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Re: I Have Been Convinced


Droid803
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Might as well bump my own topic with an update...I guess

I feel happy with how it plays now, first version will be released after its been tested a bit.

 

Updated Readme

XML RETURNS MOD (2!)

 

Zann Consortium Changes:

- No StarViper, Crusader, Kedalbe

- Aggressor Assault Fighter (Fighter/corvette) added, replaces StarViper and Crusader

- No Canderous

- Aggressor Destroyer has BLAST (Tyber's Ability)

- Doubled Aggressor Destroyer firepower

- Tyber's Aggressor permanently fires special blast projectile, has bribe

- No longer autofires (autofiring when entering from hyperspace causes Tyber to freeze)

- Tyber's Aggressor spawns two Assault Fighter squadrons

- Tactical Bribe shuttle

- Changed to hero transport model

- Changed to Defiler icon and voiceovers

- Maximum build 4 (up from 1)

- Improved shielding and armor so it doesn't get killed after bribing one ship 90% of the time

- Upgrades changed to reflect new units

- Hypervelocity Cannon Tower

- Changed starting units to two Aggressor Fighters (Replacing StarVipers)

- Tweaked Interceptor 4

- Increased Turbolaser Volley

- Added Shield and Engine hardpoints

- Decreased Sheild Regeneration

- Corrected Speech

- All turbolasers and laser cannons are now PURPLE in space

- Changed plasma burst sattleite to Mass Drivers

 

Empire Changes:

- Executor (SSD) added to skirmish, replaces Vader's TIE at starbase 5.

- Arc Hammer-class Battlecruiser (Capital) added

- Maximum build 2

- Venator-class cruiser w/ SPHAT added

- Turbolasers replace laser cannons

- Added 2 hangars

- Carries 6 V-Wings

- 181st TIE Squadron Added (TIE Defenders)

- Hero Bombers

- Juggernaut increased speed, firepower, garrison, armor, added rockets

- Rocket volley size cut from 6 to 2

- Heavy lasers returned to light blasters

- Sentinel Assault Shuttle (Support Shuttle) added

- Mass Driver tower added

- Changed starting units to two TIE Fighters and two TIE interceptors to balance

- Changed Repair Sattleite to Tractor Beam

- Can capture all non-fighter ships

 

Rebellion Changes:

- HTTs improved - better firepower

- HAP (Gargantuan-class) added

- Maximum build 3

- Alliance Shuttle (Support Shuttle) added

- Luke Skywalker added to Space Skirmish

- X-Wing with proton torpedoes

- Mass Driver tower added

- Changed starting units to three X-Wing Squadrons to balance

 

 

General Changes":

- MDUs have 0 population value

- All MDUs can build:

- Shield

- Quad-Cannon

- Defensive Station (Repair Bay, Sensor Node, Sensor Scrambler)

- Altrenate Turbolaser Build Options

 

General Gameplay Hints:

- Rebellion and Empire transports are now exetremely useful to take troops to the front lines and assist them as well

- MDUs are much more useful as they do not cost population value and can provide strategic defense without compromising offensive capabilities

- Turbolaser Towers now track air targets as well, does not pose too much of a threat to speeders due to inaccuracy, but can hurt/kill bombers, and seirously damage HTTs and Shuttles

- Alternate build options are much better against air targets

 

 

NEW FACTION: Mandalorians

PLAYABLE ON:

Skirmish/Multiplayer Skirmish (land/space)

 

Space:

- StarViper class Attack Platform

- Corrected damage

- Two Squadrons to start

- Cusader Gunship

- Corrected damage

- Kedalbe Battleship

- Removed Mass Drivers

- Decreased Volleys for turbolasers and ion cannons

- Starbase

- Level 3 starbase

- Main turret fires by self

- Defense Sattleite

- Special Weapon

- Hutt Base

- Corvette

- IPV

- Marauder

- Corrected Fire SFX

- Venator

- Turbolasers

- V-Wings

- Bomber with Ion Cannon shot

 

Land:

- Mandalorian Soldier

- Decreased Volley Size

- Increased Reload time

- Mandalorian Elite Soldier

- Canderous Assault Tank

- Mobile Defense Unit (3 per squad)

- AA Gun

- Shield Generator

- Carbonite Missile Launcher

- Darj Daedron

- Repeater

- Flamethrower

- Jetpack

- Build Pads

- Shield Generator

- Rapid-Fire Laser Cannon

- AA Gun

- Offensive Sensor Node

- Rocket Pod

- Carbonite Missile Launcher

- Outpost

- Mining Facility

- Turbolaser Tower

- Hypervelocity Cannon Tower

 

Balancing:

PROS

- only has one level of starbase, all units available to start - tech 1 capital ships

- only one tech level, all units availavel to start

- powerful defense sattleite

- better buildpad options (land/space)

- base buildpads come pre-built with carbonite missile launchers

- cheaper buildpad options

 

CONS

- only has one level of starbase - cannot upgrade to repair, must repair before hardpoint destroyed

- cannot rebuild buildings

- no upgrades

- no bomber-class or frigate-class ships

 

PLAYING AS

- Attack early in space - when enemy is at starbase 1, your units outclass theirs greatly, but the comparisons evens out as their tech increases

- Kedalbe Battleships are your trump card. They are available at the earliest tech level, and they are the only ships with enough firepower to kill space stations

- Your base soldiers are more powerful than the enemy base soldier - they have greatly superior firepower

- Canderous assault tanks should be the mainstay - they are good vs almost everything

- Use orbital bombardment liberally. Its available to start, cheaper, quicker to build, and more effective than all enemy bombardments, although it damages your own units as well, so be careful with spotters!

