Jump to content

SW Empire at War: Reality of Rebellion Mod


Recommended Posts

I've decided to "Rezero" the aim of my mod, as well as you may have noticed, changing the name of the mod.  So here's my updated goals.

 

Aim: The creation of a canonical modification of the game Empire at War to reflect the complex realities of fighting against a Rebellion as well as the reality of combat as depicted in the films and expanded universe.

 

 

 

Very cool list of features all around.  I am very much looking forward to your mod.  Just to toss around ideas, have you considered:

1. Expanding the line of sight for units in order take advantage of expanded weapon ranges and account for ship size.

2. Balancing the "special" abilities by adding some secondary one to current units or removing some of the wonky ones. Hunt for enimies and boost firepower come to mind.

3. I hope that you plan to keep the longer build times and higher cost as it brings some reality to the game.

4.Any plans to adress the free unit spawning buildings and units?

5. Finally, I would vote for platoon level units as squads seem to small for a "galatic" simulator.  I would actually rather see company size units of stormtroopers etc, but I think most would be against it.

 

Thanks for the effort, your modification list adds a lot of what I felt was missing in single player EAW.

Edited by Darthscharnhorst2
Link to comment
Share on other sites

  • Replies 96
  • Created
  • Last Reply

Top Posters In This Topic

actulay i would also like to see larger units in number

also i find it disturbing there is not realy much choice in ground units.

I would like to see diffrente kind of units

for example

standard units: a squad armed with basic weapons

decent units: a squad armed with 'machinegun" like weapons to make the battlefield a little more ehm fun

medium units: a squad armed with rocket weapons good against building and anti-vehicle-infantrie buildings

advanced units: a squad armed with stron weapons, but are much slower and have a bit less defense

 

also, for the rebellion, i would like to see its vehicles tweaked to have a bit more power...

anyways hope you like the sugestions

Link to comment
Share on other sites

I had posted this idea in another thread a while back, but it might be relevant to this mod.  Perhaps we could take a combined arms approach. 

 

For example, you could build a platoon of soldiers but within that platoon you would get 2 squad of stormtroopers, 1 squad of an anti-armor unit and one "heavy weapon squad" that included a machine gun type unit.  This could be adapted to the company level *dreaming* as well. 

 

I also agree that the armored units should be powerful, but perhaps infantry could make up for this by having large numbers as well as more of a defense boost when in "take cover" mode. 

Link to comment
Share on other sites

No... We're currently just based out of the NMA forum.

Forum and RPG Membership:

http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg

 

Signature:

Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke

Link to comment
Share on other sites

The mod isn't released yet... patience.

Forum and RPG Membership:

http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg

 

Signature:

Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke

Link to comment
Share on other sites

Hello all. Im new but i've been reading the posts. I played a star wars mod for Homeworlds 2, that really did a better job at turrets and such than EaW themselves cared to do. Homeworld already offers epic scaling with their units and the mod's the only game i've ever seen with an executor class SSD that was player controlled. it dominated the screen completly. A normal SSD has around 60 turbolasers, the mod actually shows 60 turrets placed arount the wedge shaped hull in an uncluttered way. the only issue that without a good PC the game is alot more laggey than the original homeworlds version. My whole point is that the games are very similiar for the space part. Maybe u could look there, its called "Star Wars Warlords"
Link to comment
Share on other sites

we know, the moddels were made by evil jedi

Evacuate, in our moment of triumph. I think you overestimate their chances. :)

 

Please can you post a comment on My clone story, in fan fiction. :)

http://pff.swrebellion.com/index.php?topic=2306.0

 

 

(\_/)

(O.O)

(> <) This is Bunny. Copy Bunny into your signature to help him on his way to world Domination

Link to comment
Share on other sites

ok, he did a real nice job. i havent been active with modding yet so i dont know who's done what. I just got the full game It's good but im still disapointed with map sizes.  reminds me of " imperium galactica 2". just a small maze with some buildings.

