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Tulon

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Everything posted by Tulon

  1. Well, Mon Calamari doesn't has a ground map either. Since both MC and Kamino are water worlds I'd say it is intended to be like that.
  2. Works with Tusken Raiders too. ;D
  3. But don't you think this would kind of severely imbalance the whole game? Nobody would build starships at all if he can just rush with Acclamators and/or Venators who only cost as much as ground units ... But even if you raise the cost of the ground unit to a ridiculously high value (from ~100 to what the Acclamator/Venator usually cost) you still have a unit that can do both ground AND space battles, which is something only a few of the hero units can do. Don't get me wrong - I do like the idea. I just doubt the game would still be playable. What I would do is give the ordinary transports and shuttles (especially the Lambda class) a little more firepower and less hull, so they can deal out more damage but don't last several minutes under the concentrated fire of three fighter squadrons and a capital ship.
  4. I heard there's even Inquisitor Tremayne supposed to be somewhere in the demo files. Too bad they opted to take him out. :/
  5. The space battles are great fun, but unfortunately as I tried a ground invasion the larger buildings were invisible - I could only see them on the small map, and bombing them with my TIEs proved to be ineffective too. :/ But I have to say, nothing is more fun than ripping a VSD apart with Zaarin's Star Destroyer. ;D As a side note: maybe give Piett's ISD a red colour in your next version of the mod; this would fit nicely since red markings upon imperial vessels indicate that the unit belongs to the Azure Hammer Command - the Core Worlds Defense Fleet which has their HQ on Anaxes (check the Acclamator on this picture). Thus I think red would fit better than green - and looks better, too. Just my opinion, though.
  6. Yep. The X-1 is the most closest model to the MKII, I guess (after all, it's the direct predecessor). Maybe later Cain can exchange them with a real MKII model if someone makes it. From what I've seen around here there are a lot of talented modelers in these boards.
  7. As for Star Wars, I highly recommend the Wookiepedia. It's like Wikipedia, but 100% Star Wars. I've been writing a few things there myself.
  8. Now that's cool. Can you rename these fighters, too? Vader's X-1 (experimental) was a unique TIE, but the MK2 was a serial model. Can't wait for 5.0 to be released. ^^
  9. Say, is it possible that the link is broken somehow? I tried downloading the mod and all I got was an empty ZIP-file which I was unable to open. Other than that I know this is a great mod, I'll continue playing the older version until I'm able to get 4.0 from somewhere. By the way - any plans on including Zaarin as a hero unit? You could probably give him an Imperial class Star Destroyer (the "Glory" was his flagship in the good old TIE-Fighter campaign) and then disable his options of building anything larger than a VSD (due to lack of support). This would fit perfectly with what has been said about the ship - "the appearance of the Glory usually indicated that the Admiral had personal interest in a matter". Give the player one or two more ISDs but don't let him build more, so he has to be cautious when employing these ships since only the "Glory" would respawn - after some time. As for the special ability besides the tractor beam I'd just give him either "Power to Shields" or "Power to Engines" (the "Glory" tended to retreat early when getting under fire) and add a few hitpoints to the ship to make it last a little longer than a standard ISD. Maybe also make TIE Advanced (Vader's TIE with A-Wing stats?) squadrons buildable and label them as MK II. This would fit perfectly with Zaarin, too, since he had an edge in TIE technology and equipped some of his squadrons with low-power shield generators, too. As for the ground troops you could only make pirate/mercenary units buildable, backed up by TIE tanks. Maybe modify their equipment so that Zaarin has a chance to stand against other armies with them. You could even let him still build some heavier Imperial units, but with ridiculously high cost (due to the need of bribing imperial commanders and their troops to join him) so he might still get his hands on an AT-AT if he is able to gather enough credits. But please let him land more than one unit at a time. All in all, Zaarin should have a small advantage in space combat (as long as the numbers are somewhat even) and a small disadvantage in ground battles. Whew ... a lot of ideas. Well, it's your choice if you would want to include them. Oh, and thanks for creating this mod.

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