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Author Topic: My reasons to make Hapes Consortium and Warlords playable  (Read 8334 times)

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July 17, 2015, 09:19:20 PM

Offline KommissarReb

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I said it before, but I'll say it again. When I play RTS games, I turtle. I can't help it; its just the way I play. I can't bring myself to not turtle. So why is that relevant? Well personally, I think that factions like the Warlords (not the Imperial Remnant in the Hunt for Zsinj, but the Warlords faction in other GC) and Hapes Consortium should both be playable because of my play style. So it may be a bit unbalanced and harder to play as them. To be honest, there is no way to make anything perfectly even and fair without the game getting dull, so add spice by making things interesting!

Hapes Consortium

I don't really like the Hapes Consortium lore-wise, but I think they should be playable because I would like to try playing as them. You may say that they are isolationist and shouldn't have the ability to be led by a player who would use their forces for conquest, but I think that they ought to be playable in at least one Galactic Conquest so someone like me could see what its like to be them. Besides, they seem to be a faction that the only people playing as them would be people emphasizing heavy defense over offense would play as. But again, players should be allowed to see what they're like. Maybe adding more to their defenses or smart maneuvers by Hapan players would increase their chances of survival.

Warlords

I love playing as the Pentastar Alignment because they have cool units, have aspects of the Galactic Empire that I love while not being (completely) evil, and are an Imperial splinter faction. However, I would like to play as the Warlords faction because I could have any ideology I want to back up my reasons to split from the Empire. Playing as the Warlords faction, you would feel like you don't have to follow some story to tell you how to run your empire, and you can rule your way.

Yes, I am aware that in the Hunt for Zsinj you can play as the Imperial Remnant representing Zsinj's Empire, where you just fight the New Republic. The thing is, I want to play as the Warlords in a GC where there is also the Imperial Remnant, New Republic, Hapes Consortium, Empire of the Hand, Pentastar Alignment, and Duskhan League. Well, maybe not the DL or EoTH necessarily, but you know what I mean. Besides, I like the color the Warlords are, and I'm not saying replace colors, just make the Warlord's faction playable. It doesn't need bells & whistles or new & interesting stuff. However, they will likely need a way to hold off IR, NR, and PA Super Star Destroyers that will obliterate anything in their paths. IIRC, Warlord Zsinj commanded a Sovereign-class Super Star Destroyer, and that will likely make things easier as far as defending Warlord territories go for players.

I don't quite expect this idea to be taken very well by people who don't want these changes to come to pass, as in the past I've had people chide me for suggesting allowing people to play as small countries in Supremacy 1914 in the general chat. If I seem somewhat defensive in the way I type, my experiences with people from that game probably just jaded my fill of criticism. Intelligent feedback is always welcome of course.
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July 17, 2015, 11:01:21 PMReply #1

Offline tlmiller

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Re: My reasons to make Hapes Consortium and Warlords playable
« Reply #1 on: July 17, 2015, 11:01:21 PM »
Several warlords are being made into fully playable factions in 2.2.  Greater Maldrood, Eriadu Authority, and I think one other are being made playable.
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July 18, 2015, 01:03:53 AMReply #2

Offline Lord Xizer

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Re: My reasons to make Hapes Consortium and Warlords playable
« Reply #2 on: July 18, 2015, 01:03:53 AM »
Eriadu Authority, Greater Maldrood and Zsinj's Empire will be individual playable factions in 2.2
For the immediate future until 2.2 makes its debut I'd recommend Vulcanus Balance & Flavor submod for 2.1 that makes the Maldrood playable and adds some new GCs like the Post Zsinj campaign and the Orinda Campaign.
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July 18, 2015, 03:58:35 AMReply #3

Offline Pali

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Re: My reasons to make Hapes Consortium and Warlords playable
« Reply #3 on: July 18, 2015, 03:58:35 AM »
Eriadu Authority, Greater Maldrood and Zsinj's Empire will be individual playable factions in 2.2
For the immediate future until 2.2 makes its debut I'd recommend Vulcanus Balance & Flavor submod for 2.1 that makes the Maldrood playable and adds some new GCs like the Post Zsinj campaign and the Orinda Campaign.

Both of which are fun campaigns regardless of who you play - I particularly like the Orinda campaign as it provides a fun, late-era medium-sized war between the NR and the IR.

July 18, 2015, 07:39:58 AMReply #4

Offline KommissarReb

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Re: My reasons to make Hapes Consortium and Warlords playable
« Reply #4 on: July 18, 2015, 07:39:58 AM »
Eriadu Authority, Greater Maldrood and Zsinj's Empire will be individual playable factions in 2.2
For the immediate future until 2.2 makes its debut I'd recommend Vulcanus Balance & Flavor submod for 2.1 that makes the Maldrood playable and adds some new GCs like the Post Zsinj campaign and the Orinda Campaign.

