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Topic Summary

Posted by: DarthRevansRevenge
« on: March 11, 2017, 02:19:20 PM »

you know, i really didn't think anyone would be posting in this thread again
Posted by: Laimis
« on: March 11, 2017, 01:35:36 PM »

hi, I also want Devastators in the game.
Plus you could also add the: super-sized "Momma Devastators"
http://starwars.wikia.com/wiki/World_Devastator
Posted by: DarthRevansRevenge
« on: January 07, 2017, 06:20:15 PM »

alright, if you say so
Posted by: Mr.Puerto
« on: January 05, 2017, 06:59:17 PM »

But hey any suggestions are good to get discussions going as long as they are in reason of course. :)
Posted by: Mr.Puerto
« on: January 05, 2017, 03:39:46 PM »

Ok, let me try a different approach. EA is destroyed at the beginning of era 4, right? so we don't know what Delvardus could have done after Night Hammer, with me so far? so, after night hammer, he could have built new torpedo spheres, ISDs, Praetors, and all these other ships with this technology, right? so, i was going to have them added in for that so they would have a reason to hunt down the imperial leaders so that they could get more tech advancements.
I'm not too well versed with the EA so I couldn't tell you, it would make sense expect for the fact that stealth ships were extremely expensive to make so he probably wouldn't of continued the project after the night hammer, considering she took a massive amount of time to build as well. 
Posted by: DarthRevansRevenge
« on: January 05, 2017, 11:41:04 AM »

Ok, let me try a different approach. EA is destroyed at the beginning of era 4, right? so we don't know what Delvardus could have done after Night Hammer, with me so far? so, after night hammer, he could have built new torpedo spheres, ISDs, Praetors, and all these other ships with this technology, right? so, i was going to have them added in for that so they would have a reason to hunt down the imperial leaders so that they could get more tech advancements.
Posted by: Mr.Puerto
« on: January 05, 2017, 10:22:58 AM »

Ah okay I misunderstood that, and wouldn't those ships break cannon since they didn't really exist.
Posted by: DarthRevansRevenge
« on: January 05, 2017, 09:57:26 AM »

this list wouldn't effect it. what will is the demo. if everyone likes the features, the they will implement them everywhere else. if not, it's back to the drawing board. also, it depends on how much time they can invest into it, since they do it in free time with no pay. if more people joined, it would go faster. I would, but I have 0 experience in programing and am only 15.

this list wasn't neccesarily for 2.2, it could have been for 2.3 or beyond. also, the fighters with no battle and galactic population would have countered it because well, let's say i'm era 1 NR. I see a executor appear by Mon calamari. I would be like, oh, no big deal, because the weakness is still fighters. the only exception would be lusankya, which would be hard to fight no matter what. I was trying to balance it with them. also, for the Executor mark II, it would REPLACE the executor for era 3(or possible era 4/5), not be an extra build option. same with Imperial III class. I'm listing what could have passed, not what did pass. maybe i'll make a minimod with this someday, but for now, I was broaching these to Corey.

on another note, why did you delete your post corey?
Posted by: Mr.Puerto
« on: January 05, 2017, 05:18:36 AM »

so, again, here I go

this is a list of suggestions for 2.2 or some future addition. as always, do with them as you will

Imperial Civil War Mod 2.2 suggestions

   redone SSDs
   redone hero Executors
   new units
   New Hero
   
(I apologize ahead of time for all names I butcher)
   redone SSDs(recalculate cost as needed, I just needed a more expensive ship ranking, so I threw this together), plus fighters redone to match faction and tech:
      Executor: a few more weapons then before, 10,000 credits more expensive, deploy it's fighters at like 5 at start and 1 every 5 seconds to overwhelm enemy. for empire, era's 1/3/5, for zsinj, and for EA eras 1/2
      Vengeance: build able for PA, but only three salvageable for IR at Byss, Kuat, and Fondor. More concussion missiles but less turbolasers and fighters, 45,000 credits
      Eclipse: same but more turbolasers plus like 20 Tie droids as extras
      Sovereign: virtually unchanged but for extra turbolasers.
      Bellator: same as previous.
      Viscount: much higher shields and fighter count, to make up for 17-18 pop cost compared to executor 15, plus making them more powerful, as they should have been.

