Thrawn's Revenge

Imperial Civil War [Empire at War] => Discussion, Suggestions & Feedback => Topic started by: Illidan Stormrage on September 16, 2016, 04:52:12 PM

Title: Heroes: ideas and changes.
Post by: Illidan Stormrage on September 16, 2016, 04:52:12 PM
I thought after watching a video on dark empire and I dare to ask
Does Lando Have the emancipator form that book? Would be cool to send in booster terick and lando in SDs.
Anyways like the starship thread we will talk about heroes, suggestions, and changes to the "Op ones".
so lets begin.
Title: Re: Heroes: ideas and changes.
Post by: Corey on September 17, 2016, 03:32:23 PM
The Emancipator will be in the mod, however we will not be giving it to Lando or Wedge.
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on September 17, 2016, 03:40:00 PM
The Emancipator will be in the mod, however we will not be giving it to Lando or Wedge.
so both the liberty and the Emancipator are being Add?
And if they are is who is commanding them?
I check Wookiepedia but was left confuse.
Title: Re: Heroes: ideas and changes.
Post by: Corey on September 17, 2016, 04:07:23 PM
Which Liberty are you talking about? The one that was blown up at Endor was the only one of any real importance
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on September 17, 2016, 05:29:25 PM
Which Liberty are you talking about? The one that was blown up at Endor was the only one of any real importance
oppsss ment this
http://starwars.wikia.com/wiki/Liberator_(Imperial_I-class)
Title: Re: Heroes: ideas and changes.
Post by: hellblazer on September 18, 2016, 01:34:33 PM
so both the liberty and the Emancipator are being Add?
And if they are is who is commanding them?
I check Wookiepedia but was left confuse.

I think the Emancipator was commanded by Admiral Ragab.

Also, what about Lieutenant Lon Donell for the Maldrood? After the Battle of Endor he turned to piracy and it's known that he sold ships to imperial opperatives. He could be a great addition to the Maldrood as he commanded the Immobilizer 418 Cruiser Detainer.
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on September 18, 2016, 03:21:12 PM
I think the Emancipator was commanded by Admiral Ragab.
he commanded the Immobilizer 418 Cruiser Detainer.
thanks.
Why do so many heroes like Immobilizers? They have crap weapons(except the cannon version which apparently can crush Mc80s) and limited fighter support.
Also could Melvar be a ground and space unit? maybe give him a Victory ll?
Title: Re: Heroes: ideas and changes.
Post by: Corey on September 18, 2016, 03:42:12 PM
Emancipator will be used by Kre'fay in one of the new campaigns we haven't announced yet. I doubt we'll use Liberator since the people associated with it tended to bounce around a lot and have other more important associations at any given time.

Also, what about Lieutenant Lon Donell for the Maldrood? After the Battle of Endor he turned to piracy and it's known that he sold ships to imperial opperatives. He could be a great addition to the Maldrood as he commanded the Immobilizer 418 Cruiser Detainer.

The problem with him for Maldrood is actually where he was; his homeworld is Prefsbelt IV, and he was operating out of Barpine, both of which were either squarely in Pentastar space, or at least along the Braxant Run, which is pretty far from Maldrood. I do agree he fits as someone they could recruit thematically, so if they're lacking he could definitely be considered as someone who you can recruit once you get to that area as Maldrood, although we'd need the resources to make his ship, so that would be lower priority.
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on September 18, 2016, 03:59:15 PM
Emancipator will be used by Kre'fay in one of the new campaigns we haven't announced yet.
:) I think I know what your referring to. That bothan dude everyone hated and was head of state or something
Btw way also saw crimson Empire heroes. Are they coming as a GC campaign? :)
Title: Re: Heroes: ideas and changes.
Post by: hellblazer on September 18, 2016, 07:46:52 PM
Emancipator will be used by Kre'fay in one of the new campaigns we haven't announced yet. I doubt we'll use Liberator since the people associated with it tended to bounce around a lot and have other more important associations at any given time.

The problem with him for Maldrood is actually where he was; his homeworld is Prefsbelt IV, and he was operating out of Barpine, both of which were either squarely in Pentastar space, or at least along the Braxant Run, which is pretty far from Maldrood. I do agree he fits as someone they could recruit thematically, so if they're lacking he could definitely be considered as someone who you can recruit once you get to that area as Maldrood, although we'd need the resources to make his ship, so that would be lower priority.

Understood, Corey.  ;)
If Kre'fey is commanding the Emancipator, then I guess the new campaign is the Corruscant one (Perhaps you can add the Bacta War to it?)
AdmiralTrawn2 Nope, that's Borsk Fey'lya, this is Laryn Kre'fey  :)
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on September 18, 2016, 09:02:52 PM
Understood, Corey.  ;)
If Kre'fey is commanding the Emancipator, then I guess the new campaign is the Corruscant one (Perhaps you can add the Bacta War to it?)
AdmiralTrawn2 Nope, that's Borsk Fey'lya, this is Laryn Kre'fey  :)
Okay still wondering on what are the new campaigns.
I'm guessing camassi crisis and the crimson empire are happening. Most likely means Peallon will get the reaper as well.
As for The others?
Most likely a couple Warlord Themed ones.
we already know Final Imperial Push is being spread into 3 Gcs so
Any guess on Gcs and heros?
Title: Re: Heroes: ideas and changes.
Post by: Avarice1987 on September 18, 2016, 09:48:24 PM
have the Imperial SSDs ( Reaper, Night Hammer,  Agressor) and Repubilc SSDs ( Lusankya Guardian) different Skin?

or the Same if the Exekutor has?

