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Messages - Corey

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101
I don't really know what I can tell you- in the testing I've done to try to recreate this and my own playing, i haven't noticed them being anything like that unless it's a bug that was occurring in release builds for some reason that is no longer there. There's also nothing in their stats, armour class, size class, rig, etc that would be consistent with it, either.

102
Thhey're meant to be hard, but they aren't impossible. We're okay with the fact that some factions are harder than others because so many of the Imperials have similar rosters and are primarily separated by narrative stuff/heroes as factions in general, which obviously isn't a factor in FTGU.

Quote
every time I was able to save enough credits to possibly start making SSD's/battle cruisers,

I'd say this would probably be the biggest mistake you're making in that situation. At that point you can get a lot more value out of making smaller ships sooner and faster that you can use more efficiently.

103
Yeah, ZC/Mandalorian stuff doesn't really fit with the CSA.

104
Discussion, Suggestions & Feedback / Re: Kontos Class Star Frigate
« on: October 08, 2018, 06:01:48 PM »
If you're suggesting it as a unit for the mod, we don't use fanon designs except where we need to fill gaps that we know existed, like with EotH's roster- there's dozens of Imperial designs that already exist, so it's not really necessary for them.

105
Discussion, Suggestions & Feedback / Re: Bombing Runs
« on: October 07, 2018, 03:36:00 PM »
No, the opposite corner from where the target is. If you watch, you can always see the bombing runs come from the opposite part of the map which you tell them to hit.

106
News & Updates / Vision of the Future I: The Hand and the Unknown Regions
« on: October 07, 2018, 04:58:48 AM »
In this series of updates, we're going to look beyond what's immediately planned for 2.3 and talk about some of those broader goals for different elements of the mod. To start us off we'll be taking a look at two related areas of the mod which offer some interesting possibilities but remain underexplored- the Unknown Regions and the Empire of the Hand.


While the main focus of Imperial Civil War is the collapse of the Empire into its various successor states (including the New Republic) as they attempted to reunite or establish themselves as the main galactic power, part of what we attempt to do with our mods is represent the broader galactic situation and allow people to explore that as much as possible, with as many different groups as possible- essentially, we try to approach with as much of the Total War or Europa Universalis/Crusader Kings/Hearts of Iron style as the engine will allow us. Although it doesn't receive as much attention in the various works that make up the EU, and in-universe it isn't explored as much, the Unknown Regions make up a significant portion of that galaxy. Within the mod we currently only cover that via the Empire of the Hand which, while being an interesting group in many ways, doesn't represent the entirety of what was going on in the region during this period. In fact, they spent most of their time busy dealing with the various threats within the Unknown Regions, while in the mod their only option is to immediately invade the Known Galaxy. This is an area which we've always wanted to expand on, and it's something we're going to look to do in future releases. The Empire of the Hand as a faction, while some aspects are interesting or unique, also have a lot of rough edges (to put it nicely) and need a lot of work to bring them up to par, which we'll talk about first.


Ssi-Ruuvi ships in Thrawn's Revenge II: Ascendancy

The Empire of the Hand
"The Empire that Senior Captain Thrawn is carving into the evil that pervades our worlds is not the Empire you chose to leave. His is an Empire of justice and dignity for all beings. His Empire is one we gladly serve. One we are willing to die for." - Vaantaar

