Post feature Report RSS What to Expect from this Mod

I figured I probably should do one of these so those who are uninformed can see what to expect from this mod. So, here ya go...

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SPEED:
The first thing you will likely notice is that everything in this mod is a lot faster-paced. Ships and land vehicles will be able to traverse the map rather quickly. This is done on purpose to replace the slow-motion action in the vanilla game with the kind of action seen in the films. This speed change is more apparent in space and less so on land, although you will still notice the difference.
Projectiles and lasers will also move a lot faster in this mod. You will notice that lasers actually move faster than the fighters and ships they are shooting at (I know, gasp!), and missiles and torpedoes no longer take the better part of the day to cross the distance to their targets.

SCALE:

Another thing you will likely notice right away: Everything has been resized, from the Ewoks to the Executor. This accomplishes two things: First, everything has been scaled more or less to canon specs (certain things need some work) and Second, it means that you can now fit more units more cleanly onto the same space, therefore you can have bigger battles. Ta-da! moving on....

WEAPONS & ARMOUR:
You will find that weapons both on the ground and in the air are a lot more deadly. Fighters hit by capital-grade weaponry will cease to exist, and lighter vessels such as corvettes and frigates will not last long against enemy capital ships. Missmatched ship battles will end quickly. Space stations are now extremely formidable, and can take and deal out considerable amounts of damage. All ships, especially capital ships, can now see and shoot much further than before.
On the ground, infantry weapons are extremely potent against other infantry, as seen in the films. Certain infantry, such as Stormtroopers, wear armour and are better protected from small arms fire, although they will still die rather quickly. All infantry have armour modifiers of one kind or another to allow them a chance to block small-arms fire. Vehicles like the AT-ST will destroy infantry in all kinds of nasty ways, but will die in one or two hits from heavier weapons like tanks and AT-ATs. Anti-Air Turrets will now blot aircraft out of the sky, while Anti-Vehicle and Anti-Infantry turrets will be capable of extinguishing poorly managed ground forces with ease.
Weapon loadouts for most units have also been altered. For example, the A-Wing fighters canonically had concussion missile launchers in addition to their lasers. Well, now they do. In addition, X-Wings, TIE Defenders, the Millenium Falcon, and other fighter craft have their correct, or near-correct loadouts. In addition, all ships, from corvettes to capital ships, have had their armaments beefed up as closely as possible to canon specs. All ships now field some form of point defense weaponry for use against fighters, although it is still best to use dedicated anti-fighter units to screen your fleets.
Once again, similar adjustments have been made on the ground, as units such as the AT-ST have gained canon concussion grenade launchers in addition to their laser canons, and Stormtroopers have the ability to switch their E-11 Blasters to fire small grenades. These grenades are mostly useful at closer ranges against infantry, (and make no mistake they will chew them up) and are less effective against heavy vehicles and structures. The underpowered Rebel Gallofree Transport is now tougher and has some real teeth, but is still limited as a combat platform and only really effective against units that get really close. You will also be pleased to note that the Darktroopers are very tough to kill and almost invincible vs. infantry. You will definitely need heavy wepons to kill even Phase 1 Troopers.

HEROES:
Heroes were always an interesting thing in this game, they were almost invincible even against units dedicated to kill them, especially in land combat. You could literally destroy an entire army of infantry in seconds with Boba Fetts flamethrower. To be blunt: PLOT ARMOUR IS GONE. Units on land and in space will die from the same weapons that kill normal units. Oh, sure there are special units, for example, Slave 1 is armoured up the....well, it has strong armour, for its size, and it may survive a little longer in the face of anti-fighter weapons, but make no mistake, if you hit it with any significant amount of fire, Fett will die just as fast as if he were flying a paper airplane.
On land, things are no different. Infantry heroes have been nerfed to little more than regular troopers health, but have better chance of survival vs. other infantry and a few heavier weapons. For example, at the suggestion of a member (111alan) Jedi and Sith now have a significantly greater block and absorb chance vs. certain weapons like hand blasters, but reduced health. Therefore, from the front, they will be able to survive against infantry and light vehicles, but if they face too many enemies, or face them from too many angles, they will die, as shown in the movies. However, as with all land heroes, if they are hit by enough large weapons, they will perish quite quickly.
Hero weapons have mostly been toned down as well. They now fire the same guns as everyone else (or as special units), although maybe at a slightly faster rate, at longer range, or with improved accuracy. Lightsabers, force pikes, and that weird laser whip thingy are still pretty powerful against almost all types of armour, you will just have some trouble getting them up close enough to use them.
Note: There are some exceptions, like with Ackbar's Home One and Veer's AT-AT, where they are more heavily armoured and/or carry greater firepower than their contemporaries. This is because canonically, these units were more upgraded/stronger/better than the vanilla units they were based on.

