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Topics - DarthRevansRevenge

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so, first off, this is a suggestion/discussion for 2.3, not 2.2

now with THAT out of the way, on to the Mediator

the Mon Calamari Mediator Battlecruiser is one of the most weirdly represented off all Mon Cal ships. due to it's only size comparison is Viscount is at least twice as large as it, it has had a large variation of Designs, specs, and purposes. while others disagree, here is my opinion:

Mediator is a warship at best only 50% of the size of Viscount, but, rather than 8,500 meters long, it is Probably closer to 6,000 meters long. it's role, as i envisioned it, is a Carrier/Battleship that also serves as a Task force command vessel. rather than to slug it out with Imperial SSDs, it would be built to wipe out SDs and Battlecruisers it faced.

a reasonable armament i see would be 3 times that of the ISD I/II, plus extra anti-fighter weapons, and a hangar for 16 squadrons(more than the endurance, i know, but is is also 4 times longer, plus with even more mass. with strong armor, customary mon cal Shields, and NR ingenuity, while not designed to destroy it, it would be able to Hold off a Bellator for others to destroy it.
 potential shape design would be like this:
http://media.moddb.com/cache/images/mods/1/33/32884/thumb_620x2000/Mon_Calamari_fleet_gathering.jpg
or this:
http://media.moddb.com/cache/images/mods/1/19/18461/thumb_620x2000/Mediator1.jpg
both times largest ship in photo


while this might not happen, due to 2.3 redoing EoTH ground, as well as second touch for warlords/imperials, and possible additional Hapan units, this may not happen, however, it brings me to my next point.

in the NJO compilation mod for ICW, LegostarwarsEU came up with a brilliant approach to the build bar overload problem for the NR, which could be carried over: there is a NR membership build with is required to build a group of 8 or so core units, while all planets have indigenous(local units) on them. if carried over to ICW, this would fix buildbar overload, plus allow for any units people may want to add, and give better representation for the elements of the NR

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Discussion, Suggestions & Feedback / Fighter Resupply
« on: May 15, 2017, 10:48:11 AM »
so, after seeing that the YVaW team managed this, i had to ask... could you guys implement this? it would add realism, and a reason to keep Carrier ors supply vessels alive, as they are the ones to rearm and repair fighters

random suggestion.

3
so, after watching your playthrough, i noticed that Maldrood seemed to blitz through up to 50% of the galaxy until you swept through. so i was wondering, could we add the hutts as an activated non-playable(for now) that the Maldrood would have to overcome, but get some reward from? like some new starships that could only be built in hutt territory or something? because if you guys did, it would A. make it more realistic since maldrood put a lot of effort into fighting them, and B. would give other factions a chance to take over. like Zsinj or IR. it would especially work if Maldrood got a reward for doing it, so that it won't be just another enemy to face.

since i am on Endor Aftermath, could you add Josef Grunger to the mix as a warlord minor, that wants to take over corellia? since i can think of no other GCs he and Pitta could fit in

and could their be a Align faction for the PA, to keep it balanced and give them a expansion opjective? because right now, all they have to do is turtle to get all their stuff. maybe spread like certain units to certain sections of the galaxy to force the PA to move to get them?

just suggestions


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Ascendancy Discussion / 4 down, 1 in progress... who's left?
« on: May 09, 2017, 04:05:35 PM »
so, the factions for Ascendancy stand thus:
1.1: Imperial Remnant, New Republic, Empire of the Hand, Pentastar Alignment
1.2: Hapes Consortium
1.3.... who?

now, for the reason i made this.

can the 6th faction be the Hutts?

this would be a faction of pirates, bounty hunters, mercenaries, and crime. this would give you a chance to bring in stuff like the Aggresser Destroyer, Providence Carrier, Kedalbe Battleship, R41, Clutch fighters, Hondo's pirate disk battleships, and other such units.

as of now, there is no hutt faction, and it would be different from the other factions currently in either game. as Corey has said before, while ICW goes Canonical(Legendonical?), Ascendancy is supposed to represent the different faction styles, not actual timeframe. Thus the Hutts would bring something new to the table and fill one of the empty slots

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Obvious choices:

Venator
Acclamator
Dreadnaught
Arquientens(sorry if misspelled)

Fighters:
V-19
V-Wing
ARC-170
Y-wing
Z-95
NTB-630(before Y-Wing)(?)

also, will we see the Mandator for that mod, and then get turned into Megador for ICW?

