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Messages - WarlordOfWildSpace

Pages: 1 [2] 3
21
Discussion, Suggestions & Feedback / Re: New republic battleship
« on: June 27, 2017, 11:02:32 PM »
That's pretty neat.  I ordered the essential guide a month ago, and it is supposed to arrive this week, but is still not here.

22
Imperial Civil War Community Mods / Submod concept: Total Civil War
« on: June 27, 2017, 08:37:12 PM »
So this is just a concept as we wait for the much anticipated 2.2.  I don't know if it will go anywhere, but I am looking into the XMLs and how to mod EaW right now.  The goal of this concept is look at what would be involved in filling out an ahistorical Galactic Civil War with as many of the involved factions as possible.

Remaining notable Imperial Remnants:


In-game: Imperial Remnant, Pentastar Alignment, Greater Maldrood, Empire of the Hand, Zsinj's Empire, Eriadu Authority, Ciutric Hegemony, Zero Command, Corporate Sector Authority

The Kaarenth Dissension:  The Kaarenth Dissension is centered on an old Clone Wars base near the Pentastar Alignment as well as a surviving Worldcraft turned into a repair station in the Spawn Nebula.  The Dissension constructs new craft, but most of its forces are thousands of outdated Republican craft that became outdated and were rerouted to this Outer Rim base for years during the Empire's reign.  This was done by former Imperial assassin Ennix Devian.  Other major members of the Dissension include General Bernard Vota, Trooper Lonkin and Captain Meres Ulcane.  While the Dissension was founded with the ideal of focusing on the continuation of Palpatine's Human High culture policy, they put on a public face that claimed the opposite and attempted to incite alien races against the New Republic.  The Dissension would later change its name to 'The Restored Empire'.

The Empire Reborn: Founded by the Firrerreo Dark Jedi, Lord Hethrir, the Empire Reborn was largely focused on the training of Dark Jedi and the pursuit of ultimate power by Hethrir himself.  The faction was located in the outer rim near Mon Cala, centered around the Crseih Research Station.  Major characters included Admiral Galak Fyyar, the Extra-Dimensional entity Waru, High Inquisitor Antinnis Tremayne, Lady Ucce, Rodian gangster Reelo Baruk and later the Dark Jedi Desann and Tavion Axmis.  In addition to training a large force of Dark Jedi known as 'The Reborn' and 'The Empire Youth', the Reborn's unique forces included Shadowtroopers, the Worldcraft Rebirth and their capital ship, the heavy carrier Doomgiver.

The Centrality: Located in the outer rim beyond Hutt space and the Greater Maldrood, the Centrality is a former vassal of the Galactic Empire, nominally retaining its independence despite the Empire's involvement through puppet rulers.  Their head of government is known as the Scrivinir, currently Ottdefa Tavell Geen.  Their fleet is headed by Admiral Sris Lehhett and includes mostly weaker and older Imperial ships that Palpatine had shipped out their way to reinforce his first puppet ruler, the Tund Sorceror Rokur Gepta.  These ships included Dreadnought class cruisers and Lancer class frigates with its command ship, the Wennis being described as a Trowel shaped battle cruiser with a dead black hull, 24 starfighters or more and "continent destroying hell projectors".  The Centrality may have access to the Sorcerers of Trund.