And can the Imperial Rest build Assertor Star Destroyers? ( i know, that the PA only can build Bellators )
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on September 18, 2016, 10:06:06 PM
And can the Imperial Rest build Assertor Star Destroyers? ( i know, that the PA only can build Bellators )
Corey Already said NO to Assertors because they don't need anymore SSDs.
Now I the only I can see him Doing is giving Snackbar The guardian(but that would Give the New Republic TWO SSds.
Anyways rater have heroes on Frigates for diversity or ships like the night caller)
Title: Re: Heroes: ideas and changes.
Post by: Labria on September 20, 2016, 05:34:09 AM
Great, Emancipator in mod.  8=)

What about add a few members of Leonia Tavira's invids group for Maldrood?
http://starwars.wikia.com/wiki/Fastblasters (http://starwars.wikia.com/wiki/Fastblasters)
http://starwars.wikia.com/wiki/Phan_Riizolo (http://starwars.wikia.com/wiki/Phan_Riizolo)
http://starwars.wikia.com/wiki/Red_Nova (http://starwars.wikia.com/wiki/Red_Nova)
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on September 20, 2016, 04:02:19 PM
See I really don't want Maldrood to be just the terradoc brothers, and then a bunch of pirates.
Maybe a Gc focus on the core world we could have Harsk with Kosh because they allied.
or we could do something where we add trandosha and make it so they can recruit Moff Darcc or bossk(bossk would make more sense)
And we can use it as a way to give Maldrood Trandoshan Ships and slavers to be heavy units.
Title: Re: Heroes: ideas and changes.
Post by: Labria on September 20, 2016, 05:17:28 PM
See I really don't want Maldrood to be just the terradoc brothers, and then a bunch of pirates.
Maybe a Gc focus on the core world we could have Harsk with Kosh because they allied.
or we could do something where we add trandosha and make it so they can recruit Moff Darcc or bossk(bossk would make more sense)
And we can use it as a way to give Maldrood Trandoshan Ships and slavers to be heavy units.
Yes, but I think that one or two pirates are not problem. Maybe just Phan Riizolo with his Booty Full(Bulk cruiser). :)
I agree about add Bossk for Maldrood.
If I know Harsk was an enemy of Maldrood.
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on September 20, 2016, 09:13:34 PM
Not at the beginning Kosh Teradoc allied with form time to time until era 3/4.
See Maldrood would be great if they had Bossk give him his Zahn units, but... We should add Trandosha  with this to help Maldrood.
http://starwars.wikia.com/wiki/Pekt
http://starwars.wikia.com/wiki/Hindane_Darcc
The both were around after Endor and die around the time after The Endor Aftermath Campaign.
Title: Re: Heroes: ideas and changes.
Post by: tlmiller on September 20, 2016, 09:58:04 PM
Darcc & Pekt both died basically at the VERY BEGINNING of the mod's timeframe.
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on September 20, 2016, 10:08:49 PM
Darcc & Pekt both died basically at the VERY BEGINNING of the mod's timeframe.
True, but I am saying that we should use Trandoshan's ships and forces for Maldrood.
Title: Re: Heroes: ideas and changes.
Post by: Corey on September 21, 2016, 01:40:16 AM
Darcc & Pekt both died basically at the VERY BEGINNING of the mod's timeframe.

Considering we're more or less using the Battle of Endor's immediate conclusion as our starting point now, there are a few characters that just barely make it in for consideration. We're including some of them like Pekt and Darcc as recruitment options since Kashyyyk did request Maldrood's assictance, especially considering how scarce hero options can be for these factions. Ideally we'd be able to lock them to earlier in the campaign, which I have an idea for, but if not that's #JustEaWProblems. Considering they get access to Pekt, Bossk actually goes somewhere else.

Quote
And we can use it as a way to give Maldrood Trandoshan Ships and slavers to be heavy units.
True, but I am saying that we should use Trandoshan's ships and forces for Maldrood.

Pekt/Darcc/Weebacca will be the only connection to the Trandoshan slavers, the connection to Maldrood even for them is already fairly tangential. There's also not really such a thing as "Trandoshan ships," they didn't design or build anything of note.

Quote
have the Imperial SSDs ( Reaper, Night Hammer,  Agressor) and Repubilc SSDs ( Lusankya Guardian) different Skin?
or the Same if the Exekutor has?

Knight Hammer has its black stealth armour, Lusankya has the same NR logos its always had. Nothing else was really unique about any of them, unless we were to give Guardian Lusankya's model just for consistency.

Quote
Okay still wondering on what are the new campaigns.
I'm guessing camassi crisis and the crimson empire are happening. Most likely means Peallon will get the reaper as well.
As for The others?
Most likely a couple Warlord Themed ones.
we already know Final Imperial Push is being spread into 3 Gcs so
Any guess on Gcs and heros?

Once the We Could Be Heroes update series is done, GCs will likely be the next thing we discuss in news posts aside from the faction profiles.

Quote
What about add a few members of Leonia Tavira's invids group for Maldrood?

We would like to represent them to some degree; the specific ones we're using are yet to be decided. Tavira brings a few different things to the table for Maldrood, but we don't wanna have too many heroes require her or be available through her.

Quote
Not at the beginning Kosh Teradoc allied with form time to time until era 3/4.

That was just Kosh, whose forces were technically distinct from Treutan's/Maldrood until the Federated Teradoc Union. Even when they were separate, however, Kosh was fighting Harrsk as much as he was allying with him.
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on September 21, 2016, 07:23:26 AM
Are we going to see Carnor Jax?
Also thanks for taking m idea in consideration.
Who is bossk and everyone's favorite bounty hunter Bobo Fett  going to?
Title: Re: Heroes: ideas and changes.
Post by: hellblazer on September 21, 2016, 07:22:01 PM
After reading the Wanted By Cracken supplement, I have found two criminals that could be Maldrood's heroes: Tyrn Jiton and Corf Sarb.
The first was a bounty hounter that operated in the Borderlans Region. The Greater Maldrood contained part of the territory of the Borderlands and Jiton could be recluted from the planet Lucazec.
Sarb was an imperial crime lord operating in the planet Deylerax in the Talcene Sector, near Metalorn (He could be recruited from there).
Plus, Tol Getelles goberned the Antemeridian Sector, which I presume was in the Maldrood's space.
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on September 21, 2016, 07:45:52 PM
thanks Hellbazer
http://starwars.wikia.com/wiki/Wortin
this guy served under Thrawn because Isard assigned him their.
would also like to see Carnor Jax and Kanos
Title: Re: Heroes: ideas and changes.
Post by: raw666 on September 26, 2016, 01:18:24 AM
I like to wonder for the New Republic, will we be seeing the Solo Family make it in the game as they are important part of the Lore, especially in Era 4 and 5. Also make them each unique and fit their character. Like Jacen focusing more on the Force have Force Push and Force Crush/Confusion, Jiana have Force Sprint and Force Crush as she was a more physical user, and Anakin have Force Push and Force Sprint since he did seem more balanced of the two. Also love to see Jan Ors with Kyle Katarn, the blaster wielding smuggler and partner/lover with Stealth and Sabotage Ability (ability to disable or damage enemy vehicle) or Stun since  she was an Imperial Agent. I like to add a Smuggler we all know, Dash Render and the Outrider but I unsure if he could count since at the very least he showed up again in what would be Era 5, but likely appeared just beyond that era.
As for the Imperial Remant, a suggestion is that if hero is not killed by a faction during a change to a new era, they stay with the Empire since if they are not killed, why would not stay with the new leader with a few exceptions. Also it would be a balance, to prevent the New Republic from having overwhelming number of heroes if you go to the next era without killing the New Republic heroes, and make players hunt them down before the next era starts. Also as a unique story, maybe for the Imperial Remnant, if you kill a New Republic head of state, it would jump you to the next era leader in a new game mode, like Imperial Rebirth. 