As a faction, the Hand offer some unique and interesting units, but there are also many places where they currently fall flat. For one thing, since they tend to have some of the oldest models, a lot of their units need and will be getting some level of visual upgrade to bring them into line with the newer assets. Since the hardest parts of making their units tends to be coming up with a suitable design more so than the actual modeling, instead of having a specific release dedicated to updating them like we've been doing or will be doing with the other factions, their updates will happen across a few different releases. In 2.3, we will also finally be releasing their Intego Battlecruiser, which, at 2200 meters is the largest ship in their fleet. We were originally hoping to put it into 2.2 (and it can be used in current versions of Ascendancy, our Sins of a Solar Empire mod where you can see some of this content already) but we felt like its design still needed a lot of work. The current version, before the updates, can be seen below- the general shape will be remaining, but a lot of details have changed since those pictures were posted. Final pictures should hopefully be coming soon. On ground, every unit will be redesigned, and most importantly, rebalanced. Ground as a whole is being rebalanced and reworked in the mod in 2.3, however in 2.2 there are a few units in the EotH, especially the Megamaser Tank, which remain obscenely overpowered. In 2.3 we're rebalancing every part of ground combat, so that will all change, but they need art updates as well. Unlike with their space roster, their ground roster redesign is one we hope to do all at once; this is currently planned for 2.4, but specifics may change. Overall the roles for their units will remain the same, but we'll be bringing them away from the Lego Tanks aesthetics they currently tend to have.

While there are plenty of other story or research mechanics we'd like to add or flesh out more for the Empire of the Hand, something else we will be working on with their unit updates is nailing down exactly where their units are coming from, which will be more important as we flesh out the Unknown Regions as a whole. The Empire of the Hand comes from a few different backgrounds- Imperial, Chiss, local designs, and combinations of those. The units in their buildable roster aren't directly Imperial in origin, so we'll be trying to group the rest of their roster into the other categories. Some will be labelled as designs coming directly from the Chiss Ascendancy (as many assets and personnel were funneled directly to the Hand from them), some as designs made by the Hand itself or one of the various member species, and some as the fusion of Imperial tech with another one of those groups (this one is more straightforward- for example, the Clawcraft and Star Destroyer variants like the Chaf and Ascendancy).


The Intego as it currently appears in Ascendancy

The Unknown Regions

"The gulfs of space are not home to us and neither are the barren worlds. The worlds of fire and the worlds of ice are not home to us. Where oxygen burns and water flows, where carbon bonds and ozone protects—there we plant our roots. The seed of our species is fertile; all we require is the soil in which to plant it." - The Keeramak

While the Empire of the Hand currently starts off controlling everything in the Unknown Regions in the mod, they were in fact trying to combat various threats of different sizes the entire time. It's impossible to represent every little group they would have come across due to lack of information in universe and a limitation to what can put put in game, but we do intend to try to put in some of the more major players in the region at least- ideally, given enough time and resources, we'd like to have entire galactic conquest scenarios based within the Unknown Region. Because these updates are about covering future content, here's a quick look at the major groups we'd like to represent, focusing on those which had bigger impacts or the most opportunity for fleshing out. Keep in mind, all of this is only prospective, and not necessarily set in stone; certainly not content being worked on immediately, though we do have some idea of different phases in which they could be implemented. The ability to do the factions and species listed below will depend on resources as we complete stuff, and keep in mind that being represented doesn't necessarily mean being their own faction- some would be, but some will also be represented through the Independent Forces faction (though with suitable assets) similar to how the more minor Warlords currently are in 2.2 (ie Antemeridias, Elrood). Some may even be in the running to be playable under the right circumstances.

  • Chiss Asendancy - The official government of the Chiss, based on Csilla, and arguably the most influential group in the Unknown Regions.
  • The Killik Colony  - An insectoid hive-minded species which originated on Alderaan and migrated long ago to the Unknown Regions.
  • Ssi-Ruuvi Imperium - A faction of war-mongering religious fanatic reptiles
  • Vagaari Empire - Slaving Nomads
  • Nuso Esva - A warlord whose forces became one of the first targets of Thrawn's campaigns into the Unknown Regions, on the edge of the known galaxy, and connected parts of Thrawn's Unknown Regions conquests to the known galaxy.

