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Topic Summary

Posted by: raw666
« on: October 04, 2016, 08:35:48 PM »

That's not how hunt works, they just search out a target because stuff has a tendency to go missing. It's not a daamage bonus or anything like that. Also, most abilities are essentially not moddable to any useful degree in EaW. This is the entire coding available to modders for the Hunt ability.

         <Unit_Ability>
            <Type>HUNT</Type>
         </Unit_Ability>

It's literally just a behaviour that makes them fly around looking for stuff.

This was removed from all units in the previous version because of animation issues. We've put it back in for everything in 2.2 already.

We'll be doing another pass with abilities towards the end, but it won't be every ship, and it won't be both. You'd just be able to press power to weapons and then as soon as the shields are almost gone, power to shields. That's not a very appealign setup.

There are several planet-specific units in 2.2. Smugglers are kind of pointless, and Bounty Hunters would be incredibly unfair in a game where heroes don't respawn.

That was why I suggested that instead of killing heroes, they track them. Basically a player can hire for a time limit, a bounty hunter to locate enemy heroes and reveal them to the player. Though in this case a more accurate term would be spy. As for smugglers, can be still added but to still enemy money, denying them resources while players gain said resource.

Also still would like Assault Frigates and Mon Calamari Light Cruisers be given the ability, power to shields.
Posted by: Illidan Stormrage
« on: October 03, 2016, 04:54:18 PM »

I would like more ships with bombs for the remnant and the warlords like tie interdictors and heavy tie bombers.

And a great joke would be to give the teradoc brothers in space the bribing ability
*bribes a bellator in the middle of battle*
Posted by: Lord Xizer
« on: October 03, 2016, 12:53:38 PM »

Something I would bring up is the self destruct ability the Zann had in base game given to the Yevethan Aramadia Thrustships as it was something they were known for predominantly if they looked like they were losing or damaged they would go out in a blaze. I feel this could make them more unique and dangerous to fight.
Posted by: Corey
« on: October 03, 2016, 12:36:01 PM »

Quote
Like Bombers have the ability called Heavy Hunt, which gives them ability to hunt starships and stations instead of standard Hunt which is programed to hunt smaller targets like fighters. Make the two fighters different classes more unique while also some fighters like the Tie Defender have both abilities while B-Wing just have hunt starships (I think they can have only two abilities). Maybe even incorporate to vehicles with Hunt is infantry and gun placements while Heavy Hunt is for vehicles and structures.

That's not how hunt works, they just search out a target because stuff has a tendency to go missing. It's not a daamage bonus or anything like that. Also, most abilities are essentially not moddable to any useful degree in EaW. This is the entire coding available to modders for the Hunt ability.

         <Unit_Ability>
            <Type>HUNT</Type>
         </Unit_Ability>

It's literally just a behaviour that makes them fly around looking for stuff.

Quote
Not to mention Republic soldiers should be able to spread instead of being like generic civilians but I unsure if that is error with mine or not.

This was removed from all units in the previous version because of animation issues. We've put it back in for everything in 2.2 already.

Quote
For heavy frigates and maybe also cruisers/dreadnoughts I think they should have two abilities instead of just one since they are larger warships. Like fir example, on the New Republic Side (since I play that side more heavily), Dreadnought not only have the Power to Weapons, but also Power to Engines, the Mon-Calamari Frigate (which could fire missiles in lore revealed by X-Wing Serries) not only have Power to Shields (which is missing in mine) but also Torpedo Burage which the Murader had in the game (really wish you kept it to make it a unique unit), and finally Assault Frigates have power to shields and Power to Weapons since its a combination of a Nebula-B Frigate and a Dreadnought. While all Star Destroyers (including the Republic One) should have tractor beam and Power to Weapons and Mon Calamari Cruisers possible have More Power to Shields and Power to Engines with Akbar being the except for Concentrate Firepower replaces Power to Engines and Phalleon replace Power to Weapons for Concentrated Fire.

If we have stick to one, at least every ship an ability, like Assault Frigates and Mon Calamari Cruisers All Power to Shields.

We'll be doing another pass with abilities towards the end, but it won't be every ship, and it won't be both. You'd just be able to press power to weapons and then as soon as the shields are almost gone, power to shields. That's not a very appealign setup.

Quote
As for new units, can we have the ability to build specific ground units that can only be hired from specific planets. Like New Republic in any era can recruit Bothan and Wookie Agents from their homeworlds. Wookies having similar ability to Chewbaca in the orginal game (sprint and hijack vehicles) while Bothan Spies have stealth and Ping Ability due to being spies by lore. Also in Era 3 and above allow the New Republic to hire Noghri Assassins since they allied with the New Republic due to the Skywalker family.
For the Imperial Remanent, the assassins can be recruited during Era 1-2 but in every era can train attack Vornskrs to go after Force Sensitives use as attack dogs. While a few factions can recruit the Witches of Dathomir (Zsinj comes to mind) and can ride Rancors like in the expansion game.
Also every side has the ability to hire smugglers and bounty hunters on specific planets. Smugglers to spy on nearby enemies and steal credits while bounty hunters are expensive units that can not only spy the enemy but have the ability to locate where Enemy Heroes are to allow you to hunt them down. Useful for locating the leader of a empire for a quick win.