Also on a side note, can you make the heroes more spread out and disperse with abilities or have two at least even if its the same as their units. Especially the early Jedi Units and Space Units as they seem very similar and in some cases don't fit them or make them unique form the same class of ship they command. For example, Luke seem more like to have Sprint and Force Push while Mira seems more like Stealth and Sprint due to Luke being a Master Jedi who did not master the ability of Stealth and Mira a force sensitive, former/on and off assassin. While Kyle Katarn seem like he have with the sprint the ability to plant Thermal Detonators, or ability to switch to a heavy blaster similar to Han to do heavy long range damage. Also, I notice it was in the game but unsure if it wasn't a bug since in manual its stated he is not suppose to ave it but could Chewbaca keep his vehicle hijack ability

 
Title: Re: Heroes: ideas and changes.
Post by: Slornie on September 26, 2016, 01:14:15 PM
I like to wonder for the New Republic, will we be seeing the Solo Family make it in the game as they are important part of the Lore, especially in Era 4 and 5. Also make them each unique and fit their character. Like Jacen focusing more on the Force have Force Push and Force Crush/Confusion, Jiana have Force Sprint and Force Crush as she was a more physical user, and Anakin have Force Push and Force Sprint since he did seem more balanced of the two.
None of the Solo children are old enough to play any part in the mod.  At the start of Era 5 Jaina and Jacen were all of three years old, with Anakin under two!
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on September 26, 2016, 05:58:50 PM
I would very much like Teren Roggiss be given to the empire in era 2
Title: Re: Heroes: ideas and changes.
Post by: Lord Xizer on September 26, 2016, 07:28:05 PM
I would very much like Teren Roggiss be given to the empire in era 2

Well other than Zsinj campaign he was not very notable until later, what with Kuat, Orinda and the Adumar defection.
Title: Re: Heroes: ideas and changes.
Post by: raw666 on September 26, 2016, 08:15:21 PM
None of the Solo children are old enough to play any part in the mod.  At the start of Era 5 Jaina and Jacen were all of three years old, with Anakin under two!

What about Jan Ors being a partner unit with Kyle Katarn and Imperial Heroes not killed in the previous era makes it to the next with a few exception, no way a dark jedi would work with Palpatine? Not to mention adding and spreading out abilities?
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on September 26, 2016, 09:49:52 PM
I would like certain characters like Dash Rendar
I want more Maldrood heroes though
Title: Re: Heroes: ideas and changes.
Post by: Lord Xizer on September 27, 2016, 01:45:47 PM
What about Jan Ors being a partner unit with Kyle Katarn and Imperial Heroes not killed in the previous era makes it to the next with a few exception, no way a dark jedi would work with Palpatine? Not to mention adding and spreading out abilities?

A lot of Dark jedi worked for Palpatine, Cronus, kadaan, Brakiss and all the Dark Side Elite- even Jerec sort of did once he learned of Palpatine's rebirth from Cronus he swore nominal loyalty to him again to get more resources for his search for the Valley of the Jedi(though clearly so he could gain the power to overthrow Palpatine)
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on September 27, 2016, 04:52:13 PM
I do wish We could have other Warlords like Utoxx Prentioch  and Delak Kernel
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on October 01, 2016, 12:01:45 AM
I do wish We could have other Warlords like Utoxx Prentioch  and Delak Kernel
But I do want these Grand Admirals( These are not Warlords but some could also be tide to a warlord faction): Afsheen Makati, Ruffan Tigellinus, and Danetta Pitta.
Links to wki
http://starwars.wikia.com/wiki/Afsheen_Makati
http://starwars.wikia.com/wiki/Rufaan_Tigellinus
http://starwars.wikia.com/wiki/Danetta_Pitta
Title: Re: Heroes: ideas and changes.
Post by: Lord Xizer on October 01, 2016, 01:16:36 AM
I do wish We could have other Warlords like Utoxx Prentioch  and Delak Kernel

Delak Krennal is already ingame.

Prentioch was only in charge of Prakith and never did anything really except fortify it and drive it into economic ruin and starvation until he was overthrown
Title: Re: Heroes: ideas and changes.
Post by: Slornie on October 01, 2016, 05:58:07 AM
But I do want these Grand Admirals( These are not Warlords but some could also be tide to a warlord faction): Afsheen Makati, Ruffan Tigellinus, and Danetta Pitta.
Links to wki
http://starwars.wikia.com/wiki/Afsheen_Makati
http://starwars.wikia.com/wiki/Rufaan_Tigellinus
http://starwars.wikia.com/wiki/Danetta_Pitta
All dead pretty much right at the start of the mod's timeframe and within a year of the Battle of Endor. If they were added I don't think any could reasonably be associated with our existing Warlord factions either:

- Makati would probably be main Imperial Remnant fighting the New Republic and Warlord Zsinj over the Corporate Sector
- Tigellinus would be main Imperial Remnant as part of the Imperial Ruling Council (pre-Isard only)
- Pitta would be main Imperial Remnant defending Corellia on the orders of the Imperial Ruling Council (pre-Isard only)
Title: Re: Heroes: ideas and changes.
Post by: hellblazer on October 01, 2016, 08:33:19 AM
Prentioch was only in charge of Prakith and never did anything really except fortify it and drive it into economic ruin and starvation until he was overthrown

That's not Prentioch, that's Foga Brill. Prentioch formed the Prentioch's Dominion in 4 ABY after the Battle of Endor, and he controlled the Wornal Sector. In 6 ABY, he was defeated by the New Republic in the Siege of Bomis Koori in the Western Reaches Campaign led by Firmus Nantz.
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on October 01, 2016, 10:50:38 AM
All dead pretty much right at the start of the mod's timeframe and within a year of the Battle of Endor. If they were added I don't think any could reasonably be associated with our existing Warlord factions either:

