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Topics - Corey

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123
News & Updates / Pentastar Alignment Playthrough
« on: February 04, 2017, 08:44:29 AM »
As we've just finished the Greater Maldrood playthrough (click right there for the playlist) on my personal channel, I've started a new playthrough as the Pentastar Alignment on the reworked Stars Align GC. In this playthrough, along with general development topics, you'll get to see the new UI in progress, the new Bellator, Procursator, ground combat changes and a look at some other new Pentastar goodies. I'll be posting episodes tuesdays, thursdays and saturdays for those who are interested in seeing more and would like to subscribe. Everything will, of course, also be posted on the forums, Facebook and ModDB as it's done for those who aren't interested in this sort of longer-form content as well; these videos just tend to involve a bit more offhand/in-depth development discussion.



There will be more regular news posts coming up, however as I mentioned in the video, I'm dealing with some family issues at the moment. So far, we don't expect it to delay the demo, but it has temporarily prevented me from releasing some of the regular news posts that we intended

125
News & Updates / Full Demo Rundown
« on: January 18, 2017, 01:35:28 PM »
    We said with the demo announcement we'd do a full rundown of changes included in the demo when we get closer. Well, we're closer.



    To re-iterate on the announcement post for those who didn't see it, not only should this give something to hold everyone over until release, but if we've messed something up, we'll have ample time and feedback to adjust it as we go. This will be especially useful for balancing feedback; there have been plenty of balancing changes which should be pulling the mod in the direction we want, however the exact numbers are certainly still up in the air, and the demo will give us a good amount of feedback to adjust from the current new baseline. There are a ton of changes being made in 2.2, probably more than in any previous version (including 1.0, and the huge jump between 1.3 and 2.0), so the more feedback we can get in one GC as a testbed, the more easily we can make changes without them already being embedded in ~19 other scenarios.

    Here's the basic overview of what to expect compared to 2.1, as well as a bit of a projection to the full 2.2. Keep in mind, everything (especially in the full 2.2) is subject to change. Content may be added or removed as time and priority allow, especially when it comes to additional units.



    Demo Content
    Play as the New Republic, Warlord Zsinj, or the Greater Maldrood in the revamped Hunt for Zsinj Galactic Conquest scenario.

    Playable Factions:
    New Republic: (Only new content listed)
    • 2.2 Demo - Wraith Squadron, MC80 Home One Type, Dauntless Heavy Cruiser, Quasars allow for X-Wing use on ground.
    • Coming in Full 2.2 - Republic Star Destroyer

    Warlord Zsinj: (New in green)
    • Space- ISDI, ISDII, Executor, CR90, Nebulon-B, Nebulon-B2, Carrack, Dreadnaught, Gladiator, Neutron Star, Strike Cruiser, Acclamator, Quasar, Dominator, Lucrehulk, Allegiance, VSD
    • Ground - TIE Fighter, A6 Juggernaut, AT-TE, Nightsister, 2M Repulsortank, AT-ST, ULAV, IDT, SPMAT, Jump Trooper, TIE Crawler, Raptor Troopers, Stormtroopers, Hailfire, Droideka, Shock Troopers, Raptor Scout

    Greater Maldrood: (New in green)
    • Space- Bellator, Crimson Command VSDII, Procursator, IPV, ISDII, ISDI, Ton-Falk, ProvidenceArquitens, Interceptor IV, Neutron Star, Dreadnaught, Immobilizer, Crusader Corvette, Providence, Secutor, Allegiance, VSDI, ARC-170
    • Ground - AT-AT, AT-PT, TIE Crawler, Bantha II, ISP, AT-AP, Stormtroopers, SPMAT, Shock Troopers, Jump Troopers, T-16 (Thanks Farseer), TX-130, A9 Floating Fortress, Specialist, AT-AA, LAAT
    • Coming in Full 2.2 - Sorannan Star Destroyer, Army Troopers

    New Non-Playable Factions: (Emergent upon Zsinj death)
    Corporate Sector Authority:
    • Space- Lucrehulk, VSDI, VSDII, Marauder Cruiser, Dreadnaught
    • Ground - B1 Battledroid, Droideka

    The full 2.2 will include various changes for other existing factions, the new playable Eriadu Authority, and a few other non-playables. More details will be discussed separately for these.

    AI Changes:
    • AI will properly stack fleets instead of sending waves of smaller fleets. Also higher fleet and ground force requirements for attacks to occur.
    • Fleets should no longer take the longest possible route they can figure out around the galaxy.
    • AI defense fleets will not sit under space stations.

