Thrawn's Revenge

Mod & Network News => News & Updates => Topic started by: Corey on October 24, 2012, 03:26:42 AM

Title: Imperial Remnant Unit List
Post by: Corey on October 24, 2012, 03:26:42 AM
The Imperial Remnant unit list, as it currently stands.



[Empire of the Hand Unit List] (http://gutr.swrebellion.com/forums/index.php/topic,3064.0.html)
[New Republic Unit List] (http://gutr.swrebellion.com/forums/index.php/topic,3063.msg38311.html#msg38311)

* = Done
* = In Progress

All Information in this thread is subject to change.


Unit List
Fighters:
TIE Fighter:
Model
Skin
Rigging/Optimization
Coding


TIE Interceptor:
Model
Skin
Rigging/Optimization
Coding


TIE Bomber:
Model
Skin
Rigging/Optimization
Coding


TIE Defender:
Model
Skin
Rigging/Optimization
Coding


Scimitar Assault Bomber:
Model
Skin
Rigging/Optimization
Coding


Frigates:

Sentinel: (Colonizer)
Model
Skin
Rigging/Optimization
Coding


Star Galleon: (Trade/Refinery Ship)
Model
Skin
Rigging/Optimization
Coding


Lancer:
Model
Skin
Rigging/Optimization
Coding


Carrack:
Model
Skin*
Rigging/Optimization
Coding


Escort Carrier:
Model
Skin
Rigging/Optimization
Coding


Strike Cruiser:
Model
Skin
Rigging/Optimization
Coding


Immobilizer 418:
Model
Skin
Rigging/Optimization
Coding


Dreadnaught:
Model
Skin
Rigging/Optimization
Coding


Vindicator:
Model
Skin
Rigging/Optimization
Coding


Modular Taskforce Cruiser:
Model
Skin
Rigging/Optimization
Coding


Victory I:
Model
Skin
Rigging/Optimization
Coding


Victory II:
Model
Skin
Rigging/Optimization
Coding


Capital Ships:

Imperial I:
Model
Skin
Rigging/Optimization
Coding



Imperial II:
Model
Skin
Rigging/Optimization
Coding


Altor:
Model
Skin
Rigging/Optimization
Coding


Praetor:
Model
Skin
Rigging/Optimization
Coding


Executor:
Model
Skin
Rigging/Optimization
Coding


Sovereign:
Model
Skin
Rigging/Optimization
Coding



Golan I:
Model
Skin
Rigging/Optimization
Coding


Golan II:
Model
Skin
Rigging/Optimization
Coding


Golan III:
Model
Skin
Rigging/Optimization
Coding


Galaxy Gun:
Model
Skin
Rigging/Optimization
Coding



World Devastator:
Model
Skin
Rigging/Optimization
Coding

Title: Re: Imperial Remnant Unit List
Post by: bisszy4ever on October 24, 2012, 05:01:16 AM
Awesome :).
Title: Re: Imperial Remnant Unit List
Post by: Eclipse on October 24, 2012, 09:20:22 PM
Galaxy gun maybe I should buy that game
Title: Re: Imperial Remnant Unit List
Post by: Revanchist on October 24, 2012, 11:01:40 PM
This is AWESOME for us IR fans. Thank you so much and please keep on doing what you've done best-making awesome mods.
Title: Re: Imperial Remnant Unit List
Post by: Corey on October 25, 2012, 08:35:58 PM
The Remnant's going to need them.
Title: Re: Imperial Remnant Unit List
Post by: Eclipse on October 25, 2012, 09:28:51 PM
I've never played it but for the unit list wouw, I mean are you sure they are gonna need the galaxy gun? FoC with a couple of SSD I get the job done and before the freeze happens  :HA:
Title: Re: Imperial Remnant Unit List
Post by: Kalo on October 25, 2012, 09:31:38 PM
I've never played it but for the unit list wouw, I mean are you sure they are gonna need the galaxy gun? FoC with a couple of SSD I get the job done and before the freeze happens  :HA:

It's important to remember that we have a specific gameplay style meant for the IR, Remnant, and EotH. There's a reason we have the Galaxy Gun and all that on the list.
Title: Re: Imperial Remnant Unit List
Post by: ArcHeavyGunner on November 06, 2012, 08:26:56 PM
We New Republic Commanders (from what I've read there's, like, 4 of us) will be in big trouble wit that galaxy gun
Title: Re: Imperial Remnant Unit List
Post by: Lord Xizer on December 19, 2012, 05:45:20 PM
! Galaxy Gun!?
Title: Re: Imperial Remnant Unit List
Post by: Corey on December 20, 2012, 06:13:36 AM
Superwapons are much better suited to Sins of a Solar Empire than EaW. The Galaxy Gun in particular is perfect for it.
Title: Re: Imperial Remnant Unit List
Post by: tlmiller on December 20, 2012, 01:08:51 PM
That's kinda awesome.
Title: Re: Imperial Remnant Unit List
Post by: Corey on December 20, 2012, 07:31:30 PM
The cooldown is gonna be pretty high, so I want to be in everyone's game where they leave it on autofire and destroy some shitty world like Dantooine accidentally and I can laugh at them.
Title: Re: Imperial Remnant Unit List
Post by: Eclipse on December 20, 2012, 08:10:42 PM
The truth is "as long as it shoot the enemy with it's incredible firepower it's ok"and besides if you are lucky, it may destroy an important world like mon calamari
Title: Re: Imperial Remnant Unit List
Post by: tlmiller on December 20, 2012, 08:39:06 PM
I will make sure to be turning off autofire, and Mon Cal would be one of the first worlds I wold target.
Title: Re: Imperial Remnant Unit List
Post by: Enceladus on December 21, 2012, 12:11:39 AM
Yeah... the Galaxy Gun will be a tad more restricted in it's use compared to the waves of Novalith cannon fire that can happen in SOASE at the moment.
Title: Re: Imperial Remnant Unit List
Post by: Corey on December 21, 2012, 02:06:22 AM
Well Novaliths and Kosturas don't actually destroy planets, so there's a pretty significant difference in functionality there.
Title: Re: Imperial Remnant Unit List
Post by: Lord Xizer on December 21, 2012, 07:04:05 PM
Superwapons are much better suited to Sins of a Solar Empire than EaW. The Galaxy Gun in particular is perfect for it.

! Please elaborate! How is this possible, will World Devastators be making an appearance then?
Title: Re: Imperial Remnant Unit List
Post by: Corey on December 21, 2012, 10:50:37 PM
The actual functionality is better for stuff like the Galaxy Gun because of how the space and galactic modes are the same instead of everything being split up. Where in EaW you'd have to do some gimmicky system where you buy the projectile and fly it to a planet, the Galaxy Gun could actually target another planet from wherever it is in Sins. The balance mimplications are also a lot easier to control, and planet destruction can be handled on a case by case basis depending on what's involved, whereas in EaW it's a lot more cut and dry where everything's handled the exact same way.

World Devastators *may* be possible but they're still sort of pushing it. I'd still rather not turn it into a superweapon fest, and we'd have to test some stuff to see just how functional it is.
Title: Re: Imperial Remnant Unit List
Post by: Lord Xizer on December 22, 2012, 12:16:52 PM
I see, this will be most interesting indeed.
Title: Re: Imperial Remnant Unit List
Post by: Corey on December 23, 2012, 04:38:24 PM
Moved from Admiral's Lounge.
Title: Re: Imperial Remnant Unit List
Post by: Rovert10 on December 23, 2012, 09:51:10 PM
So the Galaxy Gun operates like a Novalith Cannon just that it destroys planets instead?

I don't know what kind of "restrictions" you can place other than increasing the cooldown timer, "anti-matter/resource" costs, and tactical slot usage.
Title: Re: Imperial Remnant Unit List
Post by: Corey on December 23, 2012, 09:59:19 PM
Well the Galaxy Gun is a gun that shot projectiles through hyperspace and destroyed the planet. So yeah, it's basically a Kostura/Novalith/Deliverance that destroys the planet.

We don't really want any other restrictions on it anyways.
Title: Re: Imperial Remnant Unit List
Post by: Lord Xizer on December 23, 2012, 11:32:18 PM
Sounds useful
Title: Re: Imperial Remnant Unit List
Post by: tlmiller on December 23, 2012, 11:41:21 PM
Never been a fan of simply destroying planets.  Just never understood it.  I want to conquer the planet, not obliterate it.  Now, in this game, it only destroys the civilization on the planet, so you can still conquer it, but...meh.  Not a fan of world-destroying weapons.
Title: Re: Imperial Remnant Unit List
Post by: Rovert10 on December 24, 2012, 07:26:57 PM
Never been a fan of simply destroying planets.  Just never understood it.  I want to conquer the planet, not obliterate it.  Now, in this game, it only destroys the civilization on the planet, so you can still conquer it, but...meh.  Not a fan of world-destroying weapons.
People like to see things go boom and scorched earth policy can be a good strategy if you just can't be bothered to deal with defening it.
Title: Re: Imperial Remnant Unit List
Post by: Lord Xizer on December 24, 2012, 11:44:05 PM
Never been a fan of simply destroying planets.  Just never understood it.  I want to conquer the planet, not obliterate it.  Now, in this game, it only destroys the civilization on the planet, so you can still conquer it, but...meh.  Not a fan of world-destroying weapons.


