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Author Topic: Imperial Remnant era changing in "from the ground up"  (Read 3823 times)

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August 06, 2016, 03:17:12 PM

Offline Helix345

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Imperial Remnant era changing in "from the ground up"
« on: August 06, 2016, 03:17:12 PM »
So with the regicide feature in 2.2 where you can click a button and the era changes (which is pretty nifty if you're the remnant), I was thinking that maybe, that could be incorporated in ftgu to make it so that if you are playing remnant you can pick the era you want. Since I don't know anything about modding, I'm not sure how this would work, but would it be possible to place an asteroid belt (or just a planet with no ground) out in an area that cannot be reached by hyperspace routes, and have the leader spawn on it? This planet would ideally have a zero monthly income value, and with no way to get your leader to the main galaxy you could not use him/her, effectively eliminating the leader's existence from the game.

August 06, 2016, 03:32:15 PMReply #1

Offline tlmiller

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Re: Imperial Remnant era changing in "from the ground up"
« Reply #1 on: August 06, 2016, 03:32:15 PM »
FTGU isn't "era" specific, it's pick and choose of the best parts of all era's for the tech tree, so you wouldn't gain (or lose) anything by progressing.
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August 06, 2016, 04:19:53 PMReply #2

Offline kucsidave

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Re: Imperial Remnant era changing in "from the ground up"
« Reply #2 on: August 06, 2016, 04:19:53 PM »
FTGU isn't "era" specific, it's pick and choose of the best parts of all era's for the tech tree, so you wouldn't gain (or lose) anything by progressing.
this is totally true.
Though your way is way complicated than it should be. You see heroes spawn true story scripts, and if we leave those out for the specific GC (FTGU in this case, where we don't even write them since there is no era change) then there will be no heroes spawned. that's why there can be single era GCs, since there is no command on era change to begin with, but even if there would be, nothing would happen to the hero rooster unless it's coded in too.
This is also the reason to why there isn't any hero change in the minor factions between eras, because they can't have story scripting(sad as it is).
Though I don't think the team would consider it, since FTGU is as TlMiller said before me, a jack of all trades GC so to speak, and limiting either the Executor or the Sovereign for the remnant wouldn't make justice sine the NR has the new classes and the Viscounts(without limits since AI don't give a thing about them) and the Hand has the Phalanxes and Syndics. And if you play PA, you also have the Preators and will have the Bellators too, so it would be a real disadvantage for the IR to lose these.
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August 06, 2016, 06:03:16 PMReply #3

Offline Helix345

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Re: Imperial Remnant era changing in "from the ground up"
« Reply #3 on: August 06, 2016, 06:03:16 PM »
In my mind, I just see that throughout imperial history, they're navy changes significantly, and I was thinking that if I could use palleon's military instead of palpatine's, I would have a different experience. The ai can stay in era 3, but I was thinking it would be nice if I could pick the era I was in. Preybirds and howlrunners are fun.
« Last Edit: August 06, 2016, 06:47:48 PM by Corey »

September 08, 2016, 05:26:05 PMReply #4

Offline Illidan Stormrage

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Re: Imperial Remnant era changing in "from the ground up"
« Reply #4 on: September 08, 2016, 05:26:05 PM »
This is a cool idea. I would like to use crimson Vsd is Infinties. Only problem is you enemy get much stronger than you.
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October 01, 2016, 08:49:39 PMReply #5

Offline StarBornMichaelh165

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Re: Imperial Remnant era changing in "from the ground up"
« Reply #5 on: October 01, 2016, 08:49:39 PM »
You know what I think that you should be able to Build unique Ships in the mod like The Vengeance for the Pentastar Alignment and for the Imperial Remnant Crimson Command The Katana Fleet ships and Unique Fighters yes. But the Eclipse too. And old Republic ships too.
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October 01, 2016, 09:07:20 PMReply #6

Offline Illidan Stormrage

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Re: Imperial Remnant era changing in "from the ground up"
« Reply #6 on: October 01, 2016, 09:07:20 PM »
You know what I think that you should be able to Build unique Ships in the mod like The Vengeance for the Pentastar Alignment and for the Imperial Remnant Crimson Command The Katana Fleet ships and Unique Fighters yes. But the Eclipse too. And old Republic ships too.

Crimsons Commands can only be built if you have Cronus
and Katana Fleet is tie to Niles the ship theif
"The Empire did nothing wrong obviously" :)
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October 02, 2016, 02:44:34 AMReply #7

Offline StarBornMichaelh165

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Re: Imperial Remnant era changing in "from the ground up"
« Reply #7 on: October 02, 2016, 02:44:34 AM »

Crimsons Commands can only be built if you have Cronus
and Katana Fleet is tie to Niles the ship theif
I know but just for Form The Ground Up I would like to build then.
Greetings my people and welcome to the United Species Republic. Come and join the Republic that is not Like any Republic you never know before come join today. Oh and check out my YouTube and my Fan Fiction Profile OK Everyone.
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October 02, 2016, 04:35:19 AMReply #8

Offline kucsidave

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Re: Imperial Remnant era changing in "from the ground up"
« Reply #8 on: October 02, 2016, 04:35:19 AM »
I know but just for Form The Ground Up I would like to build then.
Problem is that the tech tree does not change for GCs. If we would want those just for FTGU we would have to make a variant of it, which means it takes more space in your HDD, and then disable it for every other GC.
It's not just as easy that we just put it in and it's only there where it is intended to be.
"He who fights with monsters should be careful lest he thereby become a monster.
And if thou gaze long into an abyss, the abyss will also gaze into thee." - Friedrich Nietzsche

 

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