Are you working on new version of this submod?
Can you add the Titan and Allegiance Star Destroyers?
Where is the Praetor One class in ICW?
Now that the new patch is out, I will post an updated version of Balance & Flavor once I've made sure everything is compatible with the new patch.
New release will include two new Galactic Conquest campaigns.
First of these will be a 12-17 ABY Orinda Campaign that is largely based on Essential Atlas's map of NR-Imperial campaigns between Crimson Empire and Caamas Crisis.
It will have 34 planets and in addition to NR and IR will have two unaligned planets: Adumar and Soullex. On Adumar the player will have a chance to relive Battle of Adumar (the final battle in Starfighters of Adumar), as the opposing fleet will be exactly same (without heroes) as it was in the book.
The second unaligned planet is Soullex, the final refuge of warlord Drommel and his Executor-class SSD Guardian. If you capture Soullex, you'll also capture Guardian.
IR will start with Reaper-Pellaeon, Phennir, Stele, Bren, Rogriss and Kir Kanos as heroes, NR will have to do without Han Solo and several other familiar names as they weren't involved in this conflict.
The second campaign will be a 64-planet Era 3 Infinities campaign.
Other features:
Adapted for skirmish and survival.
- Added a couple of new space units.
- New imperial stealth/elite fighter squadron/dark jedi hero unit.
- Fixed number of issues with the original release.
There will be no new units that require new models, this will remain primarily a text-based mod, as all "new" space unit models are simply recycled EaW models or unused ICW models (thanks for ICW mod team for leaving those in the mod files).
Thanks for the feedback!Actually I meant they can win every Auto-Resolve on their own.
Dark Side Elite may indeed be overpowered as they are essentially a test unit to see how a combined fighter squadron/ground unit can function in-game before I start working with the (obviously more complex) Wraiths. How would you like to see them changed? Reduced lightsaber absorb/deflect chance, weaker HP, weaker lightsaber attack, weaker/different special ability or something else?
We didn't put them in because they would have to be really powerful to be useful at all, we didn't think any of the models were suitable (and making new ones would be extremely difficult), and because using a fighter squadron as the space vehicle for a ground squadron has a really high potential to malfunction in undesirable ways.
can anyone make the penstar tie hunter buildable from era 1 at all?
Not likely to happen in this submod. You've got Combat Escort Carriers to provide TIE Hunters. Pentastar Alignment space unit list will see extensive changes in the next version with only a small number of universally buildable space units, but a large number of regional and/or limited availability units. They will also have several new planet-specific buildable space heroes, so if a guy like Victor Strang is added, he could possibly enable building of proton torpedo-equipped TIE Hunters.sounds good to me
It's a good sub mod. Enjoyed the Orinda Campaign quite a bit.
i would also like to see what its like and what your doing in 2.2
Ever considered doing the Deep Core civil war between Harrsk, Teradoc and Delvardus? Have certain units available to each that reflect each ones strategic thought process, i.e. Teradoc has access to light and fast ships and fighters culminating with the crimson command emphasis on mass production.Harrsk has middle ground with ISD variants and cruisers with standard TIEs as a balance of delvardus's and Teradoc's doctrine. while Delvardus has access to battle cruisers and eventually Night Hammer with emphasis on fewer ships but very powerful.
I've been working out a similar system for Ascendancy recently and mostly agree with your choices. However, in certain cases there are a few other variables worth taking into consideration. The amount of damage dealt, for example, should be taken into account with diminishing returns, since the way targeting works in EaW, you're rarely if ever going to get the full amount out of something. If you just indiscriminately apply it to everything, with a ton of shps you're going to be paying a large amount because of increased damage that doesn't always exist.
When you say you've got the Greater Maldrood as a new playable faction, how have you set them up as a faction? Are they just a heavily scripted existing faction, or actually set up as a brand new faction in the Factions xmls? If it's the latter, have you added entries for the faction in GroundBases.xml?
This may be completely unrelated, and I can't remember if it caused crashes, but we definitely had issues in ICW back when we first added the Warlords/Hapans as active minor factions ("Pirates" and "Sarlacc" as coded) until we added references for them in GroundBases.
Lord Xizer: Thanks for rekindling my slow burning interest in doing a warlord campaign some time ago :).
Something i would like to see in the next version is a directly post endor campaign. With the Pentastar alignment very weak militarily because of little chance to build up. The empire is weak with no solid leader and beset upon by warlords like Josef Grunger, dianda pitta and Zsinj. The alliance building up milltary. Imp heroes could be Ysanne Isard without Lusankya ,Sate Pestage, Peccati Syn, Daleak Kreenal, Leonia Tavira, Soontir Fel and Treuten Teradoc who was technically loyal to the empire at the time and more importantly was fighting Zsinj. Zsinj could be represented by a unique tech Greater Malrood so he could be playable. Josef Grunger and Dianda Pitta should be in different factions though witch ones is up to you, Cronal could be a warlord as well,so could Trioculus.
