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Messages - Shadowed~

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Discussion, Suggestions & Feedback / Cannon campaign modes
« on: October 07, 2014, 06:07:11 PM »
Today while thinking more on a previous idea I had a while back which in turn- now that I think on it, probably wouldn't be best for a Galactic conquest game mode considering the fact that it's all about you- the player- that is deciding the fate of the galaxy; which in all honesty, was the point of galactic conquest feature or whatever it is called ( too many games, to many similar names- sorry). Therefore- with that being said, and I've heard rumors of other popular mod groups attempting or creating campaign mods for their mods. My idea here would be that if possible- would it be worthwhile and a source of entertainment and support to the fans of this mod and of cannon in general I might add- to be able to have 4 separate campaign modes for each faction; thus being Imperial Remnant, Empire of The Hand, Pentastar Alignment and the New Republic. Each campaign would run in a similar fashion to that of the first SW EaW campaign, where notable faction leaders give assignments, missions etc. constantly throughout the game in order to achieve as close to the real deal as it was in the books, comic books etc. etc. Not to say it would be 100 percent exactly like the books because I stress the feeling that it would become very tedious to the developers- and in that regard I would inquire that like the EaW Campaign that there be limited but often major choices for the player to decide upon- for instance it could be tracking or hunting down certain characters of other factions- or something of that nature or however it would seem to be in that measure as was in EaW. This would still allow a player control over the destiny of the galaxy so to speak- just not as in depth as it would be in the conquest mode. It's just an idea- doable? I haven't the slightest clue because coding and such measures needed to do such are not of my area of modding expertise.

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Discussion, Suggestions & Feedback / Re: Thrawn Campagin Ending
« on: August 29, 2014, 02:31:47 PM »
True- but still it would be an idea some people out there would like to or atleast I would think anyways.

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Discussion, Suggestions & Feedback / Thrawn Campagin Ending
« on: August 29, 2014, 01:33:24 AM »
I have an idea to make the Thrawn Campaign fit more in with the book and that would be after a certain number and specific planets are captured the raid on Coruscant can begin and if possible take out Coruscant for a few weeks in the book. Shortly after the asteroids are removed the NR will Thrawn or Pealleaon or a random Imp Officer pop up and say the Bilibringi  shipyards are under attack to which opens the last mission in the Thrawn Campaign to which point sometime into the battle Pealleon would pop up and give the order to retreat saying Thrawn is deaed etc etc. Would be good way to end the thrawn campaign imo if that is at all possible.

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Discussion, Suggestions & Feedback / Group Bundle Idea
« on: July 31, 2014, 05:07:31 PM »
I've seen this done in a few mods to where you have the option of building fleets in which contain multiple ships bundled under one icon so to speak. It'd be easier and more convenient for a lot of player to have three or four of these "fleet sets" if you will so they won't have to worry about always having to build 5 ships at a time if they say have 600k creds at their disposal. Here's what I think- put around 4 or 5 of these different types of "fleets" ranging from a small hit and run fleet to a fleet where if it dropped into your system you'd better hope you got enough firepower or else retreat( in other words a giant siege fleet). Ranging form what ships are actually imbedded in the fleet itself, would determine the overall build time. For instance say a fleet with 2 SDs, 3 Vics 5 lancers would take around and this is just a guess 4 or 5 minutes. (Fleets would be based off (time wise) by each unite in the fleet so if say SD2 has a minute build time, lancers 30 build time, vics 45 buildtime then add up each buildtime of each ship for he build time of that fleet.

Anyone else think this is a good idea?

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Discussion, Suggestions & Feedback / Re: The Katana Fleet
« on: July 31, 2014, 04:52:17 PM »
I gotta agree with Xizor, that'd be pretty neat to add in with the exception that if your the Rebels you have to clear away the imps and even in that situation your capped to 15 Katanas seeing as Thrawn offered the one thing gamblers loves- money; to the guy who also knew the location.

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News & Updates / Re: Patch One Content Thread
« on: June 22, 2014, 08:57:05 PM »
Very nice. I see great changes in this one compared the old one. Impressed as always

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News & Updates / Re: Return of the Admiral's Lounge
« on: June 22, 2014, 08:54:48 PM »
Cant wait to see it after 48 more posts. Hope you guys keep up the work! Very Impressed.

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Welcome to the Boards / Hello
« on: June 22, 2014, 08:51:06 PM »
Good evening-

I'm Seth and  have been playing the ICW mod for however long the mod was first released or something close to it and came to see that the Chiss are pretty awesome leaving me to believe that the Chiss Ascendency is (one) of the most epic factions in star wars history... next to the Sith Empire- Revan's Empire, The Empire and that's about that. During the course of my playing I have come to see many advances and alterations within this mod and I'm glad to say I've seen many hours of progress and hard work seen on my screen through this mod.

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Those working on this mod do so in their own free time and for no pay.
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