge_Seconds: 0.6, From: 1.5 Encyclopedia_Good_Against: Battledroids Super_Battledroid, Added Encyclopedia_Vulnerable_To: Heavy_Artillery_Gun Hailfire_Tank Rebel_Anti_Infantry_Turret, Added Mercenary Infantry: Tactical_Build_Cost_Multiplayer: 200, From: 320 Tactical_Build_Cost_Multiplayer: 200, From: 450 Mandalorian Merc: Max_Squad_Size: 4 Max_Squad_Size, From: 3 Company_UnitsMerc_Mandalorian, Merc_Mandalorian, Merc_Mandalorian, Merc_Mandalorian, Merc_Mandalorian, Merc_Mandalorian, Merc_Mandalorian, Merc_Mandalorian, Merc_Mandalorian, Merc_Mandalorian, Merc_Mandalorian, Merc_Mandalorian, From: 9 to: 12 Build_Cost_Credits: 250, From: 320 Tactical_Build_Cost_Multiplayer: 250, From: 400 Projectile_Types: Proj_Hand_Mando, From: Proj_Hand_Blaster_Red Mercenary IG-86: Company_UnitsIG-86, IG-86, From: 4 to: 2 CIS Magnagaurd: Build_Cost_Credits: 250, From: 350 Tactical_Build_Cost_Multiplayer: 250, From: 600 OverrideDeceleration 0.05, From: 0.1 CIS BX Commando: Tactical_Build_Cost_Multiplayer: 450, From: 650 CIS LE Repair Droid: Heal_Range: 80.0Heal_Range, From: 50 Republic Medical Droid: Heal_Range: 80.0Heal_Range, From: 50 Build_Cost_Credits: 200, From: 100 Republic Combat Medic: Heal_Range: 125.0Heal_Range, From: 50 Tactical_Build_Cost_Multiplayer: 250, From: 500 Republic Engineer: Heal_Range: 125.0Heal_Range, From: 50 UC_Rebel_Rapid_Fire_Laser_Turret: Tactical_Health: 200, From: 150 Rebel_Rapid_Fire_Laser_Turret: Projectile_Fire_Recharge_Seconds: 0.25, From: 0.35 Projectile_Fire_Pulse_Delay_Seconds: 0.15, From: 0.35 CIS Darkside Adept: Projectile_Damage: 60, From: 25 Guard_Chase_Range: 200, From: 100 Tactical_Build_Cost_Multiplayer: 350, From: 550 Build_Cost_Credits: 350, From: 2000 Republic Engineer Two (Ordnance Squad): REMOVE Vulnerable To: AAT_Tank Tactical_Build_Cost_Multiplayer: 200, From: 500 Republic Clone Commando: Tactical_Health: 250, From: 110 Targeting_Max_Attack_Distance: 200.0, From: 175 Projectile_Fire_Recharge_Seconds: 0.2, From: 1.5 Projectile_Fire_Pulse_Count: 32, From: 4 Projectile_Fire_Pulse_Delay_Seconds: 0.6, From: 0.1 Build_Cost_Credits: 200, From: 275 Tactical_Build_Cost_Multiplayer: 200, From: 600 Republic ARC Gunship: DEPLOY_TROOPERS: Recharge_Seconds: 300, From: 20 DEPLOY_TROOPERS: Max_Num_Spawned_Objects: 1, From: 3 Build_Cost_Credits: 2000, From: 850 Tactical_Build_Cost_Multiplayer: 2000, From: 1600 Aayla Secura: Build_Cost_Credits: 500, From: 1000 Tactical_Build_Cost_Multiplayer: 500, From: 1200 Build_Time_Seconds: 45 Build_Time_Seconds, From: 1 Republic Clone Sniper Squad: Build_Cost_Credits: 500, From: 275 Tactical_Build_Cost_Multiplayer: 500, From: 650 DifficultyAdjustments.XML: EASY: Credit_Multiplier: 2.0, From: 3 NORMAL: Credit_Multiplier: 4.0, From: 6 HARD: Credit_Multiplier: 5.0, From: 10 Republic A6 Juggernaut: Tactical_Health: 2300, From 1550
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Old 06-28-2013, 11:35 PM
CIS_Lord_Grievous CIS_Lord_Grievous is offline
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Looks enticing. I still don't understand what's taking the 1.2 update so long to come out, though.
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Old 06-29-2013, 03:24 AM
turtle225 turtle225 is offline
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Awesome. Really cool that you guys posted this even though I don't understand some of the code.

For one, one does AI combat power mean?

Also, for red squadron, I noticed there isn't a speed increase for them. They move really slowly, even slower than ntb bombers, which I just tested a few minutes ago. They could really use a speed increase.
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Old 06-29-2013, 04:43 AM
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Originally Posted by turtle225 View Post
Awesome. Really cool that you guys posted this even though I don't understand some of the code.

For one, one does AI combat power mean?

Also, for red squadron, I noticed there isn't a speed increase for them. They move really slowly, even slower than ntb bombers, which I just tested a few minutes ago. They could really use a speed increase.
AI Combat Power is one of many variables that help the AI determine the performance of a unit/structure/etc.

We keep track of suggestions through the discussion forums.
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Last edited by KillerHurdz; 06-30-2013 at 07:25 AM.
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Old 06-29-2013, 04:33 PM
turtle225 turtle225 is offline
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ok yea, figured it would be something along those lines. Thanks.

Sorry about the suggestion post in here.
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Old 07-02-2013, 05:38 PM
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Originally Posted by KillerHurdz View Post
AI Combat Power is one of many variables that help the AI determine the performance of a unit/structure/etc.
Out of curiosity, how do you guys at RaW calculate AI Combat Power and associated values? Do you have some sort of over-arching formula to base it all on, or is it more of a rough-and-ready trial and error basis?
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Old 07-02-2013, 05:56 PM
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Out of curiosity, how do you guys at RaW calculate AI Combat Power and associated values? Do you have some sort of over-arching formula to base it all on, or is it more of a rough-and-ready trial and error basis?
z3r0x will often put together a rough XML for each unit and we take it from there. Formulas don't really work, in this case, as some units have other stats/features that have to be taken into account (abilities, movement speed, etc).

We find that it has less of an impact on the way the AI builds units when compared to damage output, health, and unit quantity values. If the AI is building a lot of a certain unit, it's often because it's more cost effective than other units that it could be building (sometimes, this is a problem). AI combat power is typically the last thing we tweak, as a result.
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