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Topic Summary

Posted by: DarthRevansRevenge
« on: January 31, 2017, 02:14:35 PM »

that's why i wanted the hapes consortium to be added, because, unlike any other non-imperial faction, you are already working towards making them more fleshed out. so, it wasn't quite a super long shot to suggest this for  2.3, because you were already working toward it for ascendancy 1.2
Posted by: Corey
« on: January 31, 2017, 08:40:56 AM »

Once they're done for Ascendancy, we've said we'd like to port their stuff back into ICW. As far as ground goes, I'd assume we'd use some assorted NR assets if we didn't wanna make stuff beyond a new soldier model.
Posted by: Lord Xizer
« on: January 26, 2017, 03:07:29 PM »

This is more in keeping with a sub mod since the Hapans technically joined the NR-at least partially after the Battle of Dathomir and were strictly isolationist before then only defending their borders and never expanding. Other than the battle of Dathomir, the Corellian Crisis, the Vong War and the second galactic civil war(the last two not covered in the mods timeline) the Hapans didn't do anything.
Posted by: DarthRevansRevenge
« on: January 26, 2017, 10:13:14 AM »

I still want the Assertor Class Super Star Destroyer in Thrawns Revenge.


why do you want more? the only SSD i can see really fitting a role in TR 2.3 or later is the Mediator, and that will make the NR even more OP era/tech 4 then. not more random SSDs in the game. the only others that will be probably added are the stand alone Megador and Dominion, not Assertor
Posted by: Helix345
« on: January 26, 2017, 09:28:03 AM »

I still want the Assertor Class Super Star Destroyer in Thrawns Revenge.

Out of curiosity, how does this fit in with the thread?
Posted by: StarBornMichaelh165
« on: January 26, 2017, 02:10:38 AM »

so, while the team is fixated on 2.2 for ICW, I have thought of potential non-SSD expansion for 2.3. Mainly, the Hapes Consortium. the team has announced that for ascendancy 1.2 the Hapes consortium will be the 5th playable faction. thus, the faction is going to be fleshed out. I had the thought that the main focus(other than bug fixes and EoTH ground units) could b making a new faction playable, while avoiding another imperial faction. and, unlike the Ssi-Ruuk, we know a bit more about Hapes, so this is feasible. if i'm wrong, or the team doesn't want to plan ahead that far, then oh well.

 the second part of this is completely redundant if the first is rejected. a new HFZ GC was what I had in mind, but the start date would be pushed back about a couple months or so. playable factions: NR, IR, Hapes consortium(join into Solo alliance/command week 20, whose color would be decided), Zsinj empire, Greater Maldrood. non-playable factions: CSA(start of GC and after Zsinj's death), Antemeridian sector, Hutts, Kosh's FTU(joins his brother after zsinj dies, planets start locked). new feature would be intersections(kinda like mist/asteroid fields, has no income, but can be used as a planets/ hyperspace route blocker), which would be needed to make this work. it would be a 60-70 planet GC. Zsinj starts with 12-15 planets, the maldrood have 10-12, IR 6-7, hapes 3(plus 3 mists), Antemeridias 1, CSA 3, hutts(start in open conflict with maldrood. but connected by closed intersection to Mon Calamari as well) 5, Kosh 2, and NR the rest. mists, intersection to nal hutta/Mon Cala, intersections between Zsinj and NR are all blocked.


    politically, this is a quagmire as whoever you play. the NR starts in open conflict with the IR, until turn 10 when the paths to IR lock and paths to zsinj unlock, creating war. as the IR, you start in a 3 front war with Zsinj, NR, and Maldrood. with week 10, all attacks stop, and you get a 10 week rebuild/breather. the Hapes consortium starts a 10 week long negotiation period with the NR week 10, resulting in NR, IR, and Hapes to join into the solo alliance week 20. week 22, all space lanes(except to kosh's territory) unlock and your in open war.
    as zsinj, you stsrt trying to conquer a few neutral systems, the CSA, and are in open conflict with IR and Maldrood till week ten. by then, you should have the CSA and the neutrals, but still, the switch from IR to NR as enemy is one you need to be prepared for. after this, all your enemies do is get stronger.
    as maldrood, you start in the hardest situation. fighting everyone at once, you get a little bit of a breather when week 10 comes and the IR woun't attack you, but still, fortify everywhere and lose as few units and planets as possible. when Zsinj dies, you regain all your planets plus 2 zsinj planets and Kosh, so keep this in mind.
    when zsinj dies, a whole lot changes at once. Solo alliance breaks apart, back into NR, IR, and hapes, and all of them start fighting. Maldrood regains all lost ground PLUS extra, which puts them, as zsinj also loses the CSA, the strongest imperial faction.

in total, this is suppose to be difficult for every one, no matter who you play as.

again, this is suggestions, and for 2.3, NOT 2.2. I would love to hear your thoughts on this though. I will probably revise this as more info comes out
I still want the Assertor Class Super Star Destroyer in Thrawns Revenge.
Posted by: DarthRevansRevenge
« on: January 25, 2017, 10:14:01 PM »

and i, reiterating again, say look at the EoTH to prove it can be done. it doesn't have to be very many starting in 2.3(if ever), just enough to get the faction started
Posted by: Helix345
« on: January 25, 2017, 08:12:23 PM »