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Star Wars Discussion / Mon Calamari Star Cruisers
« on: May 01, 2017, 11:07:43 AM »
this tread is just to discuss the Mon Cal ships, from legends, canon, ICW, or Ascendancy

so, to start( we can add later)

Viscount
Mediator
MC90
Blue Driver
MC80 Home One type
MC80 Liberty
MC80B
MC40
MC30

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The Lounge / Strategy and general discussion
« on: April 30, 2017, 10:12:44 PM »
so, Corey, can we get these back for ICW and Ascendancy, please?

8
Discussion, Suggestions & Feedback / Ground Fighters
« on: April 20, 2017, 12:04:11 PM »
so, random idea, but instead of making the Carriers spawn 1 fighter for the ground, make the fighter squadrons a space/ground unit, so you loss a fighter, not carrier, if the unit is destroyed

9
if anyone got excited, calm down. this is not a release.

i have been talking about someday making a submod, but that i can't do it alone. so, i might as well post this to start it.

as off right now, this thread is a place to post ideas, suggestions, offer help or advice, or general encouragement. i have some plans already, but my computer sucks so nothing is final.

current plans:
add certain planets: Earth, Atollon, and other various planets(large number to attack EoTH) will be added. Earth will be the homeworld of humanity and a major arms depot, due to how militarised it is here.

expand/divide unit rosters: while corey&co are making the main mod, this will be something like Balance&Flavor submod. the warlords will have units in certain areas/sectors, and will have to expand to get them, with various reasons. the NR/IR will get this as well, in addition, the NR will get some salvage warships to build/repair at imperial shipyards.

add Salvage. for major victories, the player can possibly get cash for salvage from destroyed warships.

add heroes: if you remember my thread(if you were in ICW as a hero...), this is where it will come in. a few off you guys could feature in the submod, if this takes off. some rules for it though: when submitting, say name, affiliation, what type of hero, command, eras, and a picture and voice acting to make it you. you can submit here.

add GCs: i won't say anything else on this yet, but i will once i start working and they take shape.

that's all for now, and again, any help with modding would be appreciated

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Star Wars Discussion / Maul. canon and legends. the end, and his life
« on: March 21, 2017, 06:10:16 PM »
so, since the episode twin suns is out, 1 of the few Sith lords in canon is gone, but i wanted to recap his life. Lord Xizer, it would be a huge favor if you could follow this post with another post or email for to tack on her for legends, since my legends knowledge, sadly, is less than my Canon knowledge. but, without further adieu, let's begin this.