    Graphical Changes:
    • Most if not all particles and projectiles have been overhauled. Firing rates for all ships also reduced (and power adjusted accordingly) so fire is no longer in sheets.
    • New HUD style. Full UI rework in progress for full version, including many icons. Several icons in the demo are just placeholders.
    • All space backgrounds redone.
    • Beginning work on damage particles and death clones
    • Redone models: Munificent, Battle Dragon, Vindicator, Immobilizer, Quasar, Ton Falk, ISDI, ISDII, VSDI, VSDII, CR90, Nebulon-B, Venator, Acclamator, Lambda, Bothan Assault Cruiser, almost every TIE or Letter-wing fighter.
    • Models being redone for full version: Providence, Executor, Dreadnaught, Secutor, Lucrehulk, Strike Cruiser, Nova Cruiser (others as well, these are just the ones currently in progress)

    Gameplay Changes:
    • Story events: Several story events exist for each faction, especially the New Republic. Each campaign is intended to have one major storyline, and then we'll expand from there. In Hunt for Zsinj, it revolves around killing Zsinj and, for the New Republic, recruiting the Hapans. Factions can emerge and disappear based on these events.
    • Ground unit speed reduced to normal. Many larger, worse mod maps replaced with base game maps.
    • Testing a unit upkeep cost mechanic, provided it doesn't reduce AI desire to build ships (has to work just as well in large scenarios like Art of War, as well as smaller starts like FTGU, so may not last).
    • Battle styles/events:
      • Raid Fleets: Now temporarily prevent retreat and give more obvious warning of when they occur.
      • At least 3 other battle events and styles planned for the full release.
    • Fewer ground slots on most planets, economic structures limited to 3 per planet.
    • Infantry changes:
      • Infantry in companies now individually commanded.
      • Infantry can fire while running.
      • Infantry companies now come with different roles included: scouts, medics and grenadiers included in main infantry company. Heavy repeaters coming in full 2.2.
      • Each primary infantry company comes with a captain who provides a combat bonus.
      • Jedi units given berserk ability to adjust for melee being terrible.
      • Coming in Full 2.2: New Republic infantry models to be redone, including species diversity.
    • Having small carriers in orbit (ie Ton-Falk, Quasar) allows use of a fighter on ground. If destroyed, the carrier dies as well.
    • Fixed issue with prison script preventing all alien civilian spawns (Wookies, Duros, Mon Cal, etc should all now spawn properly)
    • Rate of turn adjusted for capital ships. Larger ships should now turn more slowly. Firing cones also being adjusted.
    • Ground balancing:
      • All company numbers adjusted.
      • Rockets now generally very effective against armour and structures, really bad against infantry. Very high cooldown. Essentially a buff to IFTX, AAC, Plex Troopers, LAAT, IDT, etc.
      • Air units now significantly more vulnerable to various units, some stat changes.
      • Full 2.2: XR-85 Droid tanks ("Death Lasers") significantly nerfed (unit not present in demo).
      • Full 2.2: All Empire of the Hand vehicles nerfed, brought into line with other factions. Full EotH ground rework tentatively planned for 2.3
    • Buildings have anti-infantry turrets. Other types being considered for full 2.2.
    • Coming in full 2.2: Full review of abilities and bonuses for units, heroes and planets
    • Coming in full 2.2: Research system implemented for New Republic, Remnant and Empire of the Hand in addition to era system
    • Coming in full 2.2: Era system expanded beyond just hero death. Different conditions and consequences apply to losing Imperial leader. Imperial players can also choose to change eras manually in some cases.

    Miscellaneous
    • Documentation
      • Unit and hero text will now directly list bonuses and fighter spawns.
      • Doing a new pass on planet, unit and hero text.
      • Raid fleets give a better indicator of when they're coming and what they are.
      • Tech tree displays being reworked
    [li]Working on VO for as many units and heroes as we can[/li][/list]


    This isn't exhaustive for the full 2.2, however should cover the main points of the demo. As for a release date, we should be releasing the demo in February.



    126
    News & Updates / Community Poll: Daala vs Zsinj
    « on: January 17, 2017, 01:35:24 PM »
    For those of you who are unaware, we're dividing the Remnant tech tree into three possible regimes; Thrawn & Pellaeon, Palpatine, and currently Daala. Each will have their own separate gameplay hooks, bonuses and negative attributes. People have repeatedly asked "well why not Warlord X," however the key point here isn't just throwing in another name. It's developing distinct trees between all factions and branches, and in this case, putting a fourth spin on the Imperial doctrine, as it can be represented in the Sins engine (between the Pentastar Alignment, Palpatine, Thrawn & Pellaeon, and the final slot here). The final style we're looking for can be pretty equally represented by two people; Daala and Zsinj. This is essentially a tech focused one, where the big bonus is non-permanent hero death and two SSDs at once. Daala brings the first through the Maw Installation, Zsinj brings it through his own close association with different scientific projects. Each has one or two additional techs they can bring to the table (Daala with reunification stuff like Crimson Command and some of the Maw's weapons, Zsinj with some of his own weapons research and Night Cloaks), but not enough to justify making both. So, we're asking for your input; which would you rather see?

    127
    News & Updates / Redone Procursator
    « on: January 11, 2017, 05:26:11 PM »
    I've redone the Procursator model and skin, and here's the result. Still working on some of the texture maps to get some of the effects right, since things display in Substance Painter a bit different from Empire at War & Sins, but it's more or less done. The original high-poly reference by FractalSponge is included in the top right (and can be seen in its full gallery at: http://fractalsponge.net/gallery/procursator/).

    It should be making an appearance in my upcoming playthrough episodes that i've been doing on my Youtube channel ( https://www.youtube.com/c/CoreyLoses ) if you want to check those out, too.