The Central Committee of Grand Moffs:  After the Emperor's death and the failure of Sate Pestage, a number of Grand Moffs united, gaining the allegiance of 2 Grand Admirals (Miltin Takel and Rufaan Tigellinus) and the crime lord of Kessel, Trioculus, who they tried to pass off as Palpatine's mutant son.  Despite early successes, the Committee was undermined by infighting and Trioculus' growing insanity, resulting in the death of both Grand Admirals.  Had Trioculus been more stable, or the Committee held together better, they might have been a truly dangerous foe.  The Committee was made up of the Grand Moffs; Bertroff Hissa, Dunhausen, Thistleborn, Muzzer and Vilim Disra with Bertroff as its leader and Trioculus as its public figurehead.  Their flagship was the Moffship, a Strike-class medium cruiser of a different design than normal, more resembling a traditional Imperial triangle.  Tigellinus commanded the Star Destroyer Avatar and Takel commanded the Imperial Class Star Destroyer Magic Dragon.  Extrapolation: Sergus Lanox, captain of the Victory class Imperial Hazard was awarded a medal by Miltin Takel and may have had some loyalty to him.  This captain was still alive in 11 ABY (Long after the Committee's end) and believed Palpatine's death marked certain doom for the Empire.  Having him with this faction could make sense, if he believed Trioculus was the Emperor's son, or that this deception would benefit the Empire.  other characters may include Rajah Ubooki, a male Bimm and former Imperial Intelligence agent who posed as a 'Prophet of the Dark Side'  named Kadann to first support Trioculus, and later try to usurp him, and Captain Dunwell, a Whaladon hunter.  Ubooki commanded a gold-coloured ship called The Scardia Voyager.

Minor Imperial Remnants and Warlords:

In-game: Prentioch's Dominion, Elrood System, Antemeridian Sector, Oplovis Sector

X1's Empire: Led by the Dark Jedi known as X1, a clone of the Jedi Falon Grey raised on Kamino, this force is composed largely of soldiers created by X1, but also of the Imperials who were under his command at the time of Endor, since he had risen through the ranks to command an unnamed Executor Class Star Destroyer.  With the death of the Sith lords, X1 seized control of Mustafar and began scrounging for anything he could use to increase his forces.  He activated many abandoned CIS forces and began the creation of a new clone army with a wider variety of templates.  His forces included Imperial class SDs, CIS battle droids (B2s, droidekas, IG-100 MagnaGuards, assassin droids), vulture droids, stormtroopers, dark troopers, Royal Guard survivors, TX-130T tanks, AT-STs, AATs, TIE defenders, TIE Advanced, other TIEs, Dark Jedi clones and cloned wookies.

Shadowspawn's Empire:  Led by former director of Imperial intelligence, Cronal, also known as Blackhole and Shadowspawn, this faction is based primarily on Mindor.  utilizing At-Ats,  Shadow Stormtroopers, Royal Guards and Sithspawn, Cronal controls a devastating ground force.  In space he commands the Imperial 2 class SD Vengeance II and may have been backed up by such characters as Captain Jeffren Brek, Colonel Adrick, Dark Jedi Namman Cha, GC-1000 (Group Captain Klick). Kar Vastor and Nick Rostu.

The Gargon Imperium:  Seized from under Miltin Takel's nose by competing Grand Admiral Josef Grunger, Gargon is a wealthy staging point from which Grunger intends to take his fleet of 30 ISDs with support vessels and the SSD Aggressor and push for the core worlds.

The Corellian Sector: Controlled by Grand Admiral Danetta Pitta in a torpedo sphere.

The Lambda Sector: Controlled by Moff Par Lankin, Governor Serdif Tount and Rodin Baem.

Sector 5: Nominally under the control of Grand Moff Cinzero Gann, Sector 5 is barely united and most of Gann's underlings, such as Moff Brill, became their own distinct warlords.  In Brill's case he fortified the world of Prakith and called it the 'Constitutional Protectorate of Prakith'.  Other deep core warlords who may have begun under Gann's control included Malfkla Yzu, Moff Feleea, and Moff Relans.

