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Stellar_Magic

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  1. I understand your concerns, right now I'm talking about the final product note version 0.1. There will be some early releases which will probably be drastically different then this. I will probably utilize EvilleJedi's excellent models whenever possible. They will be modified for optimal use in EAW I'm sure (As to whether I'll be doing this or EvilleJedi is up to debate and up to him) I'll also have a skin for each side as well as perhaps some cool skins for the training levels. Imperials flying black and silver N-1 Starfighters instead of the yellow and silver of the Nabooian forces, AT-ATs with noseart... I'd love to have some help, so if anyone is willing and able just jump right in and pm me.
  2. X-wing vs. Tie Fighter: Balance of Power mentioned it I think.
  3. I'm going to close this thread. We've got a thread for this mod in the NMA forum. All further discussion of the mod will take place there.
  4. Well I know I'm going to have to edit some of the scripts so that the game will know how to build the new bases.
  5. I guess this means that Petroglyph will release the Source Code... Excellent. Unfortunately my abilities with C++ are rather limited.
  6. I've been thinking about technology trees and have come up with the following system for technology trees. There will be basically two seperate technology trees, a side based tech tree, and a corporation based tech tree integerated together. Here is how they'll work. There are five levels to each planet... Each level is opened up by the construction of a specific side headquarters building. These buildings are the headquarters for your faction's operations on the planet. Imperial Headquarters Buidlings: Level 1 Governor's House Level 2 Governor's Palace Level 3 Moff's Palace Level 4 Grand Moff's Palace Level 5 Royal Palace Alliance Headquarter's Buildings: Level 1 Alliance Embassy Level 2 Alliance Headquarters Level 3 Planetary Council Chambers Level 4 Sector Council Chambers Level 5 High Council Chambers Each Level will have its own specified buildings for the training of troops and combat formations. These buildings do not open up the construction of units in general, you will be required to build a factory to produce the equipment as well as the training facilities. The amount of training a unit is capable of recieving is dictated by the level of the base training facilities. Imperial Training Facilities: Level 1 Imperial Arsenal Level 2 Imperial Barracks Level 3 Imperial Weapons Range Level 4 Imperial Practice Field Level 5 Imperial Advanced Training Facility Alliance Training Facilities: Level 1 Alliance Arsenal Level 2 Alliance Barracks Level 3 Alliance Weapons Range Level 4 Alliance Practice Field Level 5 Alliance Advanced Training Facility Each Level will also have its own trade and taxation facilities as well as facilities for the mining and processing of natural resources found upon the world. In space the levels will play out much the same way as they do on the ground. There will be five levels of space station, each will allow the training of better trained units then the levels below as well as increasing trade income. So, side facilities allow the construction of units of higher training levels, but you still have to build the corporation facilities in order to construct equipment with which to arm them. The Corporation Tech Tree is similar but different. Possession of a world where the corporation is based enables the construction of a corporate office for that corporation at any of your bases. The office enables the construction of design bureaus and corporate research facilities. The design bureaus research the product lines and then you construct a factory or shipyard for the building of each product. So long as you have a corporate office on a world you can continue to advance up the corporation's technology tree.
