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Messages - t78

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Discussion, Suggestions & Feedback / Re: Vagaari Lore Thoughts.
« on: January 17, 2019, 05:11:54 PM »
Thankyou. I have alot to improve on. I've added another bit. Hopefully I can update this when I can.

(apologies for the thread necro. I do this whenevr a gap in work appears.)

Discussion, Suggestions & Feedback / Vagaari Lore Thoughts.
« on: December 23, 2018, 12:42:39 PM »
Most of the factions in TR have at least some significant backstory for the team to draw on. for example the warlords had some fleshing out in The Essential Guide To Warfare. I have thus wondered if the Vagaari might benefit from a fleshing out of their backstory.

Basically, I wondered if the team might like people to provide ideas about them, snippets that would never make it into the game, but provide food for thought as the team developed them.   

I know they'll probably only be a raid force, but I had some ideas if they became a normal playable faction.


"The Vagaari’s origins can be traced to a small nondescript planet in the tiny nebula somewhere in the unknown regions. Partly city dwellers, partly nomads, the Vagaari possessed a moderate level of heavy industry and technology. Comprised of clans arranged in a hierarchy, they did not display much interest in the stars above them. For them, the security of the clan elders, and victory in the interminable wars between clans was much more important.

All this changed when the “sky stranger” arrived.  Captured and interrogated, he revealed that their sun would go super-nova within a century. This misguided act of charity forced them to build spacecraft to escape. Using the hyperdrive in the stranger’s craft, they concocted a fleet of ships to transport select clans away to another system. As the clans that escaped were allies, and their enemies were left to die, the Vagaari became a unified species practically overnight.

Ensconced in a system safe from the super-nova, they began to harvest resources to survive. Asteroids, comets, and solar energy were plentiful for the small fleet as it expanded. The Vagaari practical nature only hardened into an entitled view of the universe. They could take what they wanted from the resources around them. Survival was paramount. Somewhat scarred by the rushed evacuation, they resolved to stay on the move. If they were to survive, staying mobile would give them a chance to escape any threat.

What other species they encountered were of so little threat that they did not learn to treat other races with respect. They took what they wanted from the occasional ship that blundered into them. The lack of a stable interstellar community in the unknown regions, and large number of threats, only hardened their attitude to others. The few Chiss and Sycans they encountered were a nuisance to be used and disposed of.

Thus, as hyperdrives and navigation techniques slowly improved the stability of trade and communication routes, around 300bby, the Vagaari were perfectly positioned to prey on the increased traffic that came into their territory. Being nomadic, others were not generally aware that the Vagaari were there. What inhabited planets there were only had token occupation forces by the Vagaari, and they were loath to speak of their hated masters.

Nevertheless, they achieved enough numbers that the Chiss began to notice them. Having carved their own empire into the region, with the Ssiruuvi Imperium on their doorstep, these red-eyed humanoids were not going to go down to these nomadic slavers. Unconcerned with the small outposts they first encountered, the Vagaari empire thus blundered into disaster."


The Vagaari do not fight fair. Possessing reasonable technology for the unknown regions, it is not uncommon for them to encounter higher-tech species. Living shields of sentients imprisoned on the hull, Jamming fields, Primitive interdictors, and “shield ships” are all part of their arsenal.

Tractor fields: Actually a vast array of tractor beams targeting any and all enemy ships within range. Slows all ships within range.

Living shields: Sentients imprisoned on the hull. Moderately lowers accuracy of some factions (NR, era 5 IR, PA, CSA).

Turbo-ion gun: Extremely effective ion weapon. Higher damage to shields than other factions.
Shield ship: Asteroids with engines. Extremely tough, but also very slow, with few weapons. Damage sponges.

Dismantlers: essentially the Vagaari version of a buzz-droid. These are generally deployed against capital ships. Often deployed via missile against slower ships.

Vagaari ships are generally tough with high speed. However…

Against this the Vagaari have extremely weak turbo-lasers, as well as a comparatively short weapons range. Few fighters, though one type is as manoeuvrable as X-Wings, with more firepower. Their ships are either carriers or battleships- few “star destroyer” type craft.

Another notable aspect about them is that they are almost entirely space-based, with “barracks” and “vehicle factories” contained within space stations just like their shipyards. While they can build ground forces to take planetary territory, it is through their crèche-cruisers and nomad factories that they do so. [Thus the nomadic caravan noted by Thrawn in Outbound Flight would be represented by their mobile space-based structures]

Furthermore, almost all of their structures are mobile in realspace and hyperspace. Structures can be moved near and far from the front as needed, allowing assets to be deployed quickly and flexibly. The Vagaari practise a nomad lifestyle far beyond what other space-caravan based species are capable. Not for nothing are they seen by their subject peoples as a “nomad empire”. 

