Thrawn's Revenge

Imperial Civil War [Empire at War] => Discussion, Suggestions & Feedback => Topic started by: vadereclipse on June 05, 2008, 06:26:27 AM

Title: indigenous units
Post by: vadereclipse on June 05, 2008, 06:26:27 AM
are there going to be any?
if so, what units will there be?
Title: Re: indigenous units
Post by: Slornie on June 05, 2008, 07:49:48 AM
By indigenous, you mean the population on the maps (like Ewoks, Jawas, etc)?  Or units that can only be produced on their planet of origin (like Wookiee Warriors, etc)?

For what its worth, here are the past threads:
Indigenous ground/space forces:  http://gutr.swrebellion.com/forums/index.php/topic,110.30.html

Planet specific units:  http://gutr.swrebellion.com/forums/index.php/topic,111.0.html
Title: Re: indigenous units
Post by: vadereclipse on June 05, 2008, 08:01:07 AM
i meant like jawas etc. thanks.
Title: Re: indigenous units
Post by: Corey on June 05, 2008, 03:31:18 PM
The only new indigenous units in R1 will be Chiss Civilians on some EotH planets, Eickarie on Kariek and Kath Hounds on Dantooine. R2 and R3 will add several more on different planets, though.
Title: Re: indigenous units
Post by: siegfried1 on August 15, 2008, 09:56:37 AM
I hate indigenous forces anyways, seeing as they're only cannon fodder at the best
Title: Re: indigenous units
Post by: grandadmiralbeck on August 15, 2008, 10:54:35 AM
actually, sometimes i find them quite useful on certain occasions.
Title: Re: indigenous units
Post by: siegfried1 on August 15, 2008, 11:25:52 AM
Yeah, every once and awhile they're useful on Kuat, because they can capture the reinforcement point easily, but otherwise....
Title: Re: indigenous units
Post by: ARC-Trooper57 on August 15, 2008, 02:34:13 PM
What about gungans and wookiees, they are not cannon fodder
Title: Re: indigenous units
Post by: siegfried1 on August 15, 2008, 02:46:31 PM
You're right about the Wookies, but Gungans?!?!?!?!?!?
Title: Re: indigenous units
Post by: vadereclipse on August 15, 2008, 04:36:12 PM
wookiees and geonosians are useful. mandalorians would be if not hostile.
geos are by health, the weakest units in game, but in numbers and weapons come in handy.
also, any unit is useful for capturing the RPs and buildpads.
Title: Re: indigenous units
Post by: ARC-Trooper57 on August 16, 2008, 11:07:13 AM
Gungans dont have good health but their boomas are great for anti-infantry
Title: Re: indigenous units
Post by: Delta 07 on August 16, 2008, 02:25:43 PM
will the mandalorians side wqith anyone in this game?
Title: Re: indigenous units
Post by: siegfried1 on August 22, 2008, 08:18:14 PM
maybe they could be hirable using something like the blackmarket thing where you drag a certain hero onto Mandalore and you could purchase the Mandalorians allegiance for a certain amount of credits seeing as they relly didn't have an allegiance to anyone.
Title: Re: indigenous units
Post by: vadereclipse on August 29, 2008, 04:03:29 AM
Well, i read that Fenn shysha is a rebel hero, so i guess it's rebels.
Title: Re: indigenous units
Post by: Corey on August 30, 2008, 07:20:13 AM
The Empire was oppressing Mandalore, and Leia helped the Mandalorians drive off the Empire, so the Mandalorians under Fenn Shysa started fighting the Empire. Fenn will be a Rebel hero, and when he's at Mandalore he can recruit Mandalorians.
Title: Re: indigenous units
Post by: vadereclipse on August 30, 2008, 07:32:51 AM
thanks for clearing that up.
will it be mandalorian  protectors he recruits? to my knowledge it was really just fenn shysha, tobi dala and goran Beviin keeoping the mandalorians together during the GCW.
Title: Re: indigenous units
Post by: siegfried1 on August 30, 2008, 08:17:00 AM
I like that Arb, that'll probably make me play as the Rebels more than never.
Title: Re: indigenous units
Post by: subame on November 20, 2008, 07:35:43 PM
I hate indigenous forces anyways, seeing as they're only cannon fodder at the best
I agree.Indigenous units need a serious upgrade, they're nothing but a minor annoyance.Honestly, if they're there, they should be a threat.
Title: Re: indigenous units
Post by: vadereclipse on November 21, 2008, 02:36:42 AM
they're fine as they are. and there are some very powerful indigenous units, such as Geonosians (absolutely destroy unshielded vehicles like SPMA-Ts) and wookiees and Mandalorians. While the human/hutt/twi'leks/Gungans/Ewoks are weak, some are very powerful. they have to be weaker than you, really. it's the way of the game. they are not much of a problem as AI, but they can be useful when you use them for other uses, such as building turrets when there are none of your infantry nearby, and acting as a diversion, or buying you a little time.
