Thanks for all the suggestions.
The IR is already very powerful and can simply steamroll without the addition of the Galaxy Gun and World Devastators. For Canon purposes I would love to see their inclusion into the 3rd Era but the NR would need something drastically substantial to counter them.
We don't want to include more superweapons in EaW because it can't handle them properly. There are no satisfactory ways to implement them and still follow what they're supposed to be able to do. For the World Devastators for example, their role was to strip planets and ships for resources and create more, but that can't really be done in EaW. They'd just be giant combat vessels which are extremely expensive while barely having more firepower than the much smaller ISDs as well as completely absent from land, where they were really supposed to have their main effect (as resource extractors).
Fix vessels larger then Imp Class Destroyer direction malfunction- Units such as the SSD and Eclipse have a very hard time navigating to proper selected space so often times unit will be useless and cumbersome. Units will sometimes do loop circles and come nowhere near selected curser space.
That isn't something we can fix. Pathfinding is not moddable, we have to live with it how it is. It's why we always hate adding large ships to EaW.
In Era 4 Pellaeon has the VSD, but for Era 5 he moves back to the Chimera when by the time he is a Grand Admiral he has already taken command of the Reaper after GM Kaine died, then the Megador another SSD. I would like to see the GA deserve what he gets, namely a big freaking warship
The main period covered by the fifth era is the Caamas Crisis. The Remnant did have a few SSDs left in their possession, but this is after Pellaeon had left them. The Reaper was actually destroyed in 13ABY, and era 5 is basically 17-19ABY story-wise, so it's way out of the period. Megador and Dominion were both still under Imperial control by 17ABY and were part of the Final Imperial Push, with Megador as Pellaeon's flagship for about one battle, but the the bulk of the era 5 timeperiod, including the most important parts, Pellaeon was on the Chimera. Pellaeon didn't permanantly take on the Megador as his flagship until much, much later.
I would like to see Hutt Crime Lords in notable areas such as Nar Sharda and Tat. More pirate vessels being available as well as some ancient tech like the Sith Interdiction Vessel and battle destroyer. These units would not be practical as they would be antiqued but would have a nice lower level opposition interest.
There's really no reason to include the Hutts, they didn't have enough power or influence to be worth including, and their ships all basically suck. We used to have them in in older versions but it was absolutely pointless. We only have so many faction slots to work with, and for technical and gameplay reasons we only can put so many planets and factions in each one, so we always go for the more relevant and powerful factions, which the Hutts definitely are not.
As for the ancient ships, they'd also be a lot of work with absolutely no reward. For one thing, they weren't still in service and there'd be nowhere to put them, and for another thing they'd be worse than useless. The 600 meter long Sith Interdictor, as one of the most powerful ships of its time, would be completely outclassed even by the 250 meter Lancer frigate which isn't even meant as a combat ship.
The Shipyards should have defenses on them, small to medium sized as they are designed to just build ships but they don't have to be defenseless, as well as destroy able hard points and hangers as of right now ships can continually spawn from shipyards but their is no hanger point.
If you want to have defenses for your shipyards, you have to build ships or Golans to defend them, it's a conscious design choice. There is a hangar point (otherwise it wouldn't be able to spawn fighters at all), but it's not targetable or else the entire health of the shipyard would be in that one hardpoint. They're meant as production buildings, not defensive ones.
Fix Duros ground map to be playable, exception error every time only auto resolve option.
Fix base layout option for maps, blank screen for layout option.
I don't think there's a problem with Duro, it would have to be with something else. I've played on Duro multiple times.
As for the blank screen thing, as we've said we're working on it but it's caused by an overlapping texture and we just haven't been able to find which one.
Spacetrooper Armour- Spacetrooper armour functions as a small personal attack craft. The Zero-G Assault suit is designed to interface with standard stormtrooper armour. Inside the cabin, the soldier has access to an array of controls that range from targeting and sensor arrays to life support and navigation as well as a heavy laser and a concussion missile launcher. This power armour provides environmental protection against the vacuum of space and a repulsorlift propulsion unit that enables the soldier to move and fight in space for extended periods.
The primary function of the two-meter tall spacetrooper armour involves capturing enemy vessels intact and containing rebellious crews. A spacetrooper's equipment usually consists of laser cutters and power vibro-saws for quick penetration into a vessel's hull and magnetic couplers that attach to any metallic surface. Thus, a platoon of spacetrooper soldiers can overtake a smaller capital ship with a determined assault. Just a idea to maybe include? Thrawn used them in when he was trying to steal ships so if you might make them work?
This has been brought up before, and we're not using them for several reasons.
