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Topic Summary

Posted by: rumiks
« on: May 08, 2012, 02:28:54 PM »

You have already covered the 4-19 ABY pretty well so this isn't as easy as it seems. But one possibility that comes to mind is the Post-Zsinj campaign with NR, IR and Warlord Teradoc.


 thrawn was cloned in his secret hideout he can stay in it for a couple hundred years reallyi think most people can be cloned
Posted by: Lord Xizer
« on: May 04, 2012, 04:08:30 PM »

I like that idea! Kaine and Jerec as playables! Woo!
Posted by: Corey
« on: May 03, 2012, 06:25:55 PM »

We've discussed the problems associated with making more playable factions before, and they all still apply here as much as anywhere else. If we were to make a GC centered around a bunch of different Imperial factions, you'd still only ever be able to play as one of them unless we made multiple copies of the same GC, but it's getting cluttered as it is, and the more minor Imperial factions we break everything into on the Galactic map, the sooner we get the freeze. Basically this means I try to limit it to 2 Imperial factions per GC; the playable version, and the rest get grouped together.

This is why in Fractured Empire, you get the Empire run by Isard as the playable option, and then Zsinj and Pentastar are grouped. Otherwise you get a faster freeze, and you get Warlord factions that are complete pushovers by the time you get to them, since otherwise they spend the whole game destroying each other. In Hunt for Zsinj (2.0 version), you get Zsinj as the playable faction, Rogriss working with the NR/Hapans, and Teradoc in Maldrood, and 3 groups is about as much as I think we'll ever break up the Warlords.

Weird explanation of Imperial Divisions follows. I researched this as I wrote, so don't worry if it's a bit off, that's not the important part.

If we were to do the pre-Isard GC we were talking about before, for another example of how I'd divide the Imperial facions, the exact distribution would depend on who exactly everyone would want playable, but there seems to be a few distinct major groups at this point; Zero Command under Harrsk, Greater Maldrood under Teradoc, Eriadu Authority under Delvardus, Zsinj's Empire in the Quelii Oversector, Kaine in the Oversector Outer/New Territories (Pentastar Alignment pre-7ABY) and Sate Pestage/Isard and the Ruling Council territories/Ciutric Hegemony. There's also the New Republic. Basically it's unfeasible to distribute the groups all on their own, that's way too many active factions over too much territory; the game would freeze after 40 weeks.

I'll just simplify things by saying the Oversector Outer (Pentastar) is the playable group, the point here is the logic behind the divisions of the Warlords, so it could be shuffled around a lot depending on who's playable.

Playable Remnant = Pentastar Alignment
Group 2: Zsinj, Delvardus
Group 3: Harrsk, Teradoc, Ruling Council
New Republic


The key points here are 1) don't expect a GC with like 5-7 different Imperial groups, there are too many problems inherent in that kind of a situation unless Petro/LA decide to release an engine patch to fix the freeze, and 2) don't expect GCs single GCs where you get the choice of playing a bunch of different Imperial groups unless we get workarounds that aren't extremely clunky. The far more likely/reasonable option is more like Hunt for Zsinj, where the focus is on one or two groups. Smallpox would understand those options infinitely better than myself, though.
Posted by: Lord Xizer
« on: May 03, 2012, 12:24:23 AM »

A new GC map where you play as one of the warlords. A map consisting of solely the Pentastar Alignment, Zsinj Empire, and Zero Command as the main factions, with the NR and other lesser warlords functioning as non-aligned or NPCs. This way you have a map that can truly be called "Imperial Civil War" because its fought predominantly between the rival Imperial factions. This would also allow for those players that want to play Zsinj or Kaine, can in fact play them.

Warlord Zsinj is playable now in the Hunt for Zsinj GC. I've suggested the Pentastar and Warlord based GC a few times myself but Pentastar is virtually identical to the standard IR so there is little difference. The Warlords are minor factions and few had enough different units to be individual factions so they were combined.

I've never been a fan of the whole Force-centered nature of most of the EU books, that center around Force-users. It's why Thrawn has always been my favorite Imperial leader, he didn't need the Force or a super weapon to kill you, he had military competency.
I myself also am a fan of Thrawn and Pellaeon who didn't need the force to be effective.

Force users should not be even thought about imho in considering a pure Imperial Civil War mod that centers around the conflicts of the various warlords, such as Kaine, Delvardus, Zsinj, etc.

I think one where you could play as Harsk, Teradoc and Delvardus in their last year of life would be interesting. With say 12 planets(each Warlord has 4) and give them their signature units(harrsk the Tectors, teradoc the crimson command VSDIIs, and Delvardus the Night Hammer and a few heavy ships) Each wuold have their own strategy, Teradoc is light and fast units, Delvardus has few ships but they are very powerful, Harrsk is a balance between the other two with medium units.)
Posted by: Thrashia
« on: May 02, 2012, 08:43:43 PM »

A new GC map where you play as one of the warlords. A map consisting of solely the Pentastar Alignment, Zsinj Empire, and Zero Command as the main factions, with the NR and other lesser warlords functioning as non-aligned or NPCs. This way you have a map that can truly be called "Imperial Civil War" because its fought predominantly between the rival Imperial factions. This would also allow for those players that want to play Zsinj or Kaine, can in fact play them.

I've never been a fan of the whole Force-centered nature of most of the EU books, that center around Force-users. It's why Thrawn has always been my favorite Imperial leader, he didn't need the Force or a super weapon to kill you, he had military competency.

