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Topic Summary

Posted by: Lord Xizer
« on: January 18, 2016, 10:23:19 AM »

You do make some decent points there vulcanus. i would be amiable to limiting some of the EA's tech, but we do know Delvardus valued battlecruisers and advanced heavy ships. His whole philosophy seemed bent around the idea of the battleship.

My logic therefore is that their early game(Eras 1 and 2) should reflect what you posted but with a few heavy Praetors as Fleet anchors. Also I'm not 100% sure but I think they owned Sluis Van before Nantz kicked them out of it. I like the idea with the Fighters being more elite.
Posted by: Vulcanus
« on: January 17, 2016, 12:09:03 PM »

In the never-released final version of Balance & Flavor that has playable Eriadu Authority I gave them a very conservative Imperial tech tree consisting of early Imperial ship designs such as the Imperial I, Vindicator, Carrack and Strike Cruisers together with the Venator and Dominator.

With the Western Reaches Operation and the DS1 project (with Tarkin!) Eriadu and its surroundings would likely have been focal points of the Imperial military and thus received both the best of the remaining Clone Wars era fleet and much of the early Imperial military build-up.

And with a fleet established around Imp I's and the new Oversector Outer Grand Moff Kaine turning away from the Greater Seswenna and establishing himself in the New Territories on the opposite side of the Galaxy Eriadu wouldn't likely have received many if any ISD IIs. Additionally the Second Death Star project at Endor would have meant that many of the operating forces in the Southern Outer Rim could very well have been independent task forces not attached to the Oversector Outer/Eriaduan command structure, so there was no need provide one of the most loyalist territories in the Empire with brand new military tech around the time ISD IIs, Lancers etc. were introduced.

Eriadu Authority was also largely cut off from major shipbuilders in the Core very soon after Endor starting with the Nagai-Tof Invasions, Rebel-held fortress worlds at Kinyen, Chardaan, Tynna and Sullust that were soon joined by Naboo and Malastare. and the New Republic's campaign to isolate the Outer Rim warlords. In Tarkin Fondor is also mentioned as the primary shipbuilding/trade partner of Eriadu so with the NR capturing Fondor early on Eriadu really had little chance to acquire the latest Imperial ship tech.

I also gave them V-Wings with shields and 1x4 proton torps as in The Guns of Kelrodo-Ai we get to see Eriadu's Air Marshal Shea Hublin use such V-Wings to great effect and in his position Hublin had more than two decades to mold Eriaduan fighter corps to fit his preferences. So together with TIE/LNs, Bombers and Ints (also shielded) Eriadu Authority would have fighter corps that are worse than any other faction in space superiority with no advanced fighters but would also be close to comparable with early NewRep fighter forces (and superior to any Imperials) in anti-capital firepower.

Just throwing around some ideas.
Posted by: tlmiller
« on: January 17, 2016, 12:27:02 AM »

Sorry my mistake, I just think the B-2 is NR only usually, and the better infantry idea is good, but maybe better vehicles for once? I don't see much being better than Stormtroopers other than the Raptor troops for Zsinj, and infantry aren't really good for a ton in this game past capturing points and what not.

Just checked to make sure, but if you look at the Wookiepedia entry, it even confirms that Nebulon B-2's were MOSTLY used by the Imperials.  They're just more visible with the NR due to them having a much larger level of importance for the NR compared to the Empire.
Posted by: Pentastar Enforcer
« on: January 16, 2016, 11:35:23 PM »

Sorry my mistake, I just think the B-2 is NR only usually, and the better infantry idea is good, but maybe better vehicles for once? I don't see much being better than Stormtroopers other than the Raptor troops for Zsinj, and infantry aren't really good for a ton in this game past capturing points and what not.
Posted by: kucsidave
« on: January 16, 2016, 09:52:59 PM »

sadly this is not something we have to finish, this is something we want the team to approve!
So if you like it, please support us, maybe the more we are, the team will more likely do it.
Posted by: tlmiller
« on: January 16, 2016, 09:45:07 PM »

Looks interesting.  Should be fun when you get it finished.
Posted by: kucsidave
« on: January 16, 2016, 09:31:05 PM »

