Thrawn's Revenge
Imperial Civil War [Empire at War] => Discussion, Suggestions & Feedback => Topic started by: Empeor Cooler on January 27, 2018, 01:42:16 AM
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I admit that I don't really feel strongly either way if Zero Command becomes playable in 2.3, 2.4, 3.0, etc. but, I'll play devil's advocate here and list some ideas for the faction that can maybe be built upon.
I must strongly mention this now, even trying to come up with ideas itself was difficult. Zero Command is the least detailed warlord kingdom of the major 5, (GM, EA, ZE, PA, and ZC.) not to mention that it was also the smallest. Harrsk got as far as Abregado-Rae from Kalisz before the Emperor returned, where he then got some territory in the Atrvis sector, and considering that Mustafar was the notable planet in the area, it wasn't an impressive chunk of space. So my suggestions are trying to stay within the realm of canon for as much as possible.
1. Deep 3 as a level three shipyard: Deep 3 was the name of the shipyard where Pellaeon found Dominion and Megador, which Harrsk had either acquired or built. Deep 3 was simply the shipyard itself, not a celestial body, so we can't have it as it's own space if that's the case, however, it's Darksaber of all things actually helps out in making Deep 3 possibly be a planet for the mod. The book says that Harrsk had a base in orbit above a rocky world near a red giant, where he was building Star Destroyers. Considering what little we can actually take away about Zero Command, I'm content with having this unnamed rocky planet taking the name Deep 3, especially since he was building capital ships there. D and M were likely still being finished, like the Night Hammer was for Delvardus, hence why Harrsk never used them.
2. Shockwave as a modified ISD: Shockwave wasn't Harrsk's flagship till 12 ABY, likely because he didn't begin building it till after Shadow Hand failed. According to Darksaber, the Shockwave was bigger than a regular ISD, and had more weapons as well. So much like how Isolder has a fancier Battle Dragon, Harrsk had a fancier ISD. Though, the fact that he had a special ISD built gave me an idea about Zero Command units...
3. Zero Command uses modified ships: Teradoc takes what he can get, while Delvardus has all the shiny toys, and Harrsk... well, based entirely off of the Shockwave, lets say Blitzer Harrsk is the one who puts a silencer on a flamethrower. Lets say, VSD's with Octuple turbolasers for faster moving damage sinks, Escort Carriers that replace their hangers for artillery and act like mini torpedo spheres, it fits Harrsk so well, he is a madman, let him have MAD starships.
4. Grand Admiral Martio Batch as a recruitable hero: This is the super obvious one, of course Batch was killed by his second officer, who took the Grand Admiral's fleet and defected to Harrsk, but the timeline of that event was never established. So much like Maldrood being able to get Syn in era 1, have Zero Command acquire the Grand Admiral after capturing a high value world in Era 1, something to impress Batch to defect himself, since he apparently just sat around in space after the TIE Phantoms were destroyed. Maybe Fondor? Since it was close to what territory Harrsk had.
5. Daala as a hero in era 4: My last idea. Daala did work for Harrsk, briefly, after her attempt to fight the NR was quickly foiled. For Reunification, have Daala join up with Harrsk in Zero Command if she is defeated or if the Imperial Remnant is wiped out.
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I admit that I don't really feel strongly either way if Zero Command becomes playable in 2.3, 2.4, 3.0, etc. but, I'll play devil's advocate here and list some ideas for the faction that can maybe be built upon.
I must strongly mention this now, even trying to come up with ideas itself was difficult. Zero Command is the least detailed warlord kingdom of the major 5, (GM, EA, ZE, PA, and ZC.) not to mention that it was also the smallest. Harrsk got as far as Abregado-Rae from Kalisz before the Emperor returned, where he then got some territory in the Atrvis sector, and considering that Mustafar was the notable planet in the area, it wasn't an impressive chunk of space. So my suggestions are trying to stay within the realm of canon for as much as possible.