  Maul, a Hairless(or Dathomirian) Zabrak from planet Dathomir, was taken on as an apprentice/assassin for Sidious during the final stages of the execution of the main plan. his training in the force was not as developed as his fighting skills by the time he fought Qui-Gon Jinn and Obi-Wan Kenobi at the Battle of Naboo. while he killed Qui-Gon in one of the most epic duels in star wars, he was defeated by Obi-Wan in one of the few moments the Jedi came closest to the dark side. after he fell down the reactor shaft, following being cut in half, he was transported to a junk world, where he game himself a massive metal spider body. there, he went insane. after 12 years, his brother, Savage Opress, found him and took him back to Dathomir to be restored. that day, Maul's rein of terror began, as he began his quest for revenge on Kenobi, and Sidious.
  he, with his brother, went and started this rein by attacking a village and razing it to the ground, attempting to bring Kenobi out. it succeeded, but before they could kill him, Ventress arrived and managed to help kenobi fight free. after this, they attacked various ports and stations, eventually driving a wedge into Hondo Kanaka's pirate band, taking over half of it. again, however, Kenobi foiled the brothers' plan and, both injured, forced them to flee.
  Eventually discovered by Mandalorian death watch, Maul start forming his new legion, the Shadow Syndicate, and began an attack on Mandalore, overthrowing Duchess Satine, but being betrayed by Pre Vizsla,  the Death Watch Leader, in the process. with his brother, he broke out of prison and, after challenging Vizsla to a duel, killed him and took over 50-66% of Death Watch, with the remainder now in rebellion, following Bo Katan, Satine's sister. after another encounter with kenobi, ending in him killing Satine, he was the confronted y his old master, Sidious. in a Schism of the Sith, spliting Maul and Savage 1 way, Dooku and Sidious the other, sidious attacked the brothers and killed Savage and took Maul Prisoner, saying he had other uses for him. these apparently were leaving Maul in charge of Mandalore, but he was soon over thrown by Bo Katan, the Nite Owls, Mandalore resistance, half of the 501st, including Rex, and Ahsoka Tano, ending his rein of terror and sending him into hiding
  17 years later, he resurfaced and began ANOTHER path of Revenge, trying to destroy the empire, Jedi, rebels, Kenobi, and to turn Ezra to the dark side. this culminated in the final duel of his life, when in three strikes he was killed by Kenobi, his lifelong enemy. as he died, he said that Luke, in the future as the Chosen one, would avenge them both.

while i probably should have put more work into this, here is the broad breakdown. but, as always, i would love to her your thoughts on one of the most interesting characters in all of star wars

11
so, since there is debate on this, i thought i would through this up.

which name do YOU prefer? name it after the named one in the movies, or the ship that was alliance flagship first?

personally, i like the Independence class, but i want to here your opinions too

12
Star Wars Discussion / favorite starship
« on: March 16, 2017, 02:49:39 PM »
this is simple. in the post, just say what your favourite starship(Class OR Individual) in legends is. it must be real ship in legends. no canon only ships, no fanon ships, just confirmed legends starships.

any ship that gets 5 or more people saying that is their favourite, I'll throw up in a poll once there is AT LEAST 4 options, unless no one is interested.

eventually, we'll see what is the fan favourite.

No, SSDs are NOT excluded

good luck obscure legends starships

NOTE: i'll keep a running score here until i put up the poll

Venator: 2
Dreadnaught: 1
Praetor II: 1
Eclipse: 1
CCVSD: 1
CR90: 1

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Star Wars Discussion / Greatest Warlord, who is it?
« on: March 06, 2017, 10:03:35 PM »
so, just because i'm bored, lets start this.
first 4
Kaine
Zsinj
Delvardus
Treatan Teradoc

we will add the others later. for now, this starts the discussion

14
so, i was looking for the thread, but since it was years back, i thought i'd broach the subject again.

assuming that Palpatine's plan worked to perfection, the rebel fleet was destroyed, Luke was turned + bonus Skywalker Leia, and Vader is destroyed or shipped to inquisitors to be replacing the Grand Inquistor of the time(not the SW: rebels one), would the yuuzhan vong have won?

so, the story in between: with the destruction of the entirety of the rebel fleet, minus Mon Mothma and scattered tiny cells, the galaxy is restored to peace. the empire continues to build battlestations, superweapons, SSDs, Star Destroyers, advanced starfighters, and more weapons. without the alliance destroying them and taking territory, the imperial starfleet by 25 ABY would possibly look like this:
2 Death Stars(maybe more)
1 Galaxy Gun(maybe more)
2-4 Eclipse SSDs
4-15 Sovereign SSDs
20+ Executor and Vengeance classes, including variants
15+ older, smaller SSDs
350+ Battlecruisers
35,000+ Star Destroyers of all classes and Variants
100,000+ smaller support vessels
250,000+ Stormtrooper Legions(taking advantage of Thrawn's Sparrti cloning cylinders)
millions of Starfighters
even more territory then in normal continuity

the Yuuzhan Vong would also have their other forces intact aswell.

what do you think would be the result?

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Discussion, Suggestions & Feedback / star destroyers and SSD suggestions
« on: February 02, 2017, 07:44:00 PM »
so, like always, here are some more suggestions. this time, focusing on Capital ships.