Kathol Sector - Moff Kentor Sarne

Wornal Sector - Moff Eyrgen

Vatha Sector - Admiral Fonada

Wild Space - Moff Delurin

Illisurevimurasi Sector - Moff Bliss Shargael

Trulalis Protectorate - Adalric Brandl

Other: Moff Walang Grazz, Arnothian, Lon Donell, Roganda Ismaren, Lumiya, Mils Giel, Admiral Kraven, Saz Tyrson

Non-Imperial Factions:


In Game: Hapes Consortium, New Republic, Duskhan League

The Hutt Cartels:
  Includes such notorious figures as Zorba Desilijic Tiure, Rotta Desilijic Tiure, Arok, Marlo, and possibly Vedo Anjiliac Atirue and Queen Jool depending on their age at this time period.  With no stated death in legends, Cad Bane could also be back to working for the Hutts with the fall of the Empire.  The Hutts have suffered a lot in the preceeding decades, losing Jabba, and with him many southern holdings such as Hypori.  Allowed to continue their illegal activities due to the goods they provided the Empire, the Hutts had essentially become a vassal state.  With the fall of the Empire, however, and the return of Zorba (as incompetent as he often was, he still held a lot of sway) the Hutts are ready to take on the Maldrood, Centrality and Zann Consortium to reclaim their place as the masters of the underworld and solidify their territorial boundaries.  The Hutts could at the very least use a number of existing assets such as pirate skiffs, headhunters, y-wings, mercenaries, etc...  Unique units might include Huttian Star Yachts, Pirate Barges, Gamorreans, Nikto, and likely much more.

The Zann Consortium: High off of his successes in recent years, the egotistical Tyber Zann, still controlling several systems such as Ryloth and Hypori, has made an enemy of everyone; the Imperial Remnant, Hutt Cartels and the New Republic.  While he does control a sizeable number of pirate forces and is well funded by his illegal operations, it is unlikely he will survive the retaliation of so many aggrieved parties, unless he gets lucky, and they are more worried about fighting each other than him. Other major characters include Urai Fenn and perhaps a dejected Silri who has returned since nothing ever became of her sith soldier plot.

Mandalore:  Throwing off its Imperial yoke, Mandalore is looking towards a brighter future.  Led by the current Mand'alor, Fenn Shysa, and garrisoned by the new Mandalorian Protectors, Mandalore is one of the few factions that is not an enemy to the New Republic in this time.  Much of Mandalore's space forces would be centered around old ships and scavenged pirate vessels, but the skill of the Mandalorian soldiers on the ground and in their fighter escorts is what truly makes them a force to be reckoned with.

More 'Out-there'/Not likely to happen:

Yuuzhan-Vong

Ssi-Ruuk

The Colony

Ngai

Tof  (Their ships have sails and look like old age of sail vessels, which, depending on the artist, could either be the dumbest thing ever, or a really cool design)

23
Discussion, Suggestions & Feedback / Re: New republic battleship
« on: June 27, 2017, 04:20:54 PM »
The Mediator does have enough info to build it if the team wanted it.  We know it is over 8,500 meters in length and serves as midway point between earlier designs like the Home One and later Mega designs like the Viscount.  So its fighter count would be between 120 and 216, about 150 escorts.  Its Weapon count would be about half of the Viscount, so about 1,000 heavy turbolasers, 1,000 turbolasers, 100 missile tubes, 150 ion cannons and 250 point defense lasers.  There is also a plethora of fan artwork for it.  You could also always fantasize about the Strident class Star Dreadnought the Alliance used in the Yuuzhan Vong war.  It has no specifications, but was a Corellian designed equivalent to the Viscount, which would be a fascinating ship to see.  On the side of more developed material though, they could always focus on later craft like the Bothan Assault Cruiser (only 850 meters, but supposedly more powerful than a Victory-1) from the last era of the mod.

