Me too Corey sorry to hear that.
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they are not necessary. the Phalanx much outclasses the Impstar Duece, they alreay gained 2 SSDs, plus the already mentioned Phalanxes, so why Praetor 2, and they ALREADY have an interdictor, the don't need another one.I was just asking a question not asking for them. And yeah I can see why you not add them in.
now, if you REALLY want that, someone could redo the expansion and split into 2 expansions, with the units divided, but not compatible with each other, so that you have to choose what you want. OR, when 2.2 comes out, it is 1 of 2 tech options. 1 gains Executor, Venator, Impstar 2(replaces syndic), interdictor(losses EoTH version), while the other gets Sovereign, Praetor 2(replace Phalanx), and Acclamator, and the last one would be the standard version of the More Imperialized EoTH
just ideas, if you must have these units
oh, he did. because Sysco is a 40,000 credit/18 pop hero, which he hasn't yet built. but, honestly, he should do the Bellator firstYeah and I agree but when the first I see Jerac in the Video he still has 15 populated point so what that about?
do you only miss stormtroopers or all imperial units such as at at and at st? ISDIIs are not buildable for the Hand and to build acclamators you must install the addon and they can only build on special planets.I like the see the Imperial 2 Class Star Destroyer, the Perator 2 Class BattleCruiser and the Intrdecder Class Star Destroyer be in this Submod too.
I'm fairly certain everybody knows how I feel about adding more SSDs to the mod, so I'm not going to say anything about that. What I will say, is that I look forward to seeing other peoples thoughts on this since not all that many jump into SSD debates.And I can see why people will think that but think about it Some time if your play the As a Faction (That not Thrawns Empire of the Hand) that you get in a big fight with the AI and you need a Ship that can help you Win the Battles against the AI but the Executor go to The Imperial Remnant and Zsinj's Empire And Eriadu Authority (And yes they maybe the Only Faction that gas The Executor The Perator 2 The Bellator and the Assertor all in one Faction OP sounding right that would be but the fact is that a lot of Credits too spend) but the Fact is that some time you just need a ship that can do it all and can cost like 30,000 Credits in total and can cost less with a price reduction but is not and Executor ok.
Even then, credits were rarely the issue, and the AI behaviour is very different in that from how it is now. The second you get ahead, it's not a challenge. This ideally contributes to delaying that moment and keeping more of the GC a challenge, and also, in certain GCs if we can do everything we plan, will be part of planning for certain "endgame" events if we're able to do them.OH What kind of Endgame Events.
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.I still want the Assertor Class Super Star Destroyer in Thrawns Revenge.
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
humm... i don't know... you were getting really stomped by Zsinj until EP 35 in the Maldrood, so...Yes Corey did until Episode 35 .
i have rough ideas of what they might look like, but they would be WAY of canon/legends continuityIf you can find away for people or me to see what they may look like then I bet will put them in at some point.
so, i had another idea recently, tell me what you think.Interesting.
following the post-Endor schism, both Ardus Kaine and Admiral Zsinj succeeded from coruscant to try to "reboot" the empire. after the death of Jerec and his command, and 2 years of build up, both leaders went to Dathomir to consider an alliance. what came out of that was a massive Pentastar alighnment, with Ardus Kaine the Grand Moff head and the newly promoted Grand Admiral Zsinj Supreme commander.
name: the New Galactic Empire
head of state: Ardus Kaine
head of Government: Ardus Kaine
Supreme Commander: Grand Admiral Zsinj
Government: council of Moffs
military leadership: table of General/Admiralty
strength: 3 SSDs, 6 battleships(ships between 5-15 km), 70 battlecrisers, 2,900 star destroyers, 2,000 additional star destroyer size vessels, 20,000 frigates
formed after the fall of coruscant, it forced a 3 way war between NGE, a reunifed empire, and the powerful New Republic
Name: Kingdom of JareshaInteresting Faction there man But one question did's your faction have Bigger Capital Ships and say Star Dreadnaughts?
Head of State: King Hamon II.
Head of Government Prime Minister Killik
Supreme Commander: Prince-General Bastian
Government: Absolute Monarchy/Military Dictatorship/Constitutional Monarchy & Parliamentary Democracy (Depending on who you ask)
Military Leadership: General Staff/Admiralty.
Strength: 1000 1km heavy cruiser/carriers with prow mounted pulse ion cannons, a large number of less warships and heavy bombers.
unless their one-off prototypes, which would be coolOr that too I can see them as that to.
I did a submod where the empire of the hand can build some imperial units (ISD 1 and Victory 1 and 2 with Maser in standart version)Do you have this submod on ModDB?
Standart Version: http://www.mediafire.com/file/uejugp3094wup6g/More_Imperialized_Empire_of_the_Hand.rar
Addon V2.0(More Ships. includes Sovereigen, Executor, Venator and Acclamator. All ships have Megamasers): http://www.mediafire.com/file/p8nmg9206df18bt/MIEOTH.rar
my idea for this mod comes from here: http://thrawnsrevenge.com/forums/index.php?topic=5580.0
This mod is a custom modification and was neither created nor is it supported by the Thrawn's Revenge team. The Thrawn's Revenge team is not responsible for any negative effects from installing these files nor can they be held responsible for fixing any issues which arise from them.