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Empire Rising

 

General Info

Empire Rising is my first campaign for single player Galactic Conquest mode.  It is to take place within the months following Episode III: Revenge of the Sith.  The Empire starts out with Clone Wars units (Acclamator, Venator, Victory, V-Wing, AT-AP) but of course all the other normal Empire units are available.  Due to the fact that it's a relatively outdated vessel, the Acclamator will be available to both factions (though only the Empire can build it).  Since the Nebulon-B frigate was originally an Imperial vessel, the Empire will be able to use it as well (though only the Rebellion will be able to continually build them).  I'll post more as it gets done.

 

Campaign Info

  • 30 planets to explore and conquer
  • See Clone Wars-era units in action
  • Empire can use Nebulon-B
  • Rebels can use Acclamator
  • Empire Info
    • Starting planets include Coruscant, Byss, and Kamino

    [*]

    • Start with Old Republic and Imperial Venator-class Star Destroyers

    [*]

      • Old Republic Venators spawn V-wing starfighters

    [*]

      • Imperial Venators spawn TIE fighters

    [*]

    • Coruscant and Byss heavily defended, Byss features Repulsorlift Jammer

    [*] Rebel Info

    [*]

    • Starting planets include Dantooine, Geonosis, and Alderaan

    [*]

    • Use Kyle Katarn and the Moldy Crow

 

Screenshots

http://photobucket.com/albums/b186/TheShadowtrooper/EaW/?action=view&current=map00.jpg

http://photobucket.com/albums/b186/TheShadowtrooper/EaW/?action=view&current=map01.jpg

http://photobucket.com/albums/b186/TheShadowtrooper/EaW/?action=view&current=map02.jpg

http://photobucket.com/albums/b186/TheShadowtrooper/EaW/?action=view&current=map03.jpg

http://i19.photobucket.com/albums/b186/TheShadowtrooper/EaW/MoldyCrow00.jpg

 

Download Info

Test version (0.6.0) now available!  NOTE: Not feature-complete.

Choose install wizard (auto) or manual install.  (Manual will allow you to view files before installation.

Edited by Shadowtrooper

Quis custodiet ipsos custodes?

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Just one: THERE ARE NO INSTALLATION INSTRUCTIONS! ARGH! SOME WOULD BE APPRECIATED! Thanks!

 

Whoops!  Sorry.  Put the xml files into your xml folder, and the dat into your text file.

Quis custodiet ipsos custodes?

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I downloaded and installed it just fine. But I got some strange results right off.

Can we get a readme? I'd like to know, point by point what got changed.

 

First glance has the rebels in severe need of of defense at alderaan. I crushed them within seconds. No planet for you!

 

With all of those unclaimed planets, the Galactic AI needs some tweaking. I watched in horror (on hard) as planet after planet changed to the rebel faction. Apparently the rebels knew which planets were unclaimed and sent a raid fleet consisting of a single unit in a radiating pattern from their starting planets to the unclaimed planets. As each planet came under their control, they would "spawn garrison" it (I watched with probe droids, which I spammed since I was just screwing around) and then radiate out again to all new planets within reach.

 

Interestingly enough... one of the rebel planets spontainiusly turned to mine at one point.... Too bad it was isolated from my forces and they just took it back a few seconds later.

 

After a few weeks, the rebels still did not attack any of my planets (space or land), and I reinforced them all to hell. I spread out a little bit, scouting ahead as I went, and found the conquering to be just about normal. Until I hit a friggin huge fleet. I fell back and went to other planets. The massive fleet didn't move.

 

Will do more testing tomorrow.

 

Things I'd like to see (some may be in there but I haven't experienced them):

 

1. Due to timeline, cap the tech at level 3. Is there a way to make it so a tech doesn't become available until a predesignated "day"? If you can, then maybe put the max tech at 3 for a long time then let 4 then go a bunch more before allowing 5.

 

2. Similar to 1, perhaps red squad, ackbar, could be restricted to "later in the game" regardless of tech. Or perhaps the tech restrictions would take care of this.

 

3. Did I mention a readme?

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Apparently I've got more work to do than I thought I did.  :o

Things I'd like to see (some may be in there but I haven't experienced them):

 

1. Due to timeline, cap the tech at level 3. Is there a way to make it so a tech doesn't become available until a predesignated "day"? If you can, then maybe put the max tech at 3 for a long time then let 4 then go a bunch more before allowing 5.

 

2. Similar to 1, perhaps red squad, ackbar, could be restricted to "later in the game" regardless of tech. Or perhaps the tech restrictions would take care of this.

 

3. Did I mention a readme?

 

In no particular order:

To answer #2, that can be done fairly easily, same way I added Katarn to the Rebels.  #1 should (I hope) be able to be done in much the same way, after all, I do believe I remember other campaigns restricting tech as well.  Actually, given the timeline, I may remove Ackbar and Piett altogether.  #3, readme's coming when I release the next build, with luck, sometime this week.

Quis custodiet ipsos custodes?

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Unfortunatly after more testing I have discovered that something is horribly broken.

 

On "medium" the AI will take over every planet you don't own by the end of day 3.

Any planets you own but don't have garrisoned will be raided (doesn't mean by a raid group, just attacked) by the end of day 5 with the AI using Tech 4 units.

The AI will come into orbit with a fleet over planets it cannot get to.

Scouting reveals that the AI has large fleets (no way it could have built them that fast, I don't CARE how many credits it has) over every planet it owns.

If the AI is rebel, it will raid you with raid fleets that don't follow raid fleet rules. Once, on day 6 my coruscant was "raided" by 20 SPMATS, 10 speeders, some t2's, 4 (yes FOUR) Han Solo's, 4 Chewies, and 2 Obi-wans. This raid seemed unaffected by pop cap as I saw 6 speeders (2 groups) 6 SPMATS (3 groups) 4 Solo's, 4 Chewies, 2 obiwans, and a whole gaggle of t2s all at the same time.

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Unfortunatly after more testing I have discovered that something is horribly broken.

Once, on day 6 my coruscant was "raided" by 20 SPMATS, 10 speeders, some t2's, 4 (yes FOUR) Han Solo's, 4 Chewies, and 2 Obi-wans. This raid seemed unaffected by pop cap as I saw 6 speeders (2 groups) 6 SPMATS (3 groups) 4 Solo's, 4 Chewies, 2 obiwans, and a whole gaggle of t2s all at the same time.

That's most odd, I'm just using the same AI all the other campaigns use.  Have you noticed the same problem in the official campaigns?

Quis custodiet ipsos custodes?

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New version 0.6 out now.  As usual, lemme know what you think.

 

P.S.  Due to size restrictions, the manual install is attached to this post.

Quis custodiet ipsos custodes?

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