    129
    News & Updates / 1st Place Editor's Choice!
    « on: December 22, 2016, 08:53:18 PM »
    Thanks to your support, we've managed to get the attention of the ModDB staff and get 1st place in the Mod of the Year Awards, Editor's Choice! Players choice hasn't been posted yet, however regardless of whether we place there, this already tops any of our achievements in previous years and we promise to reward that trust with new content throughout 2017. For a full list of all the mods in the Editor's Choice category, check here:
    http://www.moddb.com/mods/star-wars-ascendancy/features/editors-choice-mod-of-the-year-2016

    130
    News & Updates / 2.2 Faction Profile: Eriadu Authority
    « on: December 13, 2016, 01:58:52 PM »
    Thanks to everyone's amazing support in Mod of the Year, we've once again cracked the Top 100, and are eligible for the voting in round 2. So, if you haven't already voted in the second round and you want to continue showing your support for Thrawn's Revenge, be it Ascendancy or Imperial Civil War, you can click on the banners below to go to their profiles and vote. We'll wait here. Keep in mind you can vote for however many mods you like in this round.



    Done it? Great! So, we've already covered the other two new playable factions in 2.2, being Warlord Zsinj and the Greater Maldrood, leaving us with the Eriadu Authority (and the various minor factions, but more on those later). As far as screenshots go, this is actually the least finished faction at the moment, so you'll see more of their new stuff later on.




    Yes, this is the only picture of Delvardus.

    The Eriadu Authority

    Leaders: Superior General Sander Delvardus (4-12 ABY)
    Capital: Eriadu (4-5 ABY), Kampe (5 - 12 ABY)

    Although the Eriadu Authority's reign outside of the Deep Core was short lived, for a brief time it controlled some of the richest parts of the galaxy outside the core, centered around Eriadu (home to the wealthy Tarkin family) and the Seswanna Sector, with territory up and down the Rimma Trade Route and Hydian Way. Delvardus was initially fairly successful in the establishment of his Empire. Along with these wealthy planets, he managed to recruit the likes of General Maximillian Veers and the remainder of Blizzard Force, afterwards granting himself the (rather irksome to Veers) title of Superior General.



    "I'm not sharing my glory."
    ―Sander Delvardus

    His ambition would soon become the cause of his undoing; when Delvardus launched an assault against Sullust, Sullustan Captain Sien Sovv, who would go on to succeed Admiral Ackbar as the Supreme Commander of the New Republic and Galactic Alliance Fleet during the Yuuzhan Vong War, took his forces to aid his homeworld. With the cooperation of Admiral Firmus Nantz and the First Fleet, Sovv was able to not only drive off the assault on Sullust, but launch a campaign which ended with Delvardus forced into the Deep Core and the elimination of other warlord groups such as Prentioch's Dominion in the Western Reaches.




    "We've researched the amount of funding Delvardus funneled into his operations, and I am not impressed with what I saw at his fortress. I hope he hasn't been squandering the Empire's resources."
    "I assure you, Admiral, he has not. I think even you will be impressed."

    ―Admiral Natasi Daala and Colonel Ivan Cronus

    Once established in the Deep Core on the desert world of Kampe, Delvardus began the construction of his secret weapon, an Executor-class called Night Hammer for its unique black stealth armour, believing it was the key to ruling over other Warlords. His plans were delayed when Emperor Palpatine returned and reunited the forces of the Empire for a campaign against the New Republic, Operation Shadow Hand. Once this failed, as Imperial plans so often do, Delvardus returned to the construction of the Night Hammer and infighting with other warlords, especially Treutan Teradoc. Delvardus, along with twelve other Warlords, was invited to Tsoss Beacon by Admiral Daala in order to secure peace amongst Imperial forces. Once the warlords refused to meet her demands, Daala killed them all. She then brought Delvardus' body to his former fortess, and gave his second in command, Colonel Cronus, an ultimatum; join her or be destroyed.

    Keep in mind unit lists aren't necessarily final. With both Maldrood and Eriadu in particular, there's some stuff (including vehicles, ships and infantry) we may end up doing but we're trying to focus on getting the already-planned things done.

    Space Unit Roster
    Executor
    ISDI, ISDII, Tector, Torpedo Sphere, Praetor II, Interdictor
    VSDI, VSDII, Class-II, Strike Cruiser, Acclamator
    Vigil, Gladiator, Bayonet, Escort Carrier, Ton-Falk, Carrack
    Unique Fighters: TIE Hunter

    Ground Unit Roster
    AT-AT, A6 Juggernaut, A9 Floating Fortress, SPMAT
    AT-ST, IDT, AT-AA, U-LAV, Imperial Escort Fighter, 2M Saber Tank
    Stormtroopers, Shock Troopers, Storm Commando, E-Web, Specialist



    Corey is still going through a lot of the new features of 2.2 in full preview playthroughs on his channel. He's currently doing Maldrood, and Eriadu will be next. If you're interested, you can watch that by clicking here.



    131
    News & Updates / MotY Round 2: Top 100
    « on: December 12, 2016, 02:20:27 PM »
    Thanks to your amazing support, we have one again managed to breach the Top 100 in Mod of the Year with both Ascendancy and Imperial Civil War! Because we must beat our previous placings for each mod, we have to do really well to place in this year's competition during the final round, so let's see how far we can go! In order to vote, just click on the banners below and click on the "vote" button on their respective pages. Remember, you can vote for as many mods as you like in this phase as well.