- Makati would probably be main Imperial Remnant fighting the New Republic and Warlord Zsinj over the Corporate Sector
- Tigellinus would be main Imperial Remnant as part of the Imperial Ruling Council (pre-Isard only)
- Pitta would be main Imperial Remnant defending Corellia on the orders of the Imperial Ruling Council (pre-Isard only)
Corey did mention that certain characters form a year after Endor could be in factions.
If we cant use these lets find other Admirals and captains for the warlords
But Makati would make sense since he was hunting down members of the church of the dark side.
Title: Re: Heroes: ideas and changes.
Post by: hellblazer on October 01, 2016, 08:01:55 PM
Well, a good hero to add to the IR in the first era, specially now that it starts with 0 executors, is Admiral Freyet Kiez. He was in charge of the Azure Hammer Command in the Azure Sector and commanded the Executor-class Super Star Destroyer Whelm. I'm only suggesting him because at he start of a GC the IR would have no supers, while the PA and ZE (only them that we know) have one each and the posibilitie to recruit another. For balance purposes, he could be recruitable from the planet Anaxes.
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on October 01, 2016, 09:08:49 PM
Kir Kanos could be a great era 3 IR hero and As a bounty hunter in later eras
Also some pilots form the 181st broke away(10ABY) and joined Moff turned pirate Leonia Tavira
Teren Rogiss's ship(Agonizer) was use in 12ABY at adumar( I think that's how you spell it) to help get the planet to join the IR
So the Agonizer would be a great addition to Era 4-5(just saying)
Title: Re: Heroes: ideas and changes.
Post by: hellblazer on October 02, 2016, 12:18:23 AM
Teren Rogiss's ship(Agonizer) was use in 12ABY at adumar( I think that's how you spell it) to help get the planet to join the IR
So the Agonizer would be a great addition to Era 4-5(just saying)
True that, but only in era 5, in era 4 he didn't do much.
I wouldn't see much logic in adding Kir Kanos or Carnor Jax.
They only operated in the gap between eras 3 and 4. To add them to the mod, they would have to split era 3 (Operation Shadow Hand) into two sub-eras: Dark Empire and Crimson Empire. Otherwise it wouldn't be logic to have them or other Crimson Empire related heroes.
Title: Re: Heroes: ideas and changes.
Post by: Lord Xizer on October 02, 2016, 12:18:45 AM
- Pitta would be main Imperial Remnant defending Corellia on the orders of the Imperial Ruling Council (pre-Isard only)

Pitta was rogue. He became the Warlord over the Corellian Sector and was killed by fellow Grand Admiral and Warlord Grunger-who also died

That's not Prentioch, that's Foga Brill. Prentioch formed the Prentioch's Dominion in 4 ABY after the Battle of Endor, and he controlled the Wornal Sector. In 6 ABY, he was defeated by the New Republic in the Siege of Bomis Koori in the Western Reaches Campaign led by Firmus Nantz.

Oh yeah, he was a rival to Delvardus down there. Not sure why I got him confused with Brill...
Title: Re: Heroes: ideas and changes.
Post by: Slornie on October 02, 2016, 07:58:09 AM
Pitta was rogue. He became the Warlord over the Corellian Sector and was killed by fellow Grand Admiral and Warlord Grunger-who also died
He at least seemed to feign loyalty to the Ruling Council unlike some of the others who out and out disregarded everything coming from Coruscant. I read it more as a power grab/climbing the greasy pole (bribing the Corellian Diktat) within the Imperial hierarchy rather than full-on Warlording.
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on October 02, 2016, 02:20:50 PM
My real question is what kind of Maldrood heroes are coming?
and What could work WIth them?
Title: Re: Heroes: ideas and changes.
Post by: Lord Xizer on October 02, 2016, 02:46:28 PM
My real question is what kind of Maldrood heroes are coming?
and What could work WIth them?

There are a few, I think when you see "We Could Be Heroes GM" you'll be impressed
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on October 02, 2016, 02:48:30 PM
There are a few, I think when you see "We Could Be Heroes GM" you'll be impressed

My lord are you implying you have seen it already?
Title: Re: Heroes: ideas and changes.
Post by: Corey on October 02, 2016, 05:29:25 PM
He's not technically on the team, however we do occasionally pull him in as someone who's contributed in many different ways in the past and is both passionate and most importantly knowledgeable about the Warlords, so he has a fair bit of information that we haven't discussed publicly.
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on October 02, 2016, 05:45:45 PM
He's not technically on the team, however we do occasionally pull him in as someone who's contributed in many different ways in the past and is both passionate and most importantly knowledgeable about the Warlords, so he has a fair bit of information that we haven't discussed publicly.
ahhhhh like how the empire request help form people like bounty hunters :)
Quick question: When I mention Moff Darcc, Pekt, and Webaca as some potential heroes . Did you actually use my idea for those Maldrood heroes?
Or did Peccati Syn help you make that decision?


Title: Re: Heroes: ideas and changes.
Post by: Lord Xizer on October 03, 2016, 12:50:45 PM

My lord are you implying you have seen it already?

And other than that vague hint, my lips are sealed lol

He's not technically on the team, however we do occasionally pull him in as someone who's contributed in many different ways in the past and is both passionate and most importantly knowledgeable about the Warlords, so he has a fair bit of information that we haven't discussed publicly.

my services are of course, always humbly at the disposal of the team.
Title: Re: Heroes: ideas and changes.
Post by: tlmiller on October 03, 2016, 03:44:19 PM
And other than that vague hint, my lips are sealed lol

my services are of course, always humbly at the disposal of the team.

Humbly??  :)
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on October 03, 2016, 04:32:04 PM
my lips are sealed lol.
My lord you are reminding me of the wolf among us Girls that said that same line .

Quick question Corey(It is glitch so I cant quote it) : When I mention Moff Darcc, Pekt, and Webaca as some potential heroes . Did you actually use my idea for those Maldrood heroes?
Or did Peccati Syn help you make that decision?