24
News & Updates / Re: ICW/FotR: Microjump Preview
« on: June 20, 2017, 06:09:28 PM »
Loving all of these 2.2 updates!

25
Star Wars Discussion / Re: Making maps of the Imperial Civil War
« on: June 09, 2017, 12:58:51 AM »
Updated the Warlords map.
-Fixed spelling of Zsinj
-Added Aculeus and Aramadia SSDs
-Moved Eye of Palpatine marker
-Added The Centrality and Corporate Sector Authority as they were Imperial Client States
-Added Mils Giel and Roganda Ismaren's locations to the map
-Added the Duskhan League
-Added a list of other warlords whose location is completely unknown

Starting work on rebel campaigns

26
News & Updates / Re: ASC: Imperial Remnant 1.1 Overview Video
« on: June 08, 2017, 04:53:43 AM »
Yeah, not really certain what mechanics in EaW would benefit from a support ship.  There is no upkeep for units, no resource depletion, nothing stopping any unit labelled as hyperdrive capable from travelling.  The only things I can think of would be to utilize a passive repair of some sort like in Ascendancy, or, and this is likely waaay too complicated to actually do, try to find someway to use the mechanic from FoC to make travel between worlds cost money unless you had a fleet tender with you.

27
There are other types of non-military structures being introduced. There's two we'd like to do at the moment. For one, the one which will definitely be in 2.2, it's an orbital trade post.

For the salvage operation idea, the reason we wouldn't wanna go with something like that is players typically would prefer to make their own fleets, especially if they're gonna be given a bunch of older, less useful ships. We'd then also have to make enough types of those units to be useful, and the most important part here is faction diversification- a lot of those older units in the Warlord rosters exist as a way to at least have some differences between them. If you remove those as buildable options and put them as a randomly spawning thing for everyone, we're back to square one on that and all the Warlords just revert to having the same core of Imperial units, especially since we'd then have to fill the gaps in the roster.

Ooh, I am excited to see orbital trade posts.  For the Salvage operation, I was not thinking of introducing ships not in a current faction's roster to them.  More as a means of explanation or splitting recruitment requirements.  That would admittedly, probably be more work than its worth. I was just trying to fill a void, but since an orbital trade post would fill that void the team is already way ahead of me.

All existing faction sets are in the raid fleet rotation (EotH, NR, IR(divided into a few sets in 2.2), Hapes, Pentastar, Yevetha), we don't plan on expanding that beyond the factions available in other parts of the mod though. It's basically a question of resources and priorities, especially as other battle-styles are added in as well. As it is, there's about 8-10 different possible sets of raid fleet factions, with a 15-20% overall chance of it happening, so you're only looking at about 2% chance per group, roughly. You could play through multiple GCs and never come across that faction, and even if you did, still have to do that 2-3 times before coming across all the ships in that group.

Fair enough.  I have seen all of those factions except Yevetha as raid fleets while playing the submod 'more submod' but not all of them in the Demo.  So if the Hutts, or Ssi-Ruuvi, or any other faction was added in 2.3 then their ships would naturally be included through their faction in raid fleet composition I assume.  Still would love to see space whales or something, but since it would basically just be environmental, its not likely to be something the mod team has time for.  Petroglyph or someone else should just hire you guys to spearhead a sequel.

We'd like to eventually get some species diversification within NR squads if we can at some point, but we don't plan to make Wookiee squads or any other specific species a standalone thing.

That will be really interesting and engaging to see in the future.

28
So I have gone back to playing just the base demo and I am enjoying it immensely, but I have a couple thoughts/questions.

1: Are there any thoughts on other structures that could be built in orbit?  I only really need defensive platforms on my outer worlds and maybe one layer behind that just in case.  From a gameplay perspective it seems like there is so much that could be done with that.  One great example is the pirate stronghold that Lavira (is that her name?) allows you to build for Maldrood.  This addition is great, allowing me to pick which worlds I want to specialize as building pirate ships, it has pros and cons, etc... 

I made a thread a while back about an idea to have an orbital structure entitled "Salvage Operation"  which could just use a debris field or a debris field and background station for its appearance on a battle map.  This structure would either have a chance of spawning old-era vessels with a rarer chance of spawning a good vessel, or, it could serve like the pirate base and provide a requirement for the construction of older-era vessels, possibly freeing up some build roster space for some of the factions who have a more crowded roster.  The other space stations that come to mind are medical stations, which could provide a boost to defenders, and research stations which, at least for the IR, could spawn TIE Defenders in a defense, while maybe making TIE Defenders or other rare ships you may add in the future, buildable. 