1. Deep 3 as a level three shipyard: Deep 3 was the name of the shipyard where Pellaeon found Dominion and Megador, which Harrsk had either acquired or built. Deep 3 was simply the shipyard itself, not a celestial body, so we can't have it as it's own space if that's the case, however, it's Darksaber of all things actually helps out in making Deep 3 possibly be a planet for the mod. The book says that Harrsk had a base in orbit above a rocky world near a red giant, where he was building Star Destroyers. Considering what little we can actually take away about Zero Command, I'm content with having this unnamed rocky planet taking the name Deep 3, especially since he was building capital ships there. D and M were likely still being finished, like the Night Hammer was for Delvardus, hence why Harrsk never used them.
2. Shockwave as a modified ISD: Shockwave wasn't Harrsk's flagship till 13 ABY, likely because he didn't begin building it till after Shadow Hand failed. According to Darksaber, the Shockwave was bigger than a regular ISD, and had more weapons as well. So much like how Isolder has a fancier Battle Dragon, Harrsk had a fancier ISD. Though, the fact that he had a special ISD built gave me an idea about Zero Command units...
3. Zero Command uses modified ships: Teradoc takes what he can get, while Delvardus has all the shiny toys, and Harrsk... well, based entirely off of the Shockwave, lets say Blitzer Harrsk is the one who puts a silencer on a flamethrower. Lets say, VSD's with Octuple turbolasers for faster moving damage sinks, Escort Carriers that replace their hangers for artillery and act like mini torpedo spheres, it fits Harrsk so well, he is a madman, let him have MAD starships.
4. Grand Admiral Martio Batch as a recruitable hero: This is the super obvious one, of course Batch was killed by his second officer, who took the Grand Admiral's fleet and defected to Harrsk, but the timeline of that event was never established. So much like Maldrood being able to get Syn in era 1, have Zero Command acquire the Grand Admiral after capturing a high value world in Era 1, something to impress Batch to defect himself, since he apparently just sat around in space after the TIE Phantoms were destroyed. Maybe Fondor? Since it was close to what territory Harrsk had.
5. Daala as a hero in era 4: My last idea. Daala did work for Harrsk, briefly, after her attempt to fight the NR was quickly foiled. For Reunification, have Daala join up with Harrsk in Zero Command if she is defeated or if the Imperial Remnant is wiped out.
Couple of points here, while the ideas are interesting.
1) Deep 3 is hinted to be a hidden shipyard not the one above Harrsk's fortress world(the lava planet you mention from Darksaber) Harrsk also didn't build Megador and Dominion, in essential guide for Warfare it's stated he 'acquired them' and had them in storage because he didn't have the men to crew them, which is why they were empty when Pellaeon searched Harrsk's records and found them just before he abandoned the Deep Core.
2) and 3) I partially agree with this idea for Shockwave, but feel the Tector the team gave him accomplishes the same thing. As to the other aspects, none of the other ISDs under his command are mentioned to be modified, while the silencer on a flamethrower concept does fit Harrsk's mania I think that might be stretching it to a host of new units without lore support.
4) Batch was murdered pretty much immediately after Endor when news was received the Emperor was dead, Batch had been in hiding due to the failure of his TIE Phantom project, loss of the Terror and general screw up on his pet project for fear the Emperor would execute him. The crew which were fiercely loyal to Admiral Sarn blamed Sarn's death on Batch, promptly murdered him and THEN went to join Harrsk. Batch never even contemplated joining Harrsk, the indication is that with Palpatine dead he likely planned to return to the centralized Empire and either resume serive or continue laying low.
5) As a recruitable yes, i can agree with this one, but that would require story scripting since Daala should also be the IR hero for that era and she was only in service ot Harrsk for all of 8 hours, then promptly mutinied and took most of his forces.
May I suggest the Ismarens-Roganda and Irek as heroes they hid in Harrsk's kingdom awhile, possibly the Eye of Palpatine as a much more potent torpedo sphere, Phlygas Grynne as an assassin ground hero/space fighter, Ohran Keldor as a tech cost reduction hero for some consideration.
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2) and 3) I partially agree with this idea for Shockwave, but feel the Tector the team gave him accomplishes the same thing.