- Attack early on land - when your enemy gets more advanced units, you cannot hold up.

 

PLAYING AGAINST

- Do not allow them to attack early, build up bombers to defend against Kedalbes - their primary win condition.

- If you manage to reach high tech level, you can easily win due to the fact that their base will be weaker than yours.

 

 

====

Thanks to:

- [uIMC}Tarkin(-o-) that made me start this (I would never have started modded FoC otherwise)

- Major Payne for Aggressor Assault Fighter base and Arc Hammer Base

- SWM for HAP base

- HK-47 for brining up the Alliance Shuttle

- 1upD for Beta Testing

- Petroglyph for Tractor Beam sattleite, and for making FoC easier to mod

- People nagging about warlords to make me realize it is the bane of the community

 

http://screenshot.xfire.com/screenshot/natural/d00bc2f2c0e1e667c34e0338a047a1b7083cf7b0.png

Tractor Beam Sattleite Renabled for Empire faction

 

http://img.photobucket.com/albums/v423/kc1991/swfoc2006-12-0209-58-48-09.jpg

Kinda a random image, but shows bribing...with 4 bribery shuttles (defilers) and Tyber

 

http://img.photobucket.com/albums/v423/kc1991/swfoc2006-12-0211-01-51-18.jpg

Carbonite Missile Launcher (yes its got very good range)

 

http://img.photobucket.com/albums/v423/kc1991/swfoc2006-12-0420-34-30-37.jpg

New Hardpoints on the Interceptor 4

http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg

"That was fun"

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:o

WOW! I can't wait to it's release!!! Very awesome! But one question: will the Consortium be able to bribe large vessels, such an ISD or a MonCal Cruiser?

 

Wait, you gave credits for me for bringing up the Alliance Shuttle idea?! You don't need to do that! Because you did all the 'hard work', I only gave you an idea... But, thanks, I'm very pleased...  ;D

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Yes you can bribe Mon Calimari Star Cruisers (3000 credits...maybe will upcost to 3500) and Imperial Star Destroyers (4000 credits - they give you TIE fighters/interceptors/bombers). Only thing you can't bribe are fighters and heroes.

http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg

"That was fun"

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Are you going to email me the new version?

 

Also, Ewoksfist said he wanted Darj to have a http://starwars.wikia.com/wiki/Alpha-class_Xg-1_Star_Wing, and be allied with the Rebels.

"I feel fantastic and I'm

Still Alive

and when you're dying I will be

Still Alive

and when you're dead I will be

Still Alive

STILL ALIVE"~GLaDOS

Anybody who thinks Palpatine is a sepratist knows NOTHING about star Wars

When in doubt- rocket it.

Dowload The Underworld's Might beta from Filefront!

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I did...check your email :)

 

Ok, will look into that, if I can find a model...I think I have one from Warlords Mass Conversion, but...wondering if I should use it. It goes with adding the new faction, but ruins the "no warlords" theme... debating...

 

Allied with rebels, gotcha...

http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg

"That was fun"

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  • 2 weeks later...

Bump of my own thread lol

 

I'm impressed to say the least. A very good selection of unique changes. If you don't mind D803. I'd like to create a space based Mass driver turret using your idea for my own minimod.

Sure (late reply sry)

 

And an update...with screenshots.

 

XML RETURNS MOD (2.12)

 

INSTALLATION INSTRUCTIONS:

Place Droids_Mod folder into Program Files\LucasArts\Star Wars Empire at War Forces of Corruption\Mods\Droids_Mod

Place DroidMod_Launch.bat into Program Files\LucasArts\Star Wars Empire at War Forces of Corruption

Run DroidMod_Launch.bat

=====

 

Zann Consortium Changes:

- No StarViper, Crusader, Kedalbe

- Aggressor Assault Fighter (Fighter/corvette) added, replaces StarViper and Crusader

- No Canderous

- Aggressor Destroyer has BLAST (Tyber's Ability)

- Doubled Aggressor Destroyer firepower, Tech 5

- Lighter version availbale at Tech 4 (less firepower/health)

- Tyber's Aggressor permanently fires special blast projectile, has bribe

- Bribe no longer autofires (autofiring when entering from hyperspace causes Tyber to freeze)

- Tyber's Aggressor spawns two Assault Fighter squadrons, 4 reserves

- Added Hangar

- Tactical Bribe shuttle

- Changed to hero transport model

- Changed to Defiler icon and voiceovers

- Maximum build 4 (up from 1)

- Improved shielding and armor so it doesn't get killed after bribing one ship 90% of the time

- Removed concussion missile to better preserve bribe targets

- Upgrades changed to reflect new units

- Hypervelocity Cannon Tower

- Changed starting units to two Aggressor Fighters (Replacing StarVipers)

- Tweaked Interceptor 4

- Increased Turbolaser Volley

- Added Shield and Engine hardpoints

- Decreased Sheild Regeneration

- All turbolasers and laser cannons are now purple in space

- Changed plasma burst sattleite to Mass Drivers

 

Empire Changes:

- Executor (SSD) added to skirmish, replaces Vader's TIE at starbase 5

- Annihilator (SSD) added to skirmish

- Given Shields

- Power to Weapons replaces Additional Squadron

- Combat Bonus:

- All units +25% health

- All units +50% speed

- SSD turbolasers are heavy turbolasers

- Arc Hammer-class Battlecruiser (Capital) added

- Maximum build 2

- Replaced concussion missile w/ special weapon

- Added Blast

- Venator-class cruiser w/ SPHAT added

- Turbolasers replace laser cannons

- Added 2 hangars

- Carries 6 V-Wings, 10 reserves

- 181st TIE Squadron Added (TIE Defenders)

- Hero bomber/fighters

- Combat Bonus:

- Fighters +25% Firepower

- Juggernaut increased speed, firepower, garrison, armor, added rockets

- Rocket volley size cut from 6 to 2

- Heavy lasers returned to light blasters

- Sentinel Assault Shuttle (Support Shuttle) added

- Mass Driver tower added

- Changed starting units to two TIE Fighters and two TIE interceptors to balance

- Changed Repair Sattleite to Tractor Beam

- Can capture all non-fighter ships

- Fleet Commanders now come in Imperial Star Destroyers, limited to 4, available in skirmish

 

Rebellion Changes:

- HTTs improved - better firepower

- Aratech 520 Battle Platform (Gargantuan-class) added

- Maximum build 3

- Alliance Shuttle (Support Shuttle) added

- Luke Skywalker added to Space Skirmish

- X-Wing with proton torpedoes

- Katarn added to Space Skirmish

- Moldy crow

- Rapidfire Lasers

- Garm bel Ibilis added to Space Skirmish

- Nebulon-B frigate with enhanced sheilding and speed

- Shield Flare

- Power to shields

- Yoda added to Space Skirmish

- Venator with four turbolaser batteries and two ion cannon batteries

- Assault

- Power to shields

- Carries 12 X-wing squadrons, 2 at a time.

- Mass Driver tower added

- Changed starting units to three X-Wing Squadrons to balance

- Fleet Commanders now come in Mon Calimari Crusiers, limited to 4, available in skirmish

 

Mandalorian Changes:

- Lesser Barracks added

- Second factory added

 

 

General Changes":

- MDUs have 0 population value

- All MDUs can build:

- Shield

- Quad-Cannon

- Defensive Station (Repair Bay, Sensor Node, Sensor Scrambler)

- Alternate Turbolaser Build Options

- Runs from MODPATH

 

General Gameplay Hints:

- Rebellion has more heroes are available earlier, they can give a large strategic boost

- Fleet commanders come with their own flagship, and can now be used in space skirmish, now limited to a maximum of four commanders to balance with consortium's bribery ships.

- Rebellion and Empire transports are now exetremely useful to take troops to the front lines and assist them as well

- MDUs are much more useful as they do not cost population value and can provide strategic defense without compromising offensive capabilities

- Turbolaser Towers now track air targets as well, does not pose too much of a threat to speeders due to inaccuracy, but can hurt/kill bombers, and seirously damage HTTs and Shuttles

- Alternate build options are much better against air targets

 

 

NEW FACTION: Mandalorians

PLAYABLE ON:

Skirmish/Multiplayer Skirmish (land/space)

 

Space:

- StarViper class Attack Platform

- Corrected damage

- Two Squadrons to start

- Cusader Gunship

- Corrected damage

- Kedalbe Battleship

- Removed Mass Drivers

- Decreased Volley size for turbolasers and ion cannons

- Starbase

- Level 3 starbase

- Main turret fires by self, given you target with the station

- Defense Sattleite

- Special Weapon

- Hutt Base

- Hutt Corvette

- Decreased cost to 1600

- Hutt IPV

- Increased fire rate

- Cost to 900

- Hutt Marauder

- Corrected Fire SFX

- Decreased cost to 2000

- Hutt Venator

- Turbolasers

- Hutt V-Wings

- Bomber with Ion Cannon shot

- Decreased cost to 600

 

Land:

- Mandalorian Soldier

- Decreased Volley Size from 6 to 3 shots

- Increased Reload time from 3 to 6 seconds

- Mandalorian Elite Soldier

- Added Switch Weapon (shotgun, repeater)

- Canderous Assault Tank

- Mobile Defense Unit (3 per squad)

- Disruptor Cannon Pod

- Shield Generator

- Carbonite Missile Launcher

- Darj Daedron

- Repeater

- Flamethrower

- Jetpack

- Build Pads

- Shield Generator

- Rapid-Fire Laser Cannon

- Offensive Sensor Node

- Disruptor Cannon Pod

- Carbonite Missile Launcher

- Outpost

- Mining Facility

- Turbolaser Tower

- Hypervelocity Cannon Tower

 

Balancing:

PROS

- only has one level of starbase, all units available to start - tech 1 capital ships

- only one tech level, all units availavel to start

- powerful defense sattleite

- better buildpad options (land/space)

- base buildpads come pre-built with carbonite missile launchers

- cheaper buildpad options

 

CONS

- only has one level of starbase - cannot upgrade to repair, must repair before hardpoint destroyed

- cannot rebuild buildings

- no upgrades

- no bomber-class or frigate-class ships

 

PLAYING AS

- Attack early in space - when enemy is at starbase 1, your units outclass theirs greatly, but the comparisons evens out as their tech increases

- Kedalbe Battleships are your trump card. They are available at the earliest tech level, and they are the only ships with enough firepower to kill space stations

- Your base soldiers are more powerful than the enemy base soldier - they have greatly superior firepower

- Canderous assault tanks should be the mainstay - they are good vs almost everything

- Use orbital bombardment liberally. Its available to start, cheaper, quicker to build, and more effective than all enemy bombardments, although it damages your own units as well, so be careful with spotters!