Again, this isn't quite coming in 2.3, just a rough outline of some of the ideas we have for fleshing out parts of the mod which currently aren't especially fleshed out. All of it ultimately depends on resources. Some, like the Chiss and Ssi-Ruuvi, we have some considerable amount of work done on already, so they're more likely to show in some form sooner than later. That will do it for our first Vision of the Future news post, all of this will be expanded a bit more as we get closer to the specifics, so hope you're looking forward to that. As usual, I'm running preview playthroughs regularly on my YouTube channel, Corey Loses if you want to see some of the changes in action as they happen. The current Greater Maldrood playthrough is currently wrapping up, and I'll be moving onto the CSA playthrough at the start of December.

107
Discussion, Suggestions & Feedback / Re: Bombing Runs
« on: October 07, 2018, 01:32:18 AM »
It comes from the opposite corner- you can't change the general behaviour for that or direct it ingame.

108
Imperial Civil War Tech Support / Re: Space Stations in Skirmish Mode
« on: September 30, 2018, 06:05:13 AM »
Hey Silver, glad you're enjoying the mod. That's not an issue however, that's how it works. You buy your ships from that station, just like in the base game. We used to have the shipyard in skirmish and then Golans on top of that, but in addition to being easily rushed, that would make base game skirmish maps incompatible, which was especially important with the period after multiplayer was re-enabled but before we learned putting new maps into a compressed meg file would stop them from desyncing every time.

109
Yeah, there's a lot of physical projectiles and old fighters.

110
News & Updates / [ICW] Playable Faction Profile: Corporate Sector Authority
« on: September 28, 2018, 01:15:29 PM »
We've shown off a little bit in terms of feature changes being made in 2.3, but it's time for us to take a look at the new playable faction being added to the mod, the Corporate Sector Authority



As always, if you prefer to see these news posts in video form with some (very early) footage of the CSA and their units in action, I've done a video version of the news post on Corey Loses:







Leader: Executive Officer (ExO)
Capital: Etti IV

Historical Overview


"CSA attorneys can find a loophole even when there isn't a loop." - Klin-Fa Gi

The Corporate Sector originally began as an administrative division at the end of the Tingel Arm within the Galactic Republic, 490 years before Yavin to mediate disputes between corporations and the galactic governing body. This allowed corporations to acquire large swaths of space which were allegedly devoid of sentient life, though this often proved to be untrue and caused many armed conflicts between the original inhabitants and the new corporations. During the Clone Wars, the Corporate Sector would largely support the Confederacy, however some companies remained at least nominally loyal to the Republic. This group formed the Galactic Corporate Policy League, which supported Palpatine in his bid for power within the Republic. Over its existence, the Corporate Sector seemed to gain some increasing level of self-determination, with some level of independence having been gained in fact if not in law by 27 BBY. Under the Empire, the CSA would buy up significant amount of Clone Wars surplus, including the entirety of the Corporate Alliance's remaining assets and other CIS equipment. It was also expanded to up to 30,000 systems under the Empire, and soon after the Declaration of the New Order by Palpatine, the Corporate Sector officially organized into the Corporate Sector Authority, which was granted a significant level of autonomy even under the Empire. Many citizens who tried to flee the Empire, hoping for a better life in the CSA would quickly find that the CSA could be equally draconian. After Palpatine's death, the CSA attempted to remain neutral and sell to both Imperial and New Republic clients, although many in the New Republic felt the CSA to be as bad as the Empire, or worse. Despite these attempts, the CSA found themselves under the thumb of Warlord Zsinj for the year before his death, and Grand Admiral Makati died fighting to keep the CSA territory under Imperial control.