Title: Re: Heroes: ideas and changes.
Post by: raw666 on October 08, 2016, 11:26:20 PM
I am not sure any mention of this or saw this as any changes in 2.2, but can we have hero units that defected to the New Republic launch rebel fighters instead of Imperial fighters. I mean I could see the Empire keep Republic fighters for they were superior fighters but for the Rebels, it makes no sense since well, why use inferior fighters for their more advance ones, in other words why use Tie Fighters when you can replace them with X-Wings like in Legends. Just a thought since I wasn't sure if units within the New Republic can be changed to account for it.

Also one I think it is impossible, but had to ask is that can we see different AI patterns used for faction leaders based off lore so each one feels different instead of playing the same AI, just with different technology and make it feel like we are fighting these characters regardless of settings. For example:
Ysanne Isard, Gilad Pellaeon, Ponc Gavrisom, and all Warlords plays what I call Fortification play style, where their focus is to build up their defenses to a set number force players onto the offensive. If ships exceed a set number, they are sent to reinforced front line worlds, and if exceed a number are built into small attack fleets to invade neighboring systems. Generally they are though nut to cracks but send only light enemy fleets to attack and rarely use heroes unless to defend the commander or to repel enemy fleets from planets being invaded.
Palpatine, Natasi Daala, and Ardus Kaine play what I call an Aggressive Play Style, where they strip planets of planets to small set number to perform large invasions into enemy territory, forcing players to play on the offensive. Generally, this leave them open to invasion but require large fleets to repulse. Also generally pull all heroes into separate fleets in invaded territory with the leader generally having the largest fleet with at least one additional heroes to help in defense.
Thrawn, Mon Mon Mathma, Leia, Hand of Thrawn, and Empire of the Hand play what I call a Strategic Style, where they build two of everything to have one set to fortified worlds and another to invade neighboring ones after they build up to a set number. Generally force players to play both a offensive and defensive role to win. Also made the hardest to beat regardless of settings as they not only play both styles but also pull all space/ground hero units together for massive attack and defense.

As for how many ships they build to invade/defend worlds, I was thinking it would depend on difficulty. Like the higher the setting the larger number of heavier class of space/ground forces are built with a large support forces while lower settings would focus on more on lighter ground/space forces over heavier ones. Also importance of world depending on how many open slots used to build vehicles determined number of ground forces, and the ability to build heavier warships determined number of warships and if it border hostile territory to determine not only number of ships and vehicles but what kind of defense to include. That should make the AI spend its godly amount of money in never spends.

Not to mention common units use different stargazes of their era to mix it up from predictable plans like aggressive in an invasion would go full out to attack the enemy, even if it means leaving fortified territory, fortification follows the game current strategy is to fall back and defend their territory, and Strategic use both in moderation. Also like to see AI Hero Units used similar strategy they use in lore. Like Thrawn and Palleon were famous to use their hero/some of heavy ships in front to draw in enemy until they send a fleet in by hyperspace from behind to hit the enemy. Not to mention Admiral Ackbar tactic to have fleet concentrate on a few number of ships at a time to overwhelm while Ysanne was noted to spread them out to keep them moving.
Title: Re: Heroes: ideas and changes.
Post by: kucsidave on October 09, 2016, 03:17:57 AM
I am not sure any mention of this or saw this as any changes in 2.2, but can we have hero units that defected to the New Republic launch rebel fighters instead of Imperial fighters. I mean I could see the Empire keep Republic fighters for they were superior fighters but for the Rebels, it makes no sense since well, why use inferior fighters for their more advance ones, in other words why use Tie Fighters when you can replace them with X-Wings like in Legends. Just a thought since I wasn't sure if units within the New Republic can be changed to account for it.

Also one I think it is impossible, but had to ask is that can we see different AI patterns used for faction leaders based off lore so each one feels different instead of playing the same AI, just with different technology and make it feel like we are fighting these characters regardless of settings. For example:
Ysanne Isard, Gilad Pellaeon, Ponc Gavrisom, and all Warlords plays what I call Fortification play style, where their focus is to build up their defenses to a set number force players onto the offensive. If ships exceed a set number, they are sent to reinforced front line worlds, and if exceed a number are built into small attack fleets to invade neighboring systems. Generally they are though nut to cracks but send only light enemy fleets to attack and rarely use heroes unless to defend the commander or to repel enemy fleets from planets being invaded.
Palpatine, Natasi Daala, and Ardus Kaine play what I call an Aggressive Play Style, where they strip planets of planets to small set number to perform large invasions into enemy territory, forcing players to play on the offensive. Generally, this leave them open to invasion but require large fleets to repulse. Also generally pull all heroes into separate fleets in invaded territory with the leader generally having the largest fleet with at least one additional heroes to help in defense.
Thrawn, Mon Mon Mathma, Leia, Hand of Thrawn, and Empire of the Hand play what I call a Strategic Style, where they build two of everything to have one set to fortified worlds and another to invade neighboring ones after they build up to a set number. Generally force players to play both a offensive and defensive role to win. Also made the hardest to beat regardless of settings as they not only play both styles but also pull all space/ground hero units together for massive attack and defense.

As for how many ships they build to invade/defend worlds, I was thinking it would depend on difficulty. Like the higher the setting the larger number of heavier class of space/ground forces are built with a large support forces while lower settings would focus on more on lighter ground/space forces over heavier ones. Also importance of world depending on how many open slots used to build vehicles determined number of ground forces, and the ability to build heavier warships determined number of warships and if it border hostile territory to determine not only number of ships and vehicles but what kind of defense to include. That should make the AI spend its godly amount of money in never spends.

Not to mention common units use different stargazes of their era to mix it up from predictable plans like aggressive in an invasion would go full out to attack the enemy, even if it means leaving fortified territory, fortification follows the game current strategy is to fall back and defend their territory, and Strategic use both in moderation. Also like to see AI Hero Units used similar strategy they use in lore. Like Thrawn and Palleon were famous to use their hero/some of heavy ships in front to draw in enemy until they send a fleet in by hyperspace from behind to hit the enemy. Not to mention Admiral Ackbar tactic to have fleet concentrate on a few number of ships at a time to overwhelm while Ysanne was noted to spread them out to keep them moving.
AI is very hard to convince to do things, but to be honest the team is already made some small adjustments what we could, and we are trying to do more for 2.2
But since there are hardcoded stuff in this I don't know what we can do about it to be honest.
About the stiles you were refering to, they actually have universal names.
The fortification style is called Turtle
The agressive is called steamroller
The strategic style is kinda a mix between agressive and guerilla.
Though I am not entirely sure about where you put certain characters.
Mon mothma, since she is an early NR should play a rusher which means small/weaker fleets but very early in game where others had no time to build up forces yet, Ardus Kaine would be more of an economist than a steamroller which means those AI(in other games) render most of their resources for economic upgrades, so more factories and most definitely more incom increasing buildings.
If I could make AI styles for the game I would definitely create around 7 types.
But also comes the problem that 1 faction can only use 1 in a GC, so in the era progressive GCs would definitely suffer, since the era and leaders are changing, AI behaviour patterns do not.