You should also make a change to any period were Ysanne Isard leads the empire so that she does not have Lusankya it would make the empire and republic more evenly matched and it would be more canon.
Just played the new GC and Greater Maldrood in TSA and HfZ. Very nice additions. Love the hero and unit unlock with the PA liked the high starting fleets/low ground and low income. Really made it more strategic. Like that the galaxy is more open, less bottlenecks. Only thing was in HfZ Teradoc starts with almost nothing surrounded by very heavy IR and NR forces, maybe a few destroyers would be beneficial.
For HfZ could you maybe add the Wraiths and Rogues for NR as they were extremely pivotal in the HfZ, could broaden the gameplay options with new tactics and I too love fighter and commando heroes. Also for Zsinj himself perhaps some pirate units, some of the commandos and infiltrators he used for sabotage actions as a counter to the Wraiths. Gotta say I'm loving this sub mod, keep up the great work!
Started a PA GC just to see how it works. So far, mostly I like it. MUCH harder with the changes. Not keen on having Executors 24 pop cap. Should be low enough so that 2 Executors can be used at once, even if it's 20 so you can only have 2 and nothing else. But only being able to have 1 SERIOUSLY hampers the IR from being what they are, and honestly makes them too easy to defeat.
Overall though, good addition.
In every GC that the IR and PA is in, I regularly get attacked by multi-Executor fleets. In my game that I started here, so far I've been attacked by a multi-Executor fleet AT LEAST 8 times. But generally I win once the first goes down (since the other ships are already gone), so any more just retreat. Not once has more than 1 appeared at the same time.
I see. This would be both WAD and an issue at the same time then. The SSDs are supposed to be less dominating on a strategic scale while offering superior performance by themselves thanks to vastly larger number of active fighter squadrons (24 compared to 9). The issue here would be with AI building their Execs to the max, but not utilising them separately or reinforcing with them in multi-SSD fleets if I understand you correctly. Maybe I'll play with some AI recruitment values combined with different build costs and pop costs. An ideal situation would be where the AI builds SSDs but doesn't bankrupt themselves with them (as may be happening now) by generally building a bit fewer of them. And I personally hate SSDs with nothing but 8-9 active squadrons, so that's not making a return.
Population cost decrease to 18 with 18 active squadrons and a small build cost increase to somewhere between 40-50 000 credits could be on the tabs, particularly if AI building them can be balanced.
Where the 24 pop cost is IMO working perfectly is Sovereigns as they have reached that sweet spot where it's a bit risky attack with one as they can be overpowered, but they are still well worth the credits.
Well, they did reinforce them. Several of the fleets that attacked me were 2x Executors, 4 or 5 ISD/ISD-II's, 4 or 5 VSD/VSD-II's, Carracks, Strikes and who knows how many Lancers. It's just that the smaller ships die significantly faster, so by the time the Executor is ready to die, they've brought in wave after wave of their smaller ships to die (my defense fleet had 1x Praetor, 2x ISD-II, 2x Venator, 2x Nebulon-B, 1x Acclamator + heavy frigate shipyard reinforcements and it's Golans (Corulag, I think 2x Golan III's, maybe II's) + 2 Hyper-V's on the planet)
No, I say who knows how many Lancers because I know I saw them, but they're so small that they can easily sneak around the map and think you're seeing multiple when it was 1, or get blown up before you even see them.
I do like that you made them slower, since I do remember that they were portrayed as sluggish for their small size but exceedingly powerful and thus expensive anti-fighter ships.
I also liked that you had the Emancipator and ...whatever for the NR, are they starting units or are they buildable units?
Well sounds like Lancer is the one ship that needs a reduced AI value ;) . The lancer received some major upgrades to its weapons in exhange for reducing its mobility significantly, since lack of mobility was supposedly its greatest weakness and it used to be one of the fastest anti-fighter ships around. Clearly the AI only factors in firepower.
Lord Xizer: If you want to do it yourself, Zsinj.XML (for Warlords) and Zsinj_Campaign_Units.XML (for IR Zsinj, NR Rogriss and Hapans) is what you're looking for.
Search for SpaceUnit Name to find ships.
Replace the fighter complement in
Starting_Spawned_Units and Reserve_Spawned_Units:
<Starting_Spawned_Units_Tech_0>TIE_Interceptor_Squadron, 1</Starting_Spawned_Units_Tech_0>
to
<Starting_Spawned_Units_Tech_0>TIE_Raptor_Squadron, 1</Starting_Spawned_Units_Tech_0>
Some further feedback. Very cool that you have the PA able to build an additional Vengeance class dreadnought. However, why are the Executors & Sovereigns 24 population while the Vengeance is only 15 still?