Gungans and Rosh Penin...that's all I'm going to say. Naboo and whatever home world that annoyance is from deserves annihilation.
Title: Re: Imperial Remnant Unit List
Post by: tlmiller on December 25, 2012, 12:01:41 AM
I'm not going to say there aren't exceptions...but you can always alpha strike a planet that you need obliterated.  And if you set up correctly, you can WATCH the carnage on the planets surface as they run around screaming and dying.  WAY more satisfying than a Death Star or Galaxy Gun ever could be.
Title: Re: Imperial Remnant Unit List
Post by: Eclipse on December 25, 2012, 12:09:23 PM
The truth is invading a planet is not cheap destroying it with just one missile is far more cheaper and if you are playing agains someone (not the IA) and you have the galaxy gun, he would probably be scared and will attack the galaxy gun no matter what is defending it. In other words he'll make mistakes.
Title: Re: Imperial Remnant Unit List
Post by: Lord Xizer on December 25, 2012, 04:27:04 PM
Victory goes to the one who takes the opponents options away from them.
Title: Re: Imperial Remnant Unit List
Post by: Revanchist on December 25, 2012, 07:52:51 PM
Victory goes to the one who takes the opponents options away from them.
Exactly. If the enemy is depending on certain planets for income, with one stroke you can cripple their economy. If you destroy key planets, chances are the enemy will get moral lowered and you might get a moral boost. Chokepoints can change from a planet held by a hostile faction to a messy free-for-all that can be more easily advanced through than said planet.

A question: Will there be a way to get Katana Dreadnaughts?
Title: Re: Imperial Remnant Unit List
Post by: Lord Xizer on December 25, 2012, 11:15:22 PM
I'm sure there will be a way
Title: Re: Imperial Remnant Unit List
Post by: tlmiller on December 25, 2012, 11:56:17 PM
I can think of several ways that it could be done if they so choose, so I wouldn't doubt if they want them in it that they can.
Title: Re: Imperial Remnant Unit List
Post by: Lord Xizer on December 26, 2012, 04:35:53 PM
All good things to those who wait.
Title: Re: Imperial Remnant Unit List
Post by: Lavo on December 28, 2012, 12:24:54 PM
A question: Will there be a way to get Katana Dreadnaughts?
People have already modded in ship graveyards into Sins; it wouldn't be that hard to make a scramble for the Katana fleet type map.
Title: Re: Imperial Remnant Unit List
Post by: Lord Xizer on December 28, 2012, 09:55:47 PM
YAY!
Title: Re: Imperial Remnant Unit List
Post by: JC123 on December 29, 2012, 11:40:40 PM
I haven't seen destroyable planets in any mod for sins yet.  This would be new ground for this team and pretty impressive.
Title: Re: Imperial Remnant Unit List
Post by: Kalo on December 30, 2012, 12:01:00 AM
I haven't seen destroyable planets in any mod for sins yet.  This would be new ground for this team and pretty impressive.

Impressive to you and only you fans. Most of the stuff you can do is stuff that more experienced Sins modders know about, but haven't actually put into practice.
Title: Re: Imperial Remnant Unit List
Post by: Corey on December 30, 2012, 12:06:38 AM
Actually that mechanic already exists in the base game.
Title: Re: Imperial Remnant Unit List
Post by: Lord Xizer on December 30, 2012, 12:08:11 AM
This game sounds as if it has a lot of potential for modding.