General first: can we see the starships gain a balanced representation of their anti-fighter guns? it would more evenly show the difference between the ISD I and the ISD II. also, it would give you different reasons to get, say, and ISD I over an ISD II, because, if memory serves, ISD Is, while with less firepower, had more armored turrets and anti-fighter guns, compared to ISD II.

Venator: can we see the SPHA-T laser ability added? it would make the effectiveness of the Venator greater, and add a little more balance to the imperial forces when facing era 4/5 NR fleets.

Night Hammer: as it's role was to be a stealth SSD, could it be given the stealth attribute? then it won't feel like just a black executor, when it had more abilities.

Mon Calamari cruisers: so, don't know if this destroys the balance in the game, could we see the Mon Cal cruisers have untargetable shield hardpoints, to simulate the uniqueness of the individual ships, and the fact that the shield generators are never in the same place.

Eclipse: PLEASE, can we see Palpatine split from the ship? i know why you did it, but it's the hardest ship to kill in the game. instead, put him on like a ISD or something NOT a superlaser SSD. also, this would make it able to simulate the production of it, by forcing you to build it.

that's it for now, if i have more, i'll add to this

16
Discussion, Suggestions & Feedback / Hapes Consortium and ICW 2.3
« on: January 24, 2017, 11:15:07 PM »
so, while the team is fixated on 2.2 for ICW, I have thought of potential non-SSD expansion for 2.3. Mainly, the Hapes Consortium. the team has announced that for ascendancy 1.2 the Hapes consortium will be the 5th playable faction. thus, the faction is going to be fleshed out. I had the thought that the main focus(other than bug fixes and EoTH ground units) could b making a new faction playable, while avoiding another imperial faction. and, unlike the Ssi-Ruuk, we know a bit more about Hapes, so this is feasible. if i'm wrong, or the team doesn't want to plan ahead that far, then oh well.

 the second part of this is completely redundant if the first is rejected. a new HFZ GC was what I had in mind, but the start date would be pushed back about a couple months or so. playable factions: NR, IR, Hapes consortium(join into Solo alliance/command week 20, whose color would be decided), Zsinj empire, Greater Maldrood. non-playable factions: CSA(start of GC and after Zsinj's death), Antemeridian sector, Hutts, Kosh's FTU(joins his brother after zsinj dies, planets start locked). new feature would be intersections(kinda like mist/asteroid fields, has no income, but can be used as a planets/ hyperspace route blocker), which would be needed to make this work. it would be a 60-70 planet GC. Zsinj starts with 12-15 planets, the maldrood have 10-12, IR 6-7, hapes 3(plus 3 mists), Antemeridias 1, CSA 3, hutts(start in open conflict with maldrood. but connected by closed intersection to Mon Calamari as well) 5, Kosh 2, and NR the rest. mists, intersection to nal hutta/Mon Cala, intersections between Zsinj and NR are all blocked.


    politically, this is a quagmire as whoever you play. the NR starts in open conflict with the IR, until turn 10 when the paths to IR lock and paths to zsinj unlock, creating war. as the IR, you start in a 3 front war with Zsinj, NR, and Maldrood. with week 10, all attacks stop, and you get a 10 week rebuild/breather. the Hapes consortium starts a 10 week long negotiation period with the NR week 10, resulting in NR, IR, and Hapes to join into the solo alliance week 20. week 22, all space lanes(except to kosh's territory) unlock and your in open war.
    as zsinj, you stsrt trying to conquer a few neutral systems, the CSA, and are in open conflict with IR and Maldrood till week ten. by then, you should have the CSA and the neutrals, but still, the switch from IR to NR as enemy is one you need to be prepared for. after this, all your enemies do is get stronger.
    as maldrood, you start in the hardest situation. fighting everyone at once, you get a little bit of a breather when week 10 comes and the IR woun't attack you, but still, fortify everywhere and lose as few units and planets as possible. when Zsinj dies, you regain all your planets plus 2 zsinj planets and Kosh, so keep this in mind.
    when zsinj dies, a whole lot changes at once. Solo alliance breaks apart, back into NR, IR, and hapes, and all of them start fighting. Maldrood regains all lost ground PLUS extra, which puts them, as zsinj also loses the CSA, the strongest imperial faction.