I really like how with the increased fighters, the NR is again swarmy like the NR was. I attacked some planet (can't remember where now) with the ISD-II hero that you added, a Vengeance, 2 Venators, 2 Nebulon-B's, 2 ISD-II's, and an Immobilizer-418, and while I destroyed their ships quite easily, the Quasars had spit out so many of their fighters that the hero dude had lost hardpoints, the Vengeance lost hardpoints, and 1/2 of the generic ISD-II's had the shields all but destroyed. From an era-1 NR fleet. Very impressive.
I just realized something. You cannot build the Kuat Drive Yards Praetor mark II battlecruiser at Kuat...
Also was it just the Interceptor frigates or did the Hutt Providence ships also have proton torps w/o hardpoints?
Sometimes you can't have nice things ;).
You still like those Tectors and Vengeances don't you?
Not really. I like the Vengeance significantly more than the Executor because it's a far better looking vessel, but my favorite dreadnought in the game is still the Sovereign. I never quite understood why they'd build the Tector. Unless it's a command ship that will never be without a large escort, it has so many vulnerabilities to small ships that it's realistically a nightmare to even contemplate. Now, you have a Tector be the anchor to a fleet of Lancers and Venators, and you'd have a great niche for it. But with the Venator being all but retired not long after the clone wars, the Tector, IMO, had no real purpose.
I'm not a huge fan of either Praetor II or Tector to be honest, but I was requested to give the Alignment Tectors (or was it for EotH? lol) so that's one of the reasons they are there.
If you don't mind playing as the NR, I would suggest the NR Orinda Campaign GC. Last time I checked, the AI Remnant loves building Lancer-Tector-Venator fleets in Era 4, which are an absolute nightmare for NR to deal with.
Not sure what buff you gave the Tie/D Defender, but it's massively OP. 4 Tie Hunters + 3 Tie/Ln with a level 1 speed boost were destroyed by a SINGLE Tie/D Squadron. Insanely OP'd considering the Hunter is just a very minor amount weaker than the Defender by itself, 4 Squadrons should reap a Defender squadron mercilessly.
That's actually the fleet I said makes the Tector worthwhile. :)
Hm... just realized that I can't recruit Strang from Dathomir. Any way I can fix that?
IMO, the only major change needed is that the recruitable heroes, if you get one killed, are re-recruitable. They should have the lifetime build limit of 1, so that they can't be re-recruited once they die.
Also, it would be interesting if you had a cap of total heroes for the PA as well, so the player has to choose which to build and if he should sacrifice one to open up a slot. Not sure if this can be done though.
Huh, I hadn't noticed that
Latest patch I can recruit strang, but according to his description, he should unlock a special unit at his planet, this he does not do (ICW GC if it matters).
Storm Commando Saboteurs are working as they should. You need to recruit Strang first. After you've recruited him, you can build Storm Commando Saboteurs from ANY planet, as long as Strang is present. A similar dynamic is used for Zsinj and his pirate mercenary units (Z-95 MLs, Corellian Corvette variants, Interceptor frigates).
Lord Xizer: I quite like the idea of adding an impostor Fel 181st for Zsinj. I toyed with the idea of adding a clone sleeper cell Soontir Fel TIE Interceptor squadron to Pakrik Minor for EotH, but figured they would be close to unkillable with 12 Fels flying for the same squadron.
the v-19 for the the pentastar alignment shows up as just a featureless icon with no fighter actually there.
They show up just fine to me and I haven't heard about unit icon issues from anyone else yet. It could be that your MT_Commandbar files (in Art\Textures) are not the correct ones. Both should be dated 20.8.2014. Alternatively, if you've done some personal modding, could be caused by that.
Hate to mention it... but Jerec's still got a pop value of 15 in the new Pentastar_heroes.xml. :-\
Super Star Destroyers can be really elusive when they want to ;).
Sneaky for giant bastards they are. ;D
Especially Jerec's Vengeance. It was sent to Byss but there are no further records of it specifically, though 3 Vengeance class SSDs are mentioned in Shadow Hand Fleet
Gotta say Infinities GC is really good. One issue though, Thrawn and Krennal despised one another, wouldn't it make more sense for him to be on the other side of the fence? On the other hand he did double cross Isard and was awaiting punishment by Palps. He did also lend some forces to Thrawn in his offensive so maybe he is on the right side lol
True...but then what about Zsinj? Wouldn't he still have to pick a side? He hadn't" officially" broken from the Empire yet and with Palps back he'd probably stay loyal for self preservation as he hadn't secured his position yet.
Krennal is an interestingcharacter yes
Well, that submod looks nice.
However, as I usually play the largest GC campaign available, my question is simple:
is the Art of War campaign changed in any way or this was left alone?
And can these new Pentastar heroes be built also in Art of War campaign?
Why not have particular ships being complements on certain planets (e.g. Lucrehulks at CSA planets or Star destroyers at Kuat).
Thanks!
I'm looking into the files via WinMerge to compare what changed, and I can see a few addedplanets and trade routes - primarily it seems, those from Eriadu Authority and Greater Maldrood.
