HEROIC Studios presents an immersive, cinematic, and enjoyable take on the Galactic Civil War. Reimagined galactic campaigns, new units, photo-realistic models and textures, more planets, diverse and higher quality music, overhauled balance and mechanics, and additional lore in ECM keep this classic Star Wars game feeling unique and remarkable in 2024.

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Report RSS Victory II Engine Update (view original)
Victory II Engine Update
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{HEROIC}Doci Author
{HEROIC}Doci - - 1,848 comments

So as Bucman perfectly noticed has the Victory II 3 Engines.
Therefor we changed it. The Engineparticles have to be adjusted.

Some basic informations about the Victory II:

* 6 Dual Turbolasers
* 16 Turbolaser cannons
* 6 Ion cannons

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Tino1148
Tino1148 - - 169 comments

How will the new Victory II star destroyer compare to the older models in combat? Have you worked out the balancing yet for the new units?

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{HEROIC}Doci Author
{HEROIC}Doci - - 1,848 comments

It defenetly outdamages and outtanks the Victory I.
It has a good balance of Firepower and defensive capabilities.

By older models do you mean the vanilla ones or the others of the mod ?
As for now the new models are partially stronger than the older ones because they have more hardpoints which makes them naturally stronger. The biggest loser at the moment is propably the Aussault Frigate Mk. II which sucks pretty much ^^

The Goal is to replace all the old models with new ones so in the end we dont have that issue with "old vs new"

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07_Contrite_Witness
07_Contrite_Witness - - 194 comments

How will the Victory-I compare with the Vic-II?

Also, is there any chance we'll see Fractalsponge's version of the Dreadnought cruiser in the mod?

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{HEROIC}Doci Author
{HEROIC}Doci - - 1,848 comments

Propably yes.

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{HEROIC}Doci Author
{HEROIC}Doci - - 1,848 comments

The Victory I has Medium Concussion Missile launchers which penetrate shields and are good against fighters. But he lacks the ability to bring down the shields of larger capital ships only if he manages to destroy the shieldgenerators of it.

The Victory II has a far greater firepower + Ion Cannons and has no struggle to deminish his enemies ;)

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Bucman55
Bucman55 - - 795 comments

That looks great. Can't wait to crush the rebel scum with it!

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Tino1148
Tino1148 - - 169 comments

That's awesome I was more referring to the models in the beta 1.2 version. I really like the improvements you made. It felt werid to have a star destroyer in the victory II that had very few hard points.

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{HEROIC}Elite Creator
{HEROIC}Elite - - 808 comments

Tino1148,

Yes, this is being "remastered" as we speak. That is pretty much the main focus of v1.2 now.

Most vessel's are receiving buffs, but specifically the Imperial Navy, and the ISD I, ISD II, Victory I, Victory II, and Acclamator II are. Of course most and at some point all of our ships will be overhauled, but this the current objective.

{HEROIC}Elite

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DwatchRazgriz
DwatchRazgriz - - 556 comments

Question, in the future releases will the Imperial Capital ships be less fragile (or baring that have a few anti-Starfighter batteries)? The Rebel AI just spams units that the Star Destroyers and their fighter compliments struggle with

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{HEROIC}Doci Author
{HEROIC}Doci - - 1,848 comments

The ISD has a some cannons which aim fairly well.
Of course it is not an anti fighter ship.
But it can easily destroy 2 Y-Wing squadrons without taking too much serious damage except the Y-Wings destroy the shields of it.
Never the less the ISD has a hangar with Tie-Interceptor squadrons which can take down Bombers.
For normal units like X-Wings and A-Wings they would need a lot of them to actually penetrate the shields :)

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DwatchRazgriz
DwatchRazgriz - - 556 comments

I was talking about the smaller ships (the Victory marks, Venators, and Aclimators) as the ISD is limited to 6 or so of the craft in the mod.

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{HEROIC}Doci Author
{HEROIC}Doci - - 1,848 comments

As they are frigates/destroyers they wont be that well prepared against fighters.
But dont worry just add some Carracks to your fleet and you are good to go :)
If that doesnt do it we will balance it out ;)

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DwatchRazgriz
DwatchRazgriz - - 556 comments

Yeah, except in my playthroughs most of the AI's fighters come from carriers...as such they can cram more capital/brawler type ships into their fleet, making the anti fighter escorts near worthless...especially when the Rebs drop a mon cal frigate in the middle of my formation and somehow double mine drop instantly, crippling if not outright destroying the escort ships.

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{HEROIC}Doci Author
{HEROIC}Doci - - 1,848 comments

To be honest I myself was never an actual fan of that special abillity as it is way too strong against fighters.
We will defenetly discuss the approach on that special abillity!
The rebel carrier is indeed pretty strong as it drops a lot of high value squadrons (A-wings, B-Wings) into a battle.
A good approach may be to increase the unit capacity of the carrier!

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DwatchRazgriz
DwatchRazgriz - - 556 comments

Nope, nope, nope, a thousand times nope! The solution is to stop putting B and A-wings into the dang carrier and break it into different tech levels. The lowest tech one carries Z-95s and a SMALL number of Y-Wings... next level carries a mix of a small number of Xwings, a moderate amount of Y-Wings, and a small number of Z-95s...next level is Xwings and Y-Wings....then we come into the one that gets a SMALL amount of A and B wings in addition to a small amount of X and Y wings...and the final tech one carries just A and B wings.

That and giving the Imps some capital ships that lose SOME ship to ship ability to gain SOME Anti-fighter and bomber fire power...to represent patrol versions of the capital ships (by that I mean specialized versions intended to protect the Empire's worlds from pirates and other moderate threats, but no match for a serious assault).

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{HEROIC}Doci Author
{HEROIC}Doci - - 1,848 comments

That is a great Idea! Tho, to have 5 different versions of the carrier would mean that the save games will run more likely into the freeze bug which is caused by too many variations of ship names (Yes even if one has the exact same ship the game consideres it too be different) but dont worry we will defenetly find a solution for that issue!!!

The second idea sounds great! Do you have a specific ship in mind ? Maybe a new era of ship design for that purpose may be a good approach. Or a variant of an existing ship with these specifications. That would be easier but boring for the 3D Artist :P

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DwatchRazgriz
DwatchRazgriz - - 556 comments

Like you said, the easiest approach would be to take the already existing capital/line ships and modify one per tech level for that role...For example an Aclimator at tier 1...

But on the other hand there are SO many different Imperial type ships that could be used for that role...

As such I have these ships in mind if they make sense. Tier 1: Gladiator Class Star Destroyer...Tier 2: Terminus Class Destroyer...Tier 3: Harrower Class Dreadnought...Tier 4: Procusator Class Star Destroyer...and at the Tier 5: Tector Class Star Destroyer.

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{HEROIC}Elite Creator
{HEROIC}Elite - - 808 comments

DwatchRazgriz,

For an faster and more thorough response, please comment on the main mod page. I would like to address this fully and make it easier for players to see and comment on.

A copy and past of your questions and concerns is fine, or you could just write that you are commenting in reference to this page and these concerns.

I promise I will address everything point by point. We have a lot of good news regarding these worries.

Thank you and have a nice day,

{HEROIC}Elite

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Special thanks to Bucman55 !