  7. Star Trek vs. Star Wars: The White Admiral Part III Grand Admiral Thrawn folded his hands in front of him and starred out at the glistening blue tunnel that was hyperspace. He turned as Pellaeon approached holding a data pad. Slowly Thrawn took it and read the contents, “So Fondor has begun construction on a Sovereign Class Star Dreadnaught.” “Yes Admiral, I’m surprised that it was in the Wayland archives,” Pellaeon answered slowly. Thrawn allowed himself a slight smile, “You’d be surprised how many designs for weapons that are in that warehouse.” He shrugged, “Weapons that are rare, or nearly impossible to find, but still extremely effective.” The Admiral smiled coldly, “Weapons and vessels which we must build our plans upon.” “What of the unknown ship?” Pelleaon asked slowly as he punched the second holo up onto the display, “We didn’t get a good look at it, but it’s clearly not an imperial design.” “No,” Thrawn answered quietly, “It is not.” “Sir?” “I’ve seen such ships before, long before I joined the deceased emperor. It is a raporan vessel.” “Raporan?” Pelleaon asked, his grey mustache quivering. Thrawn nodded, “They are a species I’ve had some… dealings with on the outer rim. I would prefer avoiding a clash with them if it is at all possible.” “Understood sir.” “Unfortunately we may encounter them weather we want to or not,” Thrawn stood, “Instruct Dorja to return to the Polaron V Garrison. We’ll proceed onward to Fondor.” * * * Captain Talam pulled the switch of his belt and slipped out of his seat, “Take over Lieutenant.” They’d been watching the shipyards and assembly facilities from a distance, monitoring the deployment of defenses, the work of the construction teams, and any arrivals in the system. So far there’d been little activity of note, the shipyards were busily laboring on their assigned tasks, the garrison was conducting its patrols in a routine manner, and all of the combat ships spotted within the system hadn’t moved. Talam sighed as he dropped himself in a seat across from Sensor Operator Johan Velate. Johan pulled a small bottle of corellian ale from his breast pocket and tossed it to his commander, “Here sir.” “Thanks,” Talam answered as he unscrewed the cap of the bottle and leaned back in his seat, “It’s been what? Thirty hours now?” “Something like that,” Johan replied quietly, “What’s forty-eight hours in a chair?” Talam closed his eyes as he leaned back in his seat, “An accident waiting to happen.” He quickly fell to sleep in the chair as his comrades continued to work at their posts. To him he had barely drifted into the soft netherworld of dreams when he was blasted awake. “Sir!” Johan yelled from his console, his tired face now taunt with adrenaline, “Ships exiting hyperspace, two-thousand kilometers dead aft!” Talam shot out of his seat, “Identify!” “It’s the Chimaera!” Johan shouted in relief. * * * The somber silence of space was torn by the thunder of engines as an imperial combat force dropped out of hyperspace. The angular form of the five star destroyers, two Imperial IIs the other three Victory IIs, lay at the center of the formation. Scattered around them was a cloud of support ships, varying in size and power. All the ships had clear damage, open wounds and blackened hulls from their skirmish with the borg. Still their hulls remained strong and resilient, their sensors active, and their weapons ready. Onboard the Relentless, Captain Dorja paced the command deck of the bridge. He listened to the quiet labor of the crew and glanced from post to post noting which control stations were disabled or unused. The clack of heels behind him announced the arrival of Lieutenant Mitchell, “Yes, lieutenant?” “Sir, we’ve compiled the status report you requested.” Dorja nodded without turning, “Good, I trust the Admiral’s modification has been put in place.” “Yes sir, all turbolaser crews have installed and tested the re-modulators, we’ll be able to easily triple the length at which are weapons will be effective.” “I hope it won’t come to that lieutenant.” Captain Dorja finally turned toward his subordinate, “The Borg probably have more tricks up their sleeve. We can only prepare for the unknown and only guess what the universe will hand us.” “Yes sir.” Out beyond the sensor range of the Relentless the eight dark cubes watched and waited. The ghostly green glow reflected off the smaller hulks of their attendant vessels. Slowly the eight dark shapes drifted closer, fusing into one enormous mass, creating one vessel, six kilometers long, six kilometers high, and six kilometers tall. A Borg Fusion Cube. * * * Grand Admiral Thrawn smiled coldly as Captain Talam came clanking down the ramp of the Ferret Scoutship and saluted, “Excellent work Captain.” “Thank you sir,” Captain Talam answered wringing his hands, “I’ll have my report ready for you within an hour.” “No need to rush Captain, you should get a shower and some sleep before putting words to your actions,” Thrawn answered. Captain Talam smiled, “Thank you sir, I’ll have that report ready for you tomorrow then.” “I look forward to it Captain,” Thrawn answered as he turned away and headed for the turbolifts. As he stepped into the lift Thrawn glanced at Pelleaon, “Any response from the shipyards?” “No sir, not even a blink. It’s as though they didn’t even see us drop into the system.” Pelleaon frowned, “We’d have been hard pressed to detect the arrival if we were in their position.” “Maybe Captain,” Thrawn glanced at the two fleet guards beside the lift as the door slid open and they stepped out onto the bridge, “Somehow I doubt they missed our arrival.” As Thrawn came to the command chair he stopped, “Either way, we’ll find out soon enough. Helm, bring us within sensor range of the shipyards. Comm, hail the shipyards.” “Aye sir,” The communications officer replied as she knelt in front of her control board. She stopped almost instantly, “The Shipyards are responding. Admiral Dave Reinach commanding…” “Put them on Holo,” Thrawn answered as he slid into the command chair. The fuzzy blue image of an aging Imperial Rear Admiral appeared before them. He held his hands before him, clasped just above his belt. His worn face betrayed age and struggle but his build was strong, not yet marred by the wear of advanced years. Thrawn stood, “Admiral Reinach, it is a pleasure to see you again.” The old admiral’s eyes widened, “Grand Admiral Thrawn, how is this possible, you’re dead…” * * * Captain Dorja frowned as he stepped into his quarters. The door slid shut behind him, plunging the room into darkness. Soon another day would dawn, and with it many more challenges.