Hmmm....does this mean Delvardus and the Eriadu Authority will be a bit more prominent in a future GC mayhaps?
Does that mean we're also going to see the Invid Clutch fighters?
I presume Kosh might have an ISD too.
As for Zsinj's admiral....hmmm im guessing either Banjeer or Screed...
I'd like to see them as well, but the answer is no. She will still have some Pirate fighters rather than TIEs. Maybe Starviper, Z-95 and EaW Pirate Fighter variants?
He has, and it even has a canon name :), the ISD II Lancet.
Kosh needs a face, though :(.
Yes for Banjeer. With the Hast shipyard raid on the Post-Endor GC timeline he is a must-have. Thinking back, the Hast shipyard raid may be one of the biggest Imperial victories in the entire Galactic Civil War so it's not like he is just some chump.
Then there is Teubbo the Hutt, an economist and Zsinj's chief financial advisor who will play the "Gregor" role for Zsinj. With the Hutt-hating Teradoc in the game, it just fits too well to have a Hutt hero for Zsinj, even if he is just an obscure mention from EGtW. And just in case someone wants to combine Hutts with Stormtroopers, I did add him as a ground hero as well.
EDIT: Progress is slow right now with uni and other commitments taking over, but a whole bunch of Post-Endor GC heroes should be finished soon. Imperial Grand Admirals together with some fishy NR admirals.
um Vulcanus, I have to tell I really LOVE this mod, but there is this one thing I noticed.
The Vengeance class SSD what buildable in Kuat is called an Executor class...
Great mod BTW. I also have a small advice:
Ease up a bit in that Ordina Campaign. I played it in both side(admiral dif. as always) and the AI just steamrolls you down, no matter what.
I like what you did with the PA tough. You really should do a smaller version of this for Terradoc's empire.(I mean in a much smaller rate.)Å°
Keep up the good work...
Btw just finished HfZ gc as Zsinj IR and Terpherin(the last Hapan Cluster planet) can't be reached. No hyperspace lane to it. Don'tknow if this has been listed already. Other than that, great no bugs ive seen.
Thanks for the feedback. Always appreciated.I knew about the Guardian, and that's always my first priority to get it.
So you got steamrolled by the NR in Orinda Campaign? That's actually fantastic news, since in the previous version the NR AI was too passive and I had hoped to fix that. Campaign difficulty won't get any easier, though, so you need to step up your game ;). It did take three tries for me to have a successful campaign as the NR in Orinda GC myself, it's a matter of small margins. I would advise you to look at what you're building on the ground. With a long and vulnerable border, building the right buildings on the right planets is crucial for success, since your SSD can only be in one place at a time. And just in case you didn't know, there is a free SSD (The Guardian) available on Soullex for the first faction to get there, so make sure the AI doesn't get a clear path there and if your campaign is hitting the rocks, use Pellaeon/Wedge + whatever forces you can gather to raid the planet at all costs.
Also, I'm trying to play the Greater M. in The stars align, but they have no structures at all. Not in surface, nor space. It is just too... how should I put it... Goddamn annoying.
I totally understand.
And as time passed I was eventually able to take Kuat, Coruscant, and a few more planet, so it can be won without structures too!(admiral dif.)
The only real problem is when Issard pops up...
I also want to give you a GC idea...
There isn't a GC what would really show the establishment of the PA, so what do you think about creating an actual GC about it's establishment?
Btw just finished HfZ gc as Zsinj IR and Terpherin(the last Hapan Cluster planet) can't be reached. No hyperspace lane to it. Don'tknow if this has been listed already. Other than that, great no bugs ive seen.
A Post-Endor Kaine-Zsinj-Teradoc GC is in fact next in line.My dream came true!
No idea how I missed this until now... the warlord VSDs in your submod are missing hardpoints and weapons. Reinstalled ICW and then your mod to test it, and they definitely lose them on installing your mod. :(
Watched some RotJ today to get a good screencap of captain Verrack for his hero icon. But which one is Verrack? They all look alike. Call me a speciesist if you want ;).
Fixed. Thanks.How can I download the fixed files?
How can I download the fixed files?
1 question, why is the PA Venator cost 4500 (or thereabouts) and the IR Venator cost 6000 credits? Kinda unfair to the IR player.
Can't wait to get my hands on some of those new Greater Maldrood heroes, and Eriadu Authority in the future.
Should have some new fish to fry as well ;). For me, it's not the heroes you use, but the ones that you face. Fun times when multiple MonCal admirals are knocking on your door.
That's odd. I only encounter V Wing hordes on Adumar. Other than that they are few and far between even on Admiral difficulty. I blitz throughokay with llighting strikes before the NR gets comfy and builds
Really? I encountered 3 or 4 on almost every planet I got to at the beginning, although yes, Adumar had 9.