Title: Re: indigenous units
Post by: siegfried1 on November 21, 2008, 02:36:39 PM
AKA despensable and cannon fodder
Title: Re: indigenous units
Post by: Rend_and_Maim on November 22, 2008, 12:58:02 AM
Hutts are the biggest joke of an indigenous force in the game. They are slow, weak, and their blasters fire slowly and are little more then peashooters. Hell, they mine as well throw those guns and it would probably do more damage. But Hutts are supposed to be hostile to BOTH factions, which they more then deserve to be stronger, they should be able to do some damage, not just slow the invading faction down for like 3-4 minutes giving the defenders enough time to set up defenses. I forgot where I read this, but you could not only upgrade the Hutt's blasters some, maybe increase the rate of attack of them, but give them a TON of health. Eh? ???
Title: Re: indigenous units
Post by: vadereclipse on November 22, 2008, 09:43:59 AM
agreed. i always thought the hutts should be more powerful.
Title: Re: indigenous units
Post by: Slornie on November 22, 2008, 10:24:43 AM
Yeah, now i think on it, the Hutts are pretty weak.  I mean, they're supposed to be hard to kill with blasters due to their thick skin, etc.
Title: Re: indigenous units
Post by: vadereclipse on November 22, 2008, 01:24:45 PM
and being part of a criminal empire rivalling the empire for size it should have stronger civilians.
Title: Re: indigenous units
Post by: Rend_and_Maim on November 22, 2008, 04:18:19 PM
Hutts were also good at manipulating others, so maybe their hutt places could spawn various pirate troops and skiffs occasionally? Would add a little variety, the same could be done on Tatooine too.
Title: Re: indigenous units
Post by: vadereclipse on November 22, 2008, 04:24:26 PM
tatooine should have a hutt colony in the north/north-east.
sounds too much like black sun, your idea, rend. however, if they were just to make the oversized slugs more powerful...
come to think of it, the Hutt Commando unit of the Black sun in FOC was pretty powerful.
Title: Re: indigenous units
Post by: Corey on November 22, 2008, 04:46:08 PM
Tatooine already has way too many indigs.
Title: Re: indigenous units
Post by: vadereclipse on November 22, 2008, 05:10:32 PM
true. Jawas, hutts, tuskens, sarlacc, rancor...
Title: Re: indigenous units
Post by: Rend_and_Maim on November 22, 2008, 05:26:02 PM
Never seen any Tuskens ever before on Tatooine in FoC. Strange.. :( And yes it does sound black sunish, but they have the only pirate units in the game. The Hutt's had criminal empires, which was not a full time galatic empire, they used manipulation to control planets through local governments or corrupt officials, so I thought it would be a good idea to have mini Hutt pirate bases on planets like Nal'hutta, Tatooine, etc. It wouldn't be very powerful but enough to contest it for both the defenders and invaders.
Title: Re: indigenous units
Post by: vadereclipse on November 22, 2008, 05:34:10 PM
you can always add pirate units.
For example, Warb_Null has made many great models.
Title: Re: indigenous units
Post by: Rend_and_Maim on November 22, 2008, 07:08:09 PM
Got a link for then?  ;D
Title: Re: indigenous units
Post by: Slornie on November 22, 2008, 07:22:35 PM
Never seen any Tuskens ever before on Tatooine in FoC. Strange.. :(
They're in the bottom left corner IIRC?
Title: Re: indigenous units
Post by: Rend_and_Maim on November 22, 2008, 07:28:17 PM
I've never fought them before.. I've seen them in the picture before the battle though if that counts for anything.
Title: Re: indigenous units
Post by: vadereclipse on November 23, 2008, 06:40:18 AM
they were cut from FOC.
don't know why. they were powerful, but they fired too slow.

here's a link to the thread he has:
http://forums.filefront.com/sw-eaw-modding-mapping-editing/377377-dagger-starfighter-new-model.html


He's done quite a lot of good-looking models.
Title: Re: indigenous units
Post by: Slornie on November 23, 2008, 02:25:20 PM
Oh yeah, they changed the Tatooine map between EAW and FoC didnt they.  I never understood the point in that..
Title: Re: indigenous units
Post by: vadereclipse on November 23, 2008, 04:52:15 PM
Oh yeah, they changed the Tatooine map between EAW and FoC didnt they.  I never understood the point in that..

me neither. the Raiders had powerful weapons, but their rate of fire was so slow it balanced it.
Title: Re: indigenous units
Post by: Slornie on November 23, 2008, 06:38:58 PM
I remember back when the demo for EAW was released, people modded it so you could play more of the GC (rather than just Hoth, Vergesso and Tatooine), they put the Tatooine map on all the other planets :P