Maybe to at least give some depth to Harrsk as a hero, make the Shockwave his era 4 ship, while in 1-3, he commands the Whirlwind, which was his flagship when he was in charge of Arrowhead Command.
4) Batch was murdered pretty much immediately after Endor when news was received the Emperor was dead, Batch had been in hiding due to the failure of his TIE Phantom project, loss of the Terror and general screw up on his pet project for fear the Emperor would execute him. The crew which were fiercely loyal to Admiral Sarn blamed Sarn's death on Batch, promptly murdered him and THEN went to join Harrsk. Batch never even contemplated joining Harrsk, the indication is that with Palpatine dead he likely planned to return to the centralized Empire and either resume serive or continue laying low.
I do assume that Batch bit the dust pretty quick, but the word immediate or soon after don't appear when describing Batch's assassination in any profile of his that I've seen. So this was the best "what if" scenario I could come up with for ZC, cause every profile on Harrsk mentions of Batch's crew defecting to Zero Command, it's even mentioned as being one fo the reasons why Harrsk's split personality "betrayed" himself.
May I suggest the Ismarens-Roganda and Irek as heroes they hid in Harrsk's kingdom awhile, possibly the Eye of Palpatine as a much more potent torpedo sphere, Phlygas Grynne as an assassin ground hero/space fighter, Ohran Keldor as a tech cost reduction hero for some consideration.
The problem with those 4 is that they're all mostly active in either late era 3 or early era 4 timeline wise. In my opinon, that's the area where ZC needs fleshing out the least. Not saying that they're bad ideas, just that ZC needs more era 1 detailing to make worth being playable.
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Maybe to at least give some depth to Harrsk as a hero, make the Shockwave his era 4 ship, while in 1-3, he commands the Whirlwind, which was his flagship when he was in charge of Arrowhead Command.I do assume that Batch bit the dust pretty quick, but the word immediate or soon after don't appear when describing Batch's assassination in any profile of his that I've seen. So this was the best "what if" scenario I could come up with for ZC, cause every profile on Harrsk mentions of Batch's crew defecting to Zero Command, it's even mentioned as being one fo the reasons why Harrsk's split personality "betrayed" himself. The problem with those 4 is that they're all mostly active in either late era 3 or early era 4 timeline wise. In my opinon, that's the area where ZC needs fleshing out the least. Not saying that they're bad ideas, just that ZC needs more era 1 detailing to make worth being playable.
Well the issue is that we have virtually no information on who allied with Harrsk in the early days- name wise anyway- we don't have names like Zsinj, Teradoc and Delvardus have for guys tied to them. As such we have some difficulty here.
Again I would be fine with Batch's crew(ships) joining Harrsk as a mission thing or time reward.
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Maybe Zero Command could just be a non-playable faction like Antermeridian Sector and Corporate Sector until people could dig up more info on it.
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Well it is a non playable faction right now.
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Bumping this again because I've drawn up some more ideas, these ones are a bit more simple and less "what-if"-ish.
1. Belgaroth as territory in Era 1: The junk planet was described as the main fortress world of ZC during it's start. It, alongside Abregado-Rae, had to be abandon in 5 ABY as the New Republic moved closer to the Core. Adding Belgaroth to the map would give ZC some much needed territory for Era 1 play.
2. Lieutenant Zuud as a Era 1 hero: Zuud was a female Imperial Officer stationed on Kalist IV. She worked under the Analysis Bureau of Imperial Intelligence, and was one of the Empire's most effective interrogators. Zuud was an enthusiastic sadist, so effective at torture, that she could instantly determine a prisoner's limits as she began interrogation. Being a psychopath, she and Blitzer sound like a good pair... I joke, she has never been detailed leaving Kalist, so I assume that she was still there when Harrsk took over. Being a master interrogator, she can work well with gathering intelligence, perhaps even allow for the construction of a special type of prison.
