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Hello,

I really love X-Wing Alliance except that fact that I think it's capital ships are overpowered. For example, if I set up a custom skirmish missions with a ton of B-Wings attacking an Imperial Star Destroyer with advanced torpedoes, they would hardly make a scratch since all the torpedoes would be shot down.

I like capital ships in Tie Fighter a lot more since even though they are formidable and powerful, it is possible to destroy them if you try hard. But in X-Wing Alliance trying to take down a major capital ship is just not practical.

I know there are several X-Wing Alliance mods out there, are they any that make the capital ships *weaker*? Thanks.

P.S. BTW, in general, are there some "definitive" X-Wing Alliance mods worth checking out?
This question / problem has been solved by Det_Bullockimage
avatar
penyuan: Hello,

I really love X-Wing Alliance except that fact that I think it's capital ships are overpowered. For example, if I set up a custom skirmish missions with a ton of B-Wings attacking an Imperial Star Destroyer with advanced torpedoes, they would hardly make a scratch since all the torpedoes would be shot down.

I like capital ships in Tie Fighter a lot more since even though they are formidable and powerful, it is possible to destroy them if you try hard. But in X-Wing Alliance trying to take down a major capital ship is just not practical.

I know there are several X-Wing Alliance mods out there, are they any that make the capital ships *weaker*? Thanks.

P.S. BTW, in general, are there some "definitive" X-Wing Alliance mods worth checking out?
Always dumbfire your torpedoes against capital ships, ALWAYS (make sure your CMD is blank or points to an out of view target, and that you are in warhead range since they selfdestruct after a while), also in certain missions you can land on a capital ship and reload, exit, dumbfire, rinse and repeat until.
On medium and easy you can shoot down the deflector shield emitters with hit an run laser attacks, which is how it is intended.
Keep in mind that shooting off the engines before dropping the shields is often necessary otherwise they will hyper out.
In X-wing Alliance you often get bonus points for dropping capital ships (sometimes even just to make them retreat) and you get an extra medal (the Kalidor Crescent and its variants) when you get enough of them so it's more of a challenge than in Tie Fighter.

To get the highest Kalidor Crescent variant you need a total above 20.000/21.000 bonus points (I got it at 21.835 points, I have found nothing on the internet to get the exact amount of points needed) and because bonus points are awarded leass on easy and on hard you cannot shoot off the engines and shields off Star Destroyers the best way to obtain them is on medium.

Note, I got the impression that the game was intended to be played on medium, since the easy dfficulty if sometimes bugged (some missions are more difficult on easy than on medium for some reason, and at launch there were some game breaking bugs on easy that had to be patched out) and hard is often ridiculous to the point I doubt they ever tested it thoroughly. One of the parameters the difficulty level alters is the AI ballance between the enemy and your wingmen, on medium the sclaes are more or less balanced but on hard your wingmen are as dumb as rocks and the enemy is a fleet of super aces that will make mince-meat of them and will then gang-up on you often with superior ships like Tie Advanceds.

THE mod for X-wing Alliance is this:
http://www.xwaupgrade.com/
It does not only upgrade the ship models but also gives the option during installation to restore some capital ships (basically Ackbar's Home One Calamari cruiser and Vader's Executor) to movie size with missions altered accordingly. I suspect this also makes a couple of missions easier but I'm not sure, take note however that because the modded Falcon is slightly bigger the last mission will be a pain in the arse.
Post edited July 07, 2018 by Det_Bullock
avatar
penyuan: Hello,

I really love X-Wing Alliance except that fact that I think it's capital ships are overpowered. For example, if I set up a custom skirmish missions with a ton of B-Wings attacking an Imperial Star Destroyer with advanced torpedoes, they would hardly make a scratch since all the torpedoes would be shot down.

I like capital ships in Tie Fighter a lot more since even though they are formidable and powerful, it is possible to destroy them if you try hard. But in X-Wing Alliance trying to take down a major capital ship is just not practical.

I know there are several X-Wing Alliance mods out there, are they any that make the capital ships *weaker*? Thanks.

