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Topic Summary

Posted by: Lord Xizer
« on: January 08, 2017, 03:20:51 PM »

I always liked Bel Iblis
Posted by: DarthRevansRevenge
« on: January 08, 2017, 02:52:44 PM »

i liked the joke faction though. maybe as a minor faction for the rebels and IR to deal with early game?
Posted by: GreyStar
« on: January 08, 2017, 12:49:31 PM »

Sadly I can't argue with that.
Posted by: Corey
« on: January 08, 2017, 12:19:29 PM »

Also, let's be serious for a moment. Corey if you're reading this, how about making it so that Katana Dreadnaughts can be built in Deepspace? There's a Heavy Frigate shipyard there, so you can build regular Dreadnaughts but not my favorite Katanas.

The Katanas weren't being built anymore, just captured from where they were ditched. If we made it so you could build them, which makes less sense, the mission becomes pointless. You can already get quite a few through capturing, and while, yes, it's not the full 200 the same logic applies here as with things like Crimson Command, where we also have a limit of 15 on a fleet that was probably of similar size at the start of the mod; if we made the actual limit 200, there may as well not be a limit. We're dealing with a scaled version of everything, so 15 out of a couple hundred units over the course of the campaign makes them more of a unique unit like they would have been in a "realistic" scenario where there's thousands or tens of thousands of warships flying around the galaxy. It's enough to make a reasonable "Katana Fleet" or "Crimson Command" without them being disproportionately present.
Posted by: Helix345
« on: January 08, 2017, 11:53:34 AM »

You've created a very strange faction my friend, but I do like the idea of building katanas in deep space. the only thing is that would somewhat invalidate the story mission to aquire them, unless you could only build them after the story mission of course.
Posted by: GreyStar
« on: January 07, 2017, 11:00:26 PM »

      Spawns in Era 1 around the Corellian Sector having a few planets, capable of creating Raid fleets and grosses higher income through ability to create smugglers, is outgunned and out optioned by literally everything else.
      Ground Forces:
        Barracks:
          Rebel Trooper
          Rebel Vanguard
          Rebel Infiltrator
          Rebel Specialist
        Light Vehicle Factory:
          T1B
          T2B
          RAFR
          Airspeeder
        Heavy Vehicle Factory:
          T3B
          T4B
          Heavy Tracker
          MLPT
          AAC
          Gargantuan (costs 1K credits since Empire gets Shock Troopers)
      Space Forces:
        Starfighers: Only basic due to quitting after Yavin and as such not being there for the A-Wing, nor the B-Wing
          X-Wing
          Y-Wing
        Corvettes:
          Discounted CR90
          Discounted DP20
        Frigates:
          Neb B
          Neb B2
          Queaser-Fire
          Assault Frigate (PTS restored)
          Assault Frigate Mark 2 (PTS kept)
          Assault Frigate Mark 3 (PTS kept)
          Discounted Dreadnaught
          Katana Dreadnaught
        Capital Ships:
          Victory 1 Star Destroyer
          Venator Star Destroyer
          Correllian Destroyer

      Heros:
        Garm Bel Iblis: Advanced tactician, rides a Gargantuan on land and a Katana Dreadnaught in space, gives buffs. If he dies the Movement joins forces with the NR, but the NR doesn't get Iblis.
        Sena Leikvold Midanyl: Advanced tactician, rides a Nebulon B in space, gives buffs. Not as good as Iblis.
        Irenez: Advanced soldier and gives around the same buffs as Sena, but is a ground commander of an elite platoon of mercenaries.
        Peregrine's Nest: A mobile base able to move at an instant secret base with the amazing defense of 5 Dreadnaught-Class Heavy Cruisers. Grants extreme production and monetary bonuses on a planet. If it's in space or on the ground and Han Solo arrives in the same area as it, the Movement joins forces with the NR.

      So aside from being a joke the idea of the faction is to use your frigates a lot more, including my baby the Assault Frigate Mark 2 and Katana Dreadnaught. But you get screwed over harder then the PA in multi CGs because you're using tech outdated by Era 1. ERA 1. On ground troopers plus Gargantuans are the way to go. The Victory 1 and Veneator Star Destroyers are there in order to give the faction some capital ships, kinda, and because Garm's from the Clone Wars. And the Correllian Destroyer is there for kicks.

      The idea of how to win is using smugglers and bounty hunters to assassinate heroes to avoid having to deal with them, and using the capacity bonus of the Nest, alongside it's production bonuses and such to make a large fleet and ground invasion force and either make each planet into a Fortress, or hop planet to planet and hope you can wear your enemies thin enough to actually defeat them without losing Garm. It's kinda an expansion on how the website says that the IR heroes command powerful ships and bonuses and thus not using them in battle leaves their fleet weakened against an Ackbar / Luke empowered NR.

      Also, let's be serious for a moment. Corey if you're reading this, how about making it so that Katana Dreadnaughts can be built in Deepspace? There's a Heavy Frigate shipyard there, so you can build regular Dreadnaughts but not my favorite Katanas.
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