The CSA in Thrawn's Revenge

"The Corporate Sector is completely by the book, and when they feel they are right, according to that book, there is no stopping them." -Reen Irana

While we've added several new playable factions over the years, all of these have been Imperial splinter groups since the first release with the New Republic and Empire of the Hand. The CSA is the first of a few upcoming factions which breaks that trend and offers the chance for us to work on not just a set of more unique rosters, but also opens us up for a few other new gameplay mechanics within these playable factions which we'll be going over as we continue with previews. With the CSA, this will generally mean some some different interactions with corporations and mechanics based upon their leadership. As a military-surplus based faction there is still quite a bit of overlap with the existing factions in their space roster, however on land an entirely new roster within the mod has been added using a mix of the Clone Wars surplus and the equipment of the Espos, a very well-armed police force within the CSA Security Division. The CSA will be playable in several existing galactic conquests, including all eras of the era progressive GCs, as well as being the focus of another more local galactic conquest, focusing on their conquest by Zsinj, as well as the events leading to Makati's death.

Thrawn's Revenge has always focused on making our own assets rather than using free released or otherwise collected assets, but many of the assets for the CSA are being developed in cooperation with Phoenix Rising, another EaW mod made by one of the Thrawn's Revenge developers, Evilbobthebob. If you want to check out the CSA in that mod, you can do so by clicking here.

Roster Overview

(Green denotes the unit is fully implemented ingame, yellow that it's nearly done)

Space Unit Roster
Lucrehulk | Invincible | Bulwark Mk III | Bulwark Mk I
Recusant | MTC | Gladiator | Neutron Star | Dreadnaught | Dauntless | Victory-I | Victory-II
Etti Light Cruiser | ILH-KK Citadel | Gozanti | Nebulon-B | Marauder
Authority IRD | Preybird | Authority IRD-A | #2 Warpod | Mankvim-814 | T-Wing | Skipray Blastboat

Ground Unit Roster
Espos | B1 Battledroid | Droideka
Espo Walker | K-222 | SX20 Airskimmer
X10 Groundcruiser | Strikebreaker | GX12 Hovervan
Persuader | JX40 Jailspeeder | Corporate Alliance Artillery



111
Discussion, Suggestions & Feedback / Re: Super Capital Shipyards
« on: September 28, 2018, 10:49:48 AM »
The planets with access to level 4 are currently Sluis Van, Sullust, Yaga Minor, Kuat, N'zoth, Bilbringi, Byss, Mon Calamari and Fondor. There will be some capital ships as garrisons from them, but probably only one or two depending on the ship and faction, as Miller says, we wanna make sure it's not too overbearin, but it definitely won't be stuff like Allegiances or Praetors as the garrisons.

112
News & Updates / [ICW] Playable Faction Profile: Corporate Sector Authority
« on: September 25, 2018, 03:49:54 AM »
We've shown off a little bit in terms of feature changes being made in 2.3, but it's time for us to take a look at the new playable faction being added to the mod, the Corporate Sector Authority



As always, if you prefer to see these news posts in video form with some (very early) footage of the CSA and their units in action, I've done a video version of the news post on Corey Loses:



Leader: Executive Officer (ExO)
Capital: Etti IV

Historical Overview


"CSA attorneys can find a loophole even when there isn't a loop." - Klin-Fa Gi

The Corporate Sector originally began as an administrative division at the end of the Tingel Arm within the Galactic Republic, 490 years before Yavin to mediate disputes between corporations and the galactic governing body. This allowed corporations to acquire large swaths of space which were allegedly devoid of sentient life, though this often proved to be untrue and caused many armed conflicts between the original inhabitants and the new corporations. During the Clone Wars, the Corporate Sector would largely support the Confederacy, however some companies remained at least nominally loyal to the Republic. This group formed the Galactic Corporate Policy League, which supported Palpatine in his bid for power within the Republic. Over its existence, the Corporate Sector seemed to gain some increasing level of self-determination, with some level of independence having been gained in fact if not in law by 27 BBY. Under the Empire, the CSA would buy up significant amount of Clone Wars surplus, including the entirety of the Corporate Alliance's remaining assets and other CIS equipment. It was also expanded to up to 30,000 systems under the Empire, and soon after the Declaration of the New Order by Palpatine, the Corporate Sector officially organized into the Corporate Sector Authority, which was granted a significant level of autonomy even under the Empire. Many citizens who tried to flee the Empire, hoping for a better life in the CSA would quickly find that the CSA could be equally draconian. After Palpatine's death, the CSA attempted to remain neutral and sell to both Imperial and New Republic clients, although many in the New Republic felt the CSA to be as bad as the Empire, or worse. Despite these attempts, the CSA found themselves under the thumb of Warlord Zsinj for the year before his death, and Grand Admiral Makati died fighting to keep the CSA territory under Imperial control.