    132
    News & Updates / MotY Round 2: Top 100
    « on: December 12, 2016, 02:19:55 PM »
    Thanks to your amazing support, we have one again managed to breach the Top 100 in Mod of the Year with both Ascendancy and Imperial Civil War! Because we must beat our previous placings for each mod, we have to do really well to place in this year's competition during the final round, so let's see how far we can go! In order to vote, just click on the banners below and click on the "vote" button on their respective pages. Remember, you can vote for as many mods as you like in this phase as well.



    133
    News & Updates / 1.2 Faction Profile: the Hapes Consortium
    « on: December 10, 2016, 01:23:28 PM »

    We've had the big "Coming Soo" slots in the faction select screen since the first release, and while we've made some offhand comments about who they can or will be, it's time for us to officially announce who's filling that first slot. Keep in mind, this faction will be coming in 1.2, not the upcoming 1.1 which is primarily about fleshing out the existing factions. We just wanted to give people a quick rundown and show that we are always thinking about the future. So, without further ado, the Hapes Consortium awaits.



    ...History...
    "The Hapans have kept closed borders for over three thousand years. I've seen firsthand what happens when you get too close to them. Believe me, they're hiding something." - Han Solo

    The Hapans are the descendants of a group of pirates known as the Lorell Raiders, who were mostly wiped out after a confrontation with the Jedi Order 4000 years before Endor. Hapans are famous throughout the galaxy for being extraordinarily beautiful, a result of the selective capturing of the most attractive humans in the cluster by the Lorell Raiders. The Consortium finds its home in the Hapes Cluster inside the Transitory Mists, a considerable astrographic barrier to attack, where it controls 63 systems guarded by the Hapan Royal Navy. The Consortium is ruled from the Fountain Palace on Hapes by the Queen Mother, a replica of which was built into the Queen Mother's personal flagship, the Star Home. Staunchly isolationist for millenia, the Hapans made their first forays into the galaxy after 3000 years in 8 ABY when they began a strong alliance with the New Republic, prompted by a mutual interest in the destruction of Warlord Zsinj. Hapan society is both filled with political intrigue among the ruling classes and strictly matriarchal. The Hapan armed forces were described by Prince Isolder as, "billions of warriors, thousands of starships." These thousands of starships were organized around a primary honour guard for the Royal Family of 63 Battle Dragons, one for each of the member worlds.



    ...The Canon Conundrum...
    We're announcing this fairly early partially to address the topic of canon and how we address it, especially with factions like the Hapans, Empire of the Hand and any less developed group. We always strive to make the best representation of the Star Wars galaxy that we can, and essentially we try to approach it the way we would want any new game to. For some people, this means strictly staying to what already exists. For us, this means not contradicting the available information or replacing the parts that exist, but building on that where it's lacking. For example, the Empire and New Republic are very well fleshed out in canon; they have entire fleets with developed backstories and ship designs, so we would never want to make up a ship for them, unless it's a case like the Proficient where there's information but no design, and an opportunity exists to examine the contributions of a member group that you don't really see in their fleet. With the Empire of the Hand, the canon indicates that there is a well-developed and unique fleet behind it, but that's never really explored, so we took that opportunity to build on what existed. We take the mod as an opportunity to explore some of the less highlighted aspects of the post-Endor galaxy. So, what does this mean for our approach for the Hapans...

    ...The Hapan Fleet...
    Essentially, while the Nova and Battle Dragon are the only fully-developed classes (there are some like the Beta Cruiser which exist, but were never given a design) Isolder's description of the fleet indicates that it was probably a bit more diverse than that, especially as they became embroiled in galactic politics after 8 ABY and especially towards the Vong War. The primary gimme we're using here is that the term "Battle Dragon," instead of just meaning the one specific class, is a catchall term much like "Star Destroyer," within which you have anything ranging from small frigates to huge dreadnoughts. To that end, we'll be developing different types of Battle Dragons based around their design principles to supplement the canon ships that do exist. These will be addressed as we go, and while this post is a primer on how we're approaching them, we'll have a more full gameplay-related post on them after 1.1 is released.



    With that said, today is the last day of voting for the Top 100 phase of the Mod of the Year competition, so if you want to support the mods you can click on either of the banners below to vote. Remember, you can vote for as many mods as you like in this phase. We appreciate all the support so far!





    134
    News & Updates / We Could Be Heroes - Greater Maldrood
    « on: December 07, 2016, 09:01:27 PM »
    A couple of weeks ago we did a news post about the expanded hero roster of the Pentastar Alignment, and we intend to do this for each of the remaining Warlord factions (the other factions aren't changing Warlord Zsinj's turn.

    As we mentioned in the Zsinj version, heroes can be a bit tricky for the more obscure factions. Maldrood was probably the hardest of any faction to develop in this respect, however we think we've managed to piece together a decently diverse roster which should provide a bit of different flavour and even some different goals while playing. There are one or two other options we may explore in the future, but for now we're fairly confident that this will be the Maldrood roster on release.



    Before we get there, two quick things. It is currently Mod of the Year on Mod Database, so if you'd like to support the mods by voting, we'd really appreciate it. In order to vote, just click on the banners below and click on the "vote" button on their respective pages. Remember, you can vote for as many mods as you like in this phase.