  8. Yeah, take out Mon Calamari or Corellia with a Death Star and the Rebels are thoroughly owned... Thats why I'd anticipate the Rebel Player will fortify Mon Calamari like mad. Historically during the galactic civil war fully a third of the rebel's forces were deployed in defense of Mon Calamari at any one point in time. Of course the Rebels could also snatch Kuat from the Empire... With a Corporation based tech tree you're forced to think about what your next move should be.
  9. Thanks Delphi, that information will be useful.
  10. So each planet can only build one thing at a time?
  11. Probably wouldn't work, as far as I can tell from what Delphi is said there is no way to keep track of the number of kills a unit has... Anyway, here's some things to debate. Which Corporation should we give these ships too? Assault Frigate Mk. 2 Tartan Patrol Cruiser Broadside Cruiser I personally think the Assault Frigate Mk. 2 is a KDY vessel due to its similarity with the Nebulon B-2 Frigate. The Broadside is small with lines that are reminiscent of both the SoroSuub Liberator Class and Corellian Armada Battlecruiser. The Tartan is really hard to place, I'd have to say that it is similar in design to both the Eidelon Cruiser and Lancer Frigate. I think they're KDY but I could be wrong.
  12. The Good: Ground based weaponary, watch that Space Station Explode!!! Kuat and Fondor are in! I like the constant status updates you hear in the space battles. The Bad: Few unit types. How many shots can an infantryman take from an AT-ST? Come on!
  13. What is AAA? Anti-Aircraft Artillery. Well the AT-IC is debatable since it retains the armament of an AT-AT.
  14. You'll have to event some. None of Darth Maul's stuff was of Zabrack Manufacture... Most of it was built by Kuat. If you're looking for wookie units, take some from Star Wars Battlegrounds.
  15. The Bothans have their own military organization and tradition as well as control of a substantial amount of space. Worlds: Bothawui and Kothlis Advantage: Excellent Intelligence Organization, A Trade Multiplier, and military tradition Units: Bothan Spies, Bothan Paramilitary, Golan Defense Platforms, Dreadnaughts, Z-95s, and Skipray Blastboats Twi'lek, much like the bothans have their own military tradition albiet a less well known one due to the prevelence of trade. They're extremely hardy but claim little space beyond their homeworld. Worlds: Ryloth Advantage: Trade Bonus, Unique units Units: Chir'daki starfighter, Twi'lek dancers, Twi'lek warriors. The Hutts control the largest amount of space beside the Empire and Rebel Alliance. They maintain this control through massed armies of mercenaries and armed thugs which are more then willing to kill for pay. Worlds: Tatooiene, and Nar Shadaa, Nal Hutta Advantage: Massive and cheap units as well as smugglers, mercenaries, and bounty hunters. Units: Sail Barge, Rodian and Weequay infantry, Pirate and Spice Vessels. The Hapans, just behind the Hutts in total space under their control, the Hapan Consortium is a Matriarchy whose base of power lies within a small cluster of stars. They have a massive fleet of their own. Worlds: Hapes Advantage: Proficient Space arm with a military tradition. Units: Nova Class Frigate, Battle Dragon Class Destroyers The Corellian Diktat is one of the most powerful totalitarian governments in all the Galaxy. Wielding a massive fleet that even makes the Imperial Navy hesitant to confront the Diktat controls all the world of the Corellian Star System. Worlds: Corellia Advantage: Exceptionally large naval force equipped with Dreadnaught class vessels. Units: Corellian Corvette, Corellian Gunship, Corellian Frigates, Corellian Armada Class Battleship... etc. The Corporate Sector Authority is a massive military organization which is semi-autonoums from the Galactic Empire. They've been reknown in their skill at hunting down smugglers. Worlds: ??? Advantage: Fast well armed ships, flamethrower infantry. Units: Maraudar Corvette, Flamethrower Infantry, Corsair class starfighters. The chiss, well we can leave them out, they're in the unknown regions, far from the action.