I like it, though can you explain the eriadu authority Elite corps unit more? And B-2 frigates I feel like are NR only, but otherwise awesome awesome list.
Nebulon B-2: Play a match of Hunt for Zsinj.
Actually Nebulon B-2 was used by Imperial Navy before the battle of Endor, and it makes sense that in the outer regions it is still in use.
Not to mention that Various Governments used the ship.
Elite Corps is mostly (about 99%) coming from Xizer's idea where he wants to make the warlors' infantry differ. There is a Tan colored army skin what an Era 5 IR hero called Navett uses. Basicly these troopers would be stronger than generic stormtroopers to deliver more of a punch where it is needed
Posted by: Pentastar Enforcer
« on: January 16, 2016, 09:22:25 PM »

Well, let's just say that Xizer and I were brainstorming aaand...
We came out with something we think the Warlords should be and feel like.

Greater Maldrood

Space Tech Tree:
 -Light Frigate Factory Yard:
        -Fighters: TIE Fighter, TIE Bomber, TIE Interceptor and TIE Clutch
        -Frigates: Escort Carrier, Gladiator, Tartan Patrol Cruiser, Modified Carrack Cruiser with rocket launchers, Nebulon B-2, Immobilizer 418, Vindicator and Acclamator
    -Heavy Frigate Yard:
        -Builds: Modified Strike Cruiser with Rocket Launchers, Candorrf VII Dreadnaughts(Dreadnaughts with Turbolasers replaced by Candorrf VII rocket launchers), VSD I, VSD II and Crimson Command VSD II
    -Capital Shipyard:
        -Builds: ISD I, ISD II with a build limit and a big maybe late era Bellator

Ground tech tree
    -Barracks:
        -Builds: Core 3 infantry(Stormtroopers, Scout Troopers and Plex Troopers), Specialist, Pirate Mercenaries, Twi'lek Mercenary Commando with build limit
    -Light Vehicle Factory:
        -Builds: Swamp Speeders, AT-ST, Chairot LAV and TIE Maulers
    -Heavy Vehicle Factory:
        -Builds: TX-130 Saber tank, LAAT/i, Pod Walker, TIE Crawler
    -Advanced Vehicle Factory:
        -Builds: AT-TE, and Limited AT-AT. max 3 or so AT-AT so you would have to consider where they are needed the most with a possible lifetime limit of 3
    -Turbolaser Towers
    -Shield Generators
    -Tax Collection Agency
    -Prison Camps since no Population will be on their side.

Eriadu Authority

Space Tech Tree:
 -Light Frigate Factory Yard:
        -Fighters: TIE Fighter, TIE Bomber, TIE Interceptor and Howlrunner
        -Frigates: Lancer Frigate, Carrack Cruiser and Acclamators
    -Heavy Frigate Yard:
        -Builds: Strike Cruiser, Dreadnought, Venator, VSD I, VSD II and Modular Taskforce Carriers
    -Capital Shipyard:
        -Builds: ISD II, Dominator SD, Preator II, A stronger version of ISD II for higher cost and build time, and a late Era Night Hammer

Ground tech tree
    -Barracks:
        -Builds: Core 3 infantry, Elite Corps with the Navett skin, Granadiers with Navy Trooper Skin, and E-Web squads
    -Light Vehicle Factory:
        -Builds: AT-PT and AT-ST with Granade Launcher
    -Heavy Vehicle Factory:
        -Builds: 2-M Repulsorlift Tank, TIE Lancer Company SPMA-T, TIE Crawler and XR-85
    -Advanced Vehicle Factory:
        -Builds: AT-AT with reduced cost and build time to represent the surplus they had, AT-AA and A9 Floating Fortress
    -Turbolaser Towers
    -Hypervelocity Gun
    -Shield Generators
    -Governor's palace from base game instead of Tax Collection Agency. Suits EA much better.
    -Prison Camps since no Population will be on their side.