SPECIAL FX:
This mod has taken the vanilla FoC through an appearence overhaul. With help from the_Farseer and his texture/unit packs, the game now looks much prettier, and frankly more Star Warsy than the game from which it comes. The lasers are flashy and shiny, the missiles look like something resembling missiles :), and the torpedoes, well, no longer look like something a two-year-old might construct with a pale red marker. Another thing that I am particularly pleased about: everything explodes! Yes, when those pretty lasers reach the end of their flight time, or hit their targets, they explode into wonderful pixely awesomeness. And these explosions aren't just for show, oh no, what fun would that be? When they impact (or detonate) they do some small amount of splash damage, so a corvettes AAA will be even more effective than before at sweeping bombers from the ...err... sky.
And, once again, the same is true for land units. Tank rounds and grenades explode against their targets, and kill infantry with ease while doing so. Almost every kind of weapon in ground combat has some kind of splash damage bonus, which helps a lot in clearing out the larger groups of infantry that no longer stand agreeably in cute little lines re-enacting Pickett's Charge while you mow them down.

NEW UNITS:
While attempting to keep the units list as close to vanilla FoC as possible, this mod does add a few new units. Here are a few:

Space:
These ships are older Clone Wars-era designs that have since become avalable on the Black Market for the different factions.

-Victory 1 Class Cruiser: These ships are available to the Empire at the Hutt Asteroid. The Victory 1 is a less powerful version of the Victory 2 currently in service with the Empire, but cheaper. The Victory 1 was created as a competitor with the Venator Class for the role of main capital ship of the Republic Fleet. The two ships were roughly equal in combat capabilities, although the Victory suffered from its underpowered engines. The Victory won out, mainly so the Empire could distance itself from any images of the Republic. This ship is generally capable of dealing with many frigate-sized threats, but is not capable of fighting the newer capital ship designs without support.

-Venator Class Cruiser: These ships are available to the Rebels at the Hutt Asteroid. Designed as a new top-of-the-line battleship, the Venator was a brand-new design built for the Republic during the Clone Wars. The Rebels gained access to many of these ships when the Empire switched to the iconic Star Destroyer as their main capital ship. It is a very useful ship for the Rebellion, as it has quite a large hangar bay capable of holding a number of X-Wing Fighters. This ship is roughly the equal of the Victory, but has more turbolasers and can deal out more damage. It is capable of taking on a wide range of ships, but cannot take as much punishment as the more modern ships.

-Providence Class Cruiser: These ships are available to the Zahn Consortium at the Hutt Asteroid. The Providence Class Cruisers were the mainstays of the CIS Fleet during the Clone Wars. Able to fight Venator and Victory Cruisers on near parity, these ships were both heavily armed and armoured for their time, as well as decently fast. When the Clone Wars ended and the CIS military was disbanded, many of these ships became available on the Black Market, allowing mercenaries, pirates, and other unsavory groups the ability to equip themselves with more heavy firepower. These ships are weaker than the other two, but cheaper, due to large numbers available.

-Dreadnaught Heavy Cruiser: Available to both the Empire and Rebels at the Hutt Asteroid. These ships are an older design that were considered obsolete even before the start of the Clone Wars. Considered too crew-intensive, they were replaced by more powerful and automated designs later on. The Dreadnaught is still considered a powerful vessel due to its heavy armour and large number of wepons. They are used by both the Empire and Rebellion in limited numbers due to their heavy crew requirements. They are effective against most smaller ships and are on par with smaller frigate-sized vessels such as the Acclamator and Nebulon.

Land:
-LAAT/i Gunship: These are available to the Rebellion in Galactic Conquest. The LAAT/i Gunships are veterans of the Clone Wars used for low-altitude attacks and insertion missions. They are equipped with a variety of weapons and are easily capable of dispatching infantry and most vehicles. They are heavily armoured against most vehicle weapons, but vulnerable to dedicated AA batteries, and therefore fly at low altitude to avoid enemy fire.

-MAAT Gunship: These are available to the Empire in Galactic Conquest deployed from the Acclamator Assault Transport. The MAAT Gunship is a further evolution of the LAAT Gunship design used by the Republic during the Clone Wars. It carries fewer, but more of and more powerful weapons than its earlier cousin. It is more specialized for taking out vehicles and structures than infantry. While it does have improved armour, it suffers from the same vulnerabilities as the LAAT and as such follows a similar flight pattern.

-HAV/w A5 Juggernaut: Empire. OK, so this isn't a new unit, per se, but it is a completely reworked (and more useful) unit than the original Petroglyph design. This beast bristles with weapons capable of engaging both infantry and vehicles, while at the same time sporting armour second only to that of an AT-AT. It can carry over 400 troops or 15 scout bikes (you read that correctly, 4 - freaking - hundred!) into battle quickly and safely. Also, when I say quickly, I mean quickly. These things are really. freaking. fast. When you command them in combat, however, it might be best to have them hang back with the main force instead of going rock-n-roll into the front lines. Their point defense systems are vital for protecting your tanks from enemy missile artillery.

-Armoured Assault Tank (AAT): The AAT is available to all factions at the Hutt Palace in skirmish, and is the main tank available to the Pirate faction in Galactic Conquest. They were the main tank of the CIS in the early years of the Clone Wars and an icon of the Trade Federation. After the Clone Wars many became available on the Black Market, and they can be purchased for use by the highest bidder. These are roughly the equivalents of the M2 Repulsor tank, but are less armoured and lack shields. Very useful as a medium tank early to mid-game.