  16. The Wookie's are fairly high tech remember. As for other races. The Chiss The Hutts The Bothans The Twi'lek The Corporate Sector Authority The Corellian Diktat All of them would make an excellent additional faction to play as.
  17. Well for a first version you should just make a playable version of the races that are in the game's vanilla. Anyway, StarWars.com stinks when it comes to information in the Databank. I'd suggest TheForce.net's unoffical encyclopedia.
  18. I'd prefer a scalpel over a jackhammer. Here is the start of a Unit List for you guys to chew on. Unit List: Each unit comes in nine separate versions: Untrained, Basic, Trained, Highly Trained, Elite, Heroic, Legendary, Clone, and Spaarti Clone. Training When you select a unit for construction you are faced with a choice, how well trained of a formation do you want. As you would expect the better trained the unit the greater accuracy it has in combat, but more then just accuracy is affected. Beginning with units which are heroic the unit also affects the ability of its neighbors increasing their accuracy much in the same way that some heroes affect their troops. The more highly trained a unit the longer it takes to construct and the more expensive it will be you have to pay for all those extra man hours after all. Clones Construction of Clone units requires possession of Kaminoan Clone Facilities, and Spaarti Clones require possession of Spaarti Cloning Centers. Clones take about seven game years to produce, and feature all the abilities of a Highly Trained unit with the addition of extra health and double the accuracy. Spaarti Clones take approximately one and a half years to build at game start, however if you possess Myrkr you can research yslamari gathering and cut the build time to two game weeks. A Spaarti Clone possesses all the abilities of a Legendary Unit, with slightly better health and accuracy. The Galactic Empire Ground Forces: Infantry: Anti-Armor Teams Small two man teams armed with concussion missile launchers, proton torpedo tubes, concussion rifles, or disruptors. Anti-Armor teams are a vital part of combat for infantry formations, without them it is almost certain that an attack supported by walkers or hovertanks will succeed. Stormtrooper Anti-Armor Team (Golan FC-1 Flechette Launcher) Stormtrooper Anti-Armor Team (Merr-Sonn PLX-2M) Stormtrooper Anti-Armor Team (Stouker Armaments Concussion Blast Rifle) Army Anti-Armor Team (Golan FC-1 Flechette Launcher) Army Anti-Armor Team (Merr-Sonn PLX-2M) Army Anti-Armor Team (Stouker Armaments Concussion Blast Rifle) Fleet Anti-Armor Team (Golan FC-1 Flechette Launcher) Fleet Anti-Armor Team (Merr-Sonn PLX-2M) Fleet Anti-Armor Team (Stouker Armaments Concussion Blast Rifle) Close Combat Teams There are some combat situations in which the Galactic Empire has found that it is more cost effective to equip troops with blaster pistols of various powers for close combat duty, like fighting in cities, and within the confines of a starship. Deployed in teams of five, close combat infantry have little use except as cannon fodder for urban warfare. Stormtrooper Close Combat Team (Blastech DC-15s) Stormtrooper Close Combat Team (Blastech DH-17) Stormtrooper Close Combat Team (Blastech DL-18) Stormtrooper Close Combat Team (Blastech DL-44) Stormtrooper Close Combat Team (Merr-Sonn Flash 4) Stormtrooper Close Combat Team (Merr-Sonn M-44) Stormtrooper Close Combat Team (SoroSuub Fast Shot) Army Close Combat Team (Blastech DC-15s) Army Close Combat Team (Blastech DH-17) Army Close Combat Team (Blastech DL-18) Army Close Combat Team (Blastech DL-44) Army Close Combat Team (Merr-Sonn Flash 4) Army Close Combat Team (Merr-Sonn M-44) Army Close Combat Team (SoroSuub Fast Shot) Fleet Close Combat Team (Blastech DC-15s) Fleet Close Combat Team (Blastech DH-17) Fleet Close Combat Team (Blastech DL-18) Fleet Close Combat Team (Blastech DL-44) Fleet Close Combat Team (Merr-Sonn Flash 4) Fleet Close Combat Team (Merr-Sonn M-44) Fleet Close Combat Team (SoroSuub Fast Shot) Command Teams Armed with pistols or rifles, one of the most important elements of any military formation is its officer cadre. Troops require direction and supervision in order to perform at their best. Placing officers near or within the combat zone will increase the effectiveness of your units. Stormtrooper Command Team (Blastech DC-15s) Stormtrooper Command Team (Blastech DH-17) Stormtrooper Command Team (Blastech DL-18) Stormtrooper Command Team (Blastech DL-44) Stormtrooper Command Team (Blastech E-11) Stormtrooper Command Team (Blastech E-11A) Stormtrooper Command Team (Blastech E-11A1) Stormtrooper Command Team (Blastech E-11B) Stormtrooper Command Team (Blastech EE-3) Stormtrooper Command Team (Blastech A280) Stormtrooper Command Team (Merr-Sonn Flash 4) Stormtrooper Command Team (Merr-Sonn M-44) Stormtrooper Command Team (Merr-Sonn LD-1) Stormtrooper Command Team (Merr-Sonn G8) Stormtrooper Command Team (SoroSuub Fast Shot) Stormtrooper Command Team (SoroSuub Firelance) Stormtrooper Command Team (SoroSuub Stormtrooper One) Stormtrooper Command Team (SoroSuub Heavy Tracker 16) Army Command Team (Blastech DC-15s) Army Command Team (Blastech DH-17) Army Command Team (Blastech DL-18) Army Command Team (Blastech DL-44) Army Command Team (Blastech E-11) Army Command Team (Blastech E-11A) Army Command Team (Blastech E-11A1) Army Command Team (Blastech E-11B) Army Command Team (Blastech EE-3) Army Command Team (Blastech A280) Army Command Team (Merr-Sonn Flash 4) Army Command Team (Merr-Sonn M-44) Army Command Team (Merr-Sonn LD-1) Army Command Team (Merr-Sonn G8) Army Command Team (SoroSuub Fast Shot) Army Command Team (SoroSuub Firelance) Army Command Team (SoroSuub Stormtrooper One) Army Command Team (SoroSuub Heavy Tracker 16) Fleet Command Team (Blastech DC-15s) Fleet Command Team (Blastech DH-17) Fleet Command Team (Blastech DL-18) Fleet Command Team (Blastech DL-44) Fleet Command Team (Blastech E-11) Fleet Command Team (Blastech E-11A) Fleet Command Team (Blastech E-11A1) Fleet Command Team (Blastech E-11B) Fleet Command Team (Blastech EE-3) Fleet Command Team (Blastech A280) Fleet Command Team (Merr-Sonn Flash 4) Fleet Command Team (Merr-Sonn M-44) Fleet Command Team (Merr-Sonn LD-1) Fleet Command Team (Merr-Sonn G8) Fleet Command Team (SoroSuub Fast Shot) Fleet Command Team (SoroSuub Firelance) Fleet Command Team (SoroSuub Stormtrooper One) Fleet Command Team (SoroSuub Heavy Tracker 16) Light Repeater Teams The most destructive of forces against infantry are repeating blasters such as the Blastech T-21 and E-web, however the E-web is too cumbersome to be easily used and transported by a small infantry team that can keep up with assaulting troops. That’s why the light repeater teams are so important, they can fire while moving and support advancing rifle teams. These Light Repeater Teams are often a small force of only two troopers armed with their weapons. Stormtrooper Light Repeater Team (Blastech DLT-20a) Stormtrooper Light Reapeter Team (Blastech T-21) Stormtrooper Light Reapeter Team (Merr-Sonn Rotary) Army Light Repeater Team (Blastech DLT-20a) Army Light Repeater Team (Blastech T-21) Army Light Repeater Team (Merr-Sonn Rotary) Fleet Light Repeater Team (Blastech DLT-20a) Fleet Light Repeater Team (Blastech T-21) Fleet Light Repeater Team (Merr-Sonn Rotary) Recon Teams While the most visible form of the Imperial Reconnaissance wing is the Speeder mounted scout trooper, the Empire also utilizes three man leg infantry reconnaissance teams. These teams are trained to fight as well as to report in enemy activity. They have one of the greatest lines of sight of any imperial ground formation. Stormtrooper Recon Team (Blastech DC-17m) Stormtrooper Recon Team (Blastech E-11) Stormtrooper