The CSA in Thrawn's Revenge

"The Corporate Sector is completely by the book, and when they feel they are right, according to that book, there is no stopping them." -Reen Irana

While we've added several new playable factions over the years, all of these have been Imperial splinter groups since the first release with the New Republic and Empire of the Hand. The CSA is the first of a few upcoming factions which breaks that trend and offers the chance for us to work on not just a set of more unique rosters, but also opens us up for a few other new gameplay mechanics within these playable factions which we'll be going over as we continue with previews. With the CSA, this will generally mean some some different interactions with corporations and mechanics based upon their leadership. As a military-surplus based faction there is still quite a bit of overlap with the existing factions in their space roster, however on land an entirely new roster within the mod has been added using a mix of the Clone Wars surplus and the equipment of the Espos, a very well-armed police force within the CSA Security Division. The CSA will be playable in several existing galactic conquests, including all eras of the era progressive GCs, as well as being the focus of another more local galactic conquest, focusing on their conquest by Zsinj, as well as the events leading to Makati's death.

Thrawn's Revenge has always focused on making our own assets rather than using free released or otherwise collected assets, but many of the assets for the CSA are being developed in cooperation with Phoenix Rising, another EaW mod made by one of the Thrawn's Revenge developers, Evilbobthebob. If you want to check out the CSA in that mod, you can do so by clicking here.

Roster Overview

(Green denotes the unit is fully implemented ingame, yellow that it's nearly done)

Space Unit Roster
Lucrehulk | Invincible | Bulwark Mk III | Bulwark Mk I
Recusant | MTC | Gladiator | Neutron Star | Dreadnaught | Dauntless | Victory-I | Victory-II
Etti Light Cruiser | ILH-KK Citadel | Gozanti | Nebulon-B | Marauder
Authority IRD | Preybird | Authority IRD-A | #2 Warpod | Mankvim-814 | T-Wing | Skipray Blastboat

Ground Unit Roster
Espos | B1 Battledroid | Droideka
Espo Walker | K-222 | SX20 Airskimmer
X10 Groundcruiser | Strikebreaker | GX12 Hovervan
Persuader | JX40 Jailspeeder | Corporate Alliance Artillery



113
Imperial Civil War Tech Support / Re: Trouble with saving / loading games
« on: September 23, 2018, 11:02:37 PM »
Saving and loading issues are one of the things that the patches for the Steam version of Empire at War fixed; outside of that, mods with a larger memory imprint tend to have a harder time. We generally recommend people pick up the Steam version when it's on sale.

114
News & Updates / [FotR] We Could Be Heroes: Republic Edition
« on: September 21, 2018, 08:36:17 PM »
We Could be Heroes: Republic...

Before we begin, as usual I've posted a video version of this update on Corey Loses, covering both this update and the CIS heroes in the last one. Fall of the Republic preview playthroughs will also soon start joining the Imperial Civil War ones currently going on on the channel:





It's been some time since the last FotR update, but while most of the public posts have been about Imperial Civil War, there's been a lot of work going on in the background with Fall of the Republic. In this update, we'll be going over the core hero roster for the Galactic Republic in 0.5. Our goal with this version was to get a relatively similarly-sized core hero roster for the CIS and Republic- there'll be more to come later (including more Jedi), but these are either the more major players in the time period, or they fill a particular niche that the faction needs and otherwise lacks. Part of our focus is also to expand some of the standard fleet elements of the time, which tend to receive a bit less focus next to all the Jedi, so you'll see a few more obscure captains and admirals in both factions, especially characters who would later play a much larger role in the Imperial or Post-Endor period, keeping connections between Fall of the Republic and Imperial Civil War.