(This is a bit off subject but does anyone know a good Resident Evil Operation Raccoon City based mod out there?)
Title: Re: Imperial Remnant Unit List
Post by: Lavo on December 30, 2012, 01:53:46 AM
I haven't seen destroyable planets in any mod for sins yet.  This would be new ground for this team and pretty impressive.
Technically, "destroying" planets is possible, but it is not possible to change their mesh. Stripped to the Core can destroy planets, however, as it works via a player manually scuttling a planet, it cannot be worked into an ability as there's no way to trigger scuttling via a buff. Though I wouldn't be surprised if the ICW team figures something out... Perhaps making it uncolonizable for good along with a fancy particle effect could work.
Title: Re: Imperial Remnant Unit List
Post by: Corey on December 30, 2012, 02:28:08 AM
I'm about 40% sure I know how to do it, but I could be wrong.
Title: Re: Imperial Remnant Unit List
Post by: Lord Xizer on December 31, 2012, 01:25:02 AM
I have faith in your abilities. they've been proven time and again.
Title: Re: Imperial Remnant Unit List
Post by: Eclipse on January 02, 2013, 11:36:49 PM
Well you have a lot more of chances than Han Solo when he flew trough the asteroid field in episode V and he made it you'll made it too
Title: Re: Imperial Remnant Unit List
Post by: Lord Xizer on January 03, 2013, 01:12:28 AM
Eclipse speaks with wisdom beyond his years.
Title: Re: Imperial Remnant Unit List
Post by: Revanchist on January 03, 2013, 10:41:08 AM
Indeed.
Title: Re: Imperial Remnant Unit List
Post by: Lord Xizer on January 03, 2013, 12:52:38 PM
Well said
Title: Re: Imperial Remnant Unit List
Post by: Ghostmaster on March 10, 2013, 04:18:55 PM
Looks like alot of the units that most of us who have played ICW as imperial are familiar with, but without out some of the ones that filled the same roles.  Looking forward to trying this mod out.
Title: Re: Imperial Remnant Unit List
Post by: Corey on April 24, 2013, 08:49:42 PM
Updated
Title: Re: Imperial Remnant Unit List
Post by: Rovert10 on April 24, 2013, 09:03:30 PM
Curious to see how the Soveriegn would fit in when you already have the Executor Class just now you can nuke capital ships really easily. It would mean that the Soverign in terms of normal fighting capability would have to be pretty inferior to those of the Executor and Viscount by quite a bit.
Title: Re: Imperial Remnant Unit List
Post by: Corey on April 24, 2013, 09:05:35 PM
Well the armaments are going to be the same as in ICW, so that should give a pretty decent idea.
Title: Re: Imperial Remnant Unit List
Post by: Rovert10 on April 25, 2013, 06:02:46 PM
Just noticed isn't dreadnaught spelled dreadnOught?
Title: Re: Imperial Remnant Unit List
Post by: Corey on April 25, 2013, 06:07:40 PM
Both are acceptable. The Dreadnaught-class Heavy Cruiser is allmost universally spelled with the a from what I've seen, and I prefer that spelling anyways.
Title: Re: Imperial Remnant Unit List
Post by: tlmiller on April 25, 2013, 06:12:18 PM
Yeah, I've always seen it Dreadnaught class cruiser, or Assertor class star dreadnought.  A when talking about the class of ship, o when talking about the anaxes war college classification of ship.
Title: Re: Imperial Remnant Unit List
Post by: Lavo on April 25, 2013, 06:15:39 PM
I've usually seen the ship named as Dreadnaught myself.
Title: Re: Imperial Remnant Unit List
Post by: Corey on April 26, 2013, 04:44:30 PM
More updates
Title: Re: Imperial Remnant Unit List
Post by: Revanchist on April 26, 2013, 09:57:33 PM
Galaxy Gun is gone and is replaced by ? ? ?

What does this mean?
Title: Re: Imperial Remnant Unit List
Post by: Enceladus on April 26, 2013, 10:01:52 PM
? ? ?
Title: Re: Imperial Remnant Unit List
Post by: Corey on April 26, 2013, 10:48:42 PM
I'de love to tell you.
Title: Re: Imperial Remnant Unit List
Post by: Julius96 on April 26, 2013, 11:55:18 PM
If I had to guess, the galaxy gun was a superlaser unit, so it could only really be replaced by a death star, sovereign ssd, or eclipse ssd. The sovereign is already in the mod and the death star makes no sense in terms of the time period, so I'll have to go with the Eclipse Super Star Destroyer. If I'm right do I get a prize?   ;D
Title: Re: Imperial Remnant Unit List
Post by: Corey on April 27, 2013, 10:19:17 AM
Since that's your guess I'd have no problem saying I'll give you a prize if you're right.
Title: Re: Imperial Remnant Unit List
Post by: Rovert10 on April 27, 2013, 01:08:31 PM
It isn't another SSD class ship, that I am pretty positive on.
I doubt it's a World Devestator either.
Turbulent class Star Destroyer as another capital or heavy cruiser?

Can't tell on what kind of superweapon they would put there if there are actually putting one.
Title: Re: Imperial Remnant Unit List
Post by: tlmiller on April 27, 2013, 02:38:10 PM
Turbulent would be WAY past the timeframe that the team is going for, I'd think.
Title: Re: Imperial Remnant Unit List
Post by: Corey on April 27, 2013, 02:51:35 PM
Put in Vindicator, updated some colourings.
Title: Re: Imperial Remnant Unit List
Post by: Corey on May 10, 2013, 06:31:23 PM
More updates. Out goal for the month is to have this all done.
Title: Re: Imperial Remnant Unit List
Post by: CorinthX on May 16, 2013, 08:30:45 PM
I LOVE how star destroyers look in sins. I don't know how hard it is to get the lighting right and so it some parts go into darkness when the ships turn, but it's sweet. And in some other mods the immobilizer was soooo powerful. Also world devestators and super weapons would be sweet, but I don't know how you'd make them work. The Galaxy Gun would work fine though. So I don't know if anyone's asked; what about using Death Stars as starbases? Maybe only able to have 3 or 4 total? Maybe this is a bad idea..
Title: Re: Imperial Remnant Unit List
Post by: Rovert10 on May 16, 2013, 08:40:38 PM
I LOVE how star destroyers look in sins. I don't know how hard it is to get the lighting right and so it some parts go into darkness when the ships turn, but it's sweet. And in some other mods the immobilizer was soooo powerful. Also world devestators and super weapons would be sweet, but I don't know how you'd make them work. The Galaxy Gun would work fine though. So I don't know if anyone's asked; what about using Death Stars as starbases? Maybe only able to have 3 or 4 total? Maybe this is a bad idea..
The timeframe for Ascendency is much past the era of Death Stars.
Galaxy Gun is workable definately just won't be planet destroying.
World Devestators if they somehow even get in the mod would probably be really powerful siege weapons. That's about it.

