Post feature Report RSS Mod Progress Report 2023

Since it's been 3 years since I've posted an update on the mod's progress, I figured it was time to assure the mod watchers that I have not been idle.

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It's been 3 years since I last updated the good folks here on Moddb on what was going on with the mod and while it looks like it I've been idle, I can assure you that some significant progress has been made since the last update.
As you were previously aware, I was working alone on this project, which is why, (combined with the fact that I don't have a dedicated modeler and most free-release models are either GCW or CW) the project has been downsized from an all era encompassing monstrosity into 2 separate mods, the other of which (Legends Mod: The Galactic Civil War) is on hold for the time being.
However, my good friends 501stcaptainrex as well as Shocking Cactus have recently come back into the fold and we're now full steam ahead once more. Utilizing free release models for units and props (credited of course) as well as a few models I've secured permission for from friendly modders and models I've monetarily commissioned, the mod is now resembling something far more advanced than what we started with.
Now, don't get me wrong, we still have a long way to go, as we're currently working on maps, story driven and sandbox galactic conquest modes, new game mechanics, and adding in the last few heroes, space units, land units, etc. With all that said, I'm gonna further break down where each aspect of the mod currently stands:

Mod Progress Report Article Stuff
Estimated completion: 90%

It may not seem like a significant jump from the last time I updated you all when I placed space unit completion at about 88%, but that's not because we haven't been adding space units from our predetermined roster into the game, its because I keep expanding the roster the more I delve into the lore of the Expanded Universe.
Space Units yet to be implemented:
Republic:
Praetor Class Battlecruiser (yet to acquire model)
Secutor Class Star Destroyer
Medstar Frigate

CIS:
Sabaoth Destroyer
Sabaoth Frigate
Sabaoth Defender
Sabaoth Starfighter

As for the non playable Hutts, I'm currently looking into ways we can make them more time period appropriate and evaluating what models are available for free-release that we can use.
In addition to adding these last few space units, we are looking into overhauling the space building system from a 5 tier space station system to a Shipyard system similar to Thrawn's Revenge but more on that in the Building and Mechanics section. We are also going to be adding indigenous space units to space maps, so say, you invade Naboo as the CIS, there will be Naboo star-fighters awaiting in orbit to assist the republic's defense. This allows us to put more units in game without crowding the build tab

Have some pretty screenshots:
(note, the models for units, props, etc. that you see from here on out are either free release and properly credited on the mod's Read Me, secured permission for, or are serving as a placeholder until a model can be commissioned or acquired)

Space Screenshots

Space Screenshots

Space Screenshots

Space Screenshots


Mod Progress Report Article Stuff
Estimated Completion 95%

I already had a majority of the land rosters for both factions in game and operational by my last update but with the arrival of help, we now have even more of the land roster in game and functional including all of the clone legions and clone commander minor heroes. What we have left is basically some model change outs (I recently purchased one of Farseer's AT-TE models that I have yet to implement) and some special units that we don't have models for yet, such as the Koorivar Fussiliers and Gossam Commandos. I'm waiting for some extra revenue from my YouTube Channel's Patreon so I can commission some models from The_Farseer and he already has some droid models (particularly the CB3 Cortosis Battle droid and the B3 Ultra battle droid) that I'm interested in.
With the way the economy is now, I've been using my Patreon revenue to supplement my income and help save for my wedding so I don't know when I'll be able to use it for fun hobby money again, but, here's hoping things will return to normal so I can commission more models.
Also, like I explained in the space section, we are looking into adding more specialized indigenous units to spawn on ground maps for planets with historically strong or iconic planetary defense forces such as Naboo, Rendili, Utapau, Corellia, etc but they are not priority at the moment.

Here, have some screenshots:

Land ScreenshotsI finally settled on a color scheme for the Mandalorian Protectors based on the Marvel Comics from the 70'sLand Screenshots

Land Screenshots

Land Screenshots

Mod Progress Report Article Stuff
Estimated Completion 70%

Compared to the last update where I placed completion at less than 1 percent, this is one of the areas where the most progress has been made, as, when 50stcaptainrex returned, he immediately started slamming out hero units like a champ. I'm proud to say we have most of the major and minor hero units for the Republic in game with the exception of some minor space heroes and some heroes for the CIS that we don't have models for yet. Some of the CIS hero units in question, I may be able to pull off with some clever re-skins, however one (Tol Skorr) will probably need to be commissioned.

Incoming Screenshots!

Heroes Screenshots

Heroes Screenshots

Heroes Screenshots

Heroes Screenshots


Mod Progress Report Article Stuff
Estimated completion: 10%

This is another area with some significant progress since the last update, not nearly as much as the heroes but having some of the Galactic Conquest done, vs none, I consider to be a jump. My first step was re-arranging the vanilla planets to be in their canonical (in regards to the Legends (or EU as I prefer) continuity) positions on the galactic map, then I toyed around with creating my own custom galaxy. None of my attempts looked as good as some of the other galaxy models I've seen in other mods, so I contacted The_Farseer and acquired his galaxy model with regions, as well as his starfields for space maps. I edited his galactic regions to make them a little bit more accurate, using the Essential Atlas as a reference. After most of the heroes were put in game, 501stcaptainrex has started on the first story driven galactic conquest scenario, and once I pump out more maps, he'll be able to finish it. More on maps next.

Screenshots coming up!