"For the Order and the Republic, I will give anything and everything, including my life." - Mace Windu

There are probably two specific areas where people will notice characters missing which they may want, specifically Jedi and Clones since they tend to involve more work. Again, several of these will likely be added in future versions, but the way we chose who's there is pretty straightforward- whichever characters are most universally present, or prominent, or would appear most in potential story missions got added. For Jedi, we also ran a poll on our forums for three of the slots we felt had a bit more leeway, and picked the three most popular from that, which are the last three heroes on this list. They probably won't surprise anyone.

Palpatine - Galactic, Ground (Post-Order 66)
Also known as Darth Sidious, or The Senate, Palpatine was the final Supreme Chancellor of the Galactic Republic before his reorganization of the government into the Galactic Empire. He began consolidating his power by orchestrating the invasion of Naboo and ensuing Separatist Crisis and Clone Wars as a whole from behind the scenes, secretly leading both belligerents.

Yoda - Ground
Despite his small stature, Master Yoda was one of the most wise and powerful Jedi in galactic history. He served as the Grand Master of the Jedi Order at the time of the Clone Wars, and was one of the few Jedi who managed to survive Order 66, despite his failure to kill Palpatine in a duel in the Senate chambers.

Mace Windu - Ground, Space: Delta 7/Eta 2
Mace Windu was one of the most skilled swordsmen in the Jedi Order, having pioneered his own variant on the seventh form of lightsaber combat, which he called Vaapad, and remained the only practitioner of the form who did not fall to the Dark Side. He led the Jedi at the Battle of Geonosis, and served with distinction in many battles of the Clone Wars

Obi-Wan - Ground, Space: Delta 7/Eta 2
The Padawan of Qui-Gon Jinn, Obi-Wan Kenobi was distinguished and accomplished Jedi who served with a dedication to the principles of the Order throughout his life. Despite an aversion for fighting and a famously calm demeanor, he was a skilled warrior who throughout his career fought each of Sidious' Sith apprentices, managing to best both Darth Maul and Darth Vader, but being held back by an apparent and understandable inability to recognize that falling into giant shafts and lava after the removal of multiple limbs are not necessarily fatal experiences.

Anakin - Ground, Space: Azure Angel/Eta 2
Anakin Skywalker was arguably the strongest Jedi to serve in the Clone Wars in terms of raw power, however he was often held back by his impulsive and rash nature. In addition to his Jedi powers, he was an exceptional pilot and mechanic.

Plo Koon - Ground, Space: Blade of Dorin
A veteran of the Stark Hyperspace War before serving in the Clone Wars, Plo Koon was also the Jedi Master who discovered the young Togruta Ahsoka Tano, eventual Padawan of Akanin Skywalker. He was killed during that business on Cato Neimoidia.



Delta Squad - Ground
Comprised of Boss, Fixer, Scorch and Sev, Delta Squad was an elite commando squad which undertook dangerous and specialized missions for the Grand Army of the Republic. Although a mission to Kashyyyk ended in the disappearance of Sev, Delta Squad continued to serve into the Imperial period.

Wulff Yularen - Space: Venator-class Star Destroyer, Resolute
Although his primary interest was in the field of intelligence gathering, Wullf Yularen served in the Clone Wars as the Admiral in charge of Anakin Skywalker's fleet, despite a strong difference in style between the two as commanding officers. Following the Clone Wars, Yularen remained in service to the Galactic Empire, serving primarily in the Imperial Security Bureau, and was ultimately killed in the destruction of the Death Star.