    Secondly, we're doing a demo for Imperial Civil War fairly soon. For more details, click here.






    High Admiral Treutan Teradoc - Space: Crimson Command Victory-class Star Destroyers, 13X, Maldrood
    Treutan Teradoc very quickly established himself as a capable naval theorist while at the Imperial academy on Corulag, and very quickly in his career was promoted to the position as High Admiral of Crimson Command, part of the Queli Oversector fleet led by Warlord Zsinj before the breakup of the Empire. After Palpatine's death, Teradoc took the Crimson Command and left Zsinj and the Empire behind, taking captive Zsinj's lackey Grand Moff Selit and acquiring the local defenses of multiple sectors along the Perlemian Trade Route, combining them into the Greater Maldrood. Maldrood quickly made many enemies, with a long-time rivalry between Teradoc and the neighboring Warlord Zsinj, assaults from the fledgling New Republic, and many disputes with Hutt-controlled forces to the south. Zsinj's death and Teradoc's subsequent defeat of Imperial Admiral Teren Rogriss brought many of his forces to the side of Maldrood, however with Zsinj out of  the way Teradoc became the focus of Imperial and New Republic attention. Teradoc was able to hold bits of his Mid Rim territory only with the assistance of his brother, Kosh. Teradoc would later lead one of the Reborn Emperor's fleets out of Byss, however after suffering several defeats Kosh ordered him and his forces into the Deep Core. Such benefit was short-lived, as Teradoc was murdered by Daala along with the other prominent warlords at Tsoss Beacon.

    Admiral Kosh Teradoc - Space: Imperial II-class Star Destroyer, Lancet
    Kosh had been competitive with his older brother Treutan for all of his life. Although Kosh was a capable commander in his own right, he tended to live in Treutan's shadow, especially with Treutan's promotion to High Admiral of the Crimson Command. After Endor, he set up his own holdings in the Deep Core, following the example of Blitzer Harrsk and Zero Command. After Maldrood gained the attention of the Remnant and New Republic, Kosh and his forces came to their defense, combining the Empires into the Federated Teradoc Union. After the early failures of Treutan during Shadow Hand, Kosh moved into the Mid Rim to defend their territory there while Treutan retreated to the Deep Core. At the conclusion of the campaign, Kosh was one of the few people who managed to hold Imperial territory in the Mid Rim. Treutan's conflict with Blitzer Harrsk, in an attempt to impress Kosh, led to the murder of both Treutan and Harrsk by Daala. Kosh held out for around a year after his brother's death in bitter depression. His death, achieved with the help of Wraith Squadron, led to his forces rejoining the Imperial fold under Daala or the now-dominant New Republic.

    Kosh is recruited by killing Warlord Zsinj in any GC where he is not already a starting hero.

    Vice Admiral Gilad Pellaeon - Space: Victory-class Star Destroyer, 13X
    Gilad Pellaeon, the old man of the Empire, had a storied carrier leading from the Clone Wars to the days of the Empire. He strongly believed in the ideals of order espoused by the Imperial system, and proved himself time and time again to be among the most competent and level-headed of any Imperial commanders, rivaling even his brilliant mentor Grand Admiral Thrawn in some ways. After the death of Thrawn Pellaeon found himself under the command once again of the Reborn Emperor, and as this Empire once again collapsed, Vice Admiral Pellaeon became the new head of Crimson Command under Treutan Teradoc. At this point, most of Pellaeon's considerable talents were directed towards infighting amongst the Warlords, particularly Blitzer Harrsk. During Harrsk's attack on Teradoc's stronghold, Daala condemned the actions of both men squandering the resources of the Empire, drawing Pellaeon to her side to cooperate in her reunification efforts.

    Pellaeon joins with Maldrood on the death of the Reborn Emperor

    Pirate-Moff Leonia Tavira Space: Imperial I-class Star Destroyer, Invidious
    Tavira was a former Moff who began her pirate career by allying with the forces of Kavil's Corsairs, hoping to use pirate connections to propel herself into the position of a Warlord. In pursuit of this, she formed her own group, the Invids, and allied herself temporarily with Zsinj. Soon after Pestage lost control of the Empire, Tavira instead joined with Kosh and Treutan, playing them off against each other. Treutan provided her with her own Star Destroyer, the Invidious. Leonia's presence allows the recruitment of pirate units.

    Leonia Tavira joins with Maldrood after Isard takes over the Empire.

    Boba Fett - Ground, Space Pursuer-class Enforcement Ship, Slave II
    Dengar - Ground, Space: JumpMaster 5000 Punishing One
    After Fett escaped from the Sarlacc (for a second time), he was aided by a fellow bounty hunter, Dengar, with whom he undertook many jobs related to the Black Sun, until a mission to capture . He lost the iconic Slave I when he "borrowed" Bossk's Hound's Tooth, leaving Slave I drifting in space. For years, Boba undertook only secret missions from discreet clients in the new Slave II, until an encounter with Han Solo on Nar Shaadaa. Both had a history of cooperating with the Empire, and were active in the area of the Greater Maldrood during most of the mod's timeframe.