This mod isn't about superweapons though. They're shying away from SSDs and pretty anything with "super" if it really isn't needed.
Title: Re: Imperial Remnant Unit List
Post by: Lord Xizer on May 16, 2013, 09:49:16 PM
Agreed, never been a fan of the superweapon concept myself. Also if you add a bunch of em then they become pointless
Title: Re: Imperial Remnant Unit List
Post by: Senza on May 17, 2013, 01:01:04 PM
Agreed, Xizer. Adding lots of superweapons a good mod does not make. A prime example is Phoenix Rising mod....
Title: Re: Imperial Remnant Unit List
Post by: Lord Xizer on May 17, 2013, 04:12:09 PM
Yes it's like when you look at most RP forums, for some reason they all want hundreds of superships.
Title: Re: Imperial Remnant Unit List
Post by: Settra on May 18, 2013, 03:12:13 AM
How does everyone feel about the Vibre-class assault cruiser (http://starwars.wikia.com/wiki/Vibre-class_assault_cruiser)

The idea of the IR having something that can "cloak" (the sensor jamming) is pretty nifty. It may also be cool to have a small and quick ship with tractor beams. I'm not sure how the mod team feels about adding a ship that could (potentially) capture opposing vessels (though could and should be restricted to frigates).
Title: Re: Imperial Remnant Unit List
Post by: Slornie on May 18, 2013, 05:02:43 AM
How does everyone feel about the Vibre-class assault cruiser (http://starwars.wikia.com/wiki/Vibre-class_assault_cruiser)

The idea of the IR having something that can "cloak" (the sensor jamming) is pretty nifty. It may also be cool to have a small and quick ship with tractor beams. I'm not sure how the mod team feels about adding a ship that could (potentially) capture opposing vessels (though could and should be restricted to frigates).
Wow, a SW ship I've not seen before! :o

It's certainly an interesting design/concept; presumably created by the Empire after reflecting on some of Thrawn's tactics - specifically the raids on places like Nkllon, Sluis Van and New Cov.
Title: Re: Imperial Remnant Unit List
Post by: mynameisyou on May 18, 2013, 11:16:12 AM
I Love it.
Title: Re: Imperial Remnant Unit List
Post by: Settra on May 18, 2013, 11:37:41 AM
Wow, a SW ship I've not seen before! :o

Perfect, that is precisely what I was hoping for, didn't want to post an already asked for ship. Yeah, though the concept strays from the traditional IR tactics I don't believe it hampers their identity all that much (being so small) it just gives a little boost to those who wish to try and play a faster paced IR.
Title: Re: Imperial Remnant Unit List
Post by: Waffle Wagon on May 29, 2013, 09:12:54 AM
Neat looking ship. Would definitely make an interesting addition to the IR lineup.

By the way, I haven't seen diplomatic ships on either of the faction unit lists. Will they not be present in Ascendancy?
Title: Re: Imperial Remnant Unit List
Post by: Lavo on May 29, 2013, 04:43:57 PM
By the way, I haven't seen diplomatic ships on either of the faction unit lists. Will they not be present in Ascendancy?
Well, the CR90 was used by diplomats, so that could feasibly play the role, with the DP20 being an anti-starfighter platform...
Title: Re: Imperial Remnant Unit List
Post by: Lord Xizer on May 29, 2013, 10:12:23 PM
But you have seen the IR diplomacy hips, those lovely ISDs are just full to bursting with Imperial diplomacy
Title: Re: Imperial Remnant Unit List
Post by: Waffle Wagon on May 30, 2013, 10:55:02 AM
Well, the CR90 was used by diplomats, so that could feasibly play the role, with the DP20 being an anti-starfighter platform...

For the Empire I would think the Lambda shuttle could fulfill the diplomatic role quite nicely.