3. Arrowhead Command as a "Hero": Harrsk's old command he took with him to the Deep Core, I base this idea of off Task Force - 24 from EAW:RE, in which a single ISD garrisons in two more after it's sent into battle. Other than Teradoc, the other Warlords don't really own a named task force(s) like the NR or the EOTH, so ZC having a set of named ships that have their own special function adds a bit to the factions much needed uniqueness. The names for these ships would be the Firestorm, Meniscus (GA Batch's ship), and Whirlwind if Harrsk is kept in the Shockwave before Era 4, if not, a new weather related name can be created for a new third ship... Hailfall?
And here's a curiosity I found during research...
4. Ilthmar's Fist?: What a strange occurrence, I would've let this taken the third slot in Arrowhead Command had I not learned that it was not an ISD, but actually an unclassified battlecruiser that Harrsk took to Kalist. Three ships in the Empire had the legitimate classification of "Battlecruiser," these were the Praetor MK II, the Allegiance class, and the Tagge. So this thing was one of two Battlecruisers that took a part in the Battle of Endor, the other was the Pride of Tarlandia, a communications ship, and second in common of Death Squadron, next to the Executor. Funnily enough, POT has no official class name either, other than "Communications ship." I guess this means that Ilthmar's Fist could literally be any one of the previous three classes, or even a completely unique ship. So, what does everyone else think?
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Corey mention before the orginial plan was to Zero Command, but this change, because people requested Eradiu instead.
I also spoke to Corey and he said the EA will not be playable in 2.2 reunification. The reason is because they only control 1-3 planets, where as Maldrood control still a good chunk of territory after Shadow Hand. Zero Command honestly becomes more relevant during the post Era 2 time. During Era 2, Harsk, Kosh Teradoc, and Delvardus were fighting for control of the deep core instead of helping Thrawn (which could possibly be a fun mini gc for a submod.) Zero Command is more relevant in the Carnor Jax/ post death of Oldman Palps time. They expanded and tried to secure more resources until era 4 where they rivial Greater Maldrood.
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Corey mention before the orginial plan was to Zero Command, but this change, because people requested Eradiu instead.
I also spoke to Corey and he said the EA will not be playable in 2.2 reunification. The reason is because they only control 1-3 planets, where as Maldrood control still a good chunk of territory after Shadow Hand. Zero Command honestly becomes more relevant during the post Era 2 time. During Era 2, Harsk, Kosh Teradoc, and Delvardus were fighting for control of the deep core instead of helping Thrawn (which could possibly be a fun mini gc for a submod.) Zero Command is more relevant in the Carnor Jax/ post death of Oldman Palps time. They expanded and tried to secure more resources until era 4 where they rivial Greater Maldrood.
Right as you may be about ZC being a more relevant force post Era 1, if they are to become playable at some point, they'd most likely be playable in one of the Era progressive GC's like Empire's at War. If such shall be the case, then Zero Command will need a lot of work done regarding their status in Era 1. Once that is done, their roster and territory in Era's 2 and 3 will become much easier to work on as it is near identical to what it'll be in Era 4.
(Thanks to Xizer with his recommendations for a potential Era 4 hero list, could help build a foundation to work off of.)
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4. Ilthmar's Fist?: What a strange occurrence, I would've let this taken the third slot in Arrowhead Command had I not learned that it was not an ISD, but actually an unclassified battlecruiser that Harrsk took to Kalist. Three ships in the Empire had the legitimate classification of "Battlecruiser," these were the Praetor MK II, the Allegiance class, and the Tagge. So this thing was one of two Battlecruisers that took a part in the Battle of Endor, the other was the Pride of Tarlandia, a communications ship, and second in common of Death Squadron, next to the Executor. Funnily enough, POT has no official class name either, other than "Communications ship." I guess this means that Ilthmar's Fist could literally be any one of the previous three classes, or even a completely unique ship. So, what does everyone else think?
Because of its role as a command and communication ship I would put Pride of Tarlandia down as an Allegiance-class because the Allegiance (presumably class lead) also served in that role during the 10 ABY Battle of Calamari. Ilthmar's Fist I would personally make a Tagge (or in mod terms, a Sorannan-class) mainly just for variety.