2:  Love the random pirate attack mechanic, just wondering if it could be utilized to give a little more.  The first way that comes to mind would be to use it as a way to subtly add in the Hutts/Zann/Criminal organizations (Don't know if a fleet of actual pirate ships is a chance in the XML, but I have only seen Rebels, Empire and EotH).  Since there are so many criminal organizations in the SW universe, I would love to see actual pirate fleets pop in from time to time.  The second thing that might spice up the game some is adding space creatures as a chance encounter.  Some massive space creatures that come to mind are Space whales, Colossal Wasps, Duina... Space Dragons and Neebray mantas from clone wars.  I admit it would probably be a lot of work to implement this as a feature, and they wouldn't be a threat to the player really, but they are not triangles, the fleets aren't usually much of a threat anyways, and the variety and immersion it would add would be really neat.

3: You probably get this a lot, and have probably answered this point before, so I apologize, but since Kashykk is in a lot of GCs (I think) would it be possible to recruit wookies as the NR?  The unit already exists in game, even if the stats are purposefully low since its an indigenous unit.  Again, you have probably already given an answer to this, I just wanted to unleash wookies on the galaxy.

29
News & Updates / Re: ASC: Imperial Remnant 1.1 Overview Video
« on: June 08, 2017, 02:54:04 AM »
Would it be possible to use them as a unit that provides a slight speed boost to capital ships?  Or is that too specific/too overpowered to work?  As ships that supplied fuel to an entire fleet, either speed boost or morale boosting without having to risk your heroes are the first things that come to mind.

30
News & Updates / Re: ASC: Imperial Remnant 1.1 Overview Video
« on: June 08, 2017, 01:13:50 AM »
This has likely already been answered somewhere else, but what is the likelihood of seeing support ships like the altor in ICW?

31
Discussion, Suggestions & Feedback / Re: Question about fleet numbers
« on: June 06, 2017, 08:57:34 AM »
I can math this.

Galaxy = approximately 1,024 regional sectors grouped into 20 Oversectors
Each Sector contains a fleet of approximately 2,400 ships, with 24 being ISDs and 1,600 being other combat vessels, while the rest would be support ships
This is why the Empire is said to have approximately 25,000 Star Destroyers, since 24x1024=24,576
All sector fleets combined would be 2,400x1,024=2,457,600 vessels in sector fleets alone, 1,638,400 of those being combat vessels that are not ISDs

A Sector Fleet is divided into multiple Fleets, which are in turn divided into Systems Forces, then into Squadrons, then into Lines

An average Fleet might consist of about 6 ISDs with 400-500 supporting vessels of other types.

Obviously the Imperial navy gets a lot more complicated than this because of SSDs, individual unique vessels, creation of fleets for other purposes aside from Sector grouping, like Darth Vader's Death Squadron, experimental vessels, and the ability of Moffs and high ranking admirals to appropriate their own militias and forces, usually making use of outdated vessels in the outer rim, like Venators and Acclamators, and so on.

Other Fleets, example, Death Squadron:  1 SSD and 5 ISDs with the ability to appropriate vessels from other fleets, so that at Endor it consisted of the Executor, 2 battlecruisers, 3 Tectors and 33 ISDs.  This fluidity to fleet composition makes nailing down the size of the Imperial Navy almost impossible.

Each Sector was intended to have an SSD to serve as a command ship, but this was never seen to fruition, with less than 20 known Executor-Class being built along with a handful of Mandators, Assertors, Vengeances and the Eclipse.  The Bellator was almost small enough to fall into the battlecruiser range, and they seem to have acted as command ships and/or novelty vessels, taking the place of ISDs whenever one was available.