-Droideka/B2 Battledroid/B1 Battledroid: ZC. During the Clone Wars the CIS produced millions and millions of droids in various forms for their war against the Republic. After the War, the droids were all deactivated. Many have been recovered and used by various factions as cheap, expendable soldiers or for security. The Zahn Consortium, as a criminal organization, is very cash-wealthy but poor in manpower. For this reason they have reproduced several of the most numerous droid designs left over from the Clone Wars in order to bolster their ranks as they expand their criminal empire. B1 droids are extremely cheap and generally inferior to human soldiers, but come in larger numbers. B2 "Super Battledroids" are more durable and pack a more powerful punch. The infamous Droidekas are well protected and extremely effective at dispatching infantry, but lack the stronger shields and more sophisticated weapons of the Destroyer MkIIs, although they are cheaper.

-X-Wing/Z-95/TiE Fighter/Skipray: I'm just going to cover all of these at once, since they all basically share the same role. All of these craft fly at higher altitude to avoid ground fire and to some extent, dedicated AA fire, although you should still keep them away from these sites. The X-Wing is armed with heavy lasers equally capable of wrecking both vehicles and aircraft, as well as torpedoes for use against larger targets. The Z-95 is similar to the X-Wing, but with weaker shields and armour, no torpedoes, and less manuverability. The TiE Fighter is what you would expect, light, fast, and expendable. Unlike the others, it can only be deployed from the Acclamator Assault Ship and is not purchaseable as an individual squadron. The Skipray is a large, powerful, ship armed with heavy missiles, ion cannons, laser cannons, and light lasers. They are effective against a variety of targets but are very expensive. All of these units are very useful for scouting the map and neutralizing enemy forces before they can reach the front lines. They are very powerful, but are extremely vulnerable in the face of prepared air defenses.

-Acclamator Assault Ship: Empire. Another Clone Wars vessel designed for planetary assault. This is an uber-powerful ship capable of laying waste to an entire enemy base with ease. The Acclamator flies far above the battlefield where it can rain heavy fire on the enemy below. It is all but invulnerable to ground fire, with only heavy AA sites being able to reach it. To take it down requires several squadrons of fighters. To best defend against one you should have a base shield to protect your structures. At best you can force a stalemate by hiding underneath it. Fortunately this vessel is not available until later in the game, giving you time to build up planetary defenses. Due to its size, it is not capable of slipping through planetary defenses to launch raids on enemy planets. So, you only need to worry about being attacked by one if you have lost control of the space above the planet.

That is all for now. This list is subject to change and to me adding new things at whatever point I feel like it :) Enjoy the reading, and if you're new to this mod I hope that this tell you a little of what to expect and whether or not you will enjoy it.

Regards,
p*a*t*t*o*n

Post comment Comments
lex33
lex33 - - 151 comments

Good balance ideas!

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powercramp
powercramp - - 1,005 comments

Good update :-) Didn't even know some of those things even were in the mod. I like this mod btw, it just feels so much more starwarish than vanilla do.

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p*a*t*t*o*n Author
p*a*t*t*o*n - - 690 comments

some of these are not in the current version of the mod. some of the are subtle, but noticeable when compared to vanilla.
i appreciate the compliment, btw. thanks

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p*a*t*t*o*n Author
p*a*t*t*o*n - - 690 comments

@lex33
thank you (sorry, reply buton goofed again)

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dataskywalker
dataskywalker - - 176 comments

Thanks for updating, I was beginning to wonder what you were up to and where you had gone! Your changes will certainly change my general strategy of sending a fleet of heroes to take a planet early in GC.

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Clockworks
Clockworks - - 357 comments

this mod is awesome.. only tried space, still gotta try out land. haha i like how you wrote "explode into wonderful pixely awesomeness." in the update. haha, cracked me up xD

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Zoraste
Zoraste - - 47 comments

Excellent to hear, Patton. I look forward to playing the next release of the mod. Also: by the FORCE that is a lot of troopers in a Juggernaut, but hey, they aren't called Juggernauts for nothing. Especially glad to see that Stormtroopers and AT-STs are getting their proper weapon loadouts, and that Acclamators at least are being excluded from raiding. Heh, I have this slim hope that change was related to one of my suggestions. But yes, great work, hope to see more.

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Khanti
Khanti - - 452 comments

I've downloaded this mod and played a while. Nice experience. As to troops I would suggest Scout_Troopers have the ability to capture structure/pods. They'r normal soldiers besides bike, by the way. And in cannon (RotJ) they could capture even people ;)

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Alaric_Skywalker
Alaric_Skywalker - - 7 comments

I've just noticed your mod, and I was wondering, in a future update, could some vehicles be accessible to other factions based on key requirements? (for example, the rebel alliance can build MAAT gunships if they control a certain few planets, like Kamino. If you're wondering, #1, if you look on wookieepedia, it'll actually state that the MAAT was actually used by the rebel alliance when Kota joined it. #2, I enjoy the rebellion.)

(note, if you've read this, this is the same thing my PM I've sent you says.)

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