    Moff Lesan Ramier - Galactic Hero (Economic Bonuses)
    Moff Ramier controlled the Brak Sector, one of the sectors along the Perlemian Trade Route under the control of the Greater Maldrood. Early on in the days of the New Republic, the Brak Sector overthrew the local Imperial government to join it.

    Admiral Garrik Trier - Space Secutor-Class Star Destroyer, Contrite
    Trier commanded the fleet stationed in Brak sector during the Galactic Civil War. Trier was known as a confident commander, who spent a great deal of time analyzing naval tactics used by the Rebel Alliance. (From Wookiepedia)

    Both Ramier and Trier are starting heroes in Era One GCs.

    Admiral Ledre Okins Allegiance-class Star Destroyer
    Ledre Okins was a distinguished commander under Palpatine's rule. In 3 ABY he assumed command of a fleet led by the Executor to demolish a Rebel shipyard at Vergesso.


    The following heroes were members or leaders of independent warlord groups located were also leaders of their own local Warlord groups, who can essentially be recruited somewhat like vassals.

    Grand Admiral Peccati Syn Space - Imperial I-class Star Destroyer, Silooth
    Syn was one of the original 12 Grand Admirals. Although he was ostensibly loyal to Sate Pestage's Empire, he was primarily a religious devotee to the Church of the Dark Side who spent most of his time over Kashyyyk, where he was attacked by Admiral Ackbar and requested help from the nearby Greater Maldrood. After Endor, he positioned his forced at Colla IV in the Mid Rim, however a New Republic attack intended to cut the Greater Maldrood off from the rest of the Empire resulted in his death.

    In early Era 1 GCs, you will have the opportunity to secure Kashyyyk. If successful, Syn will join Maldrood.


    Antemeridian Sector - Nearby independent sector. In order to recruit these heroes, you just need to conquer Antemeridias.

    Moff Tol Getelles - Galactic Hero (Economic bonuses)
    Tol Getelles was one of the final Moffs to be promoted under the Emperor's Reign. He maintained control of the Antemeridian Sector and remained nominally loyal to the Ruling Council after Endor although he slowly slipped away from their control. Despite this, he lacked ability to strike out at the New Republic on his own. He was widely seen as more level-headed and pragmatic than his close friend Admiral Larm, though Natasi Daala once described him as a, "quibbling, incompetent, boot-licking, corset-laced little sand maggot."

    Admiral Larm - Space Hero: imperial II-Class Star Destroyer, Antemeridian
    Larm is the Admiral in charge of Antemeridian forces, having been promoted by his friend Getelles over several more experienced officers. He is a sycophant who ingratiates himself to his superiors with a dedication to protocol

    The last two heroes are both recruitable from Commenor in any GC

    General Arndall Lott - Ground: AT-AT
    Lott excelled in walker operations during his training, resulting in him serving under Maximillian Veers in Darth Vader's Death Squadron for two years. After this tour, Lott eventually worked his way up to the position of General and commander of Walker Operations and Tactics at the training center on Jardeen IV. After Endor, Lott and and Captain Gendarr fled Jardeen to establish themselves as Warlords. Lott designed a variation of slave-rigging similar to that on the Katana Fleet which he installed on AT-ATs and other walkers for the duo.

    Captain Iolan Gendarr - Space: Imperial II-class Star Destroyer Reliance
    Gendarr received his promotion to captain shortly after the Battle of Hoth, having served under Needa on the Avenger. He and Reliance were assigned to the planet Jardeen IV.



    That's all for now. Just a quick reminder that the Greater Maldrood can be seen in action in Corey's playthrough on his personal channel, Corey Loses, where he's previewing a lot of the 2.2 content.





    135
    News & Updates / 2.2 Demo Announcement
    « on: December 02, 2016, 12:05:20 PM »

    That's right, we're doing a demo for 2.2. In the past we've avoided doing "demo" versions, since we were typically more concerned with just getting out the full version of the mods, whether as a beta or full release. However, since we're now closing on three years since 2.1, we want to thank everyone for their patience with something, since we're not quite near release yet with everything. There are some other practical considerations for this as well; it provides a good motivator for us to focus on getting certain things done, and also should get us some feedback on new systems before they're too integrated into the mod, and let us gauge if we're going in the right direction.

    So, what will be in the demo?
    The demo will include one of the new 2.2 GCs, Hunt for Zsinj. This GC is both the closest to being done, and provides a good taste of both some old and new content, as well as having a fair variety of different story elements. Keep in mind that there will be a significant amount of development time between the Demo and the 2.2, so while it should give an idea of what the final version will be, there'll still be some incomplete elements.

    If you don't know what the Hunt for Zsinj GC consists of, you can see the breakdown of it by clicking here.

    Among other things, this includes:
    New Heroes & Units (Neutron Star, Secutor, Allegiance, Bellator, Dauntless, Jumptroopers, Providence, Gladiator, Arquitens, Droideka, Skyhopper, Procursator)
    Several Redone Units (Most fighters, Battle Dragon, ISDI/II, VSDI/II, Acclamator, Venator)
    New Skydomes
    Schism Events, Minor Factions, Story Events
    Revamped Projectile Particles
    Performance Optimizations (Loading & Running)

    We'll be posting a more complete list of features and unit lists with the actual download, however for now I will just add the disclaimer that Maldrood will not have access to the Sorannan in the demo, and the Bellator will be the model that was in Ascendancy 1.0 as opposed to the shiny new one. As for release dates, we know better than to give one but it will be very soon.