So basicly EaW was not meant to handle such advanced AI patterns.
Title: Re: Heroes: ideas and changes.
Post by: Lord Xizer on October 09, 2016, 05:24:36 AM
EaW is the very bare bones of what could be. The team has truly taken it far beyond what it's creators could ever dream...even so there are limits
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on October 09, 2016, 11:36:51 AM
EaW is the very bare bones of what could be. The team has truly taken it far beyond what it's creators could ever dream...even so there are limits
IF only we could Get another EAW 2017.
With mods .
Title: Re: Heroes: ideas and changes.
Post by: kucsidave on October 09, 2016, 11:56:09 AM
IF only we could Get another EAW 2017.
With mods .
do you REALLY want that? think of Battlefield...
Title: Re: Heroes: ideas and changes.
Post by: raw666 on October 09, 2016, 12:53:01 PM
do you REALLY want that? think of Battlefield...
Depends on the developer, a key point it can't be EA that does it, once its one of the companies under them they have a great reputation despite being under EA (CoughBiowareCough) though I can't think of any that make strategy games.

But back to my first part of the question, would it be possible for New Republic Heroes that used Imperial Ships to spawn New Republic Fighters? Because I think Wedge would sooner scrap Imperial Tie Fighters then use them. He would have them replace with X-Wings, A-Wings, B-Wings, E-Wings and K-Wings, even if it means replacing the entire hanger bay to use them. And quite frankly so would hero units as well once they defected because I wouldn't fly in a Tie Fighter unless you pay me a lot of money and have a large set of life insurance that goes to my next of kin and when I eventually get shot down by a New Republic Fighter.
Title: Re: Heroes: ideas and changes.
Post by: StarBornMichaelh165 on October 09, 2016, 12:57:42 PM
Depends on the developer, a key point it can't be EA that does it, once its one of the companies under them they have a great reputation despite being under EA (CoughBiowareCough) though I can't think of any that make strategy games.

But back to my first part of the question, would it be possible for New Republic Heroes that used Imperial Ships to spawn New Republic Fighters? Because I think Wedge would sooner scrap Imperial Tie Fighters then use them. He would have them replace with X-Wings, A-Wings, B-Wings, E-Wings and K-Wings, even if it means replacing the entire hanger bay to use them. And quite frankly so would hero units as well once they defected because I wouldn't fly in a Tie Fighter unless you pay me a lot of money and have a large set of life insurance that goes to my next of kin and when I eventually get shot down by a New Republic Fighter.
I wouldn't mind fighting a TIE Interceptor or a TIE Defender thou there badass fighters.
Title: Re: Heroes: ideas and changes.
Post by: Lord Xizer on October 09, 2016, 03:20:58 PM
IF only we could Get another EAW 2017.
With mods .

Some things are best left alone....before people F*CK it up with a remake...(Total Recall, Red Dawn, Magnificent Seven, and every nostalgia kick lately)
Title: Re: Heroes: ideas and changes.
Post by: Revanchist on October 09, 2016, 03:40:14 PM
Some things are best left alone....before people F*CK it up with a remake...(Total Recall, Red Dawn, Magnificent Seven, and every nostalgia kick lately)

Yul Brynner's Magnificent Seven was itself an American remake of Kurosawa's Seven Samurai (an excellent movie I might add, I highly suggest watching it).
Title: Re: Heroes: ideas and changes.
Post by: Lord Xizer on October 09, 2016, 09:51:53 PM
Yul Brynner's Magnificent Seven was itself an American remake of Kurosawa's Seven Samurai (an excellent movie I might add, I highly suggest watching it).

Oh I know. I do like both of them. But even Yul, could not dulicate the magic with sequels. it should have been left alone after the first lol
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on October 09, 2016, 09:54:52 PM
Some things are best left alone....before people F*CK it up with a remake...(Total Recall, Red Dawn, Magnificent Seven, and every nostalgia kick lately)
My Lord I... like Magnificent 7....
Please don't drop me in your rancor pit on your personal Bellator?

I just thought of a idea that I know is dumb but why not give the empire the  Annihilator and have be around until Sage postage dies or is pushed off Coursant?
http://starwars.wikia.com/wiki/Annihilator_(Executor-class)
The Annihilator was destroyed at the battle of kuat by the NR and Typer Zahn but that happen around Endor Aftermath so Since Era doesn't start with Isard
it could help out with the fact that Pa, Eradiu, and Zsinj will have ssds early on, and it would give IR a reason to have Stage pestage as a IR leader over Isard
Title: Re: Heroes: ideas and changes.
Post by: Corey on October 09, 2016, 09:58:25 PM
But back to my first part of the question, would it be possible for New Republic Heroes that used Imperial Ships to spawn New Republic Fighters? Because I think Wedge would sooner scrap Imperial Tie Fighters then use them. He would have them replace with X-Wings, A-Wings, B-Wings, E-Wings and K-Wings, even if it means replacing the entire hanger bay to use them. And quite frankly so would hero units as well once they defected because I wouldn't fly in a Tie Fighter unless you pay me a lot of money and have a large set of life insurance that goes to my next of kin and when I eventually get shot down by a New Republic Fighter.

"Captured" ships will be using more faction-appropriate ships. We put a decent amount of work into changing around how the coding works for a lot of the units which should make it both easier to set up properly, and so that fewer things slip through the cracks.
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on October 10, 2016, 06:34:56 PM
Hey Corey I have a question. What do you think of my idea of the Annihilator SSD Given To the IR when Stage Pestage in era 1? In my opinion I would like a reason to keep Stage Peastage alive, or saving Coursant. Plus With Zsinj, and PA starting with SSds and Eradiu being able to build 1 this would help counter them.
Title: Re: Heroes: ideas and changes.
Post by: Lord Xizer on October 10, 2016, 07:37:45 PM
Hey Corey I have a question. What do you think of my idea of the Annihilator SSD Given To the IR when Stage Pestage in era 1? In my opinion I would like a reason to keep Stage Peastage alive, or saving Coursant. Plus With Zsinj, and PA starting with SSds and Eradiu being able to build 1 this would help counter them.