Gilad Pellaeon - Space: Acclamator-class Assault Ship, Leveler
Gilad Pellaeon served for seven decades in the Republic and Imperial navy, beginning his career in the Republic's Judicial Forces and eventually becoming the captain of a combat-oriented Acclamator variant, the Leveler, during the Clone Wars. though he was a talented naval officer, he was primarily prevented from promotion to the admiralty because of a tendency to womanize. After Palpatine's death, he served various Imperial leaders until finally and reluctantly taking the mantle for himself, leading the Empire into peace talks with the New Republic.

Wilhuff Tarkin - Space: Venator-class Star Destroyer
A member of the rich Tarkin family from the Eriadu aristocracy, Wilhuff Tarkin's family was responsible for early pushes to create a united Republic military, a movement lead several decades before the Clone Wars by Ranulph Tarkin. Wilhuff used his significant economic and political clout within the Seswanna Sector as governor to support Palpatine, and served as an Admiral in the Clone Wars before becoming the first Imperial Moff.

Terrinald Screed - Space: Victory-class Star Destroyer, Arlionne
An early political ally of Senator Palpatine, Screed was a commander in the Judicial Forces prior to the Clone Wars where he lost an eye fighting pirates. During the Clone Wars, he was the commander of Victory Fleet, a fleet comprised of the first Victory-class Star Destoyers and following their victory over the Bulwark Fleet of Dua Ningo, he became the commander of the Coruscant Home Fleet as Vice Admiral.

Jan Dodonna - Space: Victory-class Star Destroyer, Victory
Prior to the Clone Wars, Dodonna fought within the Sttark Hyperspace War. As a captain in the Clone Wars, he commanded one of the Victory Fleet taskforces opposite Terrinald Screed. He was particularly adept at managing logistics and siege tactics.

Jace Dallin - Space: Dreadnaught-class Heavy Cruiser, Mersel Kebir
Another veteran of the Stark Hyperspace War, Jace Dallin eventually became the commanding officer of the Rendili Home Defense Fleet. He fought against his planetary government's attempts to cooperate with the Confederacy during their occupation of Rendili, and following the formation of the Empire, was executed by Darth Vader for his loyalty to the Jedi.

Shoan Killian - Space: Venator-class Star Destroyer, Endurance
Killian was a traditional Admiral who was captured by the Separatists in a surprise attack on his flagship during a visit from the Clone Youth Brigade. Although he tried to reason with the young Boba Fett to secure his release, he was eventually rescued by the Jedi.

Barton Cobourn - Space: Venator-class Star Destroyer, Triumphant, Arquitens-class Light Cruiser, Hand of Justice
Coburn was a highly disciplined Admiral within Republic Navy during the Clone Wars, where he was paired with Plo Koon. He, Koon and Clone Commander Wolffe were responsible for the planning and execution of some of the most dangerous and difficult missions of the war, including operations at Lola Sayu and Kadavo.



Poll Winners:

Kit Fisto - Ground, Space: Delta 7
A Jedi Master who joined the Jedi Council during the Clone Wars for his exemplary service, Kit Fisto was a Nautolan from Glee Anselm who engaged in lightsaber combat with several strong enemies throughout the war, including General Grievous and Assaj Ventress, both of whom few survived encounters with other than Skywalker and Kenobi. He was part of the task force led by Mace Windu to arrest the Chancellor, where he was killed when the Chancellor revealed himself to be a Sith Lord.

Shaak Ti - Ground
A Togruta from the planet Shili who had joined the Jedi Council in the years before the Clone Wars, Shaak Ti participated in many key battles in the Clone Wars, and during the war was responsible for killing one of count Dooku's Dark acolytes, Artel Darc and survived a duel with General Grievous. She was responsible for the protection of the Jedi Temple, and managed to escape it during Darth Vader's attack.