Yeah, other than Adumar only Coruscant and Mon Cal have had em for me. As to how to deal, i land a whole force of plex troopers and scouts.CCasualties are high but relatively cheap to replace
I like Adumar being full of V-Wings. Represents the planet better than any other units unless you were going to create Blades specifically for that planet to use for that one campaign (unless you made them special units available only from Adumar in other campaigns... no, Pali, shut up, stop asking people to do more work for your amusement). Anyhow, yes, I like it.
Also, I decided to test TLMiller's claim that the Final Imp Push is harder for the IR now... and yes, he's right. I got lucky as hell and took out the Lusankya in week 3 with lightning strikes at Bilbringi with most of my fleet, and since then have spent the entire damned game on the defensive anyways. ;)
Captain Netbers-Zsinj's unarmed combat specialist and commando leader using an army trooper skin. Llon Banjeer in space with either a modified ddestroyer that had higher carrier potential or something with carrier capacity like he was known to use. Zsinj Raptor commandos to set up money businesses on enemy planets(similar to defilers in base game) Zsinjs planets more accessibleCouldn't agree more.
Guys, if you've got any suggestions specific to the Art of War GC such as changes to hyperlanes, planets and starting units, now is your chance. I'm hoping to add an era-advancing Zsinj as IR Art of War GC, but hoping to keep it as simple as possible in terms of map changes. Suggestions for Imp hero allegiances and what should happen to reborn Palpatine would also be appreciated. The idea is to have a three-tech 1-3-5 advancement, with era 3 triggered by Eoth or NR capturing Coruscant and 5 triggered by EotH capturing Denon or NR capturing Bilbringi, keep Thrawn with EotH and potentially develop EotH to have an optional tech advancement path that abandons some of the indigenous Chiss/EotH designs but provides Imp designs with megamasers and mixed TIE/Clawcraft fighter complement.I have a few ideas...
I've had a problem on Shadow Hand as the NR.
I only have heroes from Tech 2 of Foc i.e. Mon Mothma, R2 and C-3PO, Han and Chewie and Captain Antilles. all units are fine nothing different.
This doesn't seem to affect IR as I could see they have the heroes from the Mod.
Just a small tip
In Fel Empire GC you should also add Syca(The planet) to the map and/or also give Fel Empire the KDY, so the Fel Empire(FE) would have a corporation of their own, as they don't have any right now.
You should also add them some kind of SSD building capacity, because the IR starts with 2 Executor class(Reaper and Lusankya), and the Eclipse and they can also build the Night Hammer + two additional sovereigns. that's 6 at the same time if we add it up.
I think it is pretty overpowered, and as an addition the FE's territories are quite scattered with the NR everywhere.
Shadow Hand works just fine for me and all the heroes spawn correctly, so I don't know why this is happening for you.It still doesn't work I've got ICW 2.1 with 2.15 patch with sub-mod 3.1 and I have restarted ICW and computer and still doesn't work it is also not doing the opening crawl and the mission log is the same as it was in the original game i.e. destroy death star as one of them. And no one introduces me to the campaign.
Have you made any personal modding before or after installing?
Also, are you sure you installed over 2.1 rather than 2.0? IIRC the file location of the Shadow Hand changed after 2.0 so this could be causing problems.
Did you restart ICW and tried starting a new Shadow Hand GC as the NR again? It could be connected to a single play-session rather than be a persistent issue.
It still doesn't work I've got ICW 2.1 with 2.15 patch with sub-mod 3.1 and I have restarted ICW and computer and still doesn't work it is also not doing the opening crawl and the mission log is the same as it was in the original game i.e. destroy death star as one of them. And no one introduces me to the campaign.
I should have a new GC and update ready sometime next week. Just need to switch Pentastar starting heroes to buildable ones and add starting fleets for everyone. This is the Zsinj-Kaine-Teradoc-New Republic 2nd Fleet brawl and first of the two Post-Endor GCs.I definitely vote to Zsin. No, Kaine, No Terradoc... Why is that I can't decide between these three?
I definitely vote to Zsin. No, Kaine, No Terradoc... Why is that I can't decide between these three?
I like Zsinj and Kaine, but can't stand Teradoc. While I like the Crimson Command, I dislike Teradoc's cowardly command style.
I like Zsinj and Kaine, Zsinj especially from his personality in the X Wing novels he amuses me greatly.
Agreed, the cultured evil genius was good fun, and I especially enjoyed the psychological games he played - the dinner for the Hawk-bats was great.
He was also great at the little personal touches - meeting pirate and merc groups face to face, calling even captains of minor ships by their first names, routinely rewarding his people for good work, etc. A good villain to be sure.
He was also great at the little personal touches - meeting pirate and merc groups face to face, calling even captains of minor ships by their first names, routinely rewarding his people for good work, etc. A good villain to be sure.I wouldn't even call him a villain, just someone opposing the NR, or a negative character.
I wouldn't even call him a villain, just someone opposing the NR, or a negative character.
