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Author Topic: Salazar's GC Suggestions  (Read 1627 times)

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June 07, 2011, 05:11:41 PM

Offline salazar72

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Salazar's GC Suggestions
« on: June 07, 2011, 05:11:41 PM »
start out with 1 system and higher unit capacity maybe 160 for epic battles and add some of the classic planets u guys took out from foc like Tatooine, Mandalore, Ryloth, Vergesso Asteroids, Hoth, maybe add new ones like Ruusan, Nar Shadda , and other.


Those, ideas were kinda crappy. The planets i suggested was unrelated to it but, the space unit cap. should at least be put up by 5. I was just thinking is all.New Republic Planets

ADUMAR
AGAMAR
ALMANIA
ALZOC III
ANDO
ANOAT
ANOBIS
ANSION
BAKURA
BALMORRA
BARAB I
BESPIN
BILBRINGI
BIMMIEL
BIMMISAARI
BORLEAIS
BOTHAWUI
BRENTAAL
CAAMAS
CHANDRILA
CLAK'DOR VII
COMMENOR
CORELLIA
CORULAG
CORUSCANT
DELLALT
DURO
ERIADU
ESSELES
FALEEN
FONDOR
FROZ
GAMORR
HONOGHR
ITHOR
ISON
JUMAS
KASHYYYK
KALABRA
KESSEL
KUAT
KUBUNDI
LIANNA
MON CALAMARI
NABOO
NAL HUTTA
NEW PLYMPTO
NUMBIA
OBRA-SKAI
ORN MANTELL
OSSUS
RALLTIIR
RHINNAL
RODIA
ROON
RYLOTH
SACORRIA
SLUIS VAN
SULLUST
TALFAGLIO
THYFERRA
TOPRAWA
TYNNA
UMGUL
VARONAT
VORTEX
YAG'DHUL
YLESIA
ZHAR
ZIOST
You may have most of these planets i'm not sure but all of these are from the New Republic at least do 2 of them. Please! 2 or 1 more.
« Last Edit: June 08, 2011, 03:27:38 AM by salazar72 »

June 08, 2011, 01:33:25 AMReply #1

Offline Corey

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Re: Salazar's GC Suggestions
« Reply #1 on: June 08, 2011, 01:33:25 AM »
start out with 1 system
This can work (in so far as you can ever say it works) in other mods because they have the generic Pirate faction, which doesn't actually do anything. In TR, the non-playable factions are all active and defined, so there's no way this is going to happen.

and higher unit capacity maybe 160 for epic battles
The pop cap is limited by both map size, and people's ability to run the mod. If it was increased, the lag would make the mod virtually unplayable, and the battles themselves would be gigantic messes, not epic. Pathfinding, for example, would fall to pieces, and it's already not one of EaW's strong suits.

some of the classic planets u guys took out from foc like Tatooine, Mandalore, Ryloth, Vergesso Asteroids, Hoth, maybe add new ones like Ruusan, Nar Shadda , and other.
I'd hardly consider Vergesso a "classic planet". Tatooine, Ryloth, Mandalore, Hoth, Vergesso and whatever other planets we removed were all removed because they are in no way relevant to the mod. The era-specific GCs have the major planets with regards to that conflict, and the Art of War campaigns have different combinations of those. There are other far more relevant planets that we could add to any of those scenarios before we ever got anywhere near Hoth or Ruusan if we felt they needed to be expanded, but again, people's ability to run the mod is somewhat important.

As for that list, many of them are in the mod (30+ of them), and the rest are either not major enough to be considered or were deemed unnecessary. For example, Caamas, as a planet, is not suitable because it was effectively destroyed during the mod's covered time, Barab I wasn't relevant at all until the Vong War, etc. If you would like to make a case for a specific planet being in the mod, then please do, however posting a list isn't really going to change our minds. Coming up with the planet lists we have now involved going through basically every major event during the relevant periods and deciding mostly based on that, since there's hundreds of planets in Star Wars, however we only have the space and resources to do a few.
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