P.S. BTW, in general, are there some "definitive" X-Wing Alliance mods worth checking out?
avatar
Det_Bullock: Always dumbfire your torpedoes against capital ships, ALWAYS (make sure your CMD is blank or points to an out of view target, and that you are in warhead range since they selfdestruct after a while), also in certain missions you can land on a capital ship and reload, exit, dumbfire, rinse and repeat until.
On medium and easy you can shoot down the deflector shield emitters with hit an run laser attacks, which is how it is intended.
Keep in mind that shooting off the engines before dropping the shields is often necessary otherwise they will hyper out.
In X-wing Alliance you often get bonus points for dropping capital ships (sometimes even just to make them retreat) and you get an extra medal (the Kalidor Crescent and its variants) when you get enough of them so it's more of a challenge than in Tie Fighter.

To get the highest Kalidor Crescent variant you need a total above 20.000/21.000 bonus points (I got it at 21.835 points, I have found nothing on the internet to get the exact amount of points needed) and because bonus points are awarded leass on easy and on hard you cannot shoot off the engines and shields off Star Destroyers the best way to obtain them is on medium.

Note, I got the impression that the game was intended to be played on medium, since the easy dfficulty if sometimes bugged (some missions are more difficult on easy than on medium for some reason, and at launch there were some game breaking bugs on easy that had to be patched out) and hard is often ridiculous to the point I doubt they ever tested it thoroughly. One of the parameters the difficulty level alters is the AI ballance between the enemy and your wingmen, on medium the sclaes are more or less balanced but on hard your wingmen are as dumb as rocks and the enemy is a fleet of super aces that will make mince-meat of them and will then gang-up on you often with superior ships like Tie Advanceds.

THE mod for X-wing Alliance is this:
http://www.xwaupgrade.com/
It does not only upgrade the ship models but also gives the option during installation to restore some capital ships (basically Ackbar's Home One Calamari cruiser and Vader's Executor) to movie size with missions altered accordingly. I suspect this also makes a couple of missions easier but I'm not sure, take note however that because the modded Falcon is slightly bigger the last mission will be a pain in the arse.
Thanks for your detailed response!! :D I guess your point is that the capital ships in XWA are indeed destructible by the player.

Regarding "dumbfiring" torpedoes, I guess you mean firing them without a lock. But I don't understand how that makes them harder for a capital ship to shoot down? I feel like whenever I fire warheads at a capital ship, the ships "sheet" of lasers just blast all my warheads long before they get close to the ship. Are dumb-fired warheads not treated that way?

On a related note, in custom/skirmish missions, bombers (like B-wings or Missile Boats, etc.) controlled by the computer (even when set to Super Ace) can barely scratch capital ships because their warheads always get shot down. I'm guessing the AI pilots always get a lock first and never dumb-fires. Does this mean there is basically no good way to set up skirmish missions where AI-controlled bomber-type fighters pose a real threat to capital ships? (unless I put myself in their slot and dumb-fire?)

And THANKS for the link to the mod, it looks incredible. Does it substantially increase the game's hardware requirements?
avatar
Det_Bullock: Always dumbfire your torpedoes against capital ships, ALWAYS (make sure your CMD is blank or points to an out of view target, and that you are in warhead range since they selfdestruct after a while), also in certain missions you can land on a capital ship and reload, exit, dumbfire, rinse and repeat until.
On medium and easy you can shoot down the deflector shield emitters with hit an run laser attacks, which is how it is intended.
Keep in mind that shooting off the engines before dropping the shields is often necessary otherwise they will hyper out.
In X-wing Alliance you often get bonus points for dropping capital ships (sometimes even just to make them retreat) and you get an extra medal (the Kalidor Crescent and its variants) when you get enough of them so it's more of a challenge than in Tie Fighter.

To get the highest Kalidor Crescent variant you need a total above 20.000/21.000 bonus points (I got it at 21.835 points, I have found nothing on the internet to get the exact amount of points needed) and because bonus points are awarded leass on easy and on hard you cannot shoot off the engines and shields off Star Destroyers the best way to obtain them is on medium.

Note, I got the impression that the game was intended to be played on medium, since the easy dfficulty if sometimes bugged (some missions are more difficult on easy than on medium for some reason, and at launch there were some game breaking bugs on easy that had to be patched out) and hard is often ridiculous to the point I doubt they ever tested it thoroughly. One of the parameters the difficulty level alters is the AI ballance between the enemy and your wingmen, on medium the sclaes are more or less balanced but on hard your wingmen are as dumb as rocks and the enemy is a fleet of super aces that will make mince-meat of them and will then gang-up on you often with superior ships like Tie Advanceds.

