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Discussion, Suggestions & Feedback / Ship Movement
« Last post by High Admiral Ryne on November 11, 2019, 03:33:19 PM »
Hello to Corey and the rest of the team. I do not know if this has been addressed but the way ships move in TR:ICW kind of bugs me. I don't mean the terrible pathing, I know nothing can be done about it. It just bugs me that these city sized ships stop on a dime and move very fast. In original EAW when ships would stop they would drift a little, giving the impression of mass and forward momentum. I was just wondering if something like this could be brought to the mod. The speed of ships bugs me less but I would also like to know if it would be possible to slow down the bigger ships and speed up the smaller ones, just to add another layer of depth to an already amazing mod. And saying that I would also like to say this is in no way a complaint, just an inquiry. Y'all have done an amazing job and I appreciate all the hard work y'all do, thanks.
Discussion, Suggestions & Feedback / Re: More units from Dark Empire?
« Last post by Barbagli on November 10, 2019, 07:29:30 PM »
Automadons were basically unbeatable in the comics though, they could even capture and take down fighters with their arms. If one wants to put them in the game and save just a bit of  consistency with the comic version, they would destroy the balance in ground battles. Those fellas were completely immune to laser fire etc. I don't like 'cause I look at them as part of the absurd proliferation of "ultimate weapons" which makes Dark Empire's plot so silly. :(

As for the Shadow Droids, I really hope we could see them one day. Glad to hear  I'm not alone. A powerful fighter for the Imps, scarce in numbers and rare to be seen, could come out as a nice addition without hampering the general balance.

Regarding the SD Droids, uhm, I cannot disagree about anything ya'll said. But I actually don't think they would be just pumped up stormtroops - first of all they were depicted as being 3-4 meters tall or something like that as far as I remember, so they would look more like the old Dark Troopers Phase II. About the animations I have absolutely no knowledge on such issues: I just thought that, being droids with cannons attached to their arms, they could just stand and fire like Phase III Dark Troopers, thus the animations could be recycled. But I totally agree that they would be just a nitpicky addition.

Thanks for your answers.
There will be at least two weeks notice with the release date listed ingame, and the old version is available on ModDB for people who want to continue saves anyways.
Discussion, Suggestions & Feedback / Re: More units from Dark Empire?
« Last post by Corey on November 08, 2019, 01:23:09 PM »
You should be able to make 'em quite easily - I guess - by editing the already-existing model of the Dark Troopers 3rd series. I miss the Dark Troopers a lot, so I may be biased.

They're really not that close to Dark Troopers, it'd probably be more work to edit the Dark Troopers to look like them than to just make them entirely from scratch. Character models (which SDs basically are) are one of the most difficult things to do, especially animations, which isn't the primary strength of anyone on the team.

The primary reason there's not more Dark Empire stuff in the mod is because it's so niche- it's typically weirder units that would gtake a lot more work to get to do whate they should in Empire at War than other stuff, for the reward of being sued by one faction in one era, so it's hard to justify doing them over the huge number of other things we have to do. Things like FotR's core rosters, updating EotH, fleshing out Hapes, even updating the NR/Ir core units are also still ongoing, so it's hard to justify making those units of limited use. I'm not saying none of it will ever happen, but that's typically why it hasn't so far.
News & Updates / Feature Preview: CIS Government Mechanics
« Last post by Corey on November 08, 2019, 01:19:36 PM »
We've spoken about our new galactic influence and government mechanics a bit already, having looked at both the influence system and the New Republic's government setup with Chief of State elections. Today we're taking a look at the CIS' government mechanics, which involve gaining the trust of the member corporations for extra heroes, ships, and even territory.

Discussion, Suggestions & Feedback / Re: More units from Dark Empire?
« Last post by tlmiller on November 06, 2019, 10:45:29 AM »
Obviously not part of the team myself, but I could see the Shadow Droids being included, since we know they were used in multiple confrontations.  SD droids obviously were used a lot, but would they really offer anything new or ineresting?  They'd basically just be a robotic version of stormtroopers.  Moderately weak and cheap masses.  I don't personally see much of a point to them.