GC Map Screenshots

GC Map Screenshots

GC Map Screenshots

GC Map Screenshots


Mod Progress Report Article Stuff
Estimated Completion: 5%

One of the most important areas that we're focusing on now is land and space maps for new planets. I recently remade nearly all of the vanilla space maps with new props and making them bigger but as for new planets, I only have 6 completed out of the 120 or so the mod will feature across a multitude of different story and sandbox GC scenarios. Space maps don't take a huge amount of time to make but Land maps, good ones at least, take a good deal of planning before any terrain is edited or props placed. Getting more of these maps done so we can get more planets in game is going to be my main focus after completing this update blog. If you are an experienced EAW:FOC mapper and wish to help out, please contact me, we could use the help.

Get your screenshots here!

Maps

Maps

Maps

Maps

Maps

Progress Report Article Header 7
Estimated Completion: Buildings: 90% Mechanics: 1%

Buildings were a relativity easy and quick thing for me to get done on my own. I took some inspiration from one of the mods I've worked on in the past, Clone Wars 4.0, and gave the Republic a lot of the Rebellion's buildings from the vanilla game and re-textured some of them. In the EU, the Rebellion re-used a lot of stuff left over from the Clone Wars so its easy to fathom that perhaps some of their prefabricated structures came from GAR surplus as well. The CIS, on the other hand, I gave them some re-textured Zahn Consortium buildings with the same lore cop out I used for the republic's buildings seeing as we actually steal CIS tech in the vanilla Forces of Corruption campaign, its easy to assume they stole their manufacturing capabilities as well.
We've also added a few specialized buildings for special units and minor heroes. The advanced cloning facility lets you recruit ARCs, clone commandos, shadow troopers, named and generic clone commanders and clone legions. Naval academies (once completed) will allow you to recruit generic fleet commanders as well as named minor heroes. Jedi Outposts allow you to recruit minor Jedi heroes and on the CIS side, the Dark Jedi conclave allows you to recruit generic Dark Jedi and named Dark Jedi minor heroes. The Senate Office allows you to recruit minor senator heroes and, in the future, senate guards. The Mercenary outfitter for the CIS allows them to recruit organic troops that famously fought for the Separatists such as the Trandoshan Slavers, Mandalorian Protectors, Nimbus Commandos among others who we have yet to acquire models for. And lastly the Advanced Droid Foundry allows you to build advanced droid units like the CB3 Cortosis Battle Droid, the B3 Ultra Battle Droid, Droideka's, Spelunker Droids, among others. We also divvied up some economic buildings such as tax offices, mines, farms, and arenas for both factions as different sources of income and also set build limits on them. This will hopefully curtail the economy system and actually make the game challenging as well as forcing build slots to become a valuable resource in of themselves.

Buildings

Buildings

As for game mechanics in general, nothing new or groundbreaking has been implemented yet. I have toyed around with LUA a bit to get a layer Z script I got from gruenwaldlk on Github (again properly credited in the mod's readme file) working but other than that, nothing yet. Our primary focus is to implement the shipyard system that I mentioned in the Space Units section of this blog as well as a build bar organizer that divides ships and units into categories to make more space on the build bar, but after that, the mechanics we wish to implement may be limited by what we can do with the engine.
Some of our ideas are as follows:
-An actual functioning upkeep system where units you have already recruited come with a weekly cost of just maintaining them in your fleets and armies. This would force you to watch your finances instead of just spam building once you gain income at the beginning of each galactic day.
-A Loyalty System where, if you're not careful, your planets could secede to the enemy faction, and vise versa. The idea behind it is we'd introduce structures that generated a "loyalty" resource (HoloNet News Broadcast Center for the Republic and CIS Shadowfeed Broadcast Node for the Confederacy) every galactic day and over time, planets with a low loyalty gain an increased chance of secession and could break away from your faction and become neutral or, worse, go over to your enemy's side.
-Lastly, and this is probably the most far-fetched feature that may not be possible (General rule in this modding community is that, if Thrawn's Revenge hasn't done it, then, the engine probably can't handle it) given the engine's limitations is a Siege System.
How it would work, in my mind, is; we'd implement a Planetary Shield Generator structure that disables the enemy faction from landing armies on worlds where this structure is built. However commando raids will still be enabled, which gives you or the enemy the chance to send commando units to try and take out the planetary shield generator so you/they can land your/their full army.
When attacking a world with a planetary shield generator, once you clear the space defenses, you are presented with a message that says "<planet_name> is now under siege" and you will be unable to land armies on that planet for 7 galactic days, which simulates your fleet "bombarding the shields". After those 7 days are up, you will be presented with a message that says "<planet_name>'s defenses are down!" and you will be allowed to land armies. You have to maintain a fleet in orbit for those 7 days though, or the countdown restarts. This not only ties up resources maintaining a force in orbit, but also gives you or the enemy the chance to send a relief force to end the siege and take back the world.
Here is a mock-up of what that might look like:

Siege Concept

Siege Concept

Mod Progress Report Article Stuff
Estimated Completion 0%

As with the last update, I have toyed around a bit with making some crude mock-ups of a custom GUI, however it's just not my main focus at the moment and, once a build bar organizer is implemented, it will have to change anyway due to new buttons being in new places.

Want to help out?


Other than the obvious (a dedicated modeler), right now we could really use some folk's with experience making custom maps for EAW:FOC. I'm plucking away at our map list the best I can right now but between my day job and my YouTube channel, I just don't have a whole lot of free time lately.

If you have experience with making maps and are interested in helping out, please send me a PM here on ModDB.

Anyways, that's all for now,

Commissar_Delta.... Out

If you're interested in seeing how I made some of the maps featured in this article, check out my livestreams on my YouTube channel, Manda-LORE

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