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Author Topic: Proposing ideas for Zero Command  (Read 1645 times)

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February 13, 2018, 10:33:40 AMReply #20

Offline Corey

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Re: Proposing ideas for Zero Command
« Reply #20 on: February 13, 2018, 10:33:40 AM »
You can't make the name of a faction be different in a specific GC. If we wanted Harrsk to be playable, we'd just use Harrsk.
« Last Edit: February 13, 2018, 10:35:20 AM by Corey »
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February 13, 2018, 11:31:58 PMReply #21

Offline Rogue66X

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Re: Proposing ideas for Zero Command
« Reply #21 on: February 13, 2018, 11:31:58 PM »
That’s what meant just didn’t know how to word it properly

Harsk’s faction would be under the IR tag and you play them in a special gc

February 14, 2018, 06:31:23 AMReply #22

Online kucsidave

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Re: Proposing ideas for Zero Command
« Reply #22 on: February 14, 2018, 06:31:23 AM »
You didn't really understand.
What corey meant to say is if you use the IR "tag" it will ultimately call it IR, as factions and their names have to be specified in XML and not fluid. You can't code that IR in this GC will be called ZC
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February 14, 2018, 10:06:15 AMReply #23

Offline Corey

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Re: Proposing ideas for Zero Command
« Reply #23 on: February 14, 2018, 10:06:15 AM »
That isn't what he was saying based on his clarification, he meant do it like Hunt for Zsinj in 2.1, but as I said, if we wanted Harrsk to be playable, it's far easier to just make Harrsk playable than to do what we had to do for 2.1 HfZ, especially when there's no separate GC where that would make sense, like how Zsinj had a whole campaign dedicated to him, so we'd essentially be re-making an already-existing GC with the Remnant swapped with Harrsk.
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February 16, 2018, 11:11:27 PMReply #24

Offline Hairybum74

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Re: Proposing ideas for Zero Command
« Reply #24 on: February 16, 2018, 11:11:27 PM »
I would love if yo could play as the zero command and not just them, but any of the smaller, less pronounced factions such as the Hapans. They have some ships you don't see in the neighborhood every day of the week. It would be awesome if you could play as them, and yes I know that it would be a ton of work and not really worth it.

February 18, 2018, 09:57:32 PMReply #25

Offline Grand Admiral Rufaan Tigellinus

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Re: Proposing ideas for Zero Command
« Reply #25 on: February 18, 2018, 09:57:32 PM »
4) Batch was murdered pretty much immediately after Endor when news was received the Emperor was dead, Batch had been in hiding due to the failure of his TIE Phantom project, loss of the Terror and general screw up on his pet project for fear the Emperor would execute him. The crew which were fiercely loyal to Admiral Sarn blamed Sarn's death on Batch, promptly murdered him and THEN went to join Harrsk. Batch never even contemplated joining Harrsk, the indication is that with Palpatine dead he likely planned to return to the centralized Empire and either resume serive or continue laying low.

I would definitely argue in favor of Martio Batch's inclusion as a hero for Zero Command, if they will indeed become playable one day. It would, absolutely, be a stretch from a lore point of view, but so is the inclusion of Peccati Syn as a hero for the Greater Maldrood, when in reality he died on Kashyyyk with no one coming to his aid. Having Batch's crew not whack him and Batch himself deciding to join Harrsk is not that much of a leap. Again, I was led to believe that this mod allows players to have an opportunity to change certain events from the EU. Having Batch as a hero for ZC instead of some nameless guys from Sarn's crew is more interesting even if not entirely accurate. Especially considering the lack of known heroes for Harrsk as mentioned earlier. With Harrsk, Batch, Roganda and Irek Ismaren, Phlygas Grynne and Ohran Keldor their hero roster already doesn't look that bad.