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Bumping this again because I've drawn up some more ideas, these ones are a bit more simple and less "what-if"-ish.
3. Other than Teradoc, the other Warlords don't really own a named task force(s) like the NR or the EOTH, so ZC having a set of named ships that have their own special function adds a bit to the factions much needed uniqueness.
Slight correction here, Kaine had Scourge Squadron, Crimson Command was originally Zsinj's task force.
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Slight correction here, Kaine had Scourge Squadron, Crimson Command was originally Zsinj's task force.
And although not a warlord for sure, but the Yevetha had Black Sword Command captured
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More generally, with the faction limit Jorrit discovered, which presumably isn't a side effect of something else, we basically planned out what our theoretical full roster of factions would be, given unlimited resources. Right now Zero Command is still there, but given one extra option, Zero Command would be the one most likely to be bumped off and put into the 'Warlord' faction, and therefore not playable. We already have so many Imperial-based factions that trying to scrape the bottom of the barrel for enough content to make Zero Command worthwhile really isn't gonna get us much mileage, especially when that content, in terms of ship classes if not heroes, could be used to diversify the other Warlords more.
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More generally, with the faction limit Jorrit discovered, which presumably isn't a side effect of something else, we basically planned out what our theoretical full roster of factions would be, given unlimited resources. Right now Zero Command is still there, but given one extra option, Zero Command would be the one most likely to be bumped off and put into the 'Warlord' faction, and therefore not playable. We already have so many Imperial-based factions that trying to scrape the bottom of the barrel for enough content to make Zero Command worthwhile really isn't gonna get us much mileage, especially when that content, in terms of ship classes if not heroes, could be used to diversify the other Warlords more.
I agree with you on that, and my thoughts on the matter are still the same as my first post. The thought process here being, if the decision was ever made to make them playable, there would be a thread already existing with some ideas to use as a potential foundation to build of off.
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Does Zero Command even have more than 1 Hero?
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More generally, with the faction limit Jorrit discovered, which presumably isn't a side effect of something else, we basically planned out what our theoretical full roster of factions would be, given unlimited resources. Right now Zero Command is still there, but given one extra option, Zero Command would be the one most likely to be bumped off and put into the 'Warlord' faction, and therefore not playable. We already have so many Imperial-based factions that trying to scrape the bottom of the barrel for enough content to make Zero Command worthwhile really isn't gonna get us much mileage, especially when that content, in terms of ship classes if not heroes, could be used to diversify the other Warlords more.
I think we really don't need ZC. I prefer more new factions withnout ISDs. :D
Blitzer Harrsk is also hero in Imperial Remnant in ERA 1 and 3, ever Dominion and Megador will be in IR. Maybe if you have Harrsk, IR can have access to some unique ZC's stuff simitary as Maldrood with Leonia Tavira.
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I think we really don't need ZC. I prefer more new factions withnout ISDs. :D
Blitzer Harrsk is also hero in Imperial Remnant in ERA 1 and 3, ever Dominion and Megador will be in IR. Maybe if you have Harrsk, IR can have access to some unique ZC's stuff simitary as Maldrood with Leonia Tavira.
Maybe as a catch to not immediately side with Isard in Era 1 GC’s, you can buy either Dominion and Megador for less from Harrsk’s location before he defects. (No need for this to exist in Era 3 since the player can already buy Sovereigns and has the Eclipse.)
Other than that, I can’t think of much else.
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Maybe what could happen is make a gc where harsk’s faction uses the imperial remnant tag and then give him his special roster and give the actual IR the warlord tag instead
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That seems most likely.
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Maybe as a catch to not immediately side with Isard in Era 1 GC’s, you can buy either Dominion and Megador for less from Harrsk’s location before he defects. (No need for this to exist in Era 3 since the player can already buy Sovereigns and has the Eclipse.)
Other than that, I can’t think of much else.
Yes, just make available Dominion and Megador only in Harrsk’s location in ERA 1.