But you have seen the IR diplomacy hips, those lovely ISDs are just full to bursting with Imperial diplomacy

Indeed. Fear will keep the local systems in line.
Title: Re: Imperial Remnant Unit List
Post by: Corey on June 08, 2013, 05:01:00 AM
Updated the ???.
Title: Re: Imperial Remnant Unit List
Post by: Waffle Wagon on June 08, 2013, 09:16:19 AM
Good heavens, I never expected to see that on the list! Razing planets while harvesting their resources... This is gonna be fun.
Title: Re: Imperial Remnant Unit List
Post by: Rovert10 on June 08, 2013, 10:17:59 AM
World Devestator. Tons of resources.
Title: Re: Imperial Remnant Unit List
Post by: Revanchist on June 08, 2013, 11:23:11 AM
Updated the ???.

It is that sad to add this? Anyways this looks very interesting. Will its planet razing function similarly to the Vasari Loyalist Titan (I believe it is) that can suck resources from a planet and suck ships into its maw to harvest resources?
Title: Re: Imperial Remnant Unit List
Post by: Eclipse on June 08, 2013, 12:30:51 PM
Aww yeah I know the whole team hates super ships but I love them and the world devastator is just another reason for me to buy SOASE Rebellion heheh
Title: Re: Imperial Remnant Unit List
Post by: Slornie on June 08, 2013, 02:11:53 PM
It is that sad to add this?
That's actually a confused emoticon, not a sad one.  The forum code for confused is three question marks and Corey just happened to use three question marks to signify the formerly unknown unit.
Title: Re: Imperial Remnant Unit List
Post by: Lavo on June 14, 2013, 08:02:24 PM
Will its planet razing function similarly to the Vasari Loyalist Titan (I believe it is) that can suck resources from a planet and suck ships into its maw to harvest resources?
Stripped to the Core, what the VL have for planet razing, is entirely scuttle based and cannot be used in an ability.
Title: Re: Imperial Remnant Unit List
Post by: Eclipse on June 15, 2013, 10:22:33 AM
Wait no more galaxy gun? why?
Title: Re: Imperial Remnant Unit List
Post by: Rovert10 on June 15, 2013, 11:08:51 AM
It wouldn't work as Lavo said anyways. You can't attatch Strip to Core (destroy planet) to any ability to any unit.
Title: Re: Imperial Remnant Unit List
Post by: Lord Xizer on June 15, 2013, 02:08:25 PM
Wait so are there going to be World Devastators?
Title: Re: Imperial Remnant Unit List
Post by: Rovert10 on June 15, 2013, 02:34:40 PM
Yes as of now.
Title: Re: Imperial Remnant Unit List
Post by: Lord Xizer on June 15, 2013, 10:40:41 PM
Yes as of now.

My God...
Title: Re: Imperial Remnant Unit List
Post by: Corey on June 16, 2013, 06:33:27 AM
It wouldn't work as Lavo said anyways. You can't attatch Strip to Core (destroy planet) to any ability to any unit.

Yeah basically all you can do is make it so it puts so much radiation on a plent it'll never be habitable, but it doesn't visually destroy it.

As for the World Devastators, we're taking the opposite approach.
Title: Re: Imperial Remnant Unit List
Post by: Settra on June 16, 2013, 07:07:32 PM
How does everyone feel about the Vibre-class assault cruiser (http://starwars.wikia.com/wiki/Vibre-class_assault_cruiser)

The idea of the IR having something that can "cloak" (the sensor jamming) is pretty nifty. It may also be cool to have a small and quick ship with tractor beams. I'm not sure how the mod team feels about adding a ship that could (potentially) capture opposing vessels (though could and should be restricted to frigates).

Sorry to bring this back, but I wanted some more opinions on it, thanks.
Title: Re: Imperial Remnant Unit List
Post by: Lord Xizer on June 16, 2013, 09:20:41 PM


As for the World Devastators, we're taking the opposite approach.

Such as?
Title: Re: Imperial Remnant Unit List
Post by: Corey on June 17, 2013, 02:39:12 PM
Sorry to bring this back, but I wanted some more opinions on it, thanks.

I don't know enough about how well Sins handles cloaking, but I don't really think this fits the Imperial playstyle.
Title: Re: Imperial Remnant Unit List
Post by: mynameisyou on June 17, 2013, 04:32:27 PM
Give it to the EH,thrawn would love it.
Title: Re: Imperial Remnant Unit List
Post by: Rovert10 on June 17, 2013, 07:21:05 PM
I don't know enough about how well Sins handles cloaking, but I don't really think this fits the Imperial playstyle.
It doesn't. The only thing you can try to do is do a puesdo cloak in which it has temporary invincablity but it will still appear on screen.
It will still be detected just can't be killed. That's what Sacrafice of Angel's Star Trek mod does.
Title: Re: Imperial Remnant Unit List
Post by: Settra on June 17, 2013, 09:22:23 PM
I don't know enough about how well Sins handles cloaking, but I don't really think this fits the Imperial playstyle.