Recon Team (Blastech E-11A) Stormtrooper Recon Team (Blastech E-11A1) Stormtrooper Recon Team (Blastech E-11B) Stormtrooper Recon Team (Blastech EE-3) Stormtrooper Recon Team (Blastech A280) Stormtrooper Recon Team (Merr-Sonn LD-1) Stormtrooper Recon Team (Merr-Sonn G8) Stormtrooper Recon Team (SoroSuub Firelance) Stormtrooper Recon Team (SoroSuub Stormtrooper One) Stormtrooper Recon Team (SoroSuub Heavy Tracker 16) Army Recon Team (Blastech DC-17m) Army Recon Team (Blastech E-11) Army Recon Team (Blastech E-11A) Army Recon Team (Blastech E-11A1) Army Recon Team (Blastech E-11B) Army Recon Team (Blastech EE-3) Army Recon Team (Blastech A280) Army Recon Team (Merr-Sonn LD-1) Army Recon Team (Merr-Sonn G8) Army Recon Team (SoroSuub Firelance) Army Recon Team (SoroSuub Stormtrooper One) Army Recon Team (SoroSuub Heavy Tracker 16) Fleet Recon Team (Blastech DC-17m) Fleet Recon Team (Blastech E-11) Fleet Recon Team (Blastech E-11A) Fleet Recon Team (Blastech E-11A1) Fleet Recon Team (Blastech E-11B) Fleet Recon Team (Blastech EE-3) Fleet Recon Team (Blastech A280) Fleet Recon Team (Merr-Sonn LD-1) Fleet Recon Team (Merr-Sonn G8) Fleet Recon Team (SoroSuub Firelance) Fleet Recon Team (SoroSuub Stormtrooper One) Fleet Recon Team (SoroSuub Heavy Tracker 16) Rifle Teams Equipped with blaster rifles, eight man rifle teams form the backbone of every modern army. Each soldier is given a blaster rifle with a maximum range of between 150-300 meters as well as grenades of various types. Each soldier also carries a number of grenades for close range combat and use against light vehicles. Stormtrooper Rifle Team (Blastech DC-17m) Stormtrooper Rifle Team (Blastech E-11) Stormtrooper Rifle Team (Blastech E-11A) Stormtrooper Rifle Team (Blastech E-11A1) Stormtrooper Rifle Team (Blastech E-11B) Stormtrooper Rifle Team (Blastech EE-3) Stormtrooper Rifle Team (Blastech A280) Stormtrooper Rifle Team (Merr-Sonn LD-1) Stormtrooper Rifle Team (Merr-Sonn G8) Stormtrooper Rifle Team (SoroSuub Firelance) Stormtrooper Rifle Team (SoroSuub Stormtrooper One) Stormtrooper Rifle Team (SoroSuub Heavy Tracker 16) Army Rifle Team (Blastech DC-17m) Army Rifle Team (Blastech E-11) Army Rifle Team (Blastech E-11A) Army Rifle Team (Blastech E-11A1) Army Rifle Team (Blastech E-11B) Army Rifle Team (Blastech EE-3) Army Rifle Team (Blastech A280) Army Rifle Team (Merr-Sonn LD-1) Army Rifle Team (Merr-Sonn G8) Army Rifle Team (SoroSuub Firelance) Army Rifle Team (SoroSuub Stormtrooper One) Army Rifle Team (SoroSuub Heavy Tracker 16) Fleet Rifle Team (Blastech DC-17m) Fleet Rifle Team (Blastech E-11) Fleet Rifle Team (Blastech E-11A) Fleet Rifle Team (Blastech E-11A1) Fleet Rifle Team (Blastech E-11B) Fleet Rifle Team (Blastech EE-3) Fleet Rifle Team (Blastech A280) Fleet Rifle Team (Merr-Sonn LD-1) Fleet Rifle Team (Merr-Sonn G8) Fleet Rifle Team (SoroSuub Firelance) Fleet Rifle Team (SoroSuub Stormtrooper One) Fleet Rifle Team (SoroSuub Heavy Tracker 16) Armor Artillery Vehicles The most powerful weapon on the battlefield is artillery, but field artillery is vulnerable from attack at close range by most units. It’s set up time and inability to fire on the move in most situations keeps them vulnerable. AT-AA Walker MPTL-2A Artillery Piece SPMA-T Walker SPHA-C Walker SPHA-I Walker SPHA-T Walker SPHA-V Walker Assault Vehicles The heaviest of vehicles utilized by the Empire, assault vehicles such as the Juggernaught, AT-AT, and AT-TE are all but invulnerable to most weapons. However most are relatively vulnerable to missiles. AT-AT Walker AT-HE Walker AT-TE Walker HAVr A9 Floating Fortress HAVw A4 Juggernaught HAVw A5 Juggernaught HAVw A6 Juggernaught Combat Vehicles Heavier then scouts but lighter then assault vehicles. Combat vehicles fill a niche between the most powerful of weapons and the scout vehicle’s arms. They’re invulnerable to small arms fire, but even modestly larger weapons can cause severe damage to the vehicles. 