Maybe what could happen is make a gc where harsk’s faction uses the imperial remnant tag and then give him his special roster and give the actual IR the warlord tag instead
I think we can use regular Warlords faction for this simitary like for Zsinj in one GC in 2.1 (Ofc if also others small warlord faction like Antemeridian Sector will not be in same GC). But what will be this special roster except Mandator?
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You can't make the name of a faction be different in a specific GC. If we wanted Harrsk to be playable, we'd just use Harrsk.
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That’s what meant just didn’t know how to word it properly
Harsk’s faction would be under the IR tag and you play them in a special gc
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You didn't really understand.
What corey meant to say is if you use the IR "tag" it will ultimately call it IR, as factions and their names have to be specified in XML and not fluid. You can't code that IR in this GC will be called ZC
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That isn't what he was saying based on his clarification, he meant do it like Hunt for Zsinj in 2.1, but as I said, if we wanted Harrsk to be playable, it's far easier to just make Harrsk playable than to do what we had to do for 2.1 HfZ, especially when there's no separate GC where that would make sense, like how Zsinj had a whole campaign dedicated to him, so we'd essentially be re-making an already-existing GC with the Remnant swapped with Harrsk.
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I would love if yo could play as the zero command and not just them, but any of the smaller, less pronounced factions such as the Hapans. They have some ships you don't see in the neighborhood every day of the week. It would be awesome if you could play as them, and yes I know that it would be a ton of work and not really worth it.
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4) Batch was murdered pretty much immediately after Endor when news was received the Emperor was dead, Batch had been in hiding due to the failure of his TIE Phantom project, loss of the Terror and general screw up on his pet project for fear the Emperor would execute him. The crew which were fiercely loyal to Admiral Sarn blamed Sarn's death on Batch, promptly murdered him and THEN went to join Harrsk. Batch never even contemplated joining Harrsk, the indication is that with Palpatine dead he likely planned to return to the centralized Empire and either resume serive or continue laying low.
I would definitely argue in favor of Martio Batch's inclusion as a hero for Zero Command, if they will indeed become playable one day. It would, absolutely, be a stretch from a lore point of view, but so is the inclusion of Peccati Syn as a hero for the Greater Maldrood, when in reality he died on Kashyyyk with no one coming to his aid. Having Batch's crew not whack him and Batch himself deciding to join Harrsk is not that much of a leap. Again, I was led to believe that this mod allows players to have an opportunity to change certain events from the EU. Having Batch as a hero for ZC instead of some nameless guys from Sarn's crew is more interesting even if not entirely accurate. Especially considering the lack of known heroes for Harrsk as mentioned earlier. With Harrsk, Batch, Roganda and Irek Ismaren, Phlygas Grynne and Ohran Keldor their hero roster already doesn't look that bad.
I am a sucker for all things Grand Admiral though, that's true. It's my favorite rank in the Imperial Navy, and every individual who has ever held it has a unique story and fate, mostly tragic ones, of course. As a matter of fact, I think most of the 13 Grand Admirals could be implemented into the mod without having to twist the lore too much, essentially everyone except Zaarin, Declann, Il-Raz and Teshik. Giving the player an opportunity to save some of them from demise is something that I'd certainly support and be up for. They make for much more charismatic characters than most of the usual space heroes. That is if you need charisma from a space hero in EAW, of course. I realize that this is just my take on it. But Batch definitely has an easy way into ICW, if you ask me.
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It would, absolutely, be a stretch from a lore point of view, but so is the inclusion of Peccati Syn as a hero for the Greater Maldrood, when in reality he died on Kashyyyk with no one coming to his aid.
With Harrsk, Batch, Roganda and Irek Ismaren, Phlygas Grynne and Ohran Keldor their hero roster already doesn't look that bad.
I am a sucker for all things Grand Admiral though, that's true. It's my favorite rank in the Imperial Navy, and every individual who has ever held it has a unique story and fate, mostly tragic ones, of course. As a matter of fact, I think most of the 13 Grand Admirals could be implemented into the mod without having to twist the lore too much, essentially everyone except Zaarin, Declann, Il-Raz and Teshik. Giving the player an opportunity to save some of them from demise is something that I'd certainly support and be up for. They make for much more charismatic characters than most of the usual space heroes. That is if you need charisma from a space hero in EAW, of course. I realize that this is just my take on it. But Batch definitely has an easy way into ICW, if you ask me.