1) For combat they'd be worse than fighters. They'd be entirely ineffectual in battle.
2) As boarders it'd be completely impossible to balance. With the few ways there are to implement some form of boarding, it's compleyely inefficient from a technical standpoint, and from a gameplay standpoint there's absolutely no way to make it fail. It'd just be send something next to the ship -> win.
Include the Bayonet-class Light Cruiser Capital Ship into ether First Era Isard, PA or Empire of the Hand as it says this vessel was used by the Imperial Navy for the Mid and Outer Rims, but was largely outdated but still formidable. Empire of the Hand needs more powerful capital starships to counter larger vessels by other factions.
Love to see the Consular-class Cruiser added for the NR side any Era.
These were effectively unarmed transport ships, something the NR already has the Gallofrees for. There's nowhere to put them.
Pursuer Enforcement Ship, YT-1300, Firespray-class Interceptor and Dynamic Class Freighter to be added for pirate, PA, EoH or NR starships
There's no real purpose freighters would serve in the game.
Bobba Fett to be brought back under faction depending on where he is at during each timeline
He wasn't affiliated with anyone during this period, really. He did some independent work, worked for some Hutts and then did something for the Restored Empire once (another faction way to small to be worth including, they had one planet canonically and virtually no navy). He didn't do much galactically until a while after he became Mandalore.
Black Sun Pirate group organization to be brought back, after Era 2 they started to regain power, add Darkstar Battleship to Black Sun Pirates, PA or Empire of Hand.
Basically the same response as to the Hutts here. These factions are way too small to be included. They're way smaller than the Hutts, too. The territory representations here would be way off, even the smallest factions we include (Hapans and Yevetha) had several times more territory than these people, and are also a lot more relevant to the stories we're covering. More importantly, the Black Sun didn't actually have any territory. You can't really have stateless actors in EaW.
Add Pulsar Battle Cruiser to the Hapes Consortium. It is the culmination of centuries of Hapan research and development funneled into one all-encompassing design and purpose. Intended to be a concentrated heavy weapons platform, its 170 weapon emplacements can cut through nearly all other capital ships before the Pulsar?s thick overlapping shields even weaken to expose its heavily armored hull. The turbolasers are strategically spaced neatly down both its lateral wings so that a single well-placed explosion from a proton torpedo or space bomb would not be able to take out more than one emplacement at a time.
Pretty sure that isn't actually a thing.
Expand Hapes to be more powerful and have more territory, in the book it says they had 68 planets and all were very powerful and their technology was light years ahead of most in the galaxy.
They're actually overrepresented in the mod, territorially. They did have 68 planets canonically, but we don't put every single planet each faction had into the mod. A sector was basically defined as 125 inhabited planets. The Remnant even at it's smallest point had about 10 sectors. The Empire of the Hand had as many as 300 by the same point, so 68 planets really isn't that much compared to what they're up against. It's also why we don't include factions that only canonically controlled one planet; they'd be incapable of doing anything, and get destroyed before one week ingame, even with their significantly inflated territory (I mean, one planet out of 91 is still way higher of a percentage than their actual 1/thousands). And since we have limited resources and are technically limited in what we can include, it has to go to the more relevant or major factions. Star Wars has a lot of lore, so there's a lot of stuff we "could" do, but we have to ask whether it actually should be done, or if we're bloating the mod just for the sake of having it.
The power of their individual ships is actually exactly where it should be as well (our armement system uses actual stats), and compared to IR and NR technology, their turbolasers are technically worse.
Add Droid control star ships and all CIS weaponry to Empire of the Hand or PA as that region of space is where the CIS was mainly located after being driven back by the Republic. Lucrehulk 3210 Battleship, C-9979 Landing Ship, Tri-Droid Fighter, Scarab-class Droid Fighter, Armoured Attack Tank, Single Troop Aerial Platform, Battle Droid, Super Battle Droid, Destroyer Droid etc.
The EotH territory is in the Unknown Regions, so the CIS definitely wasn't there. And the important thing with where the CIS technology isn't the geography, since there's a lot of lore about where CIS technology actually ended up. The Munificent and Hailfire are part of the PA because the Banking Clan's "successor" was part of the PA, whereas a lot of the other CIS stuff was sent off to the Corporate Sector, destroyed, or mothballed. Several Lucrehulks were sent to the Corporate Sector for example, which also made limited use of some Battle Droids. We'd like to include a seperate horizontal advancement type thign with the PA where they can acquire assets from the Corporate Sector since they were both largely business-centered and get them some more units, but a lot of the units you listed just simply weren't used anymore, or wouldn't be worth including. Why do they need battle droids if they already have the Enforcers,for example?