The IR in era one can already build 3 SSDs. One of which is named Annihilator...so technically it's already in.
Also as far as Eriadu and Zsinj...Zsinj had to STEAL another SSD, he couldn't afford to build one(nor had he the yards to) and the Eriadu Authority built ONE SSD over the course of several years so that doesn't seem practical.
Title: Re: Heroes: ideas and changes.
Post by: Corey on October 10, 2016, 07:40:36 PM
Annihilator had been annihilated before the mod starts.
Title: Re: Heroes: ideas and changes.
Post by: Lord Xizer on October 10, 2016, 09:37:58 PM
Annihilator had been annihilated before the mod starts.

Also yes
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on October 10, 2016, 10:22:46 PM
Annihilator had been annihilated before the mod starts.
ummmm... no it was Annihilated at the battle of kuat when rebel and Zann attack it.
http://starwars.wikia.com/wiki/Battle_for_the_Eclipse
it was destroyed after the rebels order a retreat and the super lazer jammed.
The date Says 4ABY and you said Endor Aftermath takes place right after the battle of Endor.
I don't care if it doesn't happen I just want a reason for the Empire to keep Stage Pesatge Around. TO be honest I need to know what are the benefits of Stage pesatge over Isard.

Ps Good Puns Corey keep it up. :)
Title: Re: Heroes: ideas and changes.
Post by: Revan0123 on October 11, 2016, 06:22:26 AM
ummmm... no it was Annihilated at the battle of kuat when rebel and Zann attack it.
http://starwars.wikia.com/wiki/Battle_for_the_Eclipse
it was destroyed after the rebels order a retreat and the super lazer jammed.
The date Says 4ABY and you said Endor Aftermath takes place right after the battle of Endor.
I don't care if it doesn't happen I just want a reason for the Empire to keep Stage Pesatge Around. TO be honest I need to know what are the benefits of Stage pesatge over Isard.

Ps Good Puns Corey keep it up. :)

I was gonna say the video games don't count but then realised that Jerec's in the mod so...
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on October 11, 2016, 07:23:49 AM
I was gonna say the video games don't count but then realised that Jerec's in the mod so...
I mean I am not trying to bring in a SSD, but I am more concern about why the we ( the empire) should keep Stage Pestage Alive. He needs to have his own advantages.
Title: Re: Heroes: ideas and changes.
Post by: Slornie on October 11, 2016, 12:38:09 PM
ummmm... no it was Annihilated at the battle of kuat when rebel and Zann attack it.
http://starwars.wikia.com/wiki/Battle_for_the_Eclipse
it was destroyed after the rebels order a retreat and the super lazer jammed.
The date Says 4ABY and you said Endor Aftermath takes place right after the battle of Endor.
The Battle for the Eclipse takes place after the Battle of Endor, true, but that's still before the mod. Because Endor Aftermath starts with the Empire fragmented and the Warlord territories already established it has to take place a few months after Endor, probably just after the Nagai-Tof war (which we don't cover).
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on October 11, 2016, 04:00:13 PM
I mean I am not trying to bring in a SSD, but I am more concern about why the we ( the empire) should keep Stage Pestage Alive. He needs to have his own advantages.
I honestly just want a reason to stay Stage Pestage as imperial Ruler.
Title: Re: Heroes: ideas and changes.
Post by: tlmiller on October 11, 2016, 06:02:09 PM
I honestly just want a reason to stay Stage Pestage as imperial Ruler.

Isn't "I want him as the leader" enough?  If you have to justify it through him having access to cool things, then it's not really saying much for how much you like him...
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on October 11, 2016, 06:47:18 PM
Isn't "I want him as the leader" enough?  If you have to justify it through him having access to cool things, then it's not really saying much for how much you like him...
I mean what heroes  will he would of have.
Title: Re: Heroes: ideas and changes.
Post by: Corey on October 11, 2016, 08:56:29 PM
There may be a few differences, but Pestage/Isard isn't treated quite the same way other "era" changes are, in that it's more about the plot point. We may decide we want the Isard switch to happen, whether through the loss of Coruscant or paying to dig up Lusankya. If we do that we'll either make it impossible for Pestage to be sacrificed, or make it so the loss of Coruscant/extraction of Lusankya is what prompts it as opposed to Pestage's death.
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on October 11, 2016, 09:29:39 PM
There may be a few differences, but Pestage/Isard isn't treated quite the same way other "era" changes are, in that it's more about the plot point. We may decide we want the Isard switch to happen, whether through the loss of Coruscant or paying to dig up Lusankya. If we do that we'll either make it impossible for Pestage to be sacrificed, or make it so the loss of Coruscant/extraction of Lusankya is what prompts it as opposed to Pestage's death.
But What I mean is what is the hero difference from Pestage to Isard?
Title: Re: Heroes: ideas and changes.
Post by: Slornie on October 12, 2016, 01:18:29 PM
Tidied up some of the really OT stuff.

In terms of the difference going from Pestage to Isard I don't think it's fully decided yet. As Corey said some of it will depend on how we implement the transfer of power in this specific non-era instance.  I would imagine there may be a few changes e.g. loss of Ruling Council members like Tigellinus and the spawning of say Erisi Dlarit.
Title: Re: Heroes: ideas and changes.
Post by: Ordo on October 12, 2016, 07:10:48 PM
Given the lack of possible heroes for Zero Command, Ilthmar's First should be considered. It was an Imperial battlecruiser (Essential Warfare puts it between 2000 and 5000 meters so it could be either Allegiance or Praetor) that survived Battle of Endor and was taken by Harrsk into Deep Core after the retreat to Annaj. Thoughts?
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on October 12, 2016, 08:33:45 PM
Given the lack of possible heroes for Zero Command, Ilthmar's First should be considered. It was an Imperial battlecruiser (Essential Warfare puts it between 2000 and 5000 meters so it could be either Allegiance or Praetor) that survived Battle of Endor and was taken by Harrsk into Deep Core after the retreat to Annaj. Thoughts?
Sadly Ordo we will not be seeing Zero Command in the game
Title: Re: Heroes: ideas and changes.
Post by: tlmiller on October 12, 2016, 08:58:55 PM
Sadly Ordo we will not be seeing Zero Command in the game

well, not really sadly IMO. 
Title: Re: Heroes: ideas and changes.
Post by: StarBornMichaelh165 on October 12, 2016, 09:18:47 PM
Given the lack of possible heroes for Zero Command, Ilthmar's First should be considered. It was an Imperial battlecruiser (Essential Warfare puts it between 2000 and 5000 meters so it could be either Allegiance or Praetor) that survived Battle of Endor and was taken by Harrsk into Deep Core after the retreat to Annaj. Thoughts?
I agree I like to know if their were More Battlecruisers the Empire Built but I do think that your 100% right about Zero Command. Just have then in Other Faction and just say yeah their in the mod. But I question Ordo Did the Name Ordo Warrior mean anything to you.?
Title: Re: Heroes: ideas and changes.
Post by: Corey on October 12, 2016, 09:35:32 PM
Sadly Ordo we will not be seeing Zero Command in the game