I am a sucker for all things Grand Admiral though, that's true. It's my favorite rank in the Imperial Navy, and every individual who has ever held it has a unique story and fate, mostly tragic ones, of course. As a matter of fact, I think most of the 13 Grand Admirals could be implemented into the mod without having to twist the lore too much, essentially everyone except Zaarin, Declann, Il-Raz and Teshik. Giving the player an opportunity to save some of them from demise is something that I'd certainly support and be up for. They make for much more charismatic characters than most of the usual space heroes. That is if you need charisma from a space hero in EAW, of course. I realize that this is just my take on it. But Batch definitely has an easy way into ICW, if you ask me.
« Last Edit: February 18, 2018, 09:59:53 PM by Major Grodin Tierce »
"To live is to suffer, to survive is to find some meaning in the suffering" - Friedrich Nietzsche

"Maybe those nihilist philosophers are right; maybe this is all we can expect of the universe, a relentless crushing of life and spirit, because the equilibrium state of the cosmos is death" - Arthur C. Clarke

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February 19, 2018, 12:02:55 AMReply #26

Offline Lord Xizer

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Re: Proposing ideas for Zero Command
« Reply #26 on: February 19, 2018, 12:02:55 AM »
It would, absolutely, be a stretch from a lore point of view, but so is the inclusion of Peccati Syn as a hero for the Greater Maldrood, when in reality he died on Kashyyyk with no one coming to his aid.

With Harrsk, Batch, Roganda and Irek Ismaren, Phlygas Grynne and Ohran Keldor their hero roster already doesn't look that bad.

I am a sucker for all things Grand Admiral though, that's true. It's my favorite rank in the Imperial Navy, and every individual who has ever held it has a unique story and fate, mostly tragic ones, of course. As a matter of fact, I think most of the 13 Grand Admirals could be implemented into the mod without having to twist the lore too much, essentially everyone except Zaarin, Declann, Il-Raz and Teshik. Giving the player an opportunity to save some of them from demise is something that I'd certainly support and be up for. They make for much more charismatic characters than most of the usual space heroes. That is if you need charisma from a space hero in EAW, of course. I realize that this is just my take on it. But Batch definitely has an easy way into ICW, if you ask me.

Well you are partially right here, technically Syn should be an IR era 1 hero along with Makati and Takel as he was still following orders from Imperial Center(who posted him to Kashyyyk) but was pretty much fully under the sway of the Emperor's Eye Merili and the Church of the Dark Side false prophets. The reason he is included in Maldrood in era 1 is because he did have dealings with them and was duped into believing they would aid him at Kashyyyk-which implies at least a minimum level of cooperation between the two. Batch doesn't even have that tie in so again while it might be neat it was never something he considered doing at all.

 Originally Moff Darcc was going to be where Syn is I believe but was replaced with Syn for a number of reasons. In a sub mod I am assisting with we are planning on adding in the cliche from Kashyyyk-Moff Darrc, Pekt, Merili and Syn- removing one Moff hero for the GM and Boba Fett in exchange for Trandoshan slavers(which employing said corp will decrease building times due to wookie slave labor) Merili will grant full sight to the map but not have a lightwhip, just drain life, Darrc will offer an income bonus(from slave trading) and Pekt will allow Slavers to be recruited with flamethrowers.

I also intend to add in Grunger, Pitta and Tigellinus into that sub mod I mentioned. Grunger and Pitta will be part of the Warlords sub group above Gargon and Corellia respectively, each will have a large amount of space forces but few ground forces. Tigellinus will have his ISD and grant similar bonuses as Takel and Makati(but in my sub mod those will stack) Grunger will have the SSD Aggressor and Pitta will have a modified and larger Torpedo sphere that does much more damage. So with this you don't get Batch but you will get
Grant(PA)Thrawn(IR,EotH)Syn(GM)Makati,Takel,Tigellinus(IR)Grunger,Pitta(Warlords) that is eight out of the thirteen Grand Admirals. I am working with my fellow submodders to make each Grand Admiral have benefits that are unique to their command style and personalities.
« Last Edit: February 19, 2018, 12:04:56 AM by Lord Xizer »
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February 19, 2018, 12:36:39 AMReply #27