    In the meantime, Corey has been doing a playthrough of that particular GC on his youtube channel if you're interested in watching it. Tomorrow (Saturday the 3rd) he will also be doing a livestream at 2PM EST of that playthrough.



    In the meantime, this week ModDB's Mod of the Year competition kicked off. Last year we managed to crack the top 10 with both Ascendancy and Imperial Civil War, and we need your support to try to do even better! So, let's see how far we can make it this year! In order to vote, just click on the banners below and click on the "vote" button on their respective pages. Remember, you can vote for as many mods as you like in this phase. A huge thanks to everyone who's voted for either mod so far.


    136
    News & Updates / Mod of the Year 2016
    « on: November 30, 2016, 09:32:08 PM »
    It's that time of year, once again!With your support, last time we managed to place with both Ascendancy and Imperial Civil War in not just the top 100, but the top 10 of their respective categories, so let's see how far we can make it this year! In order to vote, just click on the banners below and click on the "vote" button on their respective pages. Remember, you can vote for as many mods as you like in this phase.



    137
    News & Updates / Mod of the Year 2016
    « on: November 30, 2016, 09:31:32 PM »
    It's that time of year, once again!With your support, last time we managed to place with both Ascendancy and Imperial Civil War in not just the top 100, but the top 10 of their respective categories, so let's see how far we can make it this year! In order to vote, just click on the banners below and click on the "vote" button on their respective pages. Remember, you can vote for as many mods as you like in this phase.



    138
    We've talked a fair bit about having a more story-based focus in our campaigns, as well as trying to fill in some of the gaps left by the era system, and era three is going to be one of the most changed in the mod. Before anyone asks, no this does not mean we're making people go through both Eclipse I and Eclipse II, simply because that would get kind of redundant. The jump between Era III and IV left out a fairly important period with the Crimson Empire and parts of the Imperial Mutiny, which made Era IV unclear as to what exactly was being reunified. Much like Era I was split into Sate Pestage and Isard, Era 3 is now going to be split between these two fairly distinct periods, with Operation Shadow Hand and Crimson Empire. There will also be some changes to the jump between Era II and III.


    Death clones are underway!


    Era Updates

    We've shown off the Regicide feature before, where you can jump between eras manually without having to go on a suicide run with your leader, but the basic nature of the eras is changing a bit as well. For the most part, the idea is still if your leader is defeated, you move on to another era, but some eras were always more attractive than others, and from both a story and gameplay perspective will require a bit of a different way through. Here's a new summary of what the eras consist of and how you progress. This may all seem like gibberish to a lot of people right now, however it will all be clearly and helpfully explained in-game, so you should never feel confused as to what's happening or your options and objectives.

    Era I: This era has been moved from a solo-Isard focus into being represented by Sate Pestage and Ysanne Isard sequentially. In order to proceed from Sate's portion to Isard's portion, the Empire will either have to lose Coruscant, lose Pestage, or pay to extract Lusankya up from of Coruscant.

    Era II: We've always limited Era II to Thrawn, however while he was still touring around and therefore makes sense to have during the period in which the New Republic was canonically hunting for Zsinj, there was a significant gap between the end of the Thrawn Campaign and the start of Shadow Hand. Losing Thrawn will no longer directly end the era. The first option is that his defeat will start a countdown leading to the emergence of Palpatine when playing against the AI, however as the player in order to proceed to Era III you'll need to actively join Palpatine, which will be fairly expensive and time-consuming. You can do this entirely without losing Thrawn, however there will be a bit of a penalty possible in the form of a schism event for losing Thrawn without having joined your forces with Palpatine.

    Era III: What used to just be Shadow Hand is now both Crimson Empire and Shadow Hand. This whole era will be explained in this news post, so basically for now I'll just say you kill Palpatine, bad things happen for the Empire, then you kill Jax.

    Era IV & V: As far as the direct era-change related process goes for these guys, they essentially work the same as always; Daala gets defeated, resigns and hands the reigns over to Pellaeon. There will be a lot stuff within their eras, but not a huge change to the link between them.

    Tech Research: Instead of just getting new ship options automatically as you progress, there will typically be some research associated with the creation of these new classes for the Remnant (rarely), New Republic (primarily them) and Empire of the Hand. We can't do it with the Warlords unfortunately, as there's some story scripting that won't work with these groups because of engine limitations. Typically these research options will become available when the ships started to be developed, whereas the pure-era based approach was based on when the ships started active duty. This means, for example, the Viscount, with proper investment, could become available as early as the second half of Era III instead of the end of Era V, as it was developed in response to the effects of Shadow Hand's massive dreadnaught slugfests.
     