But lets just say that the number of SSDs represents an approximate number of roaming/mission fleets for arguments sake.  Thats about 25 additional fleets, each with that 6 ISDs and 400-500 other vessels.  =  12,650.

Total Imperial Naval strength (low-balling) = 2,470,250 vessels
Total ISDs (Average) = 24,726


32
It seems like a lot of us earthlings like the Empire more than the Rebellion, which seems likely, considering that we are also humanocentric (even more specific in some cases), and the Empire's military and political system can be accessed by humans of any social class and you can advance based on skill and loyalty (plus a lot of boot licking)

Meanwhile the Rebellion/NR is headed by mostly people with old families/noble house backgrounds, advancement is based largely on who you know (a number one complaint in the working world) and humans are not the dominant force.  For those with loftier ideals, this easy to ignore, but in most sci-fis, don't you root for the humans almost automatically?

33
I think they would provide a fairly varied and interesting unit list, on the ground we might see Nikto soldiers, Hutts (Though rarely), skiffs, sail barges, IG droids, mercenaries/bounty hunters, Gamorreans, etc...  There would be a lot of exotic and weak, but usually cheap, units for them.

In space, in addition to ships that you have already listed, they could use any Zann ships as the Consortium, neighboring Hutt space, has broken down in this time frame and their assets have likely been acquired by the Hutts, plus requisitioned ships, like the Crimson Jack style battlecruiser that Jabba refurbished for CJ and then later recovered after Solo defeated the pirate.  Old pirate ships such as Z-95s and Y-Wings, and some of the stuff coming out in Fantasy Flight's line of X-Wing ships could be useful.  Also, I know most of Rebels is off the board, but the merchant TIEs shown in one of their episodes could make for an interesting variant in the service of the Hutts.  And since they feature a lot of ugly, refurbished, vessels, Corey could always give them those Nar-Shadda SDs he thinks are so ugly. ;D

I wouldn't mind if they were playable or not, but, if playable, they should start out fairly weak after everything they have gone through in the past two decades, losing Tatooine and Jabba, battles with the Seperatists, Darth Maul's Shadow Collective and the Zann Consortium, plus fighting Maldrood in ICW's timeframe.  It is a testament to the Hutts power that they have held onto their core territories after everything.

34
lol. that is actually true. 20 free maple syrup points for you

I'll take it.

35
Star Wars Discussion / Re: Making maps of the Imperial Civil War
« on: June 04, 2017, 06:28:02 AM »
On the Commenor page it says that it was a fortress world by 4 ABY and was abandoned by the Empire in 6 ABY, remaining an independent planet until years later when it had somehow become part of the New Republic as it had a senatorial representative.  My best assumption, since these two characters have no end to their story, is that they didn't take control of Commenor until 6 ABY.  What do you guys think?

36
Star Wars Discussion / Re: Making maps of the Imperial Civil War
« on: June 03, 2017, 10:09:26 PM »
Whoops, I will fix Zsinj.

Lott and Gendar are actually at Commenor
other than that nice

Can you give a source for that? I only have wookiepedia to work with and they give their only known position, after abandoning their post as being where I put them in the galactic south attacking a planet there.  The captain was originally from commenor, but I couldn't find anything saying he was in​ control of it.

37
Star Wars Discussion / Making maps of the Imperial Civil War
« on: June 03, 2017, 10:02:50 AM »
After posting one map in the Demo feedback thread, I was asked to make more, so here is the first of, hopefully, a series of Imperial Civil War related maps.  This map has a lot of detail on it, showing the approximate territories and locations of all the self-declared warlords between 4 and 5 ABY.  Territory sizes are approximate and some locations have had to be guessed based off of story references.  Also, have fun locating all 10 Grand Admirals and all known Star Dreadnoughts of this period.  (Note, any GA's or SSDs destroyed within a few weeks of Endor are not included on this map, such as Grand Admiral Osvald Teshik or the Executor-Class Annihilator destroyed at Kuat shortly after Endor)

http://imgur.com/dar1JHn

V2:
http://imgur.com/MY71nY2


Next plan after this is doing Rebel/Republic campaigns following Endor.