While the Vagaari can immediately begin mining when they move into a system, this has disadvantages. A purely space-based industrial complex is smaller than that of a planet based economy, what with its favourable conditions of gravity and magnetic fields. Living space is extremely limited. Thus, their crèche-cruisers and civilian fleet house less warriors than they might do had they been cities on the ground.  Thus the Vagaari must concentrate force where it is needed and avoid excessive attrition.

Vagaari do not build trade stations. Trade is a minor concern to them. They take what they want, why barter?


Discussion, Suggestions & Feedback / Re: Legitamate galactic government
« on: December 15, 2018, 10:05:33 AM »
Interesting. Don't capitals fulfil that function? Maybe a slight bonus from being on Coruscant?

Nonetheless, I keep wondering if different bonuses might be applied. There are already alot of discounts, credit increases etc, why not make buildings build faster instead (better bureaucracy sorting out the paper work and allocating labour faster)? What do you think?

I did a post on governmental policies that did decreased building time and other bonuses, so I might try and update that if it interests anyone.

Discussion, Suggestions & Feedback / Re: Warlord Nuso Esva
« on: December 03, 2018, 06:12:27 PM »
If I have time, I'll try and do some drawings of those ships as I imagined them. If I can get the Procurator Star Battlecruiser I was working on done at some point.

Discussion, Suggestions & Feedback / Re: Black Fleet Crisis Query.
« on: December 02, 2018, 08:17:59 AM »
Oh. Now I am confused. Maybe I haven't kept up to date on announcements. Hmm.

Discussion, Suggestions & Feedback / Black Fleet Crisis Query.
« on: December 01, 2018, 04:56:20 PM »
First off, I want to say that your decision to expunge the Yevetha as a playable faction is completely understandable. There are many imperial factions already in the mod, and going for more unique stuff like the Si Ruuvi or the Vagaari makes much more sense.

That said, I did want to give some praise for the BFC GC, simply because it has some features that seem different to the other GCs. It is small, fast paced, but also feels quite... personal. The majority of major Yevethan units are helmed by heroes, which means you will always be fighting the same major ships each time. Furthermore, the Thrustships are very difficult to deal with, making any attempt to take down the Yevethan SSD very difficult, almost like a puzzle boss.

I completely understand if the BFC cannot be used as a GC now, but am just checking if it is possible, in the same what that the Ciutric Hegemony is not a faction at all, but is represented by the empire for one GC.

Is there any particular theme/ combat style for the CSA (for both ground and space)? From the video of the ground combat it looked like fast aerial units with slug-throwers, though I can only presume.

Discussion, Suggestions & Feedback / Faction Politics.
« on: August 31, 2018, 04:06:46 PM »
I wondered if some of the effects of Sins' policies for factions (I do not know the right terminology for Sins) might be duplicated by making your capitols give you the ability to "build" policies that affect your factions. Such policies can be removed the way structures are removed, but with a high price due to the beaurocracy and paperwork required.

All except NR: Endorse Slavery: Buildings are built faster with a mild price decrease, but the "policy" has a high upkeep (slavery requires infrastructure and is expensive). Holding Kashyykk makes building times even faster.

All except NR, DL, and EotH: HuManocentrism: High non-stacking defensive values due to unit cohesion, but the "policy" has a high population point rating (as you've basically excluded much of your empire from participating in your armed forces).

All factions : De-nationalise defensive forces: garrisons increase in size, but the "policy" has a high population point rating (as you've just diverted planetary defence forces from your primary force). (NR and EotH get a very modest price reduction for this policy)

All factions: high tax policy: income instantly increases significantly, but then drops to a modestly lower level.

All factions: low tax policy: income slowly increases to a point modestly higher than its original level.

Non-expansionist state: all units not led by someone with a high defensive bonus get a mild defensive bonus.

Thoughts? I don't want to give any unfair price reductions or defensive/ offensive stacks, but I wondered if this is useful. I haven't seen anything that reduces building prices, though I'll have another look at the manual again.

Discussion, Suggestions & Feedback / Re: Faction Review 2.25
« on: August 26, 2018, 06:31:22 PM »
They do its just not enough of an incentive to build them over the Tectors. Tectors, Praetors and SSDs re your era 5 work horses with maybe some Venators. I like Preybirds but if you want a lot of them you need to build them manually.I just don't build that many ISD IIs as the Empire. mostly because of the Tector.