Ah, cool. Found the submod, but I noticed it didn't mention allowing to play as Hapes Consortium. Will the HC be playable in 2.2? If not, may I ask why?
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July 18, 2015, 09:25:46 AMReply #5

Offline kucsidave

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Re: My reasons to make Hapes Consortium and Warlords playable
« Reply #5 on: July 18, 2015, 09:25:46 AM »
Ah, cool. Found the submod, but I noticed it didn't mention allowing to play as Hapes Consortium. Will the HC be playable in 2.2? If not, may I ask why?
The HC is currently a very underdeveloped faction. in space, they only have the Battle Dragons and the Nova battle cruisers, and as Hero they have Isolder and as unique unit the Star Home. Almost forgot the Miy'til fighter and bomber. That's something but in ground...
They have absolutely nothing.
To make them playable, the team should considerably expand the space and build up ground from nothing.
This is a whole lot of work. I know, I expanded the DL once. It was a whole lot of work and it didn't contained new models or skins, which of course have to be made.
Maybe if not with 2.2, but later there is a chance that the HC will be playable, because the team is planning to make it playable in Ascendancy later on if I remember correctly.
Hey, they said once that 2.1 is the final version. Maybe if you find some others who want it, and press the matter enough, there will be a playable HC. If not by the normal mod, then someone might create a submod. Unless, you want to do it yourself of course.

Edit: after 2.2 is released, and you want to, we can talk about what do you think, and I might start a submod for that, but that's not going to be easy.
« Last Edit: July 18, 2015, 09:28:42 AM by kucsidave »
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July 18, 2015, 11:17:25 AMReply #6

Offline KommissarReb

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Re: My reasons to make Hapes Consortium and Warlords playable
« Reply #6 on: July 18, 2015, 11:17:25 AM »
The HC is currently a very underdeveloped faction. in space, they only have the Battle Dragons and the Nova battle cruisers, and as Hero they have Isolder and as unique unit the Star Home. Almost forgot the Miy'til fighter and bomber. That's something but in ground...
They have absolutely nothing.
To make them playable, the team should considerably expand the space and build up ground from nothing.
This is a whole lot of work. I know, I expanded the DL once. It was a whole lot of work and it didn't contained new models or skins, which of course have to be made.
Maybe if not with 2.2, but later there is a chance that the HC will be playable, because the team is planning to make it playable in Ascendancy later on if I remember correctly.
Hey, they said once that 2.1 is the final version. Maybe if you find some others who want it, and press the matter enough, there will be a playable HC. If not by the normal mod, then someone might create a submod. Unless, you want to do it yourself of course.

Edit: after 2.2 is released, and you want to, we can talk about what do you think, and I might start a submod for that, but that's not going to be easy.

Ah I see. I remember trying to attack one of the Hapan's planets to see if they are as tough as they say they are, but never got to the ground to see what ground forces they have. I don't really have the time or skills to make a submod for that, but here http://starwars.wikia.com/wiki/Hapes_Consortium#Military you can get ideas as its not like there isn't Hapan ground forces in the Expanded Universe.

I don't think you necessarily need to make your own models, but it may be possible combine models together or reskin preexisting models. I know I shouldn't be making suggestions on modding if I don't understand what it is I'm talking about, but I'm trying to help by giving you guys ideas. I'd really like to see the Hapans dominate everyone in a what-if scenario.
In the Soviet Union, it takes more courage to retreat than to advance.

July 18, 2015, 01:34:09 PMReply #7

Offline tlmiller

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Re: My reasons to make Hapes Consortium and Warlords playable
« Reply #7 on: July 18, 2015, 01:34:09 PM »
HC wouldn't really have ever TRIED to dominate though IMO.  They were a very insular group that had no great desire to expand their influence, and only even dealt with  the greater galaxy because of the profit that could be made in trade.  If not for that, they would have been perfectly content to stay in their little realm and ignore the fact that the galaxy at large even existed.
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July 18, 2015, 04:30:13 PMReply #8

Offline KommissarReb

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Re: My reasons to make Hapes Consortium and Warlords playable
« Reply #8 on: July 18, 2015, 04:30:13 PM »
HC wouldn't really have ever TRIED to dominate though IMO.  They were a very insular group that had no great desire to expand their influence, and only even dealt with  the greater galaxy because of the profit that could be made in trade.  If not for that, they would have been perfectly content to stay in their little realm and ignore the fact that the galaxy at large even existed.

I know that, I merely suggested making a what-if scenario where you can play as the HC. Obviously its non-canon, but TBH I really don't care about canon stuff anymore ever since Disney bought Star Wars from LucasArts.
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July 23, 2015, 07:40:22 PMReply #9

Offline Corey

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Re: My reasons to make Hapes Consortium and Warlords playable
« Reply #9 on: July 23, 2015, 07:40:22 PM »
Ah I see. I remember trying to attack one of the Hapan's planets to see if they are as tough as they say they are, but never got to the ground to see what ground forces they have. I don't really have the time or skills to make a submod for that, but here http://starwars.wikia.com/wiki/Hapes_Consortium#Military you can get ideas as its not like there isn't Hapan ground forces in the Expanded Universe.