   Redone Executor heroes:
      Ardus Kaine/Reaper: has like 4 additional turbolasers and 4 additional heavy turbolasers, plus a 2% increase in shields. Fighters redone to match faction and current tech.
      Sander Delvardus(era 3/4)/Natasa Daala(after defeating Delvardus)/(K)Night Hammer: has 10 additional of each weapon system, 15% increase armor, 50% increase shields, and is worth like 80,000 credits. Had to be super-powerful to represent super SSD. 
      Zsinj: has 10/10/4/2 less of each but has more Tie Raptors and proton torpedo launchers(okay, not canon, but as a mix of imperial and rebel, having lots of proton torpedoes seems a good idea, plus it would be cool.)
      Ysanne Isald/Lusankya: reduced heavy turbolasers, add turbolasers, ion cannons, concussion misssiles, and 20ish anti-fighter guns. Also, calls in 2 lancer for additional anti-fighter support.
      Wedge Antilles/Lusankya: readjusted anti-ship guns, add to anti-fighter, and some proton torpedoes, all lasers now red.

   New Units:
      Mediator: mid-sized star defender, fills same roll as Bellator, but starting era 4, with Viscount attributes but with reduced shields, armor, and armament. New republic
      World Devastator: Empire's greatest weapon(just kidding). Armed with 15 turbolasers, 15 heavy turbolasers, 8 ion cannons, and 4 concussion missile launchers, it launches 10 Tie/D at the beginning of a battle, plus 1 additional one every 10 seconds. Has two abilities. In galactic, provides a 200% increase to planetary income(modifiers do not multiple). In battle, can eat ships, which in turn produces even more Tie/D.
                Executor MkII: has the firepower of the Night Hammer, but only 50% shields. only for EA eras 3/4. I felt that EA needed somemore cool things
                Imperial III star destroyer: black star destroyer with increased firepower over the II, replaces Tector, EA Eras 3/4 (idea behind it was an advanced class of SDs to go with the Super SSD)

   New Heroes:
      Ysanne Isald/Galactic(while Pestage is in power): build time reduction.
      Commander Ackdool: commands the Mediator, the lead ship of the Mediator class. Era 5
      General Titus Klev: commands Silencer 7, a enlarged world devastator with 50% higher shields, armor, and firepower. Era 3

any revisements, tell me.

these are all suggestions, do with them as you will
I think this just makes the mod about SSDs and getting to them with these suggestions it would make them almost impossible to destroy with most of the buffs suggested, the Hero SSDs I can agree with changing the fighters but not the Buffs, World Devastators eh I could go either way maybe given the argument.  ISD III and Executor MkII would be pointless and just take up space in the build section. I like the idea of salvaging of the Vengeance class, however it would just give more power to the IR, so I would suggest putting that to era 5 when the IR needs it the most and can only salvage one. However at the cost of a lifetime decrease of the Executor.  I would suggest this for any version past 2.2 because I think we want the mod to come out this year!  :laugh:
Posted by: Revanchist
« on: January 05, 2017, 12:30:34 AM »

I personally really dislike anything that makes ssds or makes more ssds. As for stealth units, I always find that the stealth space units are hard to use if they aren't en mass as they kinda pop up and immediately get turned into swiss cheese.

Yeah. Though Vengeances were fun for cloak and self-destruct suicide runs in FoC. Phantoms made good scout units as well, but that's about all. Ironically, cloak works better in a game like Sins that can't even represent cloaking properly than in EaW simply because of the nature of their battle systems.
Posted by: Helix345
« on: January 04, 2017, 09:42:25 PM »

I personally really dislike anything that makes ssds or makes more ssds. As for stealth units, I always find that the stealth space units are hard to use if they aren't en mass as they kinda pop up and immediately get turned into swiss cheese.
Posted by: DarthRevansRevenge
« on: January 04, 2017, 09:28:55 PM »

             the point is going down the path the warlords COULD have taken, thus the invented units, as it would have allowed a stronger EA had it continued strong, with stealth ISDs and more powerful Executors.
             now that you mention free units, i really wish we/TR modteam(which I'm not a part of) had the code to fix all of these issues. it drives me nuts.
             alliance mod has just about everything, just does a poor job of representing all the stuff.
            but i still want the fighters that can fight on the surface as well. maybe add landing platform buildings that spawn some sort of fighter for defence, and recruitable commanders that spawn like 2-3 fighters and give minor bonuses.
Posted by: GreyStar
« on: January 04, 2017, 09:25:09 PM »

Correct me if I'm wrong, but I don't think the ai has an economy. They just kinda get ships for free from the game, which is why I remember Corey stating that the difficulty was just how many free units the ai get.