Shame, ah well! Thanks.
Title: Re: Imperial Remnant Unit List
Post by: Corey on December 12, 2013, 11:31:49 AM
Updated
Title: Re: Imperial Remnant Unit List
Post by: Corey on January 19, 2014, 01:38:06 PM
We've settled on using the Praetor for the IR instead of the Allegiance, at least in the first version. I'm sure you're all disappointed. In any case, save for the World Devastators the Remnant has a complete ship roster.
Title: Re: Imperial Remnant Unit List
Post by: tlmiller on January 19, 2014, 02:47:35 PM
If there will eventually be a PA, I would definitely like the Praetor to not be available to the IR.  Assuming the PA never makes it in, I'd rather have the Praetor than the Allegiance, since it's significantly larger and presumably more powerful, and definitely more versatile given the Allegiance is just an overgrown Tector.
Title: Re: Imperial Remnant Unit List
Post by: Corey on January 19, 2014, 03:11:00 PM
Yeah, if we did the PA we'd definitely switch the Allegiance for the Praetor, but as it is if we only have the 3 factions, the Praetor is the better option. All of us have different opinions on what would be a good fourth faction, or even that we'd need a fourth faction, so at the moment I'm less concerned about the overlap.
Title: Re: Imperial Remnant Unit List
Post by: tlmiller on January 19, 2014, 03:31:40 PM
You need a 4th faction.  In fact, I think you need a 4th and 5th faction.  Maybe a 6th too.  :D
Title: Re: Imperial Remnant Unit List
Post by: Revanchist on January 19, 2014, 04:51:03 PM
Where's the Galaxy Gun progress??
Title: Re: Imperial Remnant Unit List
Post by: Corey on January 19, 2014, 04:59:10 PM
I'd left most of the structures off of these lists. I just added it, but considering we've shown it ingame it's not overly surprising that it's done.
Title: Re: Imperial Remnant Unit List
Post by: Thrashia on April 04, 2014, 01:54:25 AM
Keep up the good work Corey & Co. I fully wish to see Ascendancy take off!
Title: Re: Imperial Remnant Unit List
Post by: Lord Xizer on April 04, 2014, 04:06:45 AM
You need a 4th faction.  In fact, I think you need a 4th and 5th faction.  Maybe a 6th too.  :D

Well this was once the case as in old AoW you had the Hapans, Yevethans and Warlords in addition to the NR, IR, EotH and PA all with active AI...the game couldn't take it, crashes were frequent and it was determined to run fewer active factions for that reason. If it were possible without neg effects I'd say give all factions playability and active AI but sadly it's just not feesible.
Title: Re: Imperial Remnant Unit List
Post by: Corey on April 04, 2014, 04:31:25 AM
This is Ascendancy, Xizer, not ICW.
Title: Re: Imperial Remnant Unit List
Post by: Lord Xizer on April 04, 2014, 03:38:28 PM
This is Ascendancy, Xizer, not ICW.

Ah! That is right! Then I suppose it is possible!
Title: Re: Imperial Remnant Unit List
Post by: tlmiller on April 04, 2014, 05:30:22 PM
The problem will be fleshing out minor factions like the Yvetha.  We're only aware of a few types of ships other than their Executor they had.

Also I don't foresee the PA being unique enough to be in this mod.  With no ground combat and no heros, there's simply not enough canonically to distinguish them from the Empire proper to bother, IMO.
Title: Re: Imperial Remnant Unit List
Post by: Darman on April 04, 2014, 06:24:58 PM
I know this is probably a stupid question. But what exactly is this ascension game? Is it like EaW? What is the host game?
Title: Re: Imperial Remnant Unit List
Post by: tlmiller on April 04, 2014, 06:56:53 PM
I know this is probably a stupid question. But what exactly is this ascension game? Is it like EaW? What is the host game?

