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Topic Summary

Posted by: Lord Xizer
« on: April 30, 2012, 10:58:21 PM »

This sounds very promising
Posted by: Corey
« on: April 30, 2012, 10:19:14 PM »

We'll be posting a preview video for the GC as soon as the redone Endurance carrier is ingame.
Posted by: Mazzic
« on: January 20, 2012, 02:36:12 AM »

So wed get to play as the Yevethan??
Posted by: Lord Xizer
« on: January 18, 2012, 05:29:37 PM »

That might be the best solution as it would allow more focus on the two factions and how they interact.(The Yevetha and NR) That might make fitting them in easier as well.
Posted by: Corey
« on: January 18, 2012, 05:14:12 PM »

They don't have to be sandwiched in. If nobody comes up with a suitable alternative we could always just make it New Republic vs Yevetha.  The EotH planets are the ones from Crisis (Quethold and the other one I don't remember the name of).
Posted by: Lord Xizer
« on: January 18, 2012, 03:50:11 PM »

I'm curious as to how we can sandwich the Yevetha between two payable factions(I presume the IR and NR as the EotH had nothing to do with said conflict) because unlike the Hapes Consortium which WAS between IR(or Warlord) factions and the NR in the Galactic Civil War by the time of the Yevethan conflict the IR had been pushed far out into the mid and outer rim nowhere near the Koornatch Cluster(with the exception of very minor replacement Warlords lingering in the Deep Core the IR had no presence in the conflict. Other than the Imperial prisoners who revolted and recaptured the ships in their mutiny at the battle of N'zoth. I remember you telling me we couldn't make the Yevetha playable(without their faction still being labeled IR or EotH and the confusion this would cause of course) How ca we solve this?
Incidentally what are the two EotH worlds going into 1.4, the ones mentioned in crisis of faith?
Posted by: Corey
« on: January 17, 2012, 09:28:58 PM »

Well, there's two new canon EotH planets we have to put in, which means two of the three near N'zoth can be removed, so that's an option. As far as New Republic ships go, the Fifth Battle Group was the main one in the conflict, which was comprised of:

Quote
106 starships and was divided into five approximately twenty-one vessel task forces, although operational constraints caused their numbers to fluctuate. Each task force included one Nebula-class Star Destroyer or Endurance-class fleet carrier at its point, two Majestic-class heavy cruisers, two Defender-class assault carriers, four Sacheen-class escort frigates and five Warrior-class gunships. It can be assumed that a number of Agave-class pickets and at least two Hajen-class fleet tenders were also assigned to each task force.
Source: Wookie Page

Of those we have the Nebula, Majestic, Sacheen and Endurance, which can be used to comprise the starting forces
Posted by: Lord Xizer
« on: January 17, 2012, 07:51:21 PM »

I understand that there is not a lot of space to work with. How can this be worked around?

Do we have any specific ships from the novels in mind?

Posted by: Corey
« on: January 17, 2012, 06:33:43 PM »

Since the yevethan war was relatively contained to the Koornatch cluster I'd suggest a smaller GC but with lots of Fleet units say 7 planets for the yevetha 14 for the NR and if the yevetha are not intended to be playable then 9 planets for the IR(this should fit with territorial boundaries of the time era)

The problem with the planets is fitting them all in. There's only so much space in that region. We're discussing moving the EotH planets in that region to make more space

Quote
The NR should have smaller carrier based ships and some mon cals since they had started to go away from heavy capital ships by this time and focused on building large fleets of versatile smaller craft like the cruiser carriers. IR primarily the ISDs and it's normal complement of ships.
Well, it's going to be based in era 4 so that's the shipset they'll be getting. However I'd imagine we'd focus more on the ships they used more in the books related to the Black Fleet Crisis for starting forces.

Quote
I propose that the Yevetha be able to build ships faster than the other factions(since that's kind of what they were specialized at.) The NR should have a medium ability of speed to produce ships as they were slow to mobilize in the crisis, but the IR should have a very slow rate of production as by this time the resources and shipyards are nearly gone.