THE mod for X-wing Alliance is this:
http://www.xwaupgrade.com/
It does not only upgrade the ship models but also gives the option during installation to restore some capital ships (basically Ackbar's Home One Calamari cruiser and Vader's Executor) to movie size with missions altered accordingly. I suspect this also makes a couple of missions easier but I'm not sure, take note however that because the modded Falcon is slightly bigger the last mission will be a pain in the arse.
avatar
penyuan: Thanks for your detailed response!! :D I guess your point is that the capital ships in XWA are indeed destructible by the player.

Regarding "dumbfiring" torpedoes, I guess you mean firing them without a lock. But I don't understand how that makes them harder for a capital ship to shoot down? I feel like whenever I fire warheads at a capital ship, the ships "sheet" of lasers just blast all my warheads long before they get close to the ship. Are dumb-fired warheads not treated that way?

On a related note, in custom/skirmish missions, bombers (like B-wings or Missile Boats, etc.) controlled by the computer (even when set to Super Ace) can barely scratch capital ships because their warheads always get shot down. I'm guessing the AI pilots always get a lock first and never dumb-fires. Does this mean there is basically no good way to set up skirmish missions where AI-controlled bomber-type fighters pose a real threat to capital ships? (unless I put myself in their slot and dumb-fire?)

And THANKS for the link to the mod, it looks incredible. Does it substantially increase the game's hardware requirements?
Basically capital ships lock on the warhead navigation system, when dumbfired you are just shooting a rocket unless you are close enough for the ship to fire at you directly (which usually ends up in shooting down also any warheads you happen to be firing in front of you) unless by random chance the turbolasers shouldn't be able to lock on them.

Skirmish mission were more intended for multiplayer scenarios, it was a problem with these games starting with X-wing vs Tie Fighter, the game system was made with human players in mind but the AI remained substantially the same from the exclusively single player Tie Fighter in many respects including the fighters waiting to lock on when attacking capital ships. Now, the single player campaign is built around the limits of the AI mostly, but the skirmishes are not.

I'm not sure how much the mod influences the minimum requirements, last time I played it through to the end I had a i5-3470 and a Radeon HD 7770 1gb at 1280x1024, but back when you had to install every ship individually I was able to play on an Athlon XP 64 3200+ with a Radeon x1650pro 512mb at the same resolution without issues (though I didn't get to the end at the time because real life got in the way so I don't know how well later missions would behave with everything installed).
avatar
penyuan: Thanks for your detailed response!! :D I guess your point is that the capital ships in XWA are indeed destructible by the player.

Regarding "dumbfiring" torpedoes, I guess you mean firing them without a lock. But I don't understand how that makes them harder for a capital ship to shoot down? I feel like whenever I fire warheads at a capital ship, the ships "sheet" of lasers just blast all my warheads long before they get close to the ship. Are dumb-fired warheads not treated that way?

On a related note, in custom/skirmish missions, bombers (like B-wings or Missile Boats, etc.) controlled by the computer (even when set to Super Ace) can barely scratch capital ships because their warheads always get shot down. I'm guessing the AI pilots always get a lock first and never dumb-fires. Does this mean there is basically no good way to set up skirmish missions where AI-controlled bomber-type fighters pose a real threat to capital ships? (unless I put myself in their slot and dumb-fire?)

And THANKS for the link to the mod, it looks incredible. Does it substantially increase the game's hardware requirements?
avatar
Det_Bullock: Basically capital ships lock on the warhead navigation system, when dumbfired you are just shooting a rocket unless you are close enough for the ship to fire at you directly (which usually ends up in shooting down also any warheads you happen to be firing in front of you) unless by random chance the turbolasers shouldn't be able to lock on them.

Skirmish mission were more intended for multiplayer scenarios, it was a problem with these games starting with X-wing vs Tie Fighter, the game system was made with human players in mind but the AI remained substantially the same from the exclusively single player Tie Fighter in many respects including the fighters waiting to lock on when attacking capital ships. Now, the single player campaign is built around the limits of the AI mostly, but the skirmishes are not.