You know, every story can be sound different if told from the other side.
Of course the Empire was evil, but this doesn't mean every imperial was evil. If you ask me, Zsinj was one of the most honorable man in the Empire. Maybe he was on the bad side, but he was loyal, and obedient. If he got an order, no matter what it was he always did his best, even when he had to kill his own mother.
If we look from this side, he was not bad at all.
Yeah, he had his tweaks, but this is can be blamed on the Empire.
Oh, I definitely consider Zsinj a villain, not an antihero. He forcibly brainwashed people into committing acts of murder and terrorism, was willing to kill his people over breaches of discipline (such as playing a game while on duty), was happy to destroy non-military targets like bacta convoys... he's solidly in villain camp as far as I'm concerned. But he's the best kind of villain, one that still has a code of sorts, one whose great successes came from brilliance rather than raw strength, one who is ruthless rather than sadistic, one who makes you wonder "in his shoes, would I truly do all that differently?"
As much as I enjoy the Marvel series of movies, they tend to present pretty crappy cardboard cut-out villains, with the exceptions of Loki and Magneto (Magneto especially). They could learn a lot from a character like Zsinj.
As it goes if I were an Imperial in post Endor main Galaxy, I'd have placed my flag in the camp of Zsinj due to his aggression against the NR, then Kaine due to his Imperial Ideals and stability, Thrawn for taking the fight to the NR again and Pellaeon for the same reasons respectively in that order.Almost exactly the same. I can only wonder what would have happened if Kaine and Zsinj would make an alliance, and cooperate. I think the whole galaxy would have lied at their feet.
Almost exactly the same. I can only wonder what would have happened if Kaine and Zsinj would make an alliance, and cooperate. I think the whole galaxy would have lied at their feet.
Couldn't agree more in this respect. As mentioned, he felt his ends justify his means so as long as it was for hie 'greater good' any action was justified. As to executing personel for derilection of duty, well considering the things Vader and other Warlords executed their men for Zsinj seems rather urbane by comparison and he did balance this with greatly rewarding soldiers who did excel in their work.
Oh, very true. Even Thrawn, arguably the moral high ground of Imperial warlords, executed a man for incompetence.
And both knowingly and willingly kept the Noghri in permanent indentured servitude.
Yeah, but that was so artistically done... ;)
I don't want to be impatient, but... WHEN WILL THAT RELEASE COME?
I can't wait...
Oh, I definitely consider Zsinj a villain, not an antihero. He forcibly brainwashed people into committing acts of murder and terrorism, was willing to kill his people over breaches of discipline (such as playing a game while on duty), was happy to destroy non-military targets like bacta convoys... he's solidly in villain camp as far as I'm concerned. But he's the best kind of villain, one that still has a code of sorts, one whose great successes came from brilliance rather than raw strength, one who is ruthless rather than sadistic, one who makes you wonder "in his shoes, would I truly do all that differently?"
As much as I enjoy the Marvel series of movies, they tend to present pretty crappy cardboard cut-out villains, with the exceptions of Loki and Magneto (Magneto especially). They could learn a lot from a character like Zsinj.
I'd say that Zsinj's greatest mistake was not using diplomacy enough with the major govts that were left. He had a great carrot+stick approach with individual planets, but I don't know that he tried at all to seek even temporary peace with the IR or the NR, and what undid him was those two govts working together to defeat him. Had he held back from attacking the NR, tossed the Provisional Council an offer of peace (or even alliance against the IR), he would have had more time to expand and secure his borders while focusing his military might against one enemy at a time. Instead he got stuck in a two-front war.
Good points all there. I retract my objection.
Incidentally have there been any updates for the sub mod? I've been out of things for a bit.
No new updates. I've been too busy with other stuff to do anything here. I'll try to get things started for Eriadu Authority and the second Post-Endor GC once my Christmas break starts rather than releasing the Zsinj-Kaine-Teradoc GC alone (which is like 95% finished) since those two are a connected.
No idea if this is a vanilla bug (probably) but I've been playing the Art of War GC as Empire of the Hand. At a certain point on week 101 the game hangs and freezes, forcing me to CTR+ALT+DEL to exit the game. Is there any solution or is this game lost?
This is most likely the dreaded freeze, which is a vanilla bug. Use the Defreezer http://www.moddb.com/mods/thrawns-revenge/downloads/unit-selection-freeze-fixer-utility (http://www.moddb.com/mods/thrawns-revenge/downloads/unit-selection-freeze-fixer-utility) to fix it.
Incidentally I'm playing the very same campaign, at week 97.
Stop rushing the man! ;)I never told him to hurry up, i just ask for a percentage about what's done so far, nothing else.
I never told him to hurry up, i just ask for a percentage about what's done so far, nothing else.
Don't be that impatient to think others rushing him for you... ;)
Patience. Remember Alderaan wasn't destroyed in a day...wait, nevermind. Bad example.
does it crash to desktop, or does it just hang forever?