Well you are partially right here, technically Syn should be an IR era 1 hero along with Makati and Takel as he was still following orders from Imperial Center(who posted him to Kashyyyk) but was pretty much fully under the sway of the Emperor's Eye Merili and the Church of the Dark Side false prophets. The reason he is included in Maldrood in era 1 is because he did have dealings with them and was duped into believing they would aid him at Kashyyyk-which implies at least a minimum level of cooperation between the two. Batch doesn't even have that tie in so again while it might be neat it was never something he considered doing at all.
Originally Moff Darcc was going to be where Syn is I believe but was replaced with Syn for a number of reasons. In a sub mod I am assisting with we are planning on adding in the cliche from Kashyyyk-Moff Darrc, Pekt, Merili and Syn- removing one Moff hero for the GM and Boba Fett in exchange for Trandoshan slavers(which employing said corp will decrease building times due to wookie slave labor) Merili will grant full sight to the map but not have a lightwhip, just drain life, Darrc will offer an income bonus(from slave trading) and Pekt will allow Slavers to be recruited with flamethrowers.
I also intend to add in Grunger, Pitta and Tigellinus into that sub mod I mentioned. Grunger and Pitta will be part of the Warlords sub group above Gargon and Corellia respectively, each will have a large amount of space forces but few ground forces. Tigellinus will have his ISD and grant similar bonuses as Takel and Makati(but in my sub mod those will stack) Grunger will have the SSD Aggressor and Pitta will have a modified and larger Torpedo sphere that does much more damage. So with this you don't get Batch but you will get
Grant(PA)Thrawn(IR,EotH)Syn(GM)Makati,Takel,Tigellinus(IR)Grunger,Pitta(Warlords) that is eight out of the thirteen Grand Admirals. I am working with my fellow submodders to make each Grand Admiral have benefits that are unique to their command style and personalities.
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I also intend to add in Grunger, Pitta and Tigellinus into that sub mod I mentioned. Grunger and Pitta will be part of the Warlords sub group above Gargon and Corellia respectively, each will have a large amount of space forces but few ground forces. Tigellinus will have his ISD and grant similar bonuses as Takel and Makati(but in my sub mod those will stack) Grunger will have the SSD Aggressor and Pitta will have a modified and larger Torpedo sphere that does much more damage. So with this you don't get Batch but you will get
Grant(PA)Thrawn(IR,EotH)Syn(GM)Makati,Takel,Tigellinus(IR)Grunger,Pitta(Warlords) that is eight out of the thirteen Grand Admirals. I am working with my fellow submodders to make each Grand Admiral have benefits that are unique to their command style and personalities.
I was going to do a similar thing in a sub mod I'm planning, adding Pitta and Grunger as NPC Warlords. Though, I'm also working on implementing a "What-If" GC where the NR as to defeat the IR under the control of the remaining Grand Admirals. A more refined and stable execution than what was done in the More Sub-mod for the Demo.
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I also intend to add in Grunger, Pitta and Tigellinus into that sub mod I mentioned. Grunger and Pitta will be part of the Warlords sub group above Gargon and Corellia respectively, each will have a large amount of space forces but few ground forces. Tigellinus will have his ISD and grant similar bonuses as Takel and Makati(but in my sub mod those will stack) Grunger will have the SSD Aggressor and Pitta will have a modified and larger Torpedo sphere that does much more damage. So with this you don't get Batch but you will get
Grant(PA)Thrawn(IR,EotH)Syn(GM)Makati,Takel,Tigellinus(IR)Grunger,Pitta(Warlords) that is eight out of the thirteen Grand Admirals. I am working with my fellow submodders to make each Grand Admiral have benefits that are unique to their command style and personalities.