Offline Empeor Cooler

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Re: Proposing ideas for Zero Command
« Reply #27 on: February 19, 2018, 12:36:39 AM »
I also intend to add in Grunger, Pitta and Tigellinus into that sub mod I mentioned. Grunger and Pitta will be part of the Warlords sub group above Gargon and Corellia respectively, each will have a large amount of space forces but few ground forces. Tigellinus will have his ISD and grant similar bonuses as Takel and Makati(but in my sub mod those will stack) Grunger will have the SSD Aggressor and Pitta will have a modified and larger Torpedo sphere that does much more damage. So with this you don't get Batch but you will get
Grant(PA)Thrawn(IR,EotH)Syn(GM)Makati,Takel,Tigellinus(IR)Grunger,Pitta(Warlords) that is eight out of the thirteen Grand Admirals. I am working with my fellow submodders to make each Grand Admiral have benefits that are unique to their command style and personalities.
I was going to do a similar thing in a sub mod I'm planning, adding Pitta and Grunger as NPC Warlords. Though, I'm also working on implementing a "What-If" GC where the NR as to defeat the IR under the control of the remaining Grand Admirals. A more refined and stable execution than what was done in the More Sub-mod for the Demo.
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February 19, 2018, 11:07:48 AMReply #28

Offline Grand Admiral Rufaan Tigellinus

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Re: Proposing ideas for Zero Command
« Reply #28 on: February 19, 2018, 11:07:48 AM »
I also intend to add in Grunger, Pitta and Tigellinus into that sub mod I mentioned. Grunger and Pitta will be part of the Warlords sub group above Gargon and Corellia respectively, each will have a large amount of space forces but few ground forces. Tigellinus will have his ISD and grant similar bonuses as Takel and Makati(but in my sub mod those will stack) Grunger will have the SSD Aggressor and Pitta will have a modified and larger Torpedo sphere that does much more damage. So with this you don't get Batch but you will get
Grant(PA)Thrawn(IR,EotH)Syn(GM)Makati,Takel,Tigellinus(IR)Grunger,Pitta(Warlords) that is eight out of the thirteen Grand Admirals. I am working with my fellow submodders to make each Grand Admiral have benefits that are unique to their command style and personalities.

Well this sounds amazing, your sub mod has earned itself another fan. :laugh: I wish I could help in some way. I guess I could try providing VO for some characters, if I get my hands on a decent mic. I'm Ukrainian, but English is my specialty, I'm a translator professionally, I don't have much of an accent. I lived in Philly for 2 years in the 90s, when I was a little kid, lol.

Are you planning on including Admiral Mir Tork and Leonis Murthe somewhere close to Pitta? It could be hard since Tork commanded a Dungeon ship,
 Azgoghk, and they don't have a model. However, a Dungeon ship looks almost exactly like a World Devastator, and even their function is similar. I'd be fine with Tork commanding a World Devastator, even though in the lore they appeared much later. And Murthe was stationed on the same ship, so I don't know how you could have them both at the same time. Maybe have Murthe command the Azgoghk and let Tork just have an ISD. Or have them command a World Devastator each, since there were two more Dungeon ships - Angrix and Apocahk. Or just have them both have ISDs or something, so that World Devastators don't appear earlier than they should. But since Pitta and Grunger would both be part of a non-playable faction I guess such detail in what kind of additional heroes they get is not that important. I dunno, I get excited about those sort of things very easily, lol.
"To live is to suffer, to survive is to find some meaning in the suffering" - Friedrich Nietzsche

"Maybe those nihilist philosophers are right; maybe this is all we can expect of the universe, a relentless crushing of life and spirit, because the equilibrium state of the cosmos is death" - Arthur C. Clarke

"We even ignited the first atomic bomb on the day commemorating the transfiguration of Christ, thus unconsciously signaling that we intended likewise to transform the world, not only after the light but after darkness - with a blast that burned several times hotter than the surface of the sun." - Stanislav Grof, "Human Survival and Consciousness Evolution"


February 19, 2018, 02:34:13 PMReply #29

Offline Lord Xizer

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Re: Proposing ideas for Zero Command
« Reply #29 on: February 19, 2018, 02:34:13 PM »
Well this sounds amazing, your sub mod has earned itself another fan. :laugh: I wish I could help in some way. I guess I could try providing VO for some characters, if I get my hands on a decent mic. I'm Ukrainian, but English is my specialty, I'm a translator professionally, I don't have much of an accent. I lived in Philly for 2 years in the 90s, when I was a little kid, lol.