    Schism Events & Emergent Factions
    The Imperial groups during the mod's period by virtue of their sheer number demonstrate just how hard it is to keep an Empire together in a post-Endor galaxy, and schism events are one of the ways that is represented. This refers to a point when one faction splits into more factions, whether altogether or in small parts. It will also be conditional on the faction having certain territory at a certain time, though there are certain points where control will switch to an emergent faction regardless of who controls it. This list isn't necessarily exhaustive, but here's some of the bigger points when this can happen:

    Era I-V: Warlord Zsinj dying while his Empire controls the Corporate Sector (Etti IV and surrounding territory) will cause the Corporate Sector to break off of his Empire and become independent.
    Era I: Progressing to Isard from Pestage will cause Zero Command to split off from the Empire at Kalist VI and Abregado-Rae, if these planets are controlled.
    Era II: Losing Thrawn without already having joined Pellaeon will cause the Ciutric Hegemony and Corellian Sector to split off from the Empire.
    Era II: (Hunt for Zsinj GC only) - killing Zsinj will cause the alliance of the New Republic and Imperial Remnant to break off, giving the Empire Kuat and surrounding territory.
    Era III: Losing Palpatine will cause the Greater Maldrood, Eriadu Authority, Zero Command and Pentastar Alignment to break off. The entire territory controlled by the Empire will be divided up between the Empire and these 5 factions depending on where the Empire controls at the time. We've thought about having the Imperial factions all coalesce back into the Empire under Palaptine if you're not playing as them, but at least for now we feel like that could get a little problematic.

    After this point, Daala pretty much makes them all come to their senses, so that should cover the major ones. Again, these will all be pretty clearly explained in-game when they're happening and the player will be warned of the consequences of their losses in these situations.


    Operation Shadow Hand
    "Someone...or something...has been biding its time, while the feuding Imperial factions distracted our attention..."
    ―Mon Mothma



    Time Covered: Pre-Shadow Hand Campaigns (10ABY),Operation Shadow Hand (10-11ABY), Crimson Empire (11 ABY)

    Since the Battle of Endor, Imperial forces would occasionally mysteriously disappear, leaving no records of their destination. In fact, these forces were being called to the new fleet of Emperor Palpatine, whose spirit had survived in a clone body. After Thrawn's defeat, Palpatine eventually reunited all of his former Imperial forces. The three massive Deep Core fleets comprised of multiple types of Star Dreadnaughts and their support ships struck outward while Kaine and Teradoc attacked from their respective holdings towards the core, catching the New Republic off guard and quickly reclaiming massive amounts of territory. The Imperials quickly fell to infighting, however Palpatine paid this no mind and instead continued with his campaign using new new types of superweapons; the Eclipse and the World Devastator.

    If Palpatine is defeated, Warlord forces then unlock and the game progresses into the Crimson Empire period under Carnor Jax, detailed below. The Imperial territory will also divide back up into component Warlord groups.

    Factions:
    New Republic - Coruscant
    Imperial Remnant - Byss

    Emergent Factions:
    Pentastar Alignment - Entralla*
    Eriadu Authority - Kampe*
    Greater Maldrood - Hakassi
    Zero Command - Kalist VI

    These factions will only emerge with territory already owned by the Empire, except for their capitals.


    Crimson Empire
    "The galaxy has changed—it's mine for the taking! I will rule the Empire…I will sit on Palpatine's throne."
    ―Carnor Jax



    Time Covered: Crimson Empire (11 ABY)

    The Empire has once again broken down into Warlordism. As the New Republic tries to regain its footing from before Shadow Hand, Carnor Jax is attempting to gain control of what's left under the Ruling Council's control. Warlord infighting is also at an all-time high, with long-time rivals Harrsk, Teradoc and Delvardus at each other's throats in the core. With Kaine's death in Shadow Hand, the Pentastar Alignment has also begun to fracture and succumb to outside pressure. This GC essentially takes up where the schism event in Shadow Hand occurs, but using a more canon-based interpretation of where each faction would have been at that time instead of, obviously, being based on how the game had progressed within that campaign. It also allows you to play Era III as a one of the Warlord factions.

    Factions:
    New Republic - Coruscant
    Imperial Remnant - Ord Cantrell
    Pentastar Alignment - Entralla
    Eriadu Authority - Kampe
    Greater Maldrood - Hakassi

    Non-Playable Factions:

    Zero Command - Kalist VI

    Just like he did with Warlord Zsinj, Corey is doing another preview playthrough with Maldrood on his channel, so subscribe there if that's something you're interested in seeing. The first few episodes showed off some of the new schism events as well.

    139
    News & Updates / Greater Maldrood Preview Playthrough
    « on: November 04, 2016, 09:04:03 AM »
    I'm continuing my series of Let's Plays in 2.2 on my channel to show off and discuss some of the changes we've made for 2.2 in a bit more detail than we can in pictures or news posts. The first two videos are up, and on Saturday the 5th (tomorrow, as of posting) at 2 pm EST he'll be streaming the next section of it and answering comments from the chat, so if you're interested, head over and check that out by clicking here (vods will be going up later in case you miss it).

    Watch the full playlist:

    140
    News & Updates / Less is More
    « on: October 29, 2016, 05:42:39 PM »
    We've not shown too many individual screenshots lately, however there's a lot going on behind the scenes. We've had a lot of focus recently on updating some of the older content, including putting some of our newer Ascendancy assets into ICW (including the Venator, Acclamator, TIE Fighters, ISDs, etc), on top of reworking some particles and the skydomes in the mod. These aren't just meant to look better; they also have a net decrease in polies, particles, and filesize, meaning better visuals, better performance, and better load times.


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