Jump to content

Home

AT-AT's with Air Attack and other Modding questions


TronusNavigon

Recommended Posts

Hey guys,

 

I've been working on a very sweet mod for Galactic Conquests that brings out the Star Wars realism and plays the technologies as more of a transition between the first days of the New Empire (Veneators and V-Wings) to the Empire we know and love. There's also a lot of visual elements and I've balanced sides to play more on the line of Zerg vs. Terran Starcraft style. I plan on displaying it and allowing it to be downloaded for testing and fun.

 

Here's a few questions:

 

1- How can I set AT-AT's to have air attack with their lasers?

 

2- Where the hell can I edit the officer's for Imperial and rebel?

 

3- Is there anywhere I can get a Tie Interceptor model?

 

Later tonight I'll try and post some screenshots of the mod. Stroomtrooper armies are huge and there's a few new units storming with them. Imperial Maulers look like plastic toys, so I replaced them with Imperial Pod Walkers and let them have the Maulers. Everything is scaled properly. Venators and Acclamators are the first large scale ships you get at Tech 1 and Venators have V-Wing squadrons (no Ties), Revenge of the Sith style. By Tech 3 you'll have Victory Star Destroyers (Lots of Ties!), MASSIVE and scary as is Home One by the way, and you'll find the Venators not able to keep up. The game is properly balanced while at the same time land battles and the units have been altered so that tactical strategy is very important. Land battles are fun as hell now and planetary defense becomes essential. It's no longer about who has the most troops/vehicles.

 

I will post screenshots soon as I can. When you see the armies of stormtroopers marching up the hills you'll understand where I'm going with this mod. Total Star Wars realization.

 

Thanks guys. Cheers.

Link to comment
Share on other sites

have you done any thing about how many troops buldings give out

 

Yes, buildings give out half the amount of troops you get in your squad.

 

When you see the screenshots you'll see just how large one squadron of Stormtroopers is. It's roughly about 40 troops maybe more. Rebels have about 25 to 30, maybe more and Plex Soldiers about 10 or 15. Infiltrators 4.

 

Rebel troopers are deadly and a bit tougher than the zerg-like stormtroopers. The Stormtroopers are not as tough, but I don't call them fodder (even though Plex soldiers can go through them as such) because the Stormtroopers in masse are deadly. Three squadrons of stormtroopers if left to roam can take out a lot.

 

I wanted troopers to matter. Vehicles of course are essential, but I wanted troopers to be the eyecandy essential similar to how in Starcraft no matter how high you were in your tech level, the grunt units were still extremely necessary.

 

I balanced it sort of as such, anybody can do in troopers, vehicles included, but nobody does in troopers as well as other troopers. Rebel Troopers are good against stormtroopers and can take down some of the weaker Imperial vehicles. Stormtroopers can take out other rebels and Infiltrators the best, and are much, much better at taking out Structures than rebel troopers, but they're not that great at taking out vehicles the way rebels are (Plex soldiers).

 

AT-ST's are now formidable and moved up to Tech Level 3. All other Imperial Vehicles have their use (Pod walkers especially) but the Empire later in the game is nothing without a squad of AT-ST's.

 

I'm working on making Air Speeders more essential, but I need that AT-AT air shot first.

Link to comment
Share on other sites

Here's a question I'd like to get some opinions on...

 

Another of the main purposes of this mod is to make Heros very very relavant.

I pretty much started modding the game as soon as I bought it, barely a month ago, but what really got me modding was something that happened when playing a Galactic Conquest for the first time.

 

I sent a group of two Star Destroyers to the group of Asteroids on the galactic map and an attack commenced with my two Star Destroyers vs. 1 Millenium Falcon. It was great! Just like in Empire Strikes Back, and what topped it off was it played the exact same music for the scene.

 

Han eventually got away, but it was then I realized it would be a lot more fun if maybe in early tech games heros like that were very important if for anything, space battles.

 

So I'm thinking about upping the price of all Space units (especially for empire) so that building a Rebel or Imperial Navy takes a lot of time and credits. This way, hero battles Luke's Squadron vs. an Acclamator or the above scenario would be much more common and Heros would be more than just a bonus squad for your uber-invasion army.

 

So far, this mod has totally done away with the "I have uber land and space inavasion fleet at Tech 2 for the win" and focuses more on a very concentrated and strategic game. In testing, I set up a few Galactic Conquest Galaxy Maps where each and every planet is occupied by Pirate Forces of various intensity (some space only, some land only, some both).

 

The cool thing is, in playing the AI, both sides have sometimes spent numerous in-game days on the Galactic Map moving pieces like chess across different defendend planets where I the Empire focused intensly on knowing the Rebels every move in relation to Trade Routes. When I originally played the game, non of that really mattered at all, it was, stack pieces, invade, repeat. But planetary defense, having enough credits before an invasion to buy turrets, etc. are all vital due mainly to the large trooper presence in invading armies.

 

Anywho, sorry to ramble, but any feedback and thoughts are appreciated.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...