- Attack early on land - when your enemy gets more advanced units, you cannot hold up.

 

PLAYING AGAINST

- Do not allow them to attack early, build up bombers to defend against Kedalbes - their primary win condition.

- If you manage to reach high tech level, you can easily win due to the fact that their base will be weaker than yours.

 

 

====

Thanks to:

- [uIMC}Tarkin(-o-) that made me start this (I would never have started modded FoC otherwise)

- Major Payne for Aggressor Assault Fighter base and Arc Hammer Base

- SWM for HAP base (520 Battle Platform)

- HK-47 for brining up the Alliance Shuttle

- 1upD for Beta Testing, Darj Daedron re-Skin, Mandalorian Elite re-Skin

- EwokFist for Darj Daedron, and making me thank the following :P (cause of prerequsite):

- EvilleJedi for the *only* warlords model in the mod (guess what it is)

- Codeuser for converting it

- Petroglyph for Tractor Beam sattleite, Annihilator SSD, and for making FoC easier to mod

- People nagging about warlords to make me realize it is the bane of the community

 

http://img.photobucket.com/albums/v423/kc1991/swfoc2006-12-1417-44-18-67.jpg

Annihilator and Executor Along with Accuser (and green TIE flight)

 

http://img.photobucket.com/albums/v423/kc1991/swfoc2006-12-1417-39-29-04.jpg

Annhiliator

 

 

I wonder if I can upload it onto the forum...nope.

Well this is open-beta. I'd appriciate any reports of bugs etc...check back for patches/updates after I fix bugs/issues.

http://www.megaupload.com/?d=BDUQUPVT

 

Sincerest apologies, thats the wrong version  :-x.

Anyhow...there's a mistake in Hardpoints.XML, missing a "<" in front of /Fire_Projectile_Type

Edited by Droid803

http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg

"That was fun"

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  • 2 weeks later...
Could I please use your turrets for my CIS remnant? I know it's a lot to ask....I will probably make them different later.

"I feel fantastic and I'm

Still Alive

and when you're dying I will be

Still Alive

and when you're dead I will be

Still Alive

STILL ALIVE"~GLaDOS

Anybody who thinks Palpatine is a sepratist knows NOTHING about star Wars

When in doubt- rocket it.

Dowload The Underworld's Might beta from Filefront!

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Share on other sites

Wow I've actually got the GC thing working. Only thing now is that the Mandalorians have the same color as the Consortium, but thats one line of code...

 

Well, I guess its time for an update:

Note, Imperial Guards only work in space for Galactic Conquest at-the-moment. Its stumped me so still thinking...

DROID803's MOD (2.13)

 

INSTALLATION INSTRUCTIONS:

Place Droids_Mod folder into Program Files\LucasArts\Star Wars Empire at War Forces of Corruption\Mods\Droids_Mod

Place DroidMod_Launch.bat into Program Files\LucasArts\Star Wars Empire at War Forces of Corruption

Run DroidMod_Launch.bat

=====

 

 

Zann Consortium Changes:

- StarViper, Crusader Gunship, Kedalbe Battleship Removed

- Aggressor Assault Fighter (Fighter/corvette) added, replaces StarViper and Crusader

- Fixed issue of not being able to target Mines, Sattleites and Orbital Structures

- Canderous Assault Tank Removed

- Aggressor Destroyer has Blast

- Doubled Aggressor Destroyer firepower, Tech 5

- Lighter version availbale at Tech 4 (less firepower/health)

- Tyber's Aggressor permanently fires special blast projectile, has bribe

- Bribe no longer autofires (autofiring when entering from hyperspace causes Tyber to freeze)

- Tyber's Aggressor spawns two Assault Fighter squadrons, 4 reserves

- Added Hangar

- Tactical Bribe shuttle

- Changed to hero transport model

- Changed to Defiler icon and voiceovers

- Maximum build 4 (up from 1)

- Improved shielding and armor so it doesn't get killed after bribing one ship 90% of the time

- Removed concussion missile to better preserve bribe targets

- Upgrades changed to reflect new units

- Hypervelocity Cannon Tower added as build option on Turbolaser Tower Build Pads

- Changed starting units to two Aggressor Fighters (Replacing StarVipers)

- Tweaked Interceptor 4

- Increased Turbolaser Volley

- Added Shield and Engine hardpoints

- Decreased Sheild Regeneration

- All turbolasers and laser cannons are now purple in space

- Fixed transport lasers

- Changed plasma burst sattleite to Mass Drivers

 

Empire Changes:

- Executor (SSD) added to skirmish, replaces Vader's TIE at starbase 5

- Annihilator (SSD) added to skirmish

- Given Shields

- Power to Weapons replaces Deploy Squadron

- Combat Bonus:

- All units +25% health

- All units +50% speed

- SSD turbolasers are heavy turbolasers

- Arc Hammer-class Battlecruiser (Capital) added

- Maximum build 2

- Replaced concussion missile w/ special weapon

- Added Blast

- Venator-class cruiser w/ SPHAT added (Proton Beam)

- Turbolasers replace laser cannons

- Added 2 hangars

- Carries 4 V-Wings, 8 reserves (down from 6 V-wings, 10 reserves)

- 181st TIE Squadron Added (TIE Defenders)

- Hero bomber/fighters

- Combat Bonus:

- Fighters +25% Firepower

- Increased firepower for Soontir Fel and Maarek Stele's Defenders

- Juggernaut increased speed, firepower, garrison, armor, added rockets

- Rocket volley size cut from 6 to 2

- Heavy lasers returned to light blasters

- Sentinel Assault Shuttle (Support Shuttle) added

- Mass Driver tower added as build option on Turbolaser Tower Build Pads

- Changed starting units to two TIE Fighters and two TIE interceptors to balance

- Changed Repair Sattleite to Tractor Beam

- Can capture all non-fighter ships

- Fleet Commanders now come in Improved Imperial Star Destroyers, limited to 4, available in skirmish

- Thrawn ISD model

- Tartans have 6 lasercannons (up from 4)

- Dark Trooper Phase I can now capture reinforcement points, bunkers, buildpads, outposts, captureable structures

- Dark Trooper Phase I comes in a company of 4 (up from 3)

- Dark Trooper Phase II comes in company of 3 (up from 2)

- Dark Trooper Phase III comes in company of 2 (up from 1)

- Scout Trooper comes in company of 6 (up from 2)

- Lancet laser targets all units

- Added Imperial Royal Guards to land skirmish

- Comes in 4 groups of 3

- Effective against Infantry

- Added Imperial Royal Guards to space skirmish

- Comes in Acclamator, spawns 4 Red TIE interceptor squadrons

 

Rebellion Changes:

- HTTs improved (better firepower)

- Aratech 520 Battle Platform (Gargantuan-class) added

- Maximum build 3

- Added speed boost ability

- Alliance Shuttle (Support Shuttle) added

- Luke Skywalker added to Space Skirmish

- X-Wing with proton torpedoes

- Katarn added to Space Skirmish

- Moldy crow

- Rapidfire Lasers

- Garm bel Ibilis added to Space Skirmish

- Nebulon-B frigate with enhanced sheilding and speed

- Shield Flare

- Power to shields

- Yoda added to Space Skirmish

- Venator with four turbolaser batteries and two ion cannon batteries

- Assault

- Power to shields

- Carries 2 X-Wing Squadrons, 12 Reserves

- Mass Driver tower added as build option on Turbolaser Tower Build Pads

- Changed starting units to three X-Wing Squadrons to balance

- Fleet Commanders now come in Improved Mon Calimari Crusiers, limited to 4, available in skirmish

- Home One model, reduced size

- Removed turbolaser on rear of Corellian Gunboat (Invisible?)

 

Mandalorian Changes:

- Smaller Barracks added

- Second factory added

- Minelayer Corvette added

 

 

General Changes:

- MDUs have 0 population value

- All MDUs can build:

- Shield

- Quad-Cannon

- Rapid-Fire Flak Cannon or Rapid-Fire Laser Cannon

- Defensive Station (Repair Bay, Sensor Node, Sensor Scrambler)

- Alternate Turbolaser Build Options

- Runs from ModPath

- REPLACED ORIGIN OF CORRUPTION GC TO INCLUDE MANDALORIAN FACTION (debugging - 90% complete)

- Removed GC Upgrades from starbases

- GC starbases manually self-destructable

 

 

Invisible Changes:

- Mandalorian units given own files

 

General Gameplay Hints:

- Rebellion has more heroes are available earlier, they can give a large strategic boost

- Fleet commanders come with their own flagship, and can now be used in space skirmish, now limited to a maximum of four commanders to balance with consortium's bribery ships.

- Rebellion and Empire transports are now exetremely useful to take troops to the front lines and assist them as well

- MDUs are much more useful as they do not cost population value and can provide strategic defense without compromising offensive capabilities

- Turbolaser Towers now track air targets as well, does not pose too much of a threat to speeders due to inaccuracy, but can hurt/kill bombers, and seirously damage HTTs and Shuttles

- Alternate build options are much better against air targets than standard turbolasers

 

 

NEW FACTION: Mandalorians

PLAYABLE ON:

Skirmish/Multiplayer Skirmish (land/space)

 

Space:

- StarViper class Attack Platform

- Corrected damage

- Two Squadrons to start

- Cusader Gunship

- Corrected damage

- Kedalbe Battleship

- Removed Mass Drivers

- Decreased Volley size for turbolasers and ion cannons

- Minelayer Corvette

- Increased mine blast range

- Increased lasercannon fire volley from 5 to 7

- Starbase

- Level 3 starbase

- Main turret fires by self, given you target with the station

- Defense Sattleite

- Special Weapon

- Hutt Base

- Hutt Corvette

- Decreased cost to 1600 (from 1850)

- Hutt IPV

- Increased fire rate

- Cost to 900 (from 1200)

- Hutt Marauder

- Corrected Fire SFX

- Decreased cost to 2000 (from 3200)

- Hutt Venator

- Added Turbolasers

- Hutt V-Wings

- Bomber with Ion Cannon shot

- Decreased cost to 600 (from 1000)

 

Land:

- Mandalorian Soldier

- Decreased Volley Size from 6 to 3 shots

- Decreased Reload time from 6 to 5 seconds

- Mandalorian Elite Soldier

- Removed Switch Weapon (not needed)

- Changed weapon to Heavy Repeater

- Canderous Assault Tank

- Mobile Defense Unit (3 per squad)