Zsinj's Empire

Space Tech Tree:
 -Light Frigate Factory Yard:
        -Fighters: TIE Fighter, TIE Bomber, TIE Interceptor and TIE Raptor
        -Frigates: CR90 Corellian Corvette, Nebulon B, Nebulon B-2, Immobilizer 418, Broadside Cruisers, Escort Carriers
    -Heavy Frigate Yard:
        -Builds: Dreadnaught, VSD I, VSD II
    -Capital Shipyard:
        -Builds: ISD I(With Raptors), ISD II(With Raptors), Dominator SD, late Era rebuilt Razer's Kiss(or Second death, whatever you want to call it)

Ground tech tree
    -Barracks:
        -Builds: Core 3 infantry, Specialists, Nightsisters, Raptor Troopers and Raptor Scouts
    -Light Vehicle Factory:
        -Builds: AT-PT, AT-ST, Chairot LAV and TIE Maulers
    -Heavy Vehicle Factory:
        -Builds: 2-M Repulsorlift Tank, IDT, Century Brigade
    -Advanced Vehicle Factory:
        -Builds: AT-AT, AT-AA and A6 Juggernaut
    -Turbolaser Towers
    -Hypervelocity Gun
    -Shield Generators
    -Zann Palace(renamed) from base game instead of Tax Collection Agency. As a reference for Zsinj's underground crime for his income
    -Prison Camps since no Population will be on their side.

This way every warlord would be represented at properly with their preferred style in mind. Maldrood with the cheaper but more numerous forces, lacking the really heavy units, Eriadu Authority as the maldrood's polar oposite, lacking lighter units with focus on Heavy units and finally Zsinj as somewhere between the two, yet unique with lacking medium units, while his style also being represented.
We think, something like this would be the best representation for each warlord, while also making all of them unique.
There is absolutely nothing in common for any of them, yet they are all imperials.

I like it, though can you explain the eriadu authority Elite corps unit more? And B-2 frigates I feel like are NR only, but otherwise awesome awesome list.
Posted by: kucsidave
« on: January 16, 2016, 08:28:35 PM »

Well, let's just say that Xizer and I were brainstorming aaand...
We came out with something we think the Warlords should be and feel like.

Greater Maldrood

Space Tech Tree:
 -Light Frigate Factory Yard:
        -Fighters: TIE Fighter, TIE Bomber, TIE Interceptor and TIE Clutch
        -Frigates: Escort Carrier, Gladiator, Tartan Patrol Cruiser, Modified Carrack Cruiser with rocket launchers, Nebulon B-2, Immobilizer 418, Vindicator and Acclamator
    -Heavy Frigate Yard:
        -Builds: Modified Strike Cruiser with Rocket Launchers, Candorrf VII Dreadnaughts(Dreadnaughts with Turbolasers replaced by Candorrf VII rocket launchers), VSD I, VSD II and Crimson Command VSD II
    -Capital Shipyard:
        -Builds: ISD I, ISD II with a build limit and a big maybe late era Bellator

Ground tech tree
    -Barracks:
        -Builds: Core 3 infantry(Stormtroopers, Scout Troopers and Plex Troopers), Specialist, Pirate Mercenaries, Twi'lek Mercenary Commando with build limit
    -Light Vehicle Factory:
        -Builds: Swamp Speeders, AT-ST, Chairot LAV and TIE Maulers
    -Heavy Vehicle Factory:
        -Builds: TX-130 Saber tank, LAAT/i, Pod Walker, TIE Crawler
    -Advanced Vehicle Factory:
        -Builds: AT-TE, and Limited AT-AT. max 3 or so AT-AT so you would have to consider where they are needed the most with a possible lifetime limit of 3
    -Turbolaser Towers
    -Shield Generators
    -Tax Collection Agency
    -Prison Camps since no Population will be on their side.

