Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!

Post reply

Warning: this topic has not been posted in for at least 100 days.
Unless you're sure you want to reply, please consider starting a new topic.
Name:
Email:
Subject:
Message icon:

Verification:
Type the letters shown in the picture
Listen to the letters / Request another image

Type the letters shown in the picture:
What is the name of the planet we live on? Type it backwards then add a 5.:
Who is taking revenge? (lowercase):

shortcuts: hit alt+s to submit/post or alt+p to preview


Topic Summary

Posted by: Corey
« on: January 19, 2018, 06:36:16 PM »

It's not impossible that we'd make Zero Command playuable eventually, but it's not planned and certainly not a priority. We'd need to have enough assets to make them unique, and before we could do that, we'd need to make the existing warlords more unique as well.

Quote
What exactly are Hostile and Neutral factions?

They exist for gameplay mechanics, they're not real factions per se. Neutral being what you capture stuff from, Hostile in the mod is sued for things like raid fleets.
Posted by: Labria
« on: January 19, 2018, 12:34:06 PM »

The limit is actually 21 for whatever reason.

For those curious, the current plans include the New Republic, Imperial Remnant, Empire of the Hand, Pentastar Alignment, Zsinj's Empire, Greater Maldrood, Eriadu Authority, Duskhan League, Hostile, Neutral, Hapes, two text dividers, Zero Command, Corporate Sector, Warlords, and three I shouldn't talk about. That leaves two unused ones for hypothetical new teams.
What exactly are Hostile and Neutral factions?
I hope there is space for Hutts, I really want to see this faction in ICW. 8=)

I think it's been said before that Zero Command would likely remain AI only because it wouldn't be that unique enough to warrant being it's own playable faction. I'm sure once 2.2 comes out, someone will make a sub-mod that makes them playable though.
I agree. Five Imperial factions is enough. I think It is better make these factions ever more unique, not add one more almost the same faction. But maybe Zero Command can have same role as small warlords with one planet. If Eriadu, Remnant or Maldrood occupy the home planet of Zero Command, they can build some ZC heroes, Dominion and Megador or just reguler Mandator.
Posted by: Empeor Cooler
« on: January 19, 2018, 11:38:26 AM »

I think it's been said before that Zero Command would likely remain AI only because it wouldn't be that unique enough to warrant being it's own playable faction. I'm sure once 2.2 comes out, someone will make a sub-mod that makes them playable though.
Posted by: Rogue66X
« on: January 18, 2018, 08:10:08 PM »

That's brings up another question will zero command ever be a playable faction
Posted by: Rogue66X
« on: January 18, 2018, 08:09:19 PM »

I would love to say add the vong and the assendancy but you'll have to make models and code in a lot of stuff for that
Posted by: Jorritkarwehr
« on: January 18, 2018, 07:34:49 PM »

The limit is actually 21 for whatever reason.

For those curious, the current plans include the New Republic, Imperial Remnant, Empire of the Hand, Pentastar Alignment, Zsinj's Empire, Greater Maldrood, Eriadu Authority, Duskhan League, Hostile, Neutral, Hapes, two text dividers, Zero Command, Corporate Sector, Warlords, and three I shouldn't talk about. That leaves two unused ones for hypothetical new teams.
Posted by: Rogue66X
« on: January 18, 2018, 03:59:48 PM »

I wouldn’t say 20 maybe 15 at the max
Posted by: Bucman55
« on: January 18, 2018, 03:00:51 PM »

Isn't the limit 10 or 12

Pretty sure it's in the 20s.
Posted by: Rogue66X
« on: January 18, 2018, 08:00:56 AM »

Isn't the limit 10 or 12
Posted by: Corey
« on: January 18, 2018, 04:59:10 AM »

While there are a few factions it would be nice to add to the Unknown Regions to help give the Hand more to do out there/flesh that area out the way we've done with the known galaxy (I can think of at least 5 off the top of my head), the biggest issue there is that unlike a lot of the known galaxy stuff, we'd be starting from near scratch, having to design everything. So, while we'd love to do it, it'd be either a ways off or unlikely to happen for many of them. We do also have to work within the hardcoded faction limit for EaW, which we're getting very close to.
Posted by: Rogue66X
« on: January 17, 2018, 05:26:29 PM »

I did some reading into the the unknown regions apparently it was home several very dangerous cults
Posted by: Empeor Cooler
« on: January 17, 2018, 12:02:45 AM »

I remember sometime last year during one of his preview games that Corey wanted to try and incorporate the Ssi-Ruuk into the mod in a later release. I kind of liked that idea, especially since the Ssi-Ruuvi Imperium is pretty much absent in the EAW modding community.
Other than them, I can't really think of any other group that would work with the timeframe the mod gives that would actually add anything new.
Posted by: Rogue66X
« on: January 16, 2018, 08:04:46 PM »

The Chris's fought the vagaari in several brutal wars apparently which led them to employ killiks as work forces which they later would fight as well

EDIT: I forgot to mention the Chris's assendancy it self can still be represented. After thrawn died And his clone were destroyed I could see them annexing the empire of the hand
Posted by: Ordo
« on: January 16, 2018, 12:09:32 PM »

Vagaari, Ssi-ruuvi, Warlord Nuso Esva is a possibility in that area for earlier eras as well.
Posted by: Labria
« on: January 16, 2018, 11:33:01 AM »

What major races live in Unknown Regions and can by add to mod except Empire of the Hand and Chiss Ascendancy? I don't know much about this region.
Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!