I actually LIKE the X-1 Viper Automadon, but don't see a point to it in the game.  If memory serves, we only see it used twice in all of the Dark Empire.  And both times it was against the Empire, by the bothan creators and then the New Republic...
Chrysalide Rancors I agree they're just hideous.
Star Wars Discussion / HandofThrawn45 fan fics
« Last post by taupin121 on November 04, 2019, 01:47:58 PM »

Hello fellow EU/Legends fans,

I wanted to share with you the works of someone who wrote stories that fit into the now-Legends continuity. The difference with most other fan-made stories (albeit the quality) is that he start from unfinished official stories such as the so-called Sword of the Jedi, the planed post-NJO Mara Jade story by Timothy Zahn or the novella that Dan Wallace was to write about Grand Admiral Grant during the Yuuzhan Vong War. With the exception of this late one, all are novel-sized comparable to the usual EU novels. There's also a duology that ends the storylines from both Imperial Commando and Coruscant Nights. But among those which are likely to be the most interesting for members of this forum, are a novel centered on Pellaeon and the planned one set to be the link between the X-Wing comics and the X-Wing novels, with a nice casting of Grand Admirals and other warlords.

You can access them here:

To download and convert them in epub format, I can advise this app:
Star Wars Discussion / Re: Are you going to go see Episode IX?
« Last post by taupin121 on November 04, 2019, 01:30:57 PM »

I didn't for TLJ, why would I for this one?
Discussion, Suggestions & Feedback / More units from Dark Empire?
« Last post by Barbagli on November 04, 2019, 11:09:53 AM »
Hey guys, I know that Dark Empire has never been the greatest entry in the old lore - Dark Empire II is especially atrocious in my opinion - but that's my two cents:

Since we got the XR85 droid tank in-game - a vehicle that, as far as I know, appeared in just one shot of the first issue-, couldn't we get some SD-series droid as well?
You should be able to make 'em quite easily - I guess - by editing the already-existing model of the Dark Troopers 3rd series. I miss the Dark Troopers a lot, so I may be biased.

Also, the Shadow Droids. I know that the principle around these guys is quite absurd - built around brains of dead fellas and empowered god-knows-how with the Dark Side - but they could be just a rarity. Like, the Modular Frigate could spawn three standard TIE-D and just one squadron of these dudes. It should be a nice addition as a powerful yet rare fighter for the Imps.

I abstain from mentioning the X1 Automatons or the Chrysalide Rancors 'cause they're totally hideous even for my taste.
Whaddaya think, gentlemen?
Discussion, Suggestions & Feedback / Marauder should be nerfed.
« Last post by turtle225 on November 03, 2019, 01:15:59 AM »
I spoke about this a bit when I was reviewing the CSA fleet, but the Marauder is too good right now.

It is too cost efficient. 24 Turbolasers and a squadron for 1 pop and dirt cheap for credits is extremely hard to compete with. That's more Turbolasers than all small ships, many 3-6 pop frigate types, and even things like MC80A Mon Cals (according to the manual which I know is outdated but I assume is mostly still accurate). 3 of these out damage a Star Destroyer.

Their small size is another big upside. Having too many large ships in your fleet makes cohesion and pathing a nightmare and results in many space donuts. The pack/horde of Marauders allows you to get a ton of firepower in a very small amount of space and they don't get in the way of your other ships. Pack 30 of these in a death ball and you basically got a 30 pop Executor.

Its relative fragility isn't really a problem because the ai tends to shoot whatever is closest to them so it is pretty easy to get them shooting a tanky Mon Cal instead. They also have a dodgy hit box.

I know you can't judge a ship's value entirely on its Turbolaser output, but it does count for a lot. I know it is strange to call for nerfs in a single player game, but right now the Marauder outclasses too many other ships in the game.

Easiest nerf would be to up the pop cost. Somewhere from 3 pop to 5 pop depending on how harsh you want to be. I would still build them at 5 pop, I think they are that good. Strike Cruisers are 6 pop iirc and they have less damage output.
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Those working on this mod do so in their own free time and for no pay.
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