Thrawn's Revenge
Imperial Civil War [Empire at War] => Discussion, Suggestions & Feedback => Topic started by: semillakan6 on January 28, 2018, 03:27:24 AM
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I am thinking as an end game treat or a new campaign all together I know i would likely take a lot of time to make but are there any plans for it?
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There aren't presently any plans for that. It'd be a huge amount of work, and there's still plenty left to do in the areas we already cover.
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I can't help but feel that no mod for any game that I've played has really done the Vong justice - their military, political/social, and economic capabilities should feel very distinct from those of other factions, and they rarely do for even one of the three (the Borg suffer similarly in most Star Trek games/mods, in my experience, though Armada 3 for Sins and New Horizons for Stellaris make very noble attempts). This isn't in most respects the fault of anyone trying to represent them in a game, but moreso a matter of them being mostly overpowered in the lore. If you err too far on the side of making their abilities analogous to those of the other factions, then they lose their uniqueness and the main benefit of playing them in the first place. If you err too far on the side of making them unique, balance will almost always become a significant issue - rock paper scissors is easy to keep balanced if all remain untouched, but what happens if the rock suddenly increases in size 50% while paper and scissors remain the same? Do scissors still lose and paper win, or does the paper need to be made bigger so that it can cover the rock, and then the scissors stronger so they can still cut the paper, and so on. The Vong, like the Borg, are simply too different from other factions for normal balancing mechanics in most strategy games to feel appropriately representative of the faction's uniqueness without making them too good in the process.
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Sins of a galactic empire has them and they did an ok job with them.
What about the Yuuzhan Vong at war mod how is it progressing I haven’t heard anything about them in awhile
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I released a submod adding them to Imperial Civil War yesterday! Check it out: http://www.moddb.com/mods/new-jedi-order-compilation/news/released-the-new-jedi-order-compilation-mod-25-aby-pack
The submod has been in development for almost a year and this is the first of many packs adding content from the Yuuzhan Vong War/New Jedi Order era.
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Maybe in a later patch we might see the Preatorite Vong for raid fleets when you the unknown regions are added to the game.
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It would take a lot to balance something like that
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they would probably be like the new republic, they’d have great shields and fighters but there big ship wouldn’t have be worth a damn
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Vong ships didn't have shields per se. That's an area where we did once figure out what we'd likely do for them to represent Dovin Basals, years ago.
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Even if the Vong were added they wouldn’t be able to use there world ships unless hey made super small ones that are only 10 to 20 km
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Vong ships didn't have shields per se. That's an area where we did once figure out what we'd likely do for them to represent Dovin Basals, years ago.
Well don't leave us in suspense... What did you figure out you'd likely do?
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Ya, like many have pointed out, the Vong simply don't work with most basic strategic game mechanics. Especially FoC's engine tbh.
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Ya, like many have pointed out, the Vong simply don't work with most basic strategic game mechanics. Especially FoC's engine tbh.
Yes, the Vong don't translate well into FOC, they'd be too overpowered if translated over with canon in mind. Also, other than some funky looking units, they wouldn't stand out that much from everyone else due to the limitations of the games mechanics, which would be the primary reason to have them in the first place, to have something totally different.
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Even if the Vong were added they wouldn’t be able to use there world ships unless hey made super small ones that are only 10 to 20 km
Some of the worldship were quoted at 10 km in Vector Prime. That being said, I would prefer to have the Yuuzhan Vong in Ascendancy. But that should be a nightmare to have them balanced with other factions and still with a specific gameplay which would portray their uniqueness in the lore.
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Sins of a galactic empire gave the Vong good shields and good regenerative abilities and there fighters were ok, there small ships suck there frigates are decent, it’s there capital ships you’d have to worry about they packed a punch like no other and with that shield boost and regeneration abilities it would take several star destroyers to beat one of there capital ships
There world ships are kinda like executors.
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I would prefer to have the Yuuzhan Vong in Ascendancy. But that should be a nightmare to have them balanced with other factions and still with a specific gameplay which would portray their uniqueness in the lore.
Personally I'd imagine if the Vong ever made it into Ascendancy they'd be handled somewhat like the Borg in Star Trek Armada.
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In terms of in-combat functionality, EaW may ultimately be better for separate ways to negate damage than shields. Sins may end up being better for the economy side. It's hard to say, but I think each game does have probably sufficient mechanical options to make them at least feel unique.
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Its not an imperial civil war if the republic and empire team up, right?
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I struggle to imagine how the Vong could be integrated into EaW while remaining unique. Even heavy use of special abilities probably wouldn't be sufficient.
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Really it's their odd way of negating damage that would eb the problem. AFAIK there's no straight '-5 to incoming DPS' that would probably be the most accurate for Dovin Basals.
Worldships could be represented like the Death Stars I suppose.
The real big problem is the lack of models. They would have to be designed form the ground up, even more so than the EOTH does - at least the EOTH has imperial-esque ships, and has technological ships - the Vong ships are all Biological, which would look very different.
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There's actually quite a few canon units and designs for Vong ships, far more than for the Chiss or Empire of the Hand. As for Dovin Basals Corey and Code figured out years ago how they'd like to handle those in EAW (assuming the game would behave itself).
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There's actually quite a few canon units and designs for Vong ships, far more than for the Chiss or Empire of the Hand. As for Dovin Basals Corey and Code figured out years ago how they'd like to handle those in EAW (assuming the game would behave itself).
It was more designing and creating the organic texture that would be the problem, I would assume. Mechanical is both easier in general to make look good, easier to code for movement, and there's already similar meshes/code/etc from the rest of the factions that can be extrapolated from. I doubt tentacle-worms (qworlth skaal) would be easy to code, for example.
(assuming the game would behave itself).
Also, the more important part.
I have faith in the TR team's coding ability. Not so much in the game :D
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Someone needs to reverse-engineer EaW so that we can write an entirely new code lol.
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I don't think that the yuzhan vong would really fit in that well with the mod. After all, it is called Imperial Civil War for a reason.
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I agree. The fact that IWC focuses on the +4/+19 period is entirely appropriate for me. Perhaps there will one day be a full derivative mod on the New Jedi Order, incorporating all the game mechanics developed here? Let's hope so!