I prefer playing as the Empire.
Praetors are better then Bullwarks.
I don't remember the Missile Boats have multiple turrets. It was just a single canon.
Quick update on progress
Alliance, Imperials, CIS and Republic are in and for the most part playable. A lot of work still needs to be done on mesh points. textures and ship stats. A lot of stuff will be deferred to a future update (which will add a lot more, but I want to get a 1.1 playable release out to have people test and critique)
Everything is up and running in 1.1 so I'm just working on ironing out bugs with the mesh points and textures this weekend and will work on stats next week. as for ship abilities it really depends on how much free time I will have to work on getting them modified
Currently I am targetting for the weekend after thanksgiving (use most of Friday to put final tweaks it, so probably a late night friday announcement. The warlords website will be updated and this thread will be closed and a new one opened to reflect this.
Which day is Thanksgiving?
Also Emperor I believe Sparda was talking about K-Wings having multiple turrets.
The last Thursday of November.
hmm theres going to be trouble in time differance ?
as far as i know the Empire is the Republic that turned sides (cuase of palpatine) so it would be hard to have them both as a race at the same time.....
CIS were the Trade coalition (or something) but were used as an army by the Siths... tough nearly "extinct" during the time of the Empire, so CIS dont rlly have an army should the empire be playable...
Alliance ofcourse, was only made when the rebublic turned sides sortoff a replacement for the republic
ofcourse this only works if u care about the time... if its just for the races being playable, hope it'll be nice...
which page is the mod on
There is no "set" time for eville's mods. He adds all the eras together into some awesome mega battle.
Yeah. Republic, CIS, Empire, and Rebel Alliance. So you have your Venators duel with Bulwarks, and your Praetors smash their Lucrehulks.
My only question on this is game balance - surely alliance/empire ships should be stronger then rebulic/CIS ships due to being later. e.g. Star Destroyer much stronger then dreadnaught which was a reasonable clone wars ship... This either makes the later factions too strong, or the eras are not as they were due to balancing...
Awesome.
Sorry to disappoint, but they will be fairly equal. Otherwise no one would use CIS or Republic because they would lose.
I know, but that means a ISD will have an equivilent early era ship that can match it, when is actual fact is would have decimated that earlier era ship...
technology is rather stagnant in star wars, certianly a turbolaser from the kotor era isn't as powerful as that during the empire, but between the republic and the empire the only difference is what was produced. Currently the cost of all the vessels is set by a formula taking their shield, hull and damage into account (with some adjustments for abilities) so if a ship was exactly 1/3 the hull shield and firepower of another ship it should be 1/3 of the cost.
I thought the Dreadnaught was 100 years old not 30.
Eville Jedi, if you dont mind, can u please state the list of Republic and CIS ships? if u cant can i know how many ships will it be in this mod?
Thanks.
any progress updates eville?
It's entirely resonable to think that Republic/CIS ships could be mothballed for a few hundred years, then retrofitted with more advanced weapons. It's not like Star Trek where your going from phase cannons (which was a cannon looking thing) and torpedoes to pulse phasers ( which is a emitter) and quantum torpedoes. The basic design of a turbo laser from the Republic era isn't really different from the Empire era, all the major differences would be internal.
That is an excellent solution EvilleJedi I love it. Everything will be balanced by cost and build times.
yeah it's also really easy to calculate, the only things that are not included in the calculation are how ships level up and manuvering rates (though those are going to be pretty standard, everything will have the same speed, just different accel) a few other statistics aren't in the pricing like culture protect and mitigation, but those are currently the same on all the ships in the same class.
pricing abilities will be tricky, right now it is simply a flat cost plus the damage (if any) * time added to the cost
I will post a link to a matrix of the ships and their abilities and descriptions sometime tonight.
eville, i recently e-mailed you regarding 7 deadly sins by danman...
at your earliest convenience i would greatly appreciate your response.
Thanks,
Matt
http://warlords.swrebellion.com/SOGEunits.htm
Here is the tenative unit list and even more tenative abilities (some of these are just renamed versions of abilities already in the game) I'll leave the rest to your imagination for this weekend
man I STILL cant wait for this mod, Im uber impressed that the Republic and CIS are being included, escpially all the ships that are in the EU and barely even have pictures of them. Youre putting more than enough effort into making this mod more than probably anyone thought it would be. Keep up the awesome work!!
Impressive Ship List!
Thanks alot eville!! Seeing the CIS and Republic wide array of ships just reminded me on how awesome is the opening battle of Episode 3. Thanks alot for all ur effort and im so excited to play this mod! Good Job pal.
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