There are several planet-specific units in 2.2. Smugglers are kind of pointless, and Bounty Hunters would be incredibly unfair in a game where heroes don't respawn.
Posted by: raw666
« on: October 03, 2016, 12:25:57 AM »

Can we have modification of current technology to be more spread out:
Like Bombers have the ability called Heavy Hunt, which gives them ability to hunt starships and stations instead of standard Hunt which is programed to hunt smaller targets like fighters. Make the two fighters different classes more unique while also some fighters like the Tie Defender have both abilities while B-Wing just have hunt starships (I think they can have only two abilities). Maybe even incorporate to vehicles with Hunt is infantry and gun placements while Heavy Hunt is for vehicles and structures.

Also some bombers like Y-Wing and few starships with large number of ion cannons (Bothan Assault Cruiser for example) have Concentrated Ion Blast that can drain enemy shields at a faster rate and even disable ships for a short time while bombers like Tie Bombers have space bombs to fire heavier space bombs to do more damage to a enemy ship. Also Specialist (with being more then a single unit but a squad of four per unit) have the ability to cover and fully heal a single target by clicking while Republic Infiltrators get back the ability to cloak to make them useful again for they are just instant kill units. Not to mention Republic soldiers should be able to spread instead of being like generic civilians but I unsure if that is error with mine or not.

For heavy frigates and maybe also cruisers/dreadnoughts I think they should have two abilities instead of just one since they are larger warships. Like fir example, on the New Republic Side (since I play that side more heavily), Dreadnought not only have the Power to Weapons, but also Power to Engines, the Mon-Calamari Frigate (which could fire missiles in lore revealed by X-Wing Serries) not only have Power to Shields (which is missing in mine) but also Torpedo Burage which the Murader had in the game (really wish you kept it to make it a unique unit), and finally Assault Frigates have power to shields and Power to Weapons since its a combination of a Nebula-B Frigate and a Dreadnought. While all Star Destroyers (including the Republic One) should have tractor beam and Power to Weapons and Mon Calamari Cruisers possible have More Power to Shields and Power to Engines with Akbar being the except for Concentrate Firepower replaces Power to Engines and Phalleon replace Power to Weapons for Concentrated Fire.

If we have stick to one, at least every ship an ability, like Assault Frigates and Mon Calamari Cruisers All Power to Shields.

As for new units, can we have the ability to build specific ground units that can only be hired from specific planets. Like New Republic in any era can recruit Bothan and Wookie Agents from their homeworlds. Wookies having similar ability to Chewbaca in the orginal game (sprint and hijack vehicles) while Bothan Spies have stealth and Ping Ability due to being spies by lore. Also in Era 3 and above allow the New Republic to hire Noghri Assassins since they allied with the New Republic due to the Skywalker family.
For the Imperial Remanent, the assassins can be recruited during Era 1-2 but in every era can train attack Vornskrs to go after Force Sensitives use as attack dogs. While a few factions can recruit the Witches of Dathomir (Zsinj comes to mind) and can ride Rancors like in the expansion game.
Also every side has the ability to hire smugglers and bounty hunters on specific planets. Smugglers to spy on nearby enemies and steal credits while bounty hunters are expensive units that can not only spy the enemy but have the ability to locate where Enemy Heroes are to allow you to hunt them down. Useful for locating the leader of a empire for a quick win.
Posted by: Illidan Stormrage
« on: September 18, 2016, 04:13:47 PM »

Only problem: you cant give it to the remnant them because they have SO MANY units.
Though they could be great as ships for warlords. Good idea man.
Posted by: raw666
« on: September 18, 2016, 04:05:37 PM »

What about for the Empire, can we introduce the Alpha-class Xg-1 Star Wing, aka Gunboat
http://starwars.wikia.com/wiki/Alpha-class_Xg-1_Star_Wing

They were both lot more common then the Tie Defenders in the Imperial Navy, and the Gunboat could be made a long range bomber similar to the Y-Wing. And as a person who played the X-Wing series, it would do my heart good to see those old gunboats fly for the Empire. Since you did think about putting in the Tie Advenger, which was also created by the game.
Posted by: Corey
« on: September 17, 2016, 02:08:58 PM »

If we ever did make one, it would be our own and it likely would be modelled based on ships from Byss. We actually did decide on which we would use if we needed to make it, considering our estimation was that Dominion and Megador, if retconned into a class, would most likely end up falling into the Mandator III class. In 2.2, we're using them as Bellators however. SSDs, especially ones that are more complicated, take a huge amount of time to make compared to any other ship. Robin's been working on the Bellator since like February and he's still not done, so except in cases where it's absolutely necessary, we don't like to make them.
Posted by: ErichZann
« on: September 16, 2016, 06:48:06 AM »

The first one is only ever seen sitting on a CIS planet during Republic Commando or being through at someone by Starkiller; the only time it could really be used is in trying to flesh out a CIS roster, it was never in any way associated with anyone else and there's no basis on which to include it for anyone else. Even calling it the "Geoenosian Dreadnaught" is a fan thing that's only really been within EaW mods.