Eriadu Authority

Space Tech Tree:
 -Light Frigate Factory Yard:
        -Fighters: TIE Fighter, TIE Bomber, TIE Interceptor and Howlrunner
        -Frigates: Lancer Frigate, Carrack Cruiser and Acclamators
    -Heavy Frigate Yard:
        -Builds: Strike Cruiser, Dreadnought, Venator, VSD I, VSD II and Modular Taskforce Carriers
    -Capital Shipyard:
        -Builds: ISD II, Dominator SD, Preator II, A stronger version of ISD II for higher cost and build time, and a late Era Night Hammer

Ground tech tree
    -Barracks:
        -Builds: Core 3 infantry, Elite Corps with the Navett skin, Granadiers with Navy Trooper Skin, and E-Web squads
    -Light Vehicle Factory:
        -Builds: AT-PT and AT-ST with Granade Launcher
    -Heavy Vehicle Factory:
        -Builds: 2-M Repulsorlift Tank, TIE Lancer Company SPMA-T, TIE Crawler and XR-85
    -Advanced Vehicle Factory:
        -Builds: AT-AT with reduced cost and build time to represent the surplus they had, AT-AA and A9 Floating Fortress
    -Turbolaser Towers
    -Hypervelocity Gun
    -Shield Generators
    -Governor's palace from base game instead of Tax Collection Agency. Suits EA much better.
    -Prison Camps since no Population will be on their side.



Zsinj's Empire

Space Tech Tree:
 -Light Frigate Factory Yard:
        -Fighters: TIE Fighter, TIE Bomber, TIE Interceptor and TIE Raptor
        -Frigates: CR90 Corellian Corvette, Nebulon B, Nebulon B-2, Immobilizer 418, Broadside Cruisers, Escort Carriers
    -Heavy Frigate Yard:
        -Builds: Dreadnaught, VSD I, VSD II
    -Capital Shipyard:
        -Builds: ISD I(With Raptors), ISD II(With Raptors), Dominator SD, late Era rebuilt Razer's Kiss(or Second death, whatever you want to call it)

Ground tech tree
    -Barracks:
        -Builds: Core 3 infantry, Specialists, Nightsisters, Raptor Troopers and Raptor Scouts
    -Light Vehicle Factory:
        -Builds: AT-PT, AT-ST, Chairot LAV and TIE Maulers
    -Heavy Vehicle Factory:
        -Builds: 2-M Repulsorlift Tank, IDT, Century Brigade
    -Advanced Vehicle Factory:
        -Builds: AT-AT, AT-AA and A6 Juggernaut
    -Turbolaser Towers
    -Hypervelocity Gun
    -Shield Generators
    -Zann Palace(renamed) from base game instead of Tax Collection Agency. As a reference for Zsinj's underground crime for his income
    -Prison Camps since no Population will be on their side.

This way every warlord would be represented at properly with their preferred style in mind. Maldrood with the cheaper but more numerous forces, lacking the really heavy units, Eriadu Authority as the maldrood's polar oposite, lacking lighter units with focus on Heavy units and finally Zsinj as somewhere between the two, yet unique with lacking medium units, while his style also being represented.
We think, something like this would be the best representation for each warlord, while also making all of them unique.
There is absolutely nothing in common for any of them, yet they are all imperials.
Posted by: Pentastar Enforcer
« on: January 14, 2016, 08:29:07 PM »

No, heroes like vader, thrawn, palpatine, mon mothra are the only ones who can remove corruption in the base game. Heroes don't die. That's uh boba fett n bounty hunters when you send them to kill a hero


Ah yes but in the mod they do.
Posted by: commander praji
« on: January 14, 2016, 08:25:46 PM »

This is problematic for a few reasons. First not even sure if Corruption would function properly for a faction beyond the first one (or even one not named "Underworld"). As far as the removal thing, gameplay-wise having it so that only individual heroes (which you can lose) can get rid of stuff is an issue, especially when there's more factions than just those with the heroes you mentioned. Also, I'm pretty sure that the remove corruption stuff kills the hero, which, since they don't respawn, is an issue. Also, what benefits would the faction get from corrupting a planet?

No, heroes like vader, thrawn, palpatine, mon mothra are the only ones who can remove corruption in the base game. Heroes don't die. That's uh boba fett n bounty hunters when you send them to kill a hero
Posted by: Trial_Born
« on: January 14, 2016, 07:51:59 PM »