1-H Tank 1-M Tank AT-ST Walker AT-ST/A Walker AT-ST/U Walker *Fan-fictional unit created for IMPS: The Relentless AT-AR Walker AT-IC Walker AT-AP Walker AT-XT Walker T1-B Tank T2-B Tank T3-B Tank T4-B Tank Tie Mauler Tank Tie Crawler Tank PX-4 Tank PX-7 Tank PX-10 Tank Command Vehicles Like infantry, armored vehicles require command and control. They have the same effects as infantry command teams. AT-AT Walker AT-HE Walker AT-TE Walker HAVr A9 Floating Fortress HAVw A4 Juggernaught HAVw A5 Juggernaught HAVw A6 Juggernaught 1-H Tank 1-M Tank AT-ST Walker AT-ST/A Walker AT-ST/U Walker *Fan-fictional unit created for IMPS: The Relentless AT-AR Walker AT-IC Walker AT-AP Walker AT-XT Walker T1-B Tank T2-B Tank T3-B Tank T4-B Tank Tie Mauler Tank Tie Crawler Tank PX-4 Tank PX-7 Tank PX-10 Tank 1-L Tank 2-M Tank AT-PT Walker AT-RT Walker LAVr QH-7 Chariot Scout Vehicles Scout Vehicles are among the most common vehicles in any army. They rely on their speed for survival due to their vulnerability to most weaponry. The vehicles also have the largest line of site for ground units. 1-L Tank 2-M Tank AT-PT Walker AT-RT Walker LAVr QH-7 Chariot Airborne Forces: Atmospheric Fighters While Starfighters are the most well known and visible symbols of aerial combat, they are not true aircraft but spacecraft. Compared to pure atmospheric craft, their performance falters within the thin band between earth and space. While most imperial strategists may ignore the utility of Atmospheric Fighters you may choose a different route. Z-95 Mark I Z-95 Mark II T-16 Skyhopper T-47 Combat Speeder Atmospheric Gunships The utility of Atmospheric Gunships such as the LAAT deployed by the clone armies at Geonosis is often debated amongst naval strategists. Because of its reliance on atmospheric flight in the early versions the vehicle was continuously vulnerable to attack before its deployment in the upper atmosphere. LAAT
  19. I was considering doing that, but I'd first have to figure out how.
  20. I don't think Eville Jedi knows the definition of a "small" modification.
  21. OMG... I wonder if Eville Jedi still has his April fools link up. Ewoks in warlords...
  22. Cain has just been a little overenthusiastic. Give him awhile to calm down.
  23. I could put them in I suppose. Don't expect everything right away though.
  24. While aquiring corporations to unlock technology will increase the strategic depth of the game there is another area where strategic depth is increased, training levels of units. At each level the build time as well as the cost is increased but so is the unit's effectiveness. Untrained-The build time is equal to the construction time of the equipment utilized. Accuracy is horrendous with hundreds of shots fired with little likelihood of hitting anything. Basic-The build time is a minimum of six game weeks. Troops have slightly better health and accuracy then untrained troops. Trained-Build time is a minimum of twelve weeks. Troops finally have recieved basic combat training and drill. Accuracy is improved but still relatively poor in combat conditions. Highly Trained-Build time is a minimum of six game months. Specialized training allows for less time between bursts of combat. Accuracy is moderate in combat conditions. Elite-Build time is a minimum of a year of training. Accuracy is high but not yet superb. Heroic-Build time is now a minimum of two years. Heroic units increase the accuracy of surrounding units. Their accuracy is superb. Legendary-Build time is now a minimum of four years. Their accuracy is perfect, and the accuracy of surrounding units is further increased by their presence.
  25. Well before finalizing anything I'll need to get a look at how the game is structured. In order to do that I'll have to at least wait until the demo is out.

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