Force users should not be even thought about imho in considering a pure Imperial Civil War mod that centers around the conflicts of the various warlords, such as Kaine, Delvardus, Zsinj, etc.
Posted by: Corey
« on: April 27, 2012, 06:03:12 PM »

Yeah, with them it's more a question of difficulty in making the actual assets.
Posted by: Lord Xizer
« on: April 23, 2012, 07:11:09 PM »

Yes I meant them for a minor faction in the EotHs back yard so to speak since they have a relatively secure territory with only three routes that attacks can come from. The Ssi Ruuk could be done like the Yevetha with just one or two worlds and large amounts of ships and troops.
Posted by: Corey
« on: April 23, 2012, 11:14:04 AM »

Also, I don't recall any description of their units other than a cruiser/carrier and fighters, and infantry. I don't recall them having any land vehicles or anything else. Also I believe only like two of their planets were named.

And the biggest thing about the Ssi-Ruuk is that they entomb their prisoners. Without that ability/aspect to their gameplay, how different are they really from other factions? I don't think they're interesting enough to include in the mod, as the team would have to flesh them out completely, even more so than the EtoH. And the Chiss/EtoH (I consider them one) are much more interesting and cooler...

I think the suggestion was as a non-playable faction. As far as entechment goes, that isn't something that would really show up in the game mechanics, even just population capacity taken from other planets would technically fill that role; it's just their power source, but it's not like the other factions have to worry about reactors or something. If anything population capacity fits them better than it does any other faction. As far as needing to be fleshed out, they're far more complete on their own than 2/3 existing minor factions, and way more complete than the Empire of the Hand was when we started, which only had one fighter. The Yevetha had one fighter type and one frigate type, the Hapans two frigates and two fighters. The Ssi-Ruuvi have  D'kee landers, Lw'hekk manufacturing ships (carrier), Fw'sen picket ships, Sh'ner assault carriers, Shree battlecruisers, Wurrif cruisers, Swarm droid fighters, and V'sett interceptors, all of which have a design, except the V'sett which has a description.
Posted by: yutpaeksi
« on: April 22, 2012, 10:29:46 PM »

One of the main problems with the Ssi Ruuk is that they're dinosaurs. Not the easiest model to make sadly.

Also, I don't recall any description of their units other than a cruiser/carrier and fighters, and infantry. I don't recall them having any land vehicles or anything else. Also I believe only like two of their planets were named.

And the biggest thing about the Ssi-Ruuk is that they entomb their prisoners. Without that ability/aspect to their gameplay, how different are they really from other factions? I don't think they're interesting enough to include in the mod, as the team would have to flesh them out completely, even more so than the EtoH. And the Chiss/EtoH (I consider them one) are much more interesting and cooler...
Posted by: Enceladus
« on: April 22, 2012, 08:33:03 PM »

One of the main problems with the Ssi Ruuk is that they're dinosaurs. Not the easiest model to make sadly.
Posted by: Lord Xizer
« on: April 22, 2012, 06:40:38 PM »

Yes I thought so, I think a GC with the Ssi Ruuk, the EotH and the NR might be interesting.
Posted by: Zeron
« on: April 22, 2012, 02:02:11 AM »

Would the Restored Empire be a minor faction then, since they technically opposed the IR(or at least the leadership) and really only had enough ships to take down 5 ISDs. Their whole goal was a coup since they lacked the might to truly be a power unto themselves. I doubt they'd be a galactic threat.

You just answered your own question there. No, they aren't even big enough to be considered a minor faction. We'd have to make far too many new models/textures, if we were going to put in that much effort we could do someone more major like the Ssi-Ruuk. There's like a hundred little factions that size that we could include, but there's really no reason to. They require far too much effort for their impact, which is minimal considering any other faction can just roll over them. Considering that we still have the Yevetha, EotH, and possible future factions to fill out there's really no way we're going to put in such a minor group.
Posted by: Lord Xizer
« on: April 21, 2012, 07:03:03 PM »

Would the Restored Empire be a minor faction then, since they technically opposed the IR(or at least the leadership) and really only had enough ships to take down 5 ISDs. Their whole goal was a coup since they lacked the might to truly be a power unto themselves. I doubt they'd be a galactic threat.
Posted by: Corey
« on: April 21, 2012, 06:17:48 AM »

Another idea, but one I don't have much knowledge of, is have a GC based on the Restored Empire story. It seems all their units exist in the mod already, and its set in the mods timeline. 

None of their planets (of which only one seems to ever be named) or heroes do, and as far as units, it's basically just anything from the Republic in the Clone Wars. We never finished our AT-TE, which is their main tank, lost our files for the fighters they apparently used, and while Venators aren't exactly useless they aren't able to stand up to any of the other three factions main capitals by that point.
Posted by: Znieh
« on: April 19, 2012, 11:01:46 PM »

Just a quick update on this, we've started creating the one planet starts GC. 50 planets, and the starts are Carida, Bothawui and Nirauan. The planets get significantly more difficult to take the farther out from your starting planet that you go, with a few surprises along the way.

Yay! An idea of mine was accepted! So proud  =D

We're still open to the possibilities of more GCs for 2.0 and beyond, so keep the ideas coming.

Another idea, but one I don't have much knowledge of, is have a GC based on the Restored Empire story. It seems all their units exist in the mod already, and its set in the mods timeline. 
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