On another note, I also remember seeing Corey's post.

I remember reading somewhere that the AI gets double money for conquering a planet. Am not sure if it applied to TR, EaW, FoC, or RaW.
Posted by: StarBornMichaelh165
« on: January 04, 2017, 08:30:15 PM »

so, again, here I go

this is a list of suggestions for 2.2 or some future addition. as always, do with them as you will

Imperial Civil War Mod 2.2 suggestions

   redone SSDs
   redone hero Executors
   new units
   New Hero
   
(I apologize ahead of time for all names I butcher)
   redone SSDs(recalculate cost as needed, I just needed a more expensive ship ranking, so I threw this together), plus fighters redone to match faction and tech:
      Executor: a few more weapons then before, 10,000 credits more expensive, deploy it's fighters at like 5 at start and 1 every 5 seconds to overwhelm enemy. for empire, era's 1/3/5, for zsinj, and for EA eras 1/2
      Vengeance: build able for PA, but only three salvageable for IR at Byss, Kuat, and Fondor. More concussion missiles but less turbolasers and fighters, 45,000 credits
      Eclipse: same but more turbolasers plus like 20 Tie droids as extras
      Sovereign: virtually unchanged but for extra turbolasers.
      Bellator: same as previous.
      Viscount: much higher shields and fighter count, to make up for 17-18 pop cost compared to executor 15, plus making them more powerful, as they should have been.

   Redone Executor heroes:
      Ardus Kaine/Reaper: has like 4 additional turbolasers and 4 additional heavy turbolasers, plus a 2% increase in shields. Fighters redone to match faction and current tech.
      Sander Delvardus(era 3/4)/Natasa Daala(after defeating Delvardus)/(K)Night Hammer: has 10 additional of each weapon system, 15% increase armor, 50% increase shields, and is worth like 80,000 credits. Had to be super-powerful to represent super SSD. 
      Zsinj: has 10/10/4/2 less of each but has more Tie Raptors and proton torpedo launchers(okay, not canon, but as a mix of imperial and rebel, having lots of proton torpedoes seems a good idea, plus it would be cool.)
      Ysanne Isald/Lusankya: reduced heavy turbolasers, add turbolasers, ion cannons, concussion misssiles, and 20ish anti-fighter guns. Also, calls in 2 lancer for additional anti-fighter support.
      Wedge Antilles/Lusankya: readjusted anti-ship guns, add to anti-fighter, and some proton torpedoes, all lasers now red.

   New Units:
      Mediator: mid-sized star defender, fills same roll as Bellator, but starting era 4, with Viscount attributes but with reduced shields, armor, and armament. New republic
      World Devastator: Empire's greatest weapon(just kidding). Armed with 15 turbolasers, 15 heavy turbolasers, 8 ion cannons, and 4 concussion missile launchers, it launches 10 Tie/D at the beginning of a battle, plus 1 additional one every 10 seconds. Has two abilities. In galactic, provides a 200% increase to planetary income(modifiers do not multiple). In battle, can eat ships, which in turn produces even more Tie/D.
                Executor MkII: has the firepower of the Night Hammer, but only 50% shields. only for EA eras 3/4. I felt that EA needed somemore cool things
                Imperial III star destroyer: black star destroyer with increased firepower over the II, replaces Tector, EA Eras 3/4 (idea behind it was an advanced class of SDs to go with the Super SSD)

   New Heroes:
      Ysanne Isald/Galactic(while Pestage is in power): build time reduction.
      Commander Ackdool: commands the Mediator, the lead ship of the Mediator class. Era 5
      General Titus Klev: commands Silencer 7, a enlarged world devastator with 50% higher shields, armor, and firepower. Era 3

any revisements, tell me.

these are all suggestions, do with them as you will
WOW great suggestions man. But one their are no Executor II bro that was the Lusankya it was call that but I don't know why. But anything else is great suggestions even the World Devastateds but I don't know I've seen what your saying about them in Alliance mod but maybe here in Empire at war they can be in this mod. And if not have them stay in sins but with those abilities ok man.
Posted by: Helix345
« on: January 04, 2017, 07:56:10 PM »


the much heightened cost would damage AI economies and force 1-2 at a time.
Correct me if I'm wrong, but I don't think the ai has an economy. They just kinda get ships for free from the game, which is why I remember Corey stating that the difficulty was just how many free units the ai get.

On another note, I also remember seeing Corey's post.
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!