- Disruptor Cannon Pod

- Shield Generator

- Carbonite Missile Launcher

- Darj Daedron

- Medium Repeater

- Flamethrower

- Jetpack

- Build Pads

- Shield Generator

- Rapid-Fire Laser Cannon

- Offensive Sensor Node

- Disruptor Cannon Pod

- Carbonite Missile Launcher

- Outpost

- Mining Facility

- Turbolaser Tower

- Hypervelocity Cannon Tower

 

 

====

Thanks to:

- [uIMC}Tarkin(-o-) that made me start this (I would never have started modded FoC otherwise)

- Major Payne for Aggressor Assault Fighter base and Arc Hammer Base

- SWM for HAP base (520 Battle Platform)

- HK-47 for Alliance Shuttle idea

- 1upD for Beta Testing, Darj Daedron re-Skin, Mandalorian Elite re-Skin

- EwokFist for Darj Daedron

- EvilleJedi for the *only* warlords model in the mod (Assault Gunboat, Hero Unit)

- Codeuser for converting it

- Jeteye1 for, unknowingly, giving me ideas when he asks for help on HIS mod :P

- Ghostly_Substance for the Red TIE Interceptors used for Imperial Guards

- Petroglyph for Tractor Beam sattleite, Annihilator SSD, countless other things, and for making FoC

- People nagging about warlords to make me realize it is the bane of the community

 

No new screens so take them yourself with this: (Download Link)

http://www.megaupload.com/?d=JHXUMWFS

http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg

"That was fun"

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Jeteye1 for, unknowingly, giving me ideas when he asks for help on HIS mod

lol

well I did give you some ideas, none that i can recall at the moment. but hey at least i'm in there.

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Its at the top.

Beside where it says enter this code (3 English Characters)

 

I'll send it to filefront then I guess. When I have time.

http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg

"That was fun"

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Its at the top.

Beside where it says enter this code (3 English Characters)

 

I'll send it to filefront then I guess. When I have time.

Why not EaWfiles? Everyone will see it there.

"I feel fantastic and I'm

Still Alive

and when you're dying I will be

Still Alive

and when you're dead I will be

Still Alive

STILL ALIVE"~GLaDOS

Anybody who thinks Palpatine is a sepratist knows NOTHING about star Wars

When in doubt- rocket it.

Dowload The Underworld's Might beta from Filefront!

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  • 3 weeks later...

Wow...I never had the chance to send it to EaWFiles before  I got a new version :S

 

XML RETURNS MOD (2.13)

 

INSTALLATION INSTRUCTIONS:

Place Droids_Mod folder into Program Files\LucasArts\Star Wars Empire at War Forces of Corruption\Mods\Droids_Mod

Place DroidMod_Launch.bat into Program Files\LucasArts\Star Wars Empire at War Forces of Corruption

Run DroidMod_Launch.bat

=====

 

 

Zann Consortium Changes:

- StarViper, Crusader Gunship, Kedalbe Battleship Removed

- Aggressor Assault Fighter (Fighter/corvette) added, replaces StarViper and Crusader

- Fixed issue of not being able to target Mines, Sattleites and Orbital Structures

- Replaced goofy Sensor Jamming ability with Swap Weapons - Plasma Shot

- Canderous Assault Tank Removed

- Aggressor Destroyer reverted to development name of "Krayt"

- Has Blast

- Doubled firepower, Tech 5

- Lighter version availbale at Tech 4 (less firepower/health)

- Added back two voice overs regarding Krayt-class Destroyers

- Merciless permanently fires special blast projectile, has bribe

- Bribe no longer autofires (autofiring when entering from hyperspace causes Tyber to freeze)

- Merciless spawns two Assault Fighter squadrons, 4 reserves

- Added Hangar

- Tactical Bribe shuttle

- Changed to hero transport model

- Changed to Defiler icon and voiceovers

- Maximum build 4 (up from 1)

- Improved shielding and armor so it doesn't get killed after bribing one ship 90% of the time

- Removed concussion missile to better preserve bribe targets

- Upgrades changed to reflect new units/removed units

- Hypervelocity Cannon Tower added as build option on Turbolaser Tower Build Pads

- Changed starting units to two Aggressor Fighters (Replacing StarVipers)

- Tweaked Interceptor 4

- Increased Turbolaser Volley

- Added Shield and Engine hardpoints

- Decreased Sheild Regeneration

- All turbolasers and laser cannons are now purple in space

- Fixed transport lasers

- Changed plasma burst sattleite to Mass Drivers

- MZ-8 Pulse Cannon Drops a Plasma-Fusion Detonator

- Skipray bombers swap to Plasma-Fusion Bombs

- Added plasma bursts to Interceptor-IV Frigates (non Destroyable)

- Grenadiers swap to sealed-plasma grenades

- MZ-8 Starts off as Siege Tank, upgraded to Pulse Cannon tank

- Replaced some Black Market options regarding units no longer possesed by Zann Consortium

- Buzz Droids replaced with Weaponized Plasma (Interceptor-IV, MZ-8 Pulse Cannon, Grenadier)

- Point-Defense lasers replaced with Plasma-Fusion Technology (MZ-8 Pulse Cannon, Skipray Land Bombing Run)

 

Empire Changes:

- Executor (SSD) added to skirmish, replaces Vader's TIE at starbase 5

- Annihilator (SSD) added to skirmish and GC

- Given Shields

- Power to Weapons replaces Deploy Squadron

- Combat Bonus:

- All units +25% health

- All units +50% speed

- SSD turbolasers are heavy turbolasers

- Arc Hammer-class Battlecruiser (Capital) added

- Maximum build 2

- Replaced concussion missile w/ special weapon

- Added Blast

- Venator-class cruiser w/ SPHAT added (Proton Beam)

- Turbolasers replace laser cannons

- Added 2 hangars

- Carries 4 V-Wings, 8 reserves (down from 6 V-wings, 10 reserves)

- 181st TIE Squadron Added (TIE Defenders)

- Hero bomber/fighters

- Combat Bonus:

- Fighters +25% Firepower

- Increased firepower for Soontir Fel and Maarek Stele's Defenders

- Added to GC

- Juggernaut increased speed, firepower, garrison, armor, added rockets

- Rocket volley size cut from 6 to 2

- Heavy lasers returned to light blasters

- Sentinel Assault Shuttle (Support Shuttle) added

- Mass Driver tower added as build option on Turbolaser Tower Build Pads

- Changed starting units to two TIE Fighters and two TIE interceptors to balance

- Changed Repair Sattleite to Tractor Beam

- Can capture all non-fighter ships

- Fleet Commanders now come in Improved Imperial Star Destroyers, limited to 4, available in skirmish

- Thrawn ISD model

- Tartans have 6 lasercannons (up from 4)

- Dark Trooper Phase I can now capture reinforcement points, bunkers, buildpads, outposts, captureable structures

- Dark Trooper Phase I comes in a company of 4 (up from 3)

- Dark Trooper Phase II comes in company of 3 (up from 2)

- Dark Trooper Phase III comes in company of 2 (up from 1)

- Scout Trooper comes in company of 6 (up from 2)

- Lancet laser targets all units

- Added Imperial Royal Guards to land skirmish

- Comes in 4 groups of 3 (up from 2 groups of 3)

- Effective against Infantry

- Added Imperial Royal Guards to space skirmish

- Comes in Acclamator, spawns 4 Red TIE interceptor squadrons

- SPMA-T No Longer fires goofy grenades

- Added Ion Cannon Swap

 

Rebellion Changes:

- HTTs improved (better firepower)

- Aratech 520 Battle Platform (Gargantuan-class) added

- Maximum build 3

- Added speed boost ability

- Alliance Shuttle (Support Shuttle) added

- Luke Skywalker added to Space Skirmish

- X-Wing with proton torpedoes

- Katarn added to Space Skirmish

- Moldy crow

- Rapidfire Lasers

- Garm bel Ibilis added to Space Skirmish

- Nebulon-B frigate with enhanced sheilding and speed

- Shield Flare

- Power to shields

- Yoda added to Space Skirmish

- Venator with four turbolaser batteries and two ion cannon batteries

- Assault

- Power to shields

- Carries 2 X-Wing Squadrons, 12 Reserves

- Mass Driver tower added as build option on Turbolaser Tower Build Pads

- Changed starting units to three X-Wing Squadrons to balance

- Fleet Commanders now come in Improved Mon Calimari Crusiers, limited to 4, available in skirmish

- Home One model, reduced size

- Removed turbolaser on rear of Corellian Gunboat (Invisible?)

 

Mandalorian Changes:

- Smaller Barracks added

- Second factory added

- Minelayer Corvette added

- Fixed Death Clone

- All Turbolasers and Lasercannons are Orange in space

 

 

General Changes:

- MDUs have 0 population value

- All MDUs can build:

- Shield

- Quad-Cannon

- Rapid-Fire Flak Cannon or Rapid-Fire Laser Cannon

- Defensive Station (Repair Bay, Sensor Node, Sensor Scrambler)

- Alternate Turbolaser Build Options

- Runs from ModPath

- REPLACED ORIGIN OF CORRUPTION GC TO INCLUDE MANDALORIAN FACTION (debugging - 90% complete)

- Removed GC Upgrades from starbases

- GC starbases manually self-destructable

 

 

Invisible Changes:

- Mandalorian units given own files

- Removed Hardpoint Dependance of Aggressor Fighter

 

General Gameplay Hints:

- Rebellion has more heroes are available earlier, they can give a large strategic boost

- Fleet commanders come with their own flagship, and can now be used in space skirmish, now limited to a maximum of four commanders to balance with consortium's bribery ships.

- Rebellion and Empire transports are now exetremely useful to take troops to the front lines and assist them as well

- MDUs are much more useful as they do not cost population value and can provide strategic defense without compromising offensive capabilities

- Turbolaser Towers now track air targets as well, does not pose too much of a threat to speeders due to inaccuracy, but can hurt/kill bombers, and seirously damage HTTs and Shuttles

- Alternate build options are much better against air targets than standard turbolasers

 

 

NEW FACTION: Mandalorians

PLAYABLE ON:

Skirmish/Multiplayer Skirmish (land/space)

 

Space:

- StarViper class Attack Platform

- Corrected damage

- Two Squadrons to start

- Cusader Gunship

- Corrected damage

- Kedalbe Battleship

- Removed Mass Drivers

- Decreased Volley size for turbolasers and ion cannons

- Minelayer Corvette

- Increased mine blast range

- Increased lasercannon fire volley from 5 to 7

- Starbase

- Level 3 starbase

- Main turret fires by self, given you target with the station

- Defense Sattleite

- Special Weapon

- Anti-Missile

- Shield Leeching

- Hutt Base

- Hutt Corvette

- Decreased cost to 1600 (from 1850)

- Hutt IPV

- Increased fire rate

- Cost to 900 (from 1200)