   

If theres a way to make very realistic maps like multiple cities, or large stretches of wilderness leading up to a city center. then the game would feel more like your attacking a planet.  It would lengthen the battles greatly and you'd have to up the unit caps, but imagine if it felt at least like you were taking a continent or a whole planet instead of a stupid 20 by 20 square. That you can use the same strategey for over and over.

 

im just a little pissed off about games lately. for the money they're charging you'd think they could at least try and make a game thats not completely dumbed down and simplified for the masses.  It makes me happy to see that at least someones willing to make a technical game that won't be turn based, and'll have some action. even if it is just people that are fed up as well, and r doing something  about it to make their games truly worth the money they spent.

By the way If anyone needs help with maps and stuff i'll do what i can. I'm trying to build exp. by working with people on minor stuff or at least the things i know how to do.

Link to comment
Share on other sites

The mod isn't released yet... patience.

 

Patience is for Jedi...and I'm a Sith 8)

 

Anyway, I like the idea of expanded line of sight for units. I mean, all of these ships and large ground vehicles and stuff have huge super-powerful sensor-packages built in, and they already know most of what's on the battlefield...which is why a much-expanded LOS makes more sense in such a technologically advanced setting.

http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg

 

http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg

Link to comment
Share on other sites

Well I was thinking of taking a slightly different route in terms of LOS, one much more along the lines of the classic tactical sims from the Close Combat Series.

 

Here's the ranking for the LOS in order from best to worst.

 

1. Snowspeeder

2. Rebel Infilitraitors

3. Rebel and Imperial Commanders

4. Scouttroopers

5. Stormtroopers

6. Rebel Infantry

7. AT-AT Walkers

8. AT-ST Walkers

9. T-2Bs

10 Tie Maulers

11. T-4Bs

12. 2-M Hovertanks

13. MPTL-2 Launchers

 

It works pretty well in game and is pretty logical.  The AT-AT's sight is restricted because of the fact you'd be forced to utilize viewports, but its tall and should see pretty far.  Its something of trying to strike a balance and provide a use for infantry during combat.

Forum and RPG Membership:

http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg

 

Signature:

Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke

Link to comment
Share on other sites

how about non-circular LOS. The AT-AT would be able to see farther ahead but a little restricted on the sides, hence why you see them moving with AT-ST flanking them, almost always. and like you said, in an advanced setting you would think that at least the fleet overhead would be taking sensor data from space. if not the vehicles themselves. as long as its not a raid by the rebels, where you would have no fleet
Link to comment
Share on other sites

how about non-circular LOS. The AT-AT would be able to see farther ahead but a little restricted on the sides, hence why you see them moving with AT-ST flanking them, almost always. and like you said, in an advanced setting you would think that at least the fleet overhead would be taking sensor data from space. if not the vehicles themselves. as long as its not a raid by the rebels, where you would have no fleet

 

I like the idea of non-circular LOS.  Also what about LOS for the starships?  I think it really needs a boost.

Link to comment
Share on other sites

Just add an extra zero to the FOW reveal range of each space unit and you get most of the map revealed...which makes sense...

http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg

 

http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg

Link to comment
Share on other sites

The basic starting point of the mod has just been released.  ROR: Foundation BETA V0.1.  You won't see any new units, but it will seem like a completely different game.  ;D

Forum and RPG Membership:

http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg

 

Signature:

Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke

Link to comment
Share on other sites

because I couldn't remember what I had changed...  :'(

Forum and RPG Membership:

http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg

 

Signature:

Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke

Link to comment
Share on other sites

Love all the plans listed here, but I don't like the idea of ships being planet-based.  There's something infinately wrong with a Rebel Alliance controlled VSD or the Imperials attacking you with a Z-95.

 

BTW, what's the download link or website for that Homeworld based mod referred to earlier in this post? 

 

Also, how will the AI cope with all the new extra units (strategically speaking)?  Will the AI build them and understand their benefits?

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share


Copyright (c) 1999-2022 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...