As for Yevethan ground units I have some thoughts on that. Firstly most of their equipment would be captured or copied Imperial machinery(Chariots, AT-STs, Juggernauts, SPMA-Ts, and AT-PTs) They would have had speeder bikes as well I imagine. For infantry I think three types, 1st the standard trooper with blaster(comes in a large squad like the NR and EotH infantry but can break up into single units instead of operating in 3s like the IRs troopers) 2nd the rocket troopers to counter vehicles(might as well be like their NR and IR counterparts) and 3rd the melee trooper(since the Yevetha have those deadly arm long claws I thought why not make some of them like the Phase 1 Dark Troopers from FoC?) They would have to close with the enemy but you could make their attacks one hit kills on regular infantry when they got close enough to attack. They could come in squads 2 squads of 3 and break up into individual units.
As for buildings they would probably just use standard IR buildings with minor variations, no turbolasers or planetary shields for starters.
The current plans involved slightly edited/upgraded versions of Imperial units they'd have captured. Making them build faster would be an even greater advantage/kind of moot for AI.


Posted by: Lord Xizer
« on: January 16, 2012, 01:07:11 PM »

Since the yevethan war was relatively contained to the Koornatch cluster I'd suggest a smaller GC but with lots of Fleet units say 7 planets for the yevetha 14 for the NR and if the yevetha are not intended to be playable then 9 planets for the IR(this should fit with territorial boundaries of the time era)

 If the Yevetha are not playable why not give them a sizable chunk of the Black Fleet say 1 ISDII,2 VSDs, 1 Dreadnaught Cruiser, 2 Assault Frigates, and 12 Aramadia Thrustships per planet with N'zoth having the amount of warships it does now as their starting force? Having a smaller number of planets than the other two factions I think the ability to build more ships at a faster rate of construction would make them very dangerous of course but Thrustships only being able to be constructed on N'zoth. This would give them tremendous attack power and defensive capabilities since they would not have defense platforms of Golans like the IR and NR would have.

The NR should have smaller carrier based ships and some mon cals since they had started to go away from heavy capital ships by this time and focused on building large fleets of versatile smaller craft like the cruiser carriers. IR primarily the ISDs and it's normal complement of ships.

I propose that the Yevetha be able to build ships faster than the other factions(since that's kind of what they were specialized at.) The NR should have a medium ability of speed to produce ships as they were slow to mobilize in the crisis, but the IR should have a very slow rate of production as by this time the resources and shipyards are nearly gone.

As for Yevethan ground units I have some thoughts on that. Firstly most of their equipment would be captured or copied Imperial machinery(Chariots, AT-STs, Juggernauts, SPMA-Ts, and AT-PTs) They would have had speeder bikes as well I imagine. For infantry I think three types, 1st the standard trooper with blaster(comes in a large squad like the NR and EotH infantry but can break up into single units instead of operating in 3s like the IRs troopers) 2nd the rocket troopers to counter vehicles(might as well be like their NR and IR counterparts) and 3rd the melee trooper(since the Yevetha have those deadly arm long claws I thought why not make some of them like the Phase 1 Dark Troopers from FoC?) They would have to close with the enemy but you could make their attacks one hit kills on regular infantry when they got close enough to attack. They could come in squads 2 squads of 3 and break up into individual units.
As for buildings they would probably just use standard IR buildings with minor variations, no turbolasers or planetary shields for starters.

Well those are some of my suggestions.
Posted by: Lord Xizer
« on: January 15, 2012, 04:53:21 PM »

Excellent! Purges, cleansing and xenophobia galore! I hope 1.4 can be finished before I head to boot in July or so.
Posted by: Corey
« on: January 15, 2012, 03:01:09 PM »

No, they're 1.4. We plan to do a GC for them in that release as well.
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