- Hutt Marauder

- Corrected Fire SFX

- Decreased cost to 2000 (from 3200)

- Hutt Venator

- Added Turbolasers

- Hutt V-Wings

- Bomber with Ion Cannon shot

- Decreased cost to 600 (from 1000)

 

Land:

- Mandalorian Soldier

- Decreased Volley Size from 6 to 3 shots

- Decreased Reload time from 6 to 5 seconds

- Mandalorian Elite Soldier

- Removed Switch Weapon (not needed)

- Changed weapon to Heavy Repeater

- Canderous Assault Tank

- Can Transport 1 Squad of 4 Infantry or 1 Elite

- Mobile Defense Unit (3 per squad)

- Disruptor Cannon Pod

- Shield Generator

- Carbonite Missile Launcher

- Darj Daedron

- Medium Repeater

- Flamethrower

- Jetpack

- Build Pads

- Shield Generator

- Rapid-Fire Laser Cannon

- Offensive Sensor Node

- Disruptor Cannon Pod

- Carbonite Missile Launcher

- Outpost

- Mining Facility

- Hutt Palace

- Hutt Soldiers

- Hutt PLEX

- Hutt Field Commander

- Twi'lek Infiltrator

- Pod Walkers

- Skiffs

- Swampspeeders

- Turbolaser Tower

- Hypervelocity Cannon Tower

- Bunker Pad

- Bunker

 

 

====

Thanks to:

- [uIMC}Tarkin(-o-) that made me start this (I would never have started modded FoC otherwise)

- Major Payne for Aggressor Assault Fighter base and Arc Hammer Base

- SWM for HAP base (520 Battle Platform)

- HK-47 for bringing up the Alliance Shuttle

- 1upD for Beta Testing, Darj Daedron re-Skin, Mandalorian Elite re-Skin

- EwokFist for Darj Daedron, and making me thank the following :P (cause of prerequsite):

- EvilleJedi for the *only* warlords model in the mod (Assault Gunboat)

- Codeuser for converting it

- Jeteye1 for, unknowingly, giving me ideas when he asks for help on HIS mod :P

- Ghostly_Substance for the Red TIE Interceptors used for Imperial Guards (pointing out the file, at least...who made them?)

- swfan654 for purple laser

- Petroglyph for Tractor Beam sattleite, Annihilator SSD, and for making FoC easier to mod..and a lot of things

 

http://screenshot.xfire.com/screenshot/natural/8a28edc8e5a0626865733d26480089222f924120.png

Nukes XD

 

http://screenshot.xfire.com/sspopup/773c8d6e44361f3ba5608b342012807aac72b4f7.png

Edited SPMA-T. Swaps weapons between Ion Cannons (Blue) and Turbolasers (Green). Pretty powerful, so doubled cost to 2200 a company.

 

http://screenshot.xfire.com/sspopup/049a73030e0ce3ff9578834ed55582f4a0497d02.png

Aggressor Fighter's Plasma Shot. Not like it needs it, but they are now on par with corvettes at a ration of 2 squadrons to one corvette. The way I wanted them to be...making up for the ZC's lack of corvettes.

 

That's about it...a minot update, but I started work on this again.

http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg

"That was fun"

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Wow! Gonna be a sweet update. Uh, don't you agree that the Sentinel Lander (and possibly the Alliance Shuttle) is a *bit* overpowered? Or at least, the ZC and Mandalorians could have a "assault transport" too.  ::)
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http://screenshot.xfire.com/screenshot/natural/8a28edc8e5a0626865733d26480089222f924120.png
WHOA!!!!

*watches mass destruction*

How the heck did you do that?

"I feel fantastic and I'm

Still Alive

and when you're dying I will be

Still Alive

and when you're dead I will be

Still Alive

STILL ALIVE"~GLaDOS

Anybody who thinks Palpatine is a sepratist knows NOTHING about star Wars

When in doubt- rocket it.

Dowload The Underworld's Might beta from Filefront!

Link to comment
Share on other sites

I changed the explosion and blast radius/damage too...so now the bombing runs is as powerful, if not more powerful than the bombardment after upgrade.

 

You need to buy the nuclear tech on black market before you get to use it, but once you get it its quite...overpowering...since you can bomb the living heck out of the enemy, and drop time-delay nukes with pulse cannon tanks.

 

About the flyers, The ZC is lacking in air-defense, yes...since they lost the Canderous. I'd guess that the Hero Transport can be an assault transport for the ZC. Canderouses can pretty much annihilate those air transports though, I do believe.

 

Better fix those two broken links... (Praying these work)

 

http://screenshot.xfire.com/screenshot/large/773c8d6e44361f3ba5608b342012807aac72b4f7.png

^ The SPMA one

 

http://screenshot.xfire.com/screenshot/large/049a73030e0ce3ff9578834ed55582f4a0497d02.png

The Aggressor Fighter one

 

EDIT: http://files.filefront.com/D803_2_Modrar/;6575604;;/fileinfo.html

Edited by Droid803

http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg

"That was fun"

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hmmm.......

All this mass destruction is inspiring.

 

Maybe I should have Trihexalon bombardment....

How would I do that?

hmmm.......

"I feel fantastic and I'm

Still Alive

and when you're dying I will be

Still Alive

and when you're dead I will be

Still Alive

STILL ALIVE"~GLaDOS

Anybody who thinks Palpatine is a sepratist knows NOTHING about star Wars

When in doubt- rocket it.

Dowload The Underworld's Might beta from Filefront!

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