in total, this is suppose to be difficult for every one, no matter who you play as.

again, this is suggestions, and for 2.3, NOT 2.2. I would love to hear your thoughts on this though. I will probably revise this as more info comes out

17
Star Wars Discussion / Ssi-Ruuk
« on: January 24, 2017, 05:56:58 PM »
so, one thing i haven't seen much around here is the Ssi-Ruuvi, and that shocks me, because who doesn't like sentient dinosaurs who drain people's lives to power their war machines, right.

thoughts?

18
Discussion, Suggestions & Feedback / GC suggestions for 2.2
« on: January 19, 2017, 02:10:11 PM »
so, i don't know what you have planned for 2.2, but here are some suggestions:

The Stars Align bumped up to 40 planets. the NR and IR would would start with 7 planets each, but very few units. their fighting in north core. PA starts with 3 planets, but with no one around them and plenty of space to expand. Ardus Kaine would give you  multiple missions for expansion to gain Heroes, Reaper(stolen by a pirate, that being why he wouldn't start with it in the beginning) and planets for corporations and more units. non-playable factions would be a 2 planets zsinj(with just himself, 1 other hero, 4 ground troops, poor industrial base, and 5 ships.), and Maldrood(1 planet, Centares, just Truetan and 2 CCVSDs.). this would allow a simulation of Pentastar Alignment growth and power increase. don't know what your plans are for this, but this is an idea.

Crimson Empire: bump up to number of planets as in Shadow Hand. New units: Pentastar SSD[Reaper(basically a non-buildable executor unit)]

Orinda Campaign: 30ish planets, Pellaeon on Reaper, starts with 2 Bellators(Megador and Dominion).

maybe a option in HFZ for the NR/IR alliance to build Razor's kiss, though that would be really weird. maybe give the IR splinter a chance to do it as well. also, give the IR some grounds troops on Kuat(unless already fixed).

one of the era 4 campaign should have the fall of the Maldrood simulated.

a EoTH origins would be a nice smaller GC(though probably not till 2.3 or later)

Megador and dominion show up in Crimson Empire/Imperial reunification for Zero command and IR for Orinda and era 5.

that is mostly it that i have right now. might have more later on

just suggestions, do with them as you will.

i really appreciate all the time and effort the team puts into this mod

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Discussion, Suggestions & Feedback / Fighters purchase
« on: January 17, 2017, 10:11:48 AM »
so, for those who have ever played EaW, you know when you buy fighters, you get 1 squadron. with this mod, there are enourmous numbers of capital ships that have large numbers of fighters, thus the purchased ones can't match, as each squadron is 1 pop. to fix this, there are 3 options i see: reduce numbers of fighters on ships, make the fighters have 0 pop on Galactic and Battle maps, or make it that you buy a WING of fighters(6 squadrons) at a time, still for 1 pop.

these are just suggestions, but i would love to hear your thoughts

20
Discussion, Suggestions & Feedback / mon cal cruisers
« on: January 15, 2017, 09:19:22 PM »
so, i know there are only 4(5?) in the mod+Home One. however, i feel that some more should be added, so that Mon Calamari shipyards feel more useful. options would include Mediator, Buildable Independence class(buffed some to be an SD killer, like 9,600 credits, but replaced at the same time the liberty is), Wingless liberty(like in Balance&Flavor), MC75, or the Recuscant, since it was built be Mon Calamari and the Rebels used some. alternately, we could add Incom Corporation to it to build cheaper starfighters. if you can't/Adds nothing to mod, then disregard.

as for Shipyard corporations, maybe make them a buildable SPACE structure, that takes the place of a Golan. also, make Kuat Drive Yards buildable on Byss. like above, if you can, great. if not, disregard.

these are suggestions. as always, do with them as you will.

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