38
If you are still looking for testers I would be interested in helping out. I used to be a tester for the mod Europa Barbarorum for Rome Total war and I did a year of basic programming in a.college course.  Also, I am Canadian, if that earns me any brownie points  ;D

39
Discussion, Suggestions & Feedback / Re: 2.2 Demo Feedback
« on: June 02, 2017, 10:05:38 PM »
Oh, ok. Another strange glitch I just started experiencing as the PA, sometimes when I load up my save I find that the game is treating 1 of my ISD2s as a separate unit from the rest, or doing the same with some if my stormtroopers, or even sometimes changing some if my stormtroopers into pentastar enforcers.

40
Discussion, Suggestions & Feedback / Re: 2.2 Demo Feedback
« on: June 02, 2017, 07:37:05 PM »
I think the larger ships (anything bigger than an ISD) should be more minor aspects of gameplay - the engine can't handle them, they can't really move around and with the unit cap they are hard to balance and reduce the variety in fleet composition.

SSDs should be a flagship-type unit - something unique which is only rarely seen. I don't like the factions being able to spam them like a normal unit. The AI can't use them properly to begin with - Zsinj must be drunk behind the wheel of his SSD, as it spends most of the battle randomly meandering around the jump-in point.

I can live with Battlecruisers - the Alliegance and Praetor are good counters for the VSD/ISD type ships while being rightfully vulnerable to bombers. Secutors and Lucrehulks are well-defined units with a role - maybe not completely balanced but they can fit on the map.

SSDs can basically zerg-rush almost anything. They have twice as much effective HP just due to overkill damage against destroyed hardpoints - that negates a lot of the weaknesses against volley-type attacks like bombers. Not to mention that they often have trouble getting to the battle to begin with - I just jump one into the middle of everything and let loose with the 1000+ turbolasers. Even if it takes damage, it is worth WAY more than 18 pop points before it goes down.

Call it the Thrawn doctrine.

That's the main reason I would love to see the entire roster of battlecruiser ship types before the remaining SSDs (Assertor and Mandator I think)  even though SSDs are awesome in their own way, the battlecruisers are way more maneuverable and handled by the engine far better.  They allow my fleet to have a solid anchor or powerful command ship that doesn't take up all of my pop points or 3/4 of the screen.  Also, if we ever got the Praetor variant, unlikely as that is, it fills the same role as the Lucrehulk and secutor, but theoretically with more armour, which could be interesting.

I do like how, even though they all big command vessels, each SSD has some sort of unique role/strength.  Assertors are there to deal massive firepower, Bellators are supposed to be the fastest, executors the biggest carrier/mobile command, Mandator is meant to take a beating and the Eclipse and Sovereign have those giant lasers of doom.  I just find it interesting that they aren't complete carbon copies of each other, but each designed around a different main function, except maybe the Vengeance, other than being scary and black, it is just kind of an Executor with less fighters and overall mass.

I'm personally tempted to treat the Twilight mission Star Destroyer as being the same vessel later known as the Conqueror (destroyed, 1 ABY).  I know the back-story for the latter implies it's post-Death Star but testbed to revived substitute terror weapon isn't too much of a stretch there.

That would make sense, and make for an interesting story of the Empire saying, "No, we never had a super-laser ship before . . ." shifty eyes, "This one is completely new"


On the topic of actual feedback about the Demo though, I don't know if this is a base game thing or because I am using 'More submod for Thrawn's revenge'  but has anyone else noticed that Quasar ships get listed as casualties in almost every battle, despite usually not being present?  I think I shall have to reinstall the Demo as just its vanilla form and test that.

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