Other than the new GCs, any plans to make the Warlords factions playable in other pre existing GCs?That would be great.
That would be great.
My way of thinking: DO NOT LOOSE ANY SHIP. That's why i don't like the NR. Their ships are easy to kill...
If I lose a ship, i consider the whole battle as a defeat, no matter the outcome.
I don't want my men to die...
How are you doing with the stuff? I just wanna know, don't feel yourself rushed.
If you don't complete it in 24 hours, I'll find you and... Now you can feel rushed... ;)
Just kidding ;D
You want updates, so here goes: I'm still busy with a lot of things that have nothing to do with modding. I'm also contributing to another FoC modding project that takes much of my modding-dedicated free time.
However: Progress has been made since Christmas. Eriadu Authority is halfway implemented to the game, and the Kaine-Zsinj-Teradoc GC is only missing multimedia scripts. I'm not in much of a hurry here so the plan is to finish these and the southern part of the Post-Endor GC to be released after ICW 2.2.
In the meantime I could put together the playable-Zsinj Art of War campaign, at least in its basic version, with new IR tech progression to fit Zsinj, possibly also for Thrawn's EotH/Imp hybrid, but no events for reborn Palpatine or more advanced EotH unit system I've planned but never bothered to implement.
So if you have any ideas for how Imps should tech up under Zsinj's leadership, I'm open to suggestions.
However: Progress has been made since Christmas. Eriadu Authority is halfway implemented to the game,
In space, there were no Fighter carrier, so I recommend putting in the Escort Carrier to Era 1.
Also want to highlight that the Interdictors missing too, so Immobilizer 418 in era 2 and Interdictor SD in Era 4.
Oh, and before I forget: RANCOR BASE AS SHIPYARD COMPANY FOR ZSINJ!!!!!
The first two I agree with but Rancor Base was not a company, it was just a shipyard Zsinj built. Granted it was the main(possibly only) major one in his territory but it wouldn't serve for cost cutting or such, could just have a bonus in lessened construction time for certain units.I know about that, but that is the only special shipyard what could be given to Zsinj. If not Rancor base, then what? KDY is already the IR's and Sienar is the PA's. If you know anything better, I'm listening...
I know about that, but that is the only special shipyard what could be given to Zsinj. If not Rancor base, then what? KDY is already the IR's and Sienar is the PA's. If you know anything better, I'm listening...
The Zsinj - Art of War GC is now playable and era advancement events are implemented as are most of the heroes. Unless there are some unforeseen difficulties, the Imperial leader tech level change is still in place, though they may not be in the camp they used to be. Isard starts independent, Thrawn will be EotH, Palpatine either Eoth or IR depending on the human player (Phalanxes escorting the Eclipse ;)), Daala IR, Pellaeon EotH.
Next on the schedule. Zsinj IR tech tree. No buildable SSDs, though Zsinj will respawn with the Night Hammer in Era 4. TIE Raptors gradually replacing other TIEs. TIE Defenders partially replacing Raptors in late tech levels. Scimitars appear for EotH instead of IR. No Venators or Acclamators, instead replaced by Coronas in Era 4-5. MTC taking over the carrier duties, though not with TIE Droids. Beef up Raptor ground troops just a bit and make them buildable on Dathomir only. Zsinj will get some of the late era Imp heroes, but Banjeer and Teubbo will fill the gap in Eras 1-3. Fake 181st and Netbers maybe. Same for Nightsisters and sabotage units. Add late-era Ewok TIE Defender hero. Perhaps replace Vic I and II with upgraded Vic Is in late eras. Bonus-providing Rancor Base not likely, unless someone sends me a building icon that's too good not to use.
Bonus-providing Rancor Base not likely, unless someone sends me a building icon that's too good not to use.AAAAAND, I sent you on in Email
AAAAAND, I sent you on in Email
I hope it will be too good not to use...
Awesome forums are back!YUP.
YUP.lol Indeed, I must say my primary joy at seeing them back up was thoughts of the impending Eriadu Authority and new Warlord playable GCs.
And ascendancy is also out...
Ah, how I love it, but...
It will only last as long as we wait for B&F submod 3.2 or ICW 2.2 comes out...
lol Indeed, I must say my primary joy at seeing them back up was thoughts of the impending Eriadu Authority and new Warlord playable GCs.Same here. I simply love the way Zsinj was, and I can't wait to see Eriadu Authority.
Same here. I simply love the way Zsinj was, and I can't wait to see Eriadu Authority.
Sadly I live in hungary, and it is hard to get the much needed resource material, so I never managed to read but only one, the Iron Fist book from Post Endor, and that was about Zsinj(well, in a way...), and the way he was just captured me, and I said: Hey, finally a bad guy who was not 100% evil, just standing in the wrong side. I hope I will now get to know Eriadu Authority a bit more too.
It was quiet here lately... TOO quiet.