Again, Zero Command will be represented.  They will just not be standalone, nor playable. Harrsk and his forces will still be there.

We won't be trying to turn Ilthmar's Fist into a hero (lacking heroes for ZC isn't a huge concern since they're not playable), so we will likely just put an Allegiance in the starting forces for it.
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on October 12, 2016, 09:56:35 PM
Again, Zero Command will be represented.  They will just not be standalone, nor playable. Harrsk and his forces will still be there.

We won't be trying to turn Ilthmar's Fist into a hero (lacking heroes for ZC isn't a huge concern since they're not playable), so we will likely just put an Allegiance in the starting forces for it.
Can we see Wraith Squadron?
They are pretty important in the hunt for Zsinj.


Also I had a genius Idea that could if you wanted more factions
Combine Zero Command and Ciutric Hegemony into a single faction. Both Delak and Harsk worked together with Isard and this helps with lack of territory and lack of heroes. Hell Corey if you gave me some help I can help find potential heroes and places these two warlords controlled.(I Know you Hate Hearing about more Warlord factions, but please considered my idea)
Title: Re: Heroes: ideas and changes.
Post by: Corey on October 12, 2016, 10:36:40 PM
We're not looking for more Imperial factions; we don't need more Imperial factions, and we don't want more Imperial factions..  We have no intention of combining forces to form a playable faction, the only instances where we combine forces is to be able to represent different groups that we otherwise couldn't, and only then when non-playable (ie for smaller Imperial groups), or when a smaller group would have reasonably held ties to a larger local group (Elrood and Eriadu, Antemeridian and Maldrood). To combine them into a separate Imperial group for the sake of being playable, especially those two, really makes no sense. If we wanted more factions, we could make them their own factions but, especially in the case of Ciutric, they don't make sense as their own groups, especially early on. They're pretty far apart, on opposite ends of the core, and were doing completely separate things at different times. Right after Endor, the Hegemony remained loyal to the Ruling Council because Sate Pestage was its direct ruler as well as the de facto leader of the Empire, and after murdering Pestage, Krennal still remained loyal to or at least took orders from both Carvin and Isard. Harrsk was effectively independent but at least kept some ties with the Ruling Council, Pestage and Isard, both diplomatic and military, though by the time of Isard, around the loss of Coruscant, he was dealing with them as more of a separate state instead of acting like they were all one big happy family. He was then absent from Thrawn's Confederation, which many other Warlord groups joined (including both the Ciutric Hegemony and Pentastar Alignment). You can most reasonably include them from the start as component parts of the Remnant, with Zero Command and Ciutric really breaking away around the fall of Coruscant and the end of the Thrawn Campaign, and that's how we treat it in the mod. The logic that they should be their own separate faction together instead of part of the Remnant because they were both working togetherr doesn't really make sense in that each was only "working together" in that they both supported the Ruling Council longer than other independent groups did.

Ciutric's trajectory was basically Empire -> Semi-autonomous bit of the Empire -> Empire (part of Thrawn's Confederation) -> Independent -> Crushed by New Republic.

Basically, after Thrawn's Confederation broke up, the first thing the New Republic did was dismantle Ciutric. The news post for this should be going up tonight, but for the time that it was its own thing, we have a GC called Isard's Revenge where the Empire's territory in that GC is just the Ciutric Hegemony.

Just for demonstration, this is what a combined "Zero Hegemony" would look like (Zero Command in Yellow, Ciutric in Green, with pretty generous representation of their territory):
(http://i67.photobucket.com/albums/h283/DArbiter/ZeroHegemony_zpstyuozdfv.png)


As for Wraith squadron, they will be in the mod.
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on October 13, 2016, 07:33:12 AM
Cool man I was just proposing.

I do wonder. Are you going to add Wraith Squadron in the hunt for warlord Zsinj?
Title: Re: Heroes: ideas and changes.
Post by: taupin121 on May 22, 2017, 09:49:23 AM

If you want to add a starfighter squadron as hero for a warlord, here's one candidate : http://starwars.wikia.com/wiki/Iran_Ryad
Title: Re: Heroes: ideas and changes.
Post by: Ordo on May 22, 2017, 11:56:53 AM
If there is anything I love about this mod the most, its Corey jumping in with super thorough deep explanations as to why some fan suggestion are complete nonsense, while being extremely polite and educating.
Title: Re: Heroes: ideas and changes.
Post by: taupin121 on May 22, 2017, 12:26:14 PM
I know it make not much sense to have her as serving one of the warlord. But at one point she was killed while fighting the "official" Empire (I am not sure of that, someone should check the original source). But I also know the dev team need heroes for the warlords, not to equal the NR or IR but at least have a decent number of them. So here's my long shot to help.

If it was the fan that was talking I would argue for Shadowspan, Judder Page, Horton Salm, Sair Yonka (could be used as hero for the IR and NR... if these factions would need heroes...), Areta Bell,... ;D

And for the factions, I think only the one that can have galactic or oversectorial ambitions should be playable but the most non-playable faction there is, the better :)
Title: Re: Heroes: ideas and changes.
Post by: Illidan Stormrage on May 23, 2017, 04:03:01 PM
I have a new suggestion:
Zsinj's Iron fist spawns the false 181st.
The Hawk-Bats: Xiytiar-class transport Sungrass spawns the Hawk-bats in tie fighters and interceptors.(recruited from Halmad)
NR: Era 2 The Mon Remonda can spawn the falcon
Leiona Tarvia she deploys more pirate heroes