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Topic Summary

Posted by: Illidan Stormrage
« on: October 14, 2016, 10:21:31 PM »

Era 1, he's Imperial (if anything). Era 2, he's available for Zsinj.
ahhhhh makes sense.
Posted by: Corey
« on: October 14, 2016, 09:53:00 PM »

Era 1, he's Imperial (if anything). Era 2, he's available for Zsinj.
Posted by: Illidan Stormrage
« on: October 14, 2016, 09:42:47 PM »

There will be various rewards like that for reuniting the Empire.
How will  Imperial admiral Trigit work now in Endor Aftermath and other GcC?
Posted by: Corey
« on: October 14, 2016, 05:12:39 PM »

There will be various rewards like that for reuniting the Empire.
Posted by: Illidan Stormrage
« on: October 14, 2016, 04:36:37 PM »

That would be in the realm of "spawning things for factions beyond the first three."  The game does not allow that, and the only hope of that is if the LUA workaround we're trying to do works, but it likely won't. Anything that involves locking or unlocking units, spawning units or heroes, or anything like that for factions that aren't the Rebels, Empire, or Underworld in the code cannot be done.
How about in reunification you can get small fleets for conquering warlord planets as IR?
Posted by: marechalCAMBRONNE
« on: October 14, 2016, 03:11:06 PM »

Thank you for taking the time to answer my suggestion!
 I just wished I could do the GC but starting with different borders and era and not smaller campaing.

Posted by: Corey
« on: October 13, 2016, 06:51:51 PM »

That would be in the realm of "spawning things for factions beyond the first three."  The game does not allow that, and the only hope of that is if the LUA workaround we're trying to do works, but it likely won't. Anything that involves locking or unlocking units, spawning units or heroes, or anything like that for factions that aren't the Rebels, Empire, or Underworld in the code cannot be done.
Posted by: Illidan Stormrage
« on: October 13, 2016, 06:29:27 PM »

Like I said, we can't spawn in things for factions beyond the original three.
Sad I do think we could have something like a Gc where we have the deep core and All the warlords in it With Zero Command getting territory to represent it, but not a playable faction.

How about Certain warlords can capture planets and get rewarded with small imperial star cruisers?
Posted by: Corey
« on: October 13, 2016, 04:19:36 PM »

How about a Raid fleet that attacks your planet at random and if you fail to defend it it becomes a warlord planet?

Like I said, we can't spawn in things for factions beyond the original three.
Posted by: Illidan Stormrage
« on: October 13, 2016, 04:09:14 PM »

"Emergent factions" are something we're doing to some extent where it makes sense for the timeline, however it has to be done in a fairly specific way. We can't just do random chance for random new group to spawn somewhere; we can switch control of a planet to someone else though. The biggest problem is you can't actually spawn anything for any faction beyond the first three as far as units go, so you'd just get some undefended territory, which is part of why it has to be so pre-determined. We essentially have to keep a stockpile of the units somewhere inaccessible until the proper time. It may not even work to that extent, but ideally that's the plan.
How about a Raid fleet that attacks your planet at random and if you fail to defend it it becomes a warlord planet?
Posted by: Corey
« on: October 13, 2016, 02:24:47 PM »

"Emergent factions" are something we're doing to some extent where it makes sense for the timeline, however it has to be done in a fairly specific way. We can't just do random chance for random new group to spawn somewhere; we can switch control of a planet to someone else though. The biggest problem is you can't actually spawn anything for any faction beyond the first three as far as units go, so you'd just get some undefended territory, which is part of why it has to be so pre-determined. We essentially have to keep a stockpile of the units somewhere inaccessible until the proper time. It may not even work to that extent, but ideally that's the plan.
Posted by: marechalCAMBRONNE
« on: October 13, 2016, 01:10:30 PM »

Hi there

It's one of my first post here. Just want to say a big thank to the makers of the mod. I have spent many hours playing it and i'm grateful for all you did for all those years. Sorry for my bad english, it's my 3rd language.

As a fanatic Imperial player, I had some things i wanted to suggest to make the game a little bit better. Don't know if it's possible but here it is.


All my games goes like this (I always play the GC without the empire of the hand scenario): adjust my line to keep a strong defensive line around the core: use Lusankya to give the pentastar allignement a beating and reunify the Empire. But the Rebels are never up to the task of making a strong opponent after and it's simply a long clean up with tons of the least interesting aspect of the core game: land battles.

My idea is this: the main reason that the Empire didn't destroy the Republic after Endor is it's instability. Of course there is warlord in the campaign but...Is it possible to see new warlord forming their own empire each time a leader/era change?

For exemple: let's assume I have 5 IDS II, a SSD and some other supporting vessels around Correlia. Isard get herself killed and era 2 kicks in. Could there be a random chance that the admiral of this potent fleet decide he doesn't want anything to do with Thrawn? We could see some fleet and planet seceding from the empire, wrecking the supply and production chain you organised and costing you time and ressource to try to salvage the situation. Certainly a scenario realist for the legend time line and a welcome challenge for the human player.
Those working on this mod do so in their own free time and for no pay.
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