I'm going to have to hammer in the point that the hapes don't have ground once again, and the reason they can be in ascendancy is that they don't need ground. I would honestly love to destroy a more developed hapes consortium, but I believe it would be an insane amount of work. That being said, I'm not on the team, nor have I talked to the team, and they are free to do whatever they want.
Posted by: DarthRevansRevenge
« on: January 25, 2017, 06:49:37 PM »

however, the reason i was saying it is that the Team has been bringing in Ascendancy Models and some units into ICW. when they do start 2.3, if they can at least expand the Hapes Consortium, that would be excellent.

also, in 2.3, if the Hapes stuff was only buildable on Hapes planets and(for HTZ) Imperial stuff only on Imperial planets during the Alliance, that would bring in a bit more realism into the GC. since it doesn't make since for NR Mon Calamari to be building ISDs, does it?
Posted by: Pali
« on: January 25, 2017, 06:22:03 PM »

And Star Home was a mobile palace, not a production-designed warship.
Posted by: tlmiller
« on: January 25, 2017, 02:56:46 PM »

Currently the Hapans only have a battle dragon a nova cruiser and the starfish ship (forgot the name XD) They would have to add more ships. But it is 2.3 and that is a year or more away so the team will have plenty of time to make it.

Star Home
Posted by: SentrY
« on: January 25, 2017, 12:13:34 PM »

Currently the Hapans only have a battle dragon a nova cruiser and the starfish ship (forgot the name XD) They would have to add more ships. But it is 2.3 and that is a year or more away so the team will have plenty of time to make it.
Posted by: DarthRevansRevenge
« on: January 25, 2017, 09:00:38 AM »

i concede that making ground would be hard. on the other hand, with them making the Hapes Consortium playable with many ships, they would only have to make ground troops for them. think. if they made everything for the EoTH, they could potentially do it again
Posted by: Ordinarygamer96
« on: January 25, 2017, 02:32:30 AM »

TBH I don't think the Hapans are fleshed out enough to be their own faction They never fielded anything stronger than a captured star destroyer and I don't know what their ground would be like. I'd love to see them in more of the GC's as a strong non playable faction butin terms of extra factions if anything I'd like to see the Chiss or even a Vong GC
Posted by: DarthRevansRevenge
« on: January 24, 2017, 11:15:07 PM »

so, while the team is fixated on 2.2 for ICW, I have thought of potential non-SSD expansion for 2.3. Mainly, the Hapes Consortium. the team has announced that for ascendancy 1.2 the Hapes consortium will be the 5th playable faction. thus, the faction is going to be fleshed out. I had the thought that the main focus(other than bug fixes and EoTH ground units) could b making a new faction playable, while avoiding another imperial faction. and, unlike the Ssi-Ruuk, we know a bit more about Hapes, so this is feasible. if i'm wrong, or the team doesn't want to plan ahead that far, then oh well.

 the second part of this is completely redundant if the first is rejected. a new HFZ GC was what I had in mind, but the start date would be pushed back about a couple months or so. playable factions: NR, IR, Hapes consortium(join into Solo alliance/command week 20, whose color would be decided), Zsinj empire, Greater Maldrood. non-playable factions: CSA(start of GC and after Zsinj's death), Antemeridian sector, Hutts, Kosh's FTU(joins his brother after zsinj dies, planets start locked). new feature would be intersections(kinda like mist/asteroid fields, has no income, but can be used as a planets/ hyperspace route blocker), which would be needed to make this work. it would be a 60-70 planet GC. Zsinj starts with 12-15 planets, the maldrood have 10-12, IR 6-7, hapes 3(plus 3 mists), Antemeridias 1, CSA 3, hutts(start in open conflict with maldrood. but connected by closed intersection to Mon Calamari as well) 5, Kosh 2, and NR the rest. mists, intersection to nal hutta/Mon Cala, intersections between Zsinj and NR are all blocked.


    politically, this is a quagmire as whoever you play. the NR starts in open conflict with the IR, until turn 10 when the paths to IR lock and paths to zsinj unlock, creating war. as the IR, you start in a 3 front war with Zsinj, NR, and Maldrood. with week 10, all attacks stop, and you get a 10 week rebuild/breather. the Hapes consortium starts a 10 week long negotiation period with the NR week 10, resulting in NR, IR, and Hapes to join into the solo alliance week 20. week 22, all space lanes(except to kosh's territory) unlock and your in open war.
    as zsinj, you stsrt trying to conquer a few neutral systems, the CSA, and are in open conflict with IR and Maldrood till week ten. by then, you should have the CSA and the neutrals, but still, the switch from IR to NR as enemy is one you need to be prepared for. after this, all your enemies do is get stronger.
    as maldrood, you start in the hardest situation. fighting everyone at once, you get a little bit of a breather when week 10 comes and the IR woun't attack you, but still, fortify everywhere and lose as few units and planets as possible. when Zsinj dies, you regain all your planets plus 2 zsinj planets and Kosh, so keep this in mind.
    when zsinj dies, a whole lot changes at once. Solo alliance breaks apart, back into NR, IR, and hapes, and all of them start fighting. Maldrood regains all lost ground PLUS extra, which puts them, as zsinj also loses the CSA, the strongest imperial faction.

in total, this is suppose to be difficult for every one, no matter who you play as.

again, this is suggestions, and for 2.3, NOT 2.2. I would love to hear your thoughts on this though. I will probably revise this as more info comes out
Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!