So my question is: How are things going for everyone who plays or creates this submod?
As I said before, expected timeline for next release is after ICW 2.2, though the Zsinj GC may come before that. In the meantime I would suggest following the Yuuzhan Vong at War mod as it will have significant contributions by me and is first on my modding priorities right now.I didn't meant it for the mod. I was meant it like how Xizer answered.
I didn't meant it for the mod. I was meant it like how Xizer answered.
You know, an overall how you're doing thing.
BTW thanks for the tip. I will sure try that mod out.
Next on the schedule. Zsinj IR tech tree. No buildable SSDs, though Zsinj will respawn with the Night Hammer in Era 4. [...]I've been thinking a lot in this statement, and however that would be really cool, and I love the Night Hammer but... Wouldn't the Razor's Kiss make more sense?
I've been thinking a lot in this statement, and however that would be really cool, and I love the Night Hammer but... Wouldn't the Razor's Kiss make more sense?
I know, I know It had been destroyed, but still.
It's just a name. I figured that without buildable SSDs the player will appreciate having respawning Zsinj in Era 4 and the Night Hammer (or whatever name Zsinj would use for a black SSD.) is a convenient excuse for that.
is your name a reference to Cpt Nemo's island?
We can't give Zsinj the Night Hammer - he might actually use it effectively, and then where would our plot bunnies be? ;)
Well Zsinj fell victim to his own plot bunnies in Gara Petothal and her astromech sabotage of Iron Fist.
Yes, but King of the Droids was cool. ;)
This is true and as plot bunnies go, it was believable
Yes, much more believable than many of the others.
I loved how even though he lost Zsinj still escaped with Iron Fist and fooled the NR into bbelieving they had destroyed it. Had it not been for the incredibly horrible luck of a hapan courting, a freak sabbacc win over a Drakonin, treacherous nightsisters and the absolutely fiendishly lucky Han Solo he might have stayed a power for a few more years.
And now I feel like reading The Courtship of Princess Leia again. So many good things in such a bad novel.
I know no one post on this thread in forever but anyone got a download link the one on the front page isn't working.
There's no readme file, or at least I can't find it.
Hi Vulcanus great submod. I'm having trouble with the 'Hunt for Zsinj' galactic conquest. For some reason the New Republic is not playable. I noticed some typos in the XML for the campaign - Calamari was spelt 'Calimari' and edited those, but that didn't fix it. Can only really do basic XML editing/adding units, not too sure about GCs or how to fix them. Any ideas? Thanks.
I am having a blast with this submod.
Thanks and I hope to see it updated when 2.2 comes along ;D
I just tried playing the Orinda campaign, and I noticed the Imperial costs just as much as in vanilla, putting it as less expensive than a Venator, is this intentional or a mistake/bug?
sorry, there has been so much conversation on here, and I don't have the sub-mod. what all does this submod change from 2.1, and what do you want to have for 2.2. sorry, I'm new around hereI can't speak for the 2.2 plans but for 2.15 it mostly overhauls the Pentastar Alignment, but it also adds things to the New Republic like the MC80a wingless and the Republic-Class Star Destroyer. It also adds the Greater Maldrood as a playable faction in certain GCs. Pentastar additions include but are not limited to : new heroes, Carracks and Tartan Cruisers on certain planets, strike cruisers on certain planets, goodies on Kuat, goodies on Coruscant, goodies in Zsinj's territory, and a lifetime build cap of 24 on all Clone Wars era ships (not including the Imperator or the Victory I).
Can someone explain this to me right now, it might be because I'm extremely tired but here's the question. So is the download that is linked on the first page the most up to date version? Because when I try to go and download the files down the forum it says its not available.
so, it is probably already asked and answered, but will you keep working on this after 2.2 comes out? or will this stay at 2.15? because i enjoy your infinties GCs for the game
so, are the two of you modding together? because I mighthave some infinities GCs ideas for you if your interestedDelta and I have been working on some ideas yes, you are more than welcome to join in Kucsidave
Delta and I have been working on some ideas yes, you are more than welcome to join in Kucsidavethanks. but at the moment between work and the normal modding for the team I'm not sure I would have the time.
thanks. but at the moment between work and the normal modding for the team I'm not sure I would have the time.
But I'm happy to help in consulting/brainstorming if you wish.
I am also working on a new mechanic which the team might refuse in the end, that might go to you then.
if i had your email, i could help with brainstorming too... i don't have skype
ok thanks. my list will be long, do you want it in parts or as 1 long thing.
People can post submods wherever they want; we just don't allow people claiming it's an official TR thing, or redistributing the entire mod.
As I said before, expected timeline for next release is after ICW 2.2, though the Zsinj GC may come before that. In the meantime I would suggest following the Yuuzhan Vong at War mod as it will have significant contributions by me and is first on my modding priorities right now.
so, what are the current plans for B&F for ICW 2.2?
Any news on development?