I don't think you necessarily need to make your own models, but it may be possible combine models together or reskin preexisting models. I know I shouldn't be making suggestions on modding if I don't understand what it is I'm talking about, but I'm trying to help by giving you guys ideas. I'd really like to see the Hapans dominate everyone in a what-if scenario.

It's not that there isn't Hapan ground forces, it's that the only thing ever mentioned is infantry. I don't particularly care too much about having to give them NR ground units because fuck ground, but they lack space units as well. Two heroes and two frigates doesn't really make a great fleet. Kitbashes (combining parts of different ships) look terrible in general with the only real examples being fighters for pirate groups, but they're especially unattractive as an option for the Hapans, who were not scavengers and who were very focused on ornate designs and would never use haphazardly thrown together crap. If we did them, we'd want to do them properly; we're not just going to throw together shit for the sake of it being there, and we're not going to make a cloned faction just for the sake of being able to say people can play as Hapes, since that isn't really the Hapans, it's a renamed New Republic/Remnant that just starts on Hapes. As we've said though, if we expand their space stuff more for Ascendancy, we'll consider putting them in ICW.
« Last Edit: July 23, 2015, 07:44:18 PM by Corey »
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July 24, 2015, 02:45:07 AMReply #10

Offline Lord Xizer

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Re: My reasons to make Hapes Consortium and Warlords playable
« Reply #10 on: July 24, 2015, 02:45:07 AM »
It's not that there isn't Hapan ground forces, it's that the only thing ever mentioned is infantry. I don't particularly care too much about having to give them NR ground units because fuck ground, but they lack space units as well. Two heroes and two frigates doesn't really make a great fleet. Kitbashes (combining parts of different ships) look terrible in general with the only real examples being fighters for pirate groups, but they're especially unattractive as an option for the Hapans, who were not scavengers and who were very focused on ornate designs and would never use haphazardly thrown together crap. If we did them, we'd want to do them properly; we're not just going to throw together shit for the sake of it being there, and we're not going to make a cloned faction just for the sake of being able to say people can play as Hapes, since that isn't really the Hapans, it's a renamed New Republic/Remnant that just starts on Hapes. As we've said though, if we expand their space stuff more for Ascendancy, we'll consider putting them in ICW.

Agreed, plus they really didn't play much into galactic affairs(The exception being the battle of Dathomir) until the Yuuzhan Vong War they were very insular and had few varieties of units.
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July 24, 2015, 03:43:28 PMReply #11

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Re: My reasons to make Hapes Consortium and Warlords playable
« Reply #11 on: July 24, 2015, 03:43:28 PM »
I don't care about that. Neither did the Empire of the Hand. The player can do whatever they want with a faction really, as long as the starting point makes sense.
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July 25, 2015, 04:47:32 AMReply #12

Offline Lord Xizer

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Re: My reasons to make Hapes Consortium and Warlords playable
« Reply #12 on: July 25, 2015, 04:47:32 AM »
I don't care about that. Neither did the Empire of the Hand. The player can do whatever they want with a faction really, as long as the starting point makes sense.

Wonder if the Ssi Ruuk will make appearances in ICW down the road...
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July 26, 2015, 12:27:14 AMReply #13

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Re: My reasons to make Hapes Consortium and Warlords playable
« Reply #13 on: July 26, 2015, 12:27:14 AM »
Ground is next to impossible and no faction slots.
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July 26, 2015, 05:09:40 AMReply #14

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Re: My reasons to make Hapes Consortium and Warlords playable
« Reply #14 on: July 26, 2015, 05:09:40 AM »
Ground is next to impossible and no faction slots.
Just give them swarms and swarms of those entech-droid things! :P
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July 26, 2015, 05:32:33 AMReply #15

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Re: My reasons to make Hapes Consortium and Warlords playable
« Reply #15 on: July 26, 2015, 05:32:33 AM »
Ground is next to impossible and no faction slots.

But...velociraptors....in space...
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July 26, 2015, 03:42:19 PMReply #16

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Re: My reasons to make Hapes Consortium and Warlords playable
« Reply #16 on: July 26, 2015, 03:42:19 PM »
But...velociraptors....in space...

Don't worry, I'm sure the next Jurassic Park movie will have you covered.

July 26, 2015, 03:48:55 PMReply #17

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Re: My reasons to make Hapes Consortium and Warlords playable
« Reply #17 on: July 26, 2015, 03:48:55 PM »
But...velociraptors....in space...

Well yeah, space is the doable part, hence their inclusion in Ascendancy. It's the raptors on the ground that we can't do
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July 26, 2015, 03:50:11 PMReply #18

Offline Lord Xizer

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Re: My reasons to make Hapes Consortium and Warlords playable
« Reply #18 on: July 26, 2015, 03:50:11 PM »
Don't worry, I'm sure the next Jurassic Park movie will have you covered.

Maybe the JP movies explain how the Ssi Ruuk came about....after leaving the park they work out space travel and found an Empire to attack Bakura....clever girls....
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