Well this sounds amazing, your sub mod has earned itself another fan. :laugh: I wish I could help in some way. I guess I could try providing VO for some characters, if I get my hands on a decent mic. I'm Ukrainian, but English is my specialty, I'm a translator professionally, I don't have much of an accent. I lived in Philly for 2 years in the 90s, when I was a little kid, lol.
Are you planning on including Admiral Mir Tork and Leonis Murthe somewhere close to Pitta? It could be hard since Tork commanded a Dungeon ship,
Azgoghk, and they don't have a model. However, a Dungeon ship looks almost exactly like a World Devastator, and even their function is similar. I'd be fine with Tork commanding a World Devastator, even though in the lore they appeared much later. And Murthe was stationed on the same ship, so I don't know how you could have them both at the same time. Maybe have Murthe command the Azgoghk and let Tork just have an ISD. Or have them command a World Devastator each, since there were two more Dungeon ships - Angrix and Apocahk. Or just have them both have ISDs or something, so that World Devastators don't appear earlier than they should. But since Pitta and Grunger would both be part of a non-playable faction I guess such detail in what kind of additional heroes they get is not that important. I dunno, I get excited about those sort of things very easily, lol.
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Well this sounds amazing, your sub mod has earned itself another fan. :laugh: I wish I could help in some way. I guess I could try providing VO for some characters, if I get my hands on a decent mic. I'm Ukrainian, but English is my specialty, I'm a translator professionally, I don't have much of an accent. I lived in Philly for 2 years in the 90s, when I was a little kid, lol.
Are you planning on including Admiral Mir Tork and Leonis Murthe somewhere close to Pitta? It could be hard since Tork commanded a Dungeon ship,
Azgoghk, and they don't have a model. However, a Dungeon ship looks almost exactly like a World Devastator, and even their function is similar. I'd be fine with Tork commanding a World Devastator, even though in the lore they appeared much later. And Murthe was stationed on the same ship, so I don't know how you could have them both at the same time. Maybe have Murthe command the Azgoghk and let Tork just have an ISD. Or have them command a World Devastator each, since there were two more Dungeon ships - Angrix and Apocahk. Or just have them both have ISDs or something, so that World Devastators don't appear earlier than they should. But since Pitta and Grunger would both be part of a non-playable faction I guess such detail in what kind of additional heroes they get is not that important. I dunno, I get excited about those sort of things very easily, lol.
Thanks and we'd love to have you on board for VOs. I was actually planning on giving Tork a World Devastator lol and attaching him to Pitta's two worlds. It'd be a weaker WD and there'd be 3 of them. While above a world they'd prevent alien natives spawning
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So, what is the faction limit? I know that it's at least thirteen, as YodenMod 2018 has that many fully playable factions.
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21. 2.2 has the Empire, NR, EotH, PA, Zsinj, Maldrood, Eriadu, Yevetha, Hostile, Neutral, Hapes, Zero Command, a generic Warlords, CSA, and two text dividers. The limit became a problem when there were specific warlords rather than a generic one.
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In my opinion, having Zero Command wouldn't be that bad. I will say that generating a Roster for a little known Warlord Faction would be tough and I would see how implementing them would be difficult. I, as a player, am happy with what TR has right now and the idea of ZC and other factions (I.E. Corporate Sector Authority) should be discussed at a later time (ha, Maz Joke). Anyways, all I can really say is that having more Factions could (maybe and possibly) make game play somewhat confusing for people just starting to get into playing TR. I love hearing about new factions as the next person, but with 2.2 coming out right around the corner, I say we should stick to looking at that and plan ZC for a future Update to the mod. (This is the first time I write something like this, I hope it's understandable and not disrespectful! I would hate for any of this to be taken the wrong way... :-[ )
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You've actually outlined our current plan fairly well. Zero Command exists as a separate faction in 2.2, but they aren't playable or fleshed out. Any expansion of them would be in a later version.
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Phew! That's good to hear! I didn't want people to think that I was being a bit selfish when I said that we could discuss this matter in a different time! Glad I wasn't rude or anything!