Oh absolutely, I was merely pointing out a discrepancy. I played Orinda this evening, and ended up with mostly tectors... but the NR didn't really attack me, so they weren't really tested. I think that by era 5 the IR is simply too outclassed to do anything but outnumber the NR if it wants to win. Their one good capital has no fighters, which means you have to spend precious fleet points on independent fighters.

I must admit I'm wondering if the ISD II could get a slight buff. Just to make it a better support capital in later eras. Squadrons are canonically fixed... maybe armour ? Maybe a point reduction to 5 (more automation)? Even that doesn't seem like much, and it would be overpowered for earlier eras.

Hmmmm. It should probably be left as it is. Too many professional AAA game companies obsess with everything being "balanced" to the detriment of lore and flavour.

Discussion, Suggestions & Feedback / Re: Faction Review 2.25
« on: August 26, 2018, 01:56:17 PM »
You can build I-7 Howlrunners (junk) and Preybirds (excellent), your ISD IIs also upgrade to carrying a single Howlrunner although ISD IIs are well obsolete.

Apologies, but I think the ISD II gets the Preybird in era 5. At least mine do.

Discussion, Suggestions & Feedback / Re: Top 10 Star Ships in the Game
« on: August 26, 2018, 05:39:12 AM »
The Strike Cruiser gives the IR something it generally lacks- the ability to place firepower wherever you want. Even the tector, being a triangle, finds it difficult to manouvre, and IR bombers can at times be inferior to other bombers, for various reasons.

With the strike cruiser, you can direct fire almost anywhere. While a wall of ISDSs/Tectors stays put, slowly nibbling away at enemy shields, SCs bring support to whatever part of the battle-line needs help. It can focus fire, knock down shields/ main weapons, and leave the rest to the capitals.

It is also an excellent counter to the long-ranged Majestic!

Discussion, Suggestions & Feedback / Re: Maldrood ships advice
« on: August 25, 2018, 05:36:34 PM »
How might Maldrood be compared to EotH?

Discussion, Suggestions & Feedback / Re: Cheap and Not So Nasty Fleets
« on: August 25, 2018, 05:35:44 PM »
I'd throw in some Howlrunners for the first fleet. Hyperspace capable, and held in reserve, they can quickly react to furballs where your side is losing.

IR era 5 has some pretty good depth and breadth for fighters and bombers.

Discussion, Suggestions & Feedback / Re: Maldrood ships advice
« on: August 18, 2018, 01:25:09 PM »
Beats me how people think they are weak, they have one of the best carriers, great capitals, the best lt cruiser (CC VSD+ VSD's), 2nd best lt  cruiser (Procursator), best frigate (strike cruiser) and the best SSD. Oh and allegiances. Only real downside they have is a lack of a better 6 point cruiser than a ISD II and even then they have TIE avengers orARC 170's. ANd slightly weak on land relative to the other imperials who get things like hailfires or the XR -85.

It may be because VSDs can be a little difficult to use sometimes, having the manouverability issues of an ISD, whilst needing to manouvre more than an ISD. Furthermore, Maldrood seems to have fewer bomber units than other factions. (Arc-170s/ Tie Avs seems to be more anti-fighter to me than tie-bombers. Possibly?)

That said, a strike-cruiser/ ISD taskforce is extremely powerful if you use it right. Add the strike-cruiser's interceptors to the ISD's fighters to keep strike craft occupied, use the strike-cruisers to knock down shields and expose capitals to ISD fire, whilst using ISDs as a shield between the S-Cs and the enemy's reduced firepower*, and you can beat even era 5 NR fleets of MC 90s and Nebulas. At least, I have anyway.

*Yes, this is possible, and it is deliciously ironic.

Discussion, Suggestions & Feedback / AI for Faction leaders.
« on: July 30, 2018, 05:18:37 PM »
I was thinking about the Ai, and wondered if it would be useful to draw up a picture of what each imperial leader (and others, when they are in charge of their respective factions or prominant) would be like as regards playstyle.

NOTE: You probably can't modify the Ai according to leader, and you might not even want to.... but I thought I'd have a little fool around with some ideas.

Also note: When I say "favours ISDs" or "favours small craft", it means that they make use of one more than another- but they would not abandon other unit types completely. By way of example, Isaard might build 2 lancers and a strike cruiser for a fleet of mostly ISDs and VSDs. Thrawn might build 5 lancers, and have a good number of strike cruisers to complement a smaller force of ISDs and VSDs.