Aayla Secura - Ground, Space: Delta 7/Eta 2
A Twi'lek trained by Quinlan Vos, both her and her master survived their own falls to the dark side before returning to the light and earning her knighthood. She was one of the Jedi who survived Geonosis before going on to serve in various battles in the Clone Wars, most notably Felucia, where she was executed by her forces during Order 66.


That's it for today's post. As I said near the start, we have some other options and idea for heroes for future releases, so if you notice someone missing, feel free to suggest them, but don't worry- much like ICW, our goal is to approach the mod in smaller chunks to make sure we're able to do releases in reasonable timeframes. Our next news post will be this Friday, looking at the CSA faction profile for Imperial Civil War.

115
News & Updates / 2.3 Preview Playthrough: Greater Maldrood
« on: September 21, 2018, 05:18:02 PM »
I have started a new playthrough on Corey Loses taking a look at the Greater Maldrood as we make our way through the changes coming to 2.3. We'll mostly be looking at some changes to the galactic map and updates to ground balancing as we go, and checking out some new art assets along the way! New episodes will be up Tuesdays, Thursdays, Saturdays, Sundays.

//

116
Ascendancy Tech Support / Re: Several Graphical Glitches
« on: August 28, 2018, 12:32:40 AM »
Quote
- Imperial Galactic Gun that You have from the beginning as empire faction has the building like zoom-out icon yet it behaves like ship icon (rotates as the gun rotates). Looks inconsistent and made it really hard to read what that thing is in the beginning.

This is true of any station that rotates- the choices are either have it conform to other structure icons, which makes most sense even if it means that the text isn't always oriented to the camera, or you do it like a ship icona nd people get confused when it doesn't behave like a ship.

Quote
- All the resource asteroids have graphic of a respectevie extractor that should be built on them. There is no actual asteroid at all. This also means there is no difference between built extractor and empty asteroid as both look like extractor itself without the asteroid.

That's because they're facilities that you're manning, not asteroids. The main overview makes it pretty clear what's going on with them, you're rarely administrating that stuff from the tactical-level so the built and unbuilt ones having the same model isn't really a problem.

Quote
- On faction selection screen several icons showing faction specific stuff are off by 10 pixels or so. Looks inconsistent. For me the "off" ones are Empress Space Station and MC90 Star Cruiser in New Republic for example, but every faction has several of those off icons.

We'll take a look and see if we can adjust them more.

Quote
P.S. Just out of curiosity - is this final version or is it still being developed/regularly updated. I might be bad at googling but newest file I found on moddb is from december last year so nearly year ago. Unless moddb isn't primary site for this mod and I didn't realize that :D

It is still in development- mod development takes a while, and we have three mods on the go, so for the last while our focus was on updating the one which hadn't had a new full release in 4 years, Imperial civil War. Ascendancy is about to have a fairly substantial balance overhaul patch before we move on to the next playable faction.

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Imperial Civil War Tech Support / Re: NR Era Change Glitch
« on: August 25, 2018, 10:28:08 PM »
We'll look into it (all of the scripting works entirely differently in 2.3, so either way it'll be fixed next release)

Does that mean the New Republic can't advance past Era 3 or win in Galactic Conquest?

Victory doesn't require getting to any specific era, just taking all the planets.

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Discussion, Suggestions & Feedback / Re: Changing Heros Portraits
« on: August 25, 2018, 10:26:50 PM »
I cover it here:


You need a 50x50 tga image, with the background alpha'd out.

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Imperial Civil War Tech Support / Re: Steam TR will not launch
« on: August 24, 2018, 12:10:05 AM »
This is usually a problem with admin permissions that prevents the game from relaunching. I suggest just using the launch options from the description.

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The Star Destroyers are not bugged, people just expect the ISD to have a primarily forward firing arc, which they don't canonically, and don't in the mod, the shape of the ship specifically prohibits that from being possible. When they wanted to fire forward like that, the ship has to tilt significantly forward, however we may just change that for some, but not all hardpoints (many of them would have to fire directly through the ship for that to function)

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