Leader, Coder, Modeler, Animator, Rigger and Skinner of the Star Wars Empire at War Forces of Corruption mod, Knights of the Old Empire
There will be no Death Star in the mod. i still need to disable it.
The Nebulon-B and Templar are there because Kuat can build them.
Need to disable Yoda being buildable as well.
not enough of a difference to matter
2 engines would be going backwards and make this a upgraded Z-95 instead of and x-wing
Yeah look at the source image.
I know, most of the X-Wings look nearly the same while the TIE series kept advancing for decades.
seriously just made this in like 20 mins.
The AI is passive in GC due to not building the money making asteroids. it's set up to build the land based mineral extractors still. When i still had land enabled it wasn't an issue but now it is.
I haven't been working on the patch like i should be but i will be fixing much of these issues as soon as possible.
The skirmish AI not doing anything is odd. i've only seen it do that if another mod placed AI files in the root FOC folder. For some reason other mods like to be A-holes and mess with people who like to play multiple mods.
If it's not that then idk why it's happening in skirmish it's not happening to everyone only some.
A hero i've yet to fully create for KotOE-1 is Sidious's new apprentice after Dooku betrayed him. This person is still kicking by Unity era and will be a main player in the aftermath of the Unity War.
The Korriban issue was mentioned before i think. Part of the trials to achieve the rank of Lord-Commander is to enter a tomb of a Dark Lord, fight through the tomb, defeat the spirit of the Sith Lord and then absorb him into a crystal which is then shot beyond the known galaxy. This proves that the Knight is capable of resisting the strongest pulls of the Dark Side without being corrupted by them. Many still remain but enough tombs have been cleared and destroyed that they were safely able to build a large city and a new academy.
The existing cults of the Dark Side which existed on Korriban and Dromund Kaas were destroyed during the Clone Wars when the Knights reclaimed those worlds. The Dathomir Witches joined the Knights.
I don't know of any Sith that were around during the Clone Wars beisdes Ventress who didnt die in canon or were killed in my version of it. I know alot of Jedi are meant to become sith after the purge or trained by Vader or Sidious as assassins but that never happened here. All that remains are very small cults as far as i know. If i discover more sith existed during the Clone Wars i'll have to address that.
This is my own new timeline yes. thanks so much!
The Pirate Tank's turret is just as powerful as the AAT and Saber tanks main weapon.
And as states so many times before, i stopped working on land completely 'cause i wasn't getting anywere with it and i generally dont like playing it.
The mod is a Space-only mod atm and will remain like that for the foreseeable future. Land was left alone in the same state i was testing in and as i said before it is very very broken.
Thanks it's my favorite anime
still need to do some fixes and will likely go back and rework some bits and bobs like particles, sounds and general effects.
I still haven't decided if i want Thrawn to be picked up from his planet of exile but i do know he would never join something as broken as the republic.
The Republic is the same as it was during the Clone Wars, an alliance of convenience that ultimately controlled by whoever has the biggest wallet.
That's something i have to make still. Only have the bridge done right now and don't plan on making it for some time.
The map is making it more brown than it really is
the newest version of the mod does not have Recusants at all so you must be playing the very outdated version. Will have to remove the old versions so this does not happen again.
That's not to say there's not a bugs in the newer version as well.
More to add to my "To Do" list... yey!
Without Trawn around he didnt end up being expelled from the Academy of Carida. He still has his criminal connections but he's also a well known and respected Republic Admiral.
He handles some of the darker needs of the True Republic and a good friend of A'Sharad Hett.
Never actually got around to writing it, i started to but then started modding it instead.
odd they worked for me before i set things for release.... Well just add that to the list of things that need to be patched.
The Mandalorian ships also have great armor but much weaker shields compared to the Sith and Kuati ships. Most of the Mandalorian ships in the mod have speacial weapons and are not meant to be taking damage for long. The exception to this will be their capital ships
This is just the plan for the Unity. The Republic will have more of a focus on fighters and mixed armament.
Harrower is Kyra's ship only. there are no other Harrowers in the mod but are the main capital for Unity era.
Centurion was removed because i want to make a new model and the Knights had enough ships already anyway.
Justice is the Alliance's largest non-hero ship not a Knight ship. I will also be upgrading the design as the Justicar-class in Unity.
Destiny was removed because the model looked stupid and it wasnt needed. A similar large Veantor style ship will be in Unity as a hero unit.
Interdictor was just forgotten when i rebuilt the mod and will be brought back in the next patch.
yeah that's what this post was mentioning. The MC15a has a bug with it's ion cannons for some reason even though i used the code from the TIE Defender.
It's fixed for my build but i'm not putting out another patch until i fix a few more things
Yes my favorite anime
Hmm I forgot to add those back in when i restarted the mod to match Unity. *Sigh* Just more stuff to fix in the new patch...
let me know if it works now
Thanks no one was telling me exactly what all of the bugs were so now i have a good reference to work off of to fix them.
Yeah i read the info on her corvette and fighter and decided she should be able to escape. May do the same with Grievous at some point.
The MC issue was the fighter's ion cannon not working right even though they used the same one as the TIE Defender. I knew of Ilum's issue so i have that fixed now and i saw Jabin the last time i played. I never figured out how to fix Tython.
Drake's ability was another of the issues i was having that had to do with my removing land from GC. I know it's caused by the fact that he doesnt have a animation for that ability like Vader does. The same issue happened when i applied the ability to space combat.
Thanks for reporting bugs, things like this really help.
Sorry but i've never had an issue like that with any mods. If you downloaded the fixed .bat file you should be fine.
I know Ilum did that and i have fixed that