Are you planning on including Admiral Mir Tork and Leonis Murthe somewhere close to Pitta? It could be hard since Tork commanded a Dungeon ship,
 Azgoghk, and they don't have a model. However, a Dungeon ship looks almost exactly like a World Devastator, and even their function is similar. I'd be fine with Tork commanding a World Devastator, even though in the lore they appeared much later. And Murthe was stationed on the same ship, so I don't know how you could have them both at the same time. Maybe have Murthe command the Azgoghk and let Tork just have an ISD. Or have them command a World Devastator each, since there were two more Dungeon ships - Angrix and Apocahk. Or just have them both have ISDs or something, so that World Devastators don't appear earlier than they should. But since Pitta and Grunger would both be part of a non-playable faction I guess such detail in what kind of additional heroes they get is not that important. I dunno, I get excited about those sort of things very easily, lol.

Thanks and we'd love to have you on board for VOs. I was actually planning on giving Tork a World Devastator lol and attaching him to Pitta's two worlds. It'd be a weaker WD and there'd be 3 of them. While above a world they'd prevent alien natives spawning
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

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March 17, 2018, 08:28:58 PMReply #30

Revan74

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Re: Proposing ideas for Zero Command
« Reply #30 on: March 17, 2018, 08:28:58 PM »
So, what is the faction limit? I know that it's at least thirteen, as YodenMod 2018 has that many fully playable factions.

March 17, 2018, 08:40:40 PMReply #31

Offline Jorritkarwehr

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Re: Proposing ideas for Zero Command
« Reply #31 on: March 17, 2018, 08:40:40 PM »
21. 2.2 has the Empire, NR, EotH, PA, Zsinj, Maldrood, Eriadu, Yevetha, Hostile, Neutral, Hapes, Zero Command, a generic Warlords, CSA, and two text dividers. The limit became a problem when there were specific warlords rather than a generic one.

March 18, 2018, 02:42:31 AMReply #32

Offline DemonKingDan

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Re: Proposing ideas for Zero Command
« Reply #32 on: March 18, 2018, 02:42:31 AM »
In my opinion, having Zero Command wouldn't be that bad. I will say that generating a Roster for a little known Warlord Faction would be tough and I would see how implementing them would be difficult. I, as a player, am happy with what TR has right now and the idea of ZC and other factions (I.E. Corporate Sector Authority) should be discussed at a later time (ha, Maz Joke). Anyways, all I can really say is that having more Factions could (maybe and possibly) make game play somewhat confusing for people just starting to get into playing TR. I love hearing about new factions as the next person, but with 2.2 coming out right around the corner, I say we should stick to looking at that and plan ZC for a future Update to the mod. (This is the first time I write something like this, I hope it's understandable and not disrespectful! I would hate for any of this to be taken the wrong way... :-[ )
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March 18, 2018, 12:33:30 PMReply #33

Offline Jorritkarwehr

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Re: Proposing ideas for Zero Command
« Reply #33 on: March 18, 2018, 12:33:30 PM »
You've actually outlined our current plan fairly well. Zero Command exists as a separate faction in 2.2, but they aren't playable or fleshed out. Any expansion of them would be in a later version.

March 21, 2018, 09:17:09 PMReply #34

Offline DemonKingDan

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Re: Proposing ideas for Zero Command
« Reply #34 on: March 21, 2018, 09:17:09 PM »
Phew! That's good to hear! I didn't want people to think that I was being a bit selfish when I said that we could discuss this matter in a different time! Glad I wasn't rude or anything!
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