I would assume he wanted the corrupt ability so that the Raptors could have the ability to sabotage structures similar to the defilers from the base game. Considering how corruption was a major pain in the vanilla game and how heroes were needed to remove it I think it is best to leave that out of ICW. I believe it is also possible to sabotage structures without having corruption present with a little innovation of coding, unless this is not what Xizer was getting at. If there would have to be a purpose for corruption I'd imagine a better use for it would be to rename it to "Intelligence" and have units such as Intelligence/Surveillance officers (such as from the ISB for the Imperial Remnant and NRI for the New Republic) spread it. This "corruption" would essentially serve as a purpose to gather intel on a planet (such as the defense fleet, ground garrison, structures, etc) before attacking it. The secondary role that they can possibly be used for is to sabotage structures on a planet with "Intelligence" at a price several times higher than the cost to build the structure itself. This role, in case anyone hasn't noticed, is inspired by the sabotage mission from Star Wars: Rebellion that you could give heroes / intelligence units. The main problem I already see with this as I type is that there is already a unit with the spying effect similar to this (Probe Droids for the IR, I don't recall if the NR has anything for it since I don't play as them) and the A.I. might not be able to utilize it to its full extent but I just wanted to throw my idea out and see if it provoked any further ideas.
Posted by: Corey
« on: January 14, 2016, 07:02:33 PM »

Quote
The corrupt ability(but GREATLY nerfed in amount of Raptor corruption units-so a build cap of say 10 and a long build time) can be countered by Rogriss and Wraith Squadron(remove corruption), will basically send all that enemy planet's revenue to Zsinj until removed. The remove corruption should also have a long cool down and cost a lot

This is problematic for a few reasons. First not even sure if Corruption would function properly for a faction beyond the first one (or even one not named "Underworld"). As far as the removal thing, gameplay-wise having it so that only individual heroes (which you can lose) can get rid of stuff is an issue, especially when there's more factions than just those with the heroes you mentioned. Also, I'm pretty sure that the remove corruption stuff kills the hero, which, since they don't respawn, is an issue. Also, what benefits would the faction get from corrupting a planet?
Posted by: Lord Xizer
« on: January 14, 2016, 03:47:09 PM »

So I've had some new thoughts for the Warlords.
Will start with Zsinj's Empire
He's already fairly distinct compared to the average Warlord, but he could get access to Nightsisters(possible Rancor mounts) in say era 3-5
The corrupt ability(but GREATLY nerfed in amount of Raptor corruption units-so a build cap of say 10 and a long build time) can be countered by Rogriss and Wraith Squadron(remove corruption), will basically send all that enemy planet's revenue to Zsinj until removed. The remove corruption should also have a long cool down and cost a lot
The infiltrate planet ability for Zsinj's raptors(Small force lands and causes havoc) but can only be used on worlds that are corrupted

Greater Maldrood- modified Frigates and cruisers. Greater damage output and speed with less shield strength.
Faster recruitment of Frigates, Cruisers and VSDI and VSDIIs-slower recruitment of ISDs. No access to heavy dreadnoughts save maybe the carrier one.
The pirate ships as well as land units(Skiff, Weequays) cheaper inf and units with faster recruit time but can only be recruited where Tavira is. Generate credits when they destroy the enemy units in battle(I.E steal their stuff)
maybe add the steal tech for Kosh similar to R2 and C3PO to gain temporary access to other faction ships if mission is successful
The Gladiator for them instead of the PA

Eriadu Authority-focus on heavy firepower but slower build time and increased cost supplemented by older Republic era ships. A lot of these units were what kaine left behind, so not all of them would be well outfitted.
Availability of Tartan and missile(Dreadnought cruisers outfitted with Caldorf VIIs so basically replace most of the turbolasers with concussion missile tubes Dreadnought cruisers, access to both Bellator(era 4-5) and Praetor(1-3)
Grenade launcher Walkers
Tan uniforms for their infantry(basically the Navett model in squad form) to differentiate between faction troopers
ATAT's reduced cost and build time due to the surplus they had in the Authority
 
Buffed Night Hammer but longer construction time

Any ideas are welcome. Working with Kuscidave on possible improvements to the Future Warlords for individuality. So let your voices be heard!
Posted by: Lord Xizer
« on: August 06, 2015, 11:02:54 AM »

Which we know many Warlords did put regular army troops in Stormtrooper armor. Zsinj capitalised on both the Stormtrooper reputation and created the Raptors which would have seemed all the more iimpressive compared to the "stormtroopers" in his ranks.
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