This one is a fanon design, pretty sure it's Evillejedi's Mandator.

What about your own version of the Mandator? There's is this ancient design from the Atari Empire Strikes back arcade game: http://starwars.wikia.com/wiki/Executor-class_Star_Dreadnought/Legends?file=Atari_ESB_ship.jpg. It strikes me that it looks a wee bit Mandatish because of the humpbacked design. According to this http://starwars.wikia.com/wiki/Mandator_III-class_dreadnought article on wookiepedia:

Quote
In addition, according to Ansel Hsiao on Stardestroyer.net forums around the time The Essential Guide to Warfare was released, both he and Jason Fry planned to make all the Mandator-series, in addition to the Bellator-class, humpbacked vessels similar to the one that appeared in Dark Empire, although nothing of the sort made it into the final cut by the time of its release. However, the intended humpbacked hulls of the Mandator-series was nonetheless implied in Jason Fry's endnotes for the book.
Posted by: ErichZann
« on: September 16, 2016, 06:35:18 AM »

The wingless Victory Class Star Destroyer variant seen in this panel of Dark Empire: http://starwars.wikia.com/wiki/Victory_I-class_Star_Destroyer?file=Avenger_Victory_Balmorra.jpg

Nothing is known about the stats of the ship and/or if they differ much from the Victory I or Victory II. But the wingless variant appears to be providing close escort for the ISD Avenger which was currently serving as the flagship of Executor Sedriss.

If it were added to the mod the wingless variant could be extrapolated as the final evolution of the Victory class- a Victory III, if you would. I've regarded the  Victory II as a partial downgrade over its predecessor since they removed all the concussion missile launchers. The wingless variant could incorporate the improvements of of the Victory II while retaining the concussion missile launchers or perhaps replacing them with proton torpedo launchers. Such a ships would allow the Imperial remnant to give those nasty Bothan Assault ships a run for their money.
Posted by: Illidan Stormrage
« on: September 15, 2016, 07:28:12 AM »

Yeah Earidu would be coolin they had avengers.
Recusent class Destroyer would be cool for Zsinj.
The units on your Maldrood I honestly don't know well
but sound unique. we just need to remember that with Maldrood it will be the closes to a pirate faction but not 100% a pirate faction
cool ideas though
Posted by: tlmiller
« on: September 14, 2016, 09:19:37 PM »

I would love to see the Tie/ad Avenger and the Invid clutch fighter.  Other than that, I'm perfectly happy with what's in the mod.
Posted by: GEARREX_11
« on: September 14, 2016, 09:16:58 PM »

Well I like this idea Thrawn :)
Eraidu authority: Torpedo Sphere Reason: they need some diversity and it is a perfect ship to defeat super class ships while not being a SSD and the Loronar Corperation the company that made them had an influence on Eraidu IIRC
Eraidu: TIE Avenger Reason: A unique TIE variant that while rare was powerful and could be a good light bomber. and since the PA has the TIE Hunter why cant they have the Avenger?
Eraidu: Assault Frigate MKII Reason: if memory serves I think Delvardus had control of Rendilli for a short while cause correct me if I'm wrong but isn't it near Eraidu?
Greater Maldrood: Space ARC Cruiser Reason: A perfect 1km long Pirate ship for the Maldrood's roster while still being powerful enough to beat ISD MK1s and MC80 Liberty Cruisers
Greater Maldrood: Battle Horn class cruiser Reason: An upgraded version of the Neutron Star class that was better armed and armored. Terridoc favored smaller ships so this could work for him
Zsinj's Empire: Tagge Battlecruiser Reason: The Cooperate Sector was supported heavily by the Tagge Family and Zsinj controlled it so it makes sense some tagge ships would be there
Zsinj: Recusent class Destroyer Reason: The Corporate Sector used them so Zsinj would have had them at his desposal along with the Luckrehulks
Posted by: Illidan Stormrage
« on: September 14, 2016, 08:52:19 PM »

I like the sound of that.  I'm a big fan of the clutch fighter from my days destroying an old roommate with it in X-Wing Alliance regardless of the ship he chose.
I am curious what ships would you guys recommend.
this was made for all so I Have a idea
name a ship you want for the three Warlord factions or choose a Warlord or Empire of the hand ship and place it like this example.
Example:
Warlord Zsinj's Empire: Gozanti Cruisers. Reason: Cooperate Sector use them and so did the empire.

That's how You can format it then we will all talk about it.
(Keep it civil with constructive criticism)
Posted by: tlmiller
« on: September 14, 2016, 07:08:34 PM »

V-wings aren't in the Mod, but they were in the vanilla. Maldrood (or rather Tavira, who was allied-ish with them and will be a hero) is known for the Clutch fighter, so I would say they'll probably get that.

I like the sound of that.  I'm a big fan of the clutch fighter from my days destroying an old roommate with it in X-Wing Alliance regardless of the ship he chose.
Those working on this mod do so in their own free time and for no pay.
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