It's a mod for Sins of a Solar Empire:  Rebellion.
Title: Re: Imperial Remnant Unit List
Post by: Dark_Ansem on June 01, 2014, 06:33:48 AM
I bet it has already been asked, but why no eclipse?
Title: Re: Imperial Remnant Unit List
Post by: Waffle Wagon on June 02, 2014, 09:05:44 AM
Unlike the Sovereign, only one Eclipse-class vessel was ever built as the emperor's flagship. Hence, the Eclipse would have to be some sort of hero unit that can only be built once, and as far as I know heroes will not be appearing in Ascendancy.
Title: Re: Imperial Remnant Unit List
Post by: Corey on June 02, 2014, 09:52:15 AM
Pretty much. Having both the Sovereign and the Eclipse would be entirely redundant, so we had to pick one. The Sovereign has lower expectations of power, so we can make more tradeoffs with the Executor, it's (in our opinion) better looking, and considering that to some extent the Remnant is supposed to represent all of the Imperial subgroups, and many games will have them fighting each other, we prefer to have as little as possible that directly identifies them with one person.
Title: Re: Imperial Remnant Unit List
Post by: Dark_Ansem on June 09, 2014, 12:32:35 PM
the 4x mod does introduce the concept of heroes tho, as the Star Trek Armada mod does.
Title: Re: Imperial Remnant Unit List
Post by: Corey on June 09, 2014, 01:16:45 PM
We know. The reason we're most likely not going to have any heroes has absolutely nothing to do with whether it's technically possible, it's because while they sound like a cool extra feature, more is not always better and  we're not sure that they're actually good for gameplay.
Title: Re: Imperial Remnant Unit List
Post by: Dark_Ansem on June 09, 2014, 02:52:31 PM
Ah.
well, I just hoped so because I am an Eclipse fan :) your decision is the one that matters tho.
Title: Re: Imperial Remnant Unit List
Post by: Dark_Ansem on June 22, 2014, 03:53:24 PM
may I ask why we won't see some units such as the Star Home or the Allegiance star destroyer?
Title: Re: Imperial Remnant Unit List
Post by: Corey on June 22, 2014, 04:21:34 PM
For one thing, the Star Home is strictly Hapan, and we haven't really said anything about them except for a pun a recently made.  As for the Allegiance, it fills the same role as the Praetor II does, but the Praetor II was decided to be the better choice because it fits the gap between ISDII and Executor/Sovereign better, and to a lesser extent because we already had the unit in ICW.
Title: Re: Imperial Remnant Unit List
Post by: tlmiller on June 22, 2014, 07:40:32 PM
For one thing, the Star Home is strictly Hapan, and we haven't really said anything about them except for a pun a recently made.  As for the Allegiance, it fills the same role as the Praetor II does, but the Praetor II was decided to be the better choice because it fits the gap between ISDII and Executor/Sovereign better, and to a lesser extent because we already had the unit in ICW.

What about the fact that it's better looking?  Doesn't that have any affect?
Title: Re: Imperial Remnant Unit List
Post by: Corey on June 22, 2014, 09:24:35 PM
Yeah, that's part of it. Definitely why we went with the Nebula over the RSD... .Although in that case the Nebula was also much more canonically prominent as well.
Title: Re: Imperial Remnant Unit List
Post by: Lord Xizer on June 23, 2014, 02:28:23 AM
Pretty much. Having both the Sovereign and the Eclipse would be entirely redundant, so we had to pick one. The Sovereign has lower expectations of power, so we can make more tradeoffs with the Executor, it's (in our opinion) better looking, and considering that to some extent the Remnant is supposed to represent all of the Imperial subgroups, and many games will have them fighting each other, we prefer to have as little as possible that directly identifies them with one person.

What? Having too many super weapons is not redundant. It's thoroughness personified.
Title: Re: Imperial Remnant Unit List
Post by: Jesse220 on December 26, 2014, 04:22:27 PM
Any Chance of adding the Starhunter?

http://starwars.wikia.com/wiki/Starhunter ::)
Title: Re: Imperial Remnant Unit List
Post by: tlmiller on December 26, 2014, 06:19:00 PM
Any Chance of adding the Starhunter?

http://starwars.wikia.com/wiki/Starhunter ::)

So, essentially it's the same as the Tie Hunter or red guard Tie/IN except way more rare?
Title: Re: Imperial Remnant Unit List
Post by: Corey on December 27, 2014, 02:10:58 AM
It's just what the TIE Interceptor turned into, decades after the mod ends.
Title: Re: Imperial Remnant Unit List
Post by: tlmiller on December 27, 2014, 11:56:35 AM
Didn't even look to see that it said legacy era...
Title: Re: Imperial Remnant Unit List
Post by: Lord Xizer on December 28, 2014, 05:58:47 AM
It's just what the TIE Interceptor turned into, decades after the mod ends.

Okay hear me out on this...how about Hutt Bounty Hunters. Not Bounty Hunters working FOR the Hutts but actual HUTTESE Bounty Hunters! Imagine the posibilities!
Title: Re: Imperial Remnant Unit List
Post by: LordRavenous on January 14, 2015, 04:20:21 PM
Okay hear me out on this...how about Hutt Bounty Hunters. Not Bounty Hunters working FOR the Hutts but actual HUTTESE Bounty Hunters! Imagine the posibilities!
That's a cool idea maybe it could be implemented on how much you spend for the pirates.