Description

Welcome! Version 1.43 as of December 1st 2017 Revisiting the Galaxy - a SWGB mod by Triden The mod is part of a bigger project for SWGB and Clone Campaigns. The main goal of this idea is to give the game more challenging gameplay without unbalancing it. Added some units that already existed on the game code but wans't available, like wookies and confederacy heavy strike mech and repeater trooper of every civilization, and much more. Some units that didn't have a good use on the game got new impressive attributes so that they have strong and weak points, such as the grenade trooper. Many units of a civilization, both military and workers, got some unique attributes to make each civ different, but still balanced. Gameplay is much more dynamic, check it out! Please read the changelog below, test the game, give me some feedback, let's make SWGB an interesting game again!

Preview
Revisiting the Galaxy - Version 1.43
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Lord_Baal
Lord_Baal - - 462 comments

I would recommend, just like you did with the jedi, make trooper, heavy troopers and repeater troopers recruitable separately,maybe basic trooper could cost food only, or food and carbon. Heavy ones would cost nova also and repeater troops would not only cost even more but be slower and/or something else to balance out.

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Triden007 Author
Triden007 - - 243 comments

Hi! Thanks for the feedback.
It's not written on the changelog, the repeater trooper is recruited separately, they cost 50 food and 100 carbon, increased their fire rate but decreased movement speed. Also, made them available for every civilization.
About the heavy troopers separate too? That's a good idea, I thought of making them some kind of elite troopers, cost more and having little extra time to recruit.
Sorry some changes I did not describe yet, there's still major changes to aircraft and mechs (strike mech, mech destroyer and assault mech).

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Triden007 Author
Triden007 - - 243 comments

Sorry, I made a mistake, repeater trooper cost 25 food and 50 carbon, takes a few seconds more to be recruited and yes they move slower.

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Guest
Guest - - 689,563 comments

Thank you for this mod. Very helpful... btw, keep make mods for this game. Many people thanks to you but they are silent downloader, haha

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Triden007 Author
Triden007 - - 243 comments

Boyez, can someone help me fixing the AI? Seems they can't train the "new" units, the units I altered the training button like heavy trooper and jedi masters.
Also, any bugs you'd like to report? Anything out of tracks?

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Guest
Guest - - 689,563 comments

Is this compatible with the Expanding Fronts Mod ?

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Triden007 Author
Triden007 - - 243 comments

I think not, it's a mod for the vanilla SWGB + CC, Expanding Fronts have other editions on game features. For now, it's recommended not to install it with your Expanding Fronts Mod.

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Youpla_boum
Youpla_boum - - 1 comments

Great work, I really enjoy the new destroyer mechs (make them very valuable), empire's advanced aircrafts, etc.

I still have some suggestion to balance the game :

- Cannons have become VERY powerful, can destroy a whole army in one shot (and yours too, while cannon auto-aim walls, and if your army is too close...sad ^^). I suggest : to weaken cannons OR to vastly enhance their price OR to reduce their rate of fire.

- destroyer mechs are now very versatile (a good point), but shock mechs seem now very fragile, and quite inneficient compary to Destr. Mechs. A simple low rank aircraft can 2-shot a high rank mech.

- troopers have become almost useless to me : cannon fodder because anihilate by aircrafts, mechs, Destroyer mechs, assault mechs, artillery, cannons, etc. What's their purpose after early game rush ?

- defensive structures are a little bit weak and fragile, shield generators don't offer a grat protection (except on fortress).

Youpla_boum

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