I'm not sure how much the mod influences the minimum requirements, last time I played it through to the end I had a i5-3470 and a Radeon HD 7770 1gb at 1280x1024, but back when you had to install every ship individually I was able to play on an Athlon XP 64 3200+ with a Radeon x1650pro 512mb at the same resolution without issues (though I didn't get to the end at the time because real life got in the way so I don't know how well later missions would behave with everything installed).
OK. I guess I'll try dumb-firing at maybe 2 or 3 km, then. Many thanks for the tips!
avatar
penyuan: Thanks for your detailed response!! :D I guess your point is that the capital ships in XWA are indeed destructible by the player.

Regarding "dumbfiring" torpedoes, I guess you mean firing them without a lock. But I don't understand how that makes them harder for a capital ship to shoot down? I feel like whenever I fire warheads at a capital ship, the ships "sheet" of lasers just blast all my warheads long before they get close to the ship. Are dumb-fired warheads not treated that way?

On a related note, in custom/skirmish missions, bombers (like B-wings or Missile Boats, etc.) controlled by the computer (even when set to Super Ace) can barely scratch capital ships because their warheads always get shot down. I'm guessing the AI pilots always get a lock first and never dumb-fires. Does this mean there is basically no good way to set up skirmish missions where AI-controlled bomber-type fighters pose a real threat to capital ships? (unless I put myself in their slot and dumb-fire?)

And THANKS for the link to the mod, it looks incredible. Does it substantially increase the game's hardware requirements?
avatar
Det_Bullock: Basically capital ships lock on the warhead navigation system, when dumbfired you are just shooting a rocket unless you are close enough for the ship to fire at you directly (which usually ends up in shooting down also any warheads you happen to be firing in front of you) unless by random chance the turbolasers shouldn't be able to lock on them.

Skirmish mission were more intended for multiplayer scenarios, it was a problem with these games starting with X-wing vs Tie Fighter, the game system was made with human players in mind but the AI remained substantially the same from the exclusively single player Tie Fighter in many respects including the fighters waiting to lock on when attacking capital ships. Now, the single player campaign is built around the limits of the AI mostly, but the skirmishes are not.

I'm not sure how much the mod influences the minimum requirements, last time I played it through to the end I had a i5-3470 and a Radeon HD 7770 1gb at 1280x1024, but back when you had to install every ship individually I was able to play on an Athlon XP 64 3200+ with a Radeon x1650pro 512mb at the same resolution without issues (though I didn't get to the end at the time because real life got in the way so I don't know how well later missions would behave with everything installed).
Question if anyone is still seeing this: I see that there are two very similar-looking mods for XWA, XWAUCP (http://www.xwaupgrade.com/) and DSUCP (http://www.darksaber.xwaupgrade.com/craftpackucp.html). What's the difference???
avatar
Det_Bullock: Basically capital ships lock on the warhead navigation system, when dumbfired you are just shooting a rocket unless you are close enough for the ship to fire at you directly (which usually ends up in shooting down also any warheads you happen to be firing in front of you) unless by random chance the turbolasers shouldn't be able to lock on them.

Skirmish mission were more intended for multiplayer scenarios, it was a problem with these games starting with X-wing vs Tie Fighter, the game system was made with human players in mind but the AI remained substantially the same from the exclusively single player Tie Fighter in many respects including the fighters waiting to lock on when attacking capital ships. Now, the single player campaign is built around the limits of the AI mostly, but the skirmishes are not.

I'm not sure how much the mod influences the minimum requirements, last time I played it through to the end I had a i5-3470 and a Radeon HD 7770 1gb at 1280x1024, but back when you had to install every ship individually I was able to play on an Athlon XP 64 3200+ with a Radeon x1650pro 512mb at the same resolution without issues (though I didn't get to the end at the time because real life got in the way so I don't know how well later missions would behave with everything installed).
avatar
penyuan: Question if anyone is still seeing this: I see that there are two very similar-looking mods for XWA, XWAUCP (http://www.xwaupgrade.com/) and DSUCP (http://www.darksaber.xwaupgrade.com/craftpackucp.html). What's the difference???
DSUCP also adds some extra spaceships and stuff, XWAUCP mostly only upgrades what's already there.
I'd suggest XWAUCP if you are mainly interested in playing the main campaign and want to keep things simple.
Post edited July 14, 2018 by Det_Bullock