Anyways, here goes:

Pestage: politiker. Slow to build up forces and attack. Somewhat defensive, in a haphazard manner. Favours ISDs above all else.

Isaard: focuses on strategy, but leaves military manouvres to commanders. Somewhat defensive, in a haphazard manner. Attacks weak systems when possible, only taking strong systems when necessary. Favours ISDs and VSDs above all else. Some smaller units used occasionally.

Thrawn: flying columns. penetrates deep into enemy territory, then vacates ground. Hits weak space garrisons where possible, then a strong thrust inwards with a large force. Ground attacks somewhat later. More aggressive than defensive. A good mix of ISDs and smaller craft when necessary. Reacts quickly.

Palpatine: (NB: Shadow Hand featured a single thrust coreward, mimicking Thrawn- might be represented by a era 2 IR/ AI after Thrawn is killed.) Favours slow advances. Possibly grinding sieges and battles of attrition. Space attacks followed up immediately with ground attacks. Favours SSDs and battlecruisers. Smaller craft used less than thrawn, but more than Isaard.

Jax: Mostly defensive. Slow advances when possible. Favours ISDs.

Daala: Like Thrawn, only focussing entirely on weak systems until forced to. Concentrates fleets to an extreme degree, and has fleets entirely made up of only a few ship types.  The most aggressive IR leader. ISDs, VSDs, and SSDs.

Pelleaon: Defensive, but the occasional swift advance. Favours ISDs, and any craft below it. Will build Strike Cruisers, Ton Falks, and Lancers in great number. Reacts quickly.

The NR:

Ackbar: Balanced between aggression and defence.

Bel Iblis: Aggressive. Favours MC80s and ships below that.

Han Solo: Very mobile. Attacks and retreats from systems until resistance is worn down. Ground attacks on multiple blockaded systems then occur. Rarely defensive. Reacts quickly. Likes small fast craft but has a number of heavy hitters like MC80s.


Zsinj: Very mobile. Attacks and retreats from systems until resistance is worn down. Ground attacks on multiple blockaded systems then occur. Rarely defensive.

Teradoc: The most aggressive Warlord leader. Sends large fleets at most heavily defended spots. Favours VSDs and Procursators.

Kaine: Defensive. Reacts quickly to attacks, but slow to advance. Good mix of unit types.

Delvadus: Not sure... Looks like a mix of aggressiveness and defensiveness. Likes SSDs (Knight Hammer costing all his credits, etc), but otherwise makes use of his roster reasonably effectively.

Of course, stuff like Kaine's caution is already in, but just some thoughts.

Discussion, Suggestions and Feedback / Re: Separatist holdouts
« on: July 28, 2018, 05:53:38 PM »
Let us ask ourselves what an early empire would require that ICW doesn't already have.

In terms of ships, excepting the original T.I.E fighter, I'd say everything is there. The PA roster is pretty much the first decade after Mustafar. Which leaves heroes.

The CIS roster probably wouldn't change post New Order Declaration... which means they're the same.

Factor in the mission editor, and you could probably create a GC or two on your own quite easily.
Give it a few years, and a small official GC might come out... give it time, and see what the first versions are like.  ;)

Discussion, Suggestions & Feedback / Re: IPV versus Tartan.
« on: July 21, 2018, 02:53:53 PM »
The Lancer generally seems like a craft you keep close behind your SDs, then bring foreward as fighters fly past your capital ships. At close range, it can mow down large numbers of fighters simultaneously.

The IPV, as far as i can tell, has less cannons, but better range. Like the CR90 it can wear down fighters as they approach. (the CR90 essentially is a skirmisher, flying round the battlefield picking of attack craft from range)

The Raider is more average, but it gets the job done.

That leaves the Tartan. Any others with experience of it? *shrugs*

Discussion, Suggestions & Feedback / IPV versus Tartan.
« on: July 20, 2018, 03:37:03 PM »
I'll be going over the stats for the IPV and the Tartan soon, to see how they match up and how they are best used, but I wondered how everyone else has fared with them. Are they different in any way that warrants that they be used differently?

Discussion, Suggestions & Feedback / Re: 2.2 Manual.
« on: July 07, 2018, 01:54:16 PM »
Aha! Took abit of rummaging, but I found it. Thankyou Ordo!

Discussion, Suggestions & Feedback / Re: 2.2 Manual.
« on: July 07, 2018, 09:07:15 AM »
I got it through steam, so there isn't a folder on my computer. Presumably I h'dave to download the GoG version to get the manual.

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