Indeed EaW is very limited and offer only few possibilities as roles for the structures or units. Where in GC structures can give income, give population,
do production or defence; in battle it is even worst with only defence and production (spawning). It is true that there is no way of showing the supporting role
of a space station in game (resupplying, refuelling, repairing), but we can easily imagine that these task are done off-screen (after all ships always start
battle at full health) and the only way of representing this is with the population value (which i see as a mix of manpower and material ressources available for
supporting your army/navy). In ICW, population can only be increased by capturing new planets and each one give plently of population (45 for Kuat), so
there is indeed no need for a new pop-increasing space structure. But let say that i decrease the pop value of each planet (e.g. 25 for Kuat) and give a pop
value of 4/starbase lvl (so 4 to 20). That way, the usage of space stations become more relevant and you have now to build your military infrastructure, a
point that i like. (in vanilla FoC Kuat give 5 pop and the starbases give 10 to 17)
I was not very specific in my last post about what space stations could do in-game (GC, battles), so i'll try to be more clear.
Starbase (type Cardan-class)
They have a standardized upgradable modular design (they really looks that way).
In GC they can give 4 population by the level of the starbase (4 to 20) for representing the off-screen resupplying, refuelling, repairing roles.
They also serve as base shipyard (see Table).
In space they are lightly armed with only few turbolaser and dual laser cannon.
Complement; lvl 1: 2 TIE Fighter, 2 TIE Bomber, 1 Lancer
lvl 2: 2 TIE Fighter, 2 TIE Bomber, 1 Lancer, 1 Carrack
lvl 3: 2 TIE Fighter, 2 TIE Bomber, 1 TIE Interceptor, 2 Lancer, 1 Carrack
lvl 4: 2 TIE Fighter, 2 TIE Bomber, 2 TIE Interceptor, 2 Lancer, 2 Carrack
lvl 5: 2 TIE Fighter, 2 TIE Bomber, 2 TIE Interceptor, 2 Lancer, 2 Carrack, 1 Dreadnaught
Shipyard
They serve as non-armed assembling platform for bolstering ships production.
They are not upgradable but additional (e.g. you can build on Kuat the 3 types of shipyards).
They only need a starbase lvl 1 for being built and do NOT need the previous shipyard.
In GC they unlock certain ship class and give a build time cost reduction bonus(-25%) to certain ships (see Table), it serve to make planets more specialized.
Complement; lvl 1: 2 TIE Fighter, 1 Carrack
lvl 2: 1 TIE Fighter, 1 TIE Interceptor, 1 Dreadnaught
lvl 3: 2 TIE Interceptor, 1 Acclamator
Golans
They are the thugs of the place and remain as they are, i fully agree on that.
Table Small Encounters (SE) W.I.P. Submod Imperial Remnant Shipyard Starbase Shipyard Build Build Units Type Name Class Length (ICW SE) (New) (New) Cost Time Pop Starfighter/Starbomber 1 1 16- 1 Lancer-class Escort Frigate 250m 1 1 1b25 1100 20 1 Ton-Falk-class Escort Carrier 500m 1 1 1b25 1500 32 2 Carrack-class Light Cruiser 350m 1 2 1b25 1400 28 1 Strike-class Medium Cruiser 450m 1 2 1b25 1700 32 2 Dreadnaught-class Heavy Cruiser 600m 1 2 1b25 2100 40 3 Katana-class Heavy Cruiser 600m 1 2 1b25 2900 44 2 Vindicator-class Heavy Cruiser 600m 1 2 + 1 2600 36 2
Immobilizer 418-class Support Cruiser 600m 2 2 + 1 9000 80 3 Modulator-class (MTC) Escort Carrier 1150m 2 3 2b25 2800 52 3 Acclamator II-class Assault Cruiser 752m 2 3 2b25 3300 48 3 Venator-class Star Destroyer 1137m 2 3 + 2 4400 60 5 Victory I-class Star Destroyer 900m 2 3 2b25 4200 56 4 Victory II-class Star Destroyer 900m 2 3 + 2 5000 64 4 Crimson Victory II-class Star Destroyer 900m 2 3 + 2 5600 72 4 Interdictor-class Star Destroyer 1600m 3 4 3b25 14000 172 6 Imperial I-class Star Destroyer 1600m 3 4 3b25 7400 104 6 Imperial II-class Star Destroyer 1600m 3 4 + 3 8800 120 6 Tector-class Star Destroyer 1600m 3 4 + 3 13600 144 6
Praetor II-class Battlecruiser 4800m 3 5 + 3 20000 236 12 Executor-class Star Dreadnought 19,000m 3 5 + 3 60000 348 22
Shipyard (ICW SE): The current Shipyard lvl requirement that i use for my SE submod Starbase (New): The Starbase lvl requirement for ships with the starbase system Shipyard (New): The Shipyard lvl requirement for ships with the starbase system, (2b25 mean that a shipyard lvl 2 give -25% time cost for building a ship of this type) Build Cost: The Build Cost value that i use for my SE submod Build Time: The Build Time Cost value that i use for my SE submod, (since i use greater value than ICW, build time cost reduction become more usefull) Pop: The Population Cost value that i use for my SE submod * Value are not definitive
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Of course the slot usage concern me, but i guess that space slot can be added since it is done in ICW. I just wonder how, can i have some help for that?
My guess is that i need to mod the map files (.ted) for adding space slot point to a specific coordinate in a map (and of course the Planets.xml).
It could be cool to have Golan Space Colonies and XQ station in Ascendency, oh that mod will be illustrious!
Thank you for the feedbacks it gave me a lot to think about.
Question: How can I add laser cannons (Corellian Corvette/Lancer Frigate) weapons on to the space stations,
too provide some point-defense protection again the odd fight group?
There is no easy way since all the space models(.alo) of shipyard do not have "bones" for adding hard points on them (with the hardpoints.xml).
So first you have to add bones to a .alo model with 3ds max, sorry i cant really explain how i dont have lot of experience in this field (i just did it once, one year ago with 3ds max demo). After you need to create hardpoints for the bones that you added (in the hardpoints.xml files), then put the created harpoints in the .xml file of the shipyard.