As the title suggests, this is a mini-mod. There are tons of fantastic and ambitious mods for this game, this isn't one of them. I made this mod because I like playing the original game, but there are some annoyances that needs fixing.

Post news Report RSS Version 1.7 Released for EAW and FOC Mini-mod

This is a release note for the version 1.7 of the minimod, which includes several new additions to the GC and Campaign mode.

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Star Wars: EAW and FOC mini mod version 1.7

- Power C

Additions: (GC and Campaign mode only for EAW and FOC)

  • Rebels can now build these indigenous troops when they have freed their worlds:
    • Wookie Warriors (Kashyysh) - Strong infantry with hunt ability (5x2 = 10)
    • Gungan Warriors (Naboo) - Fast and agile infantry with sprint (5x2 = 10)
    • Bothan Infantry (Bothawui) - Standard infantry with take cover (5x3 = 15)
    • Pyn'gani Warriors (Polus) - Heavy Infantry with weapon boost (3x2 = 6)
  • Empire can now build these indigenous troops when they conquered their worlds:
    • Geonocian Scout (Geonosis) - Fast noncombatant aerial scouts (5 scouts per squad)
    • Sullustan Infantry (Sullust) - Strong infantry with weapon boost (3x3 = 9)
    • Twi'lek Infantry (Ryloth) - Standard infantry with take cover (5x3 = 15)
    • Hutt Gangsta Squad (Nal Hutta) - Heavy infantry with take cover (4x3 = 12)

(GC and Campaign mode for FOC Only)

  • Consortium can now build these indigenous troops when they conquered their worlds:
    • Tusken Raider (Tatooine) - Long range snipers with camouflage (3x2 = 6)
    • Noghri Death Squad (Honoghr) - Tough assassin squad with hunt (3x3 = 9)
    • Mustafarian Infantry (Mustafar) - Standard infantry with weapon boost (5x3 = 15)
    • Mandalorian Death Watch (Mandalore) - Assault Militia squad with fast attack and take cover (3x3 = 9)

(Indigenous units can only be built in barracks from their homeworld, with the exception of the Hutt Gangsta Squad, which needs a Hutt Palace. All planet text description updated.)

Note – In FOC GC mode, not all the planets are available in every GC map. Unfortunately, that’s how it is. The game is geared towards expansion planets so Consortium has an advantage. There is 1 GC map that has all the planets though.

Conception:

I mostly play space skirmish, so when I tried the GC I immediately wondered why the Wookie wouldn’t help the Rebel after being freed? This began the conception of having the indigenous units being able to participate in the GC and campaign mode.

Why not simply allow any faction to build any of them if they conquer the world?

  • The thought had crossed my mind, but it comes off really unrealistic to the story arch. I simply cannot find any reason why the Wookies would fight for the Empire. In fact, it bothers me a lot that the Consortium can enslave the Wookies to fight for them in FOC. Each indigenous unit is carefully chosen for each faction that fits the story.

    I had thought of perhaps letting some units who can be crossed over to any faction be available for all, but that would leave the Rebels with a higher advantage since to keep true to the story, more races are likely to fight for Rebels than be forced to fight for the Empire or Consortium.

How are the indigenous troops different than enslaved Consortium troops?

  • The enslaved Consortium troops are merely civilians and they are extremely weak. They’re really more like cannon fodders. I honestly don’t know why anyone would build them especially when they take up population count just like any other troop. The troops I’ve included are modified with special abilities, increased damage and health. They are in sense, real fighting troops. So Pyn’gani who are enslaved are simply civilian units you would find on their homeworld and die very easily. They differ from the Pyn’gani created for the Rebel, who are actually a heavy assault team.

How are the abilities for the indigenous troops assigned?

  • Originally I simply wanted it simple by making them all use the take cover ability. But when I was coding the Genosians, I wanted them to be a flying infantry like the Rebel snowspeeders. The coding prevented them from attacking, so I settled for them as scouts instead of just regular infantry. This also made me realize that it fits perfectly to the gameplay b/c the Empire was in dire need of better scouts.

    The Rebels have those little scanner bots that come with the long range artillery units. All they have to do is hold the position of the landing zone, scan the land map for power generators or heavy mech factors, and use Y-Wing bombing runs to win the map. The Empire can now use the same tactic by having the Genosian scouts flying around scouting the area. The Consortium can use the Tusken Raiders and their camouflage ability to do the same thing.

    All the others were given with consideration to be somewhat helpful or unique. So, Sullustan companies may be fewer, but they have more hp and damage. Their assault weapon ability makes them an offensive troop.

    Keep in mind that not all the planets are available in every GC map, so you cannot solely rely on these indigenous units for your tactics. Therefore, they don't make that big of an impact to change the strategy of the game.

Will you make X-wing, Tie Fighters, etc… for land battles?

  • No. It is actually quite doable and there are other modders who did it. I simply refuse to do it. The reason is this game is not designed to deal with aerial units on land battles. Just with the snowspeeders, it seems to give the Rebels an unfair advantage. There aren’t enough anti-air during land battles and if fighters are allowed, then not only will users simply build tons of fighters to dominate any land maps, but I suspect the AI will do the same thing.

    It sounds fun and some can even justify it with the new Star Wars 7 where x-wings were fighting land battles. I mean, it even open doors to having low-orbit Star Destroyers in land maps. It sounds fun, but it will ruin land battles, so I simply refuse to do it.

Can you explain the difficulty adjustments again?

  • Sure. The difficulty adjustments from my mods are geared towards space skirmish. However, this means that some of the changes will affect GC mode too, such as credit accumulation. I don’t play land skirmish at all, so I have no idea how to categorize it.

    FOC:
    Easy – This mode was modified so it is meant for a good balanced GC game. The original easy mode was too easy and unplayable. For skirmish, this mode might be too easy for 1v1v1AI, but is fine for 1v1AI.

    - SS 1v1 – Normal
    - SS 1v1v1 – Easy
    - GC – Perfect

    Normal – This is meant for a good 1v1AI skirmish mode game. In 1v1v1AI, it might be too easy. For GC mode, this might be too hard. It is still doable if you are good. Keep an eye on which planets you are conquering to keep your enemies in a stalemate until you can build a sizeable force.

    - SS 1v1 – Difficult
    - SS 1v1v1 – Normal
    - GC – Difficult

    Hard – This is meant for a good 1v1v1AI skirmish mode game. For 1v1AI, it might be too difficult. For GC, it is not recommended.

    - SS 1v1 – Not recommended
    - SS 1v1v1 – Difficult
    - GC – Not recommended


    EAW: Follows the same reasoning in the FOC adjustment except everything is simpler b/c there is no 3rd AI to manipulate.

    Easy – This setting is exactly the same as the FOC easy setting. It is meant for a good GC game.

    - SS – Easy
    - GC – Perfect

    Normal – This setting is the same as the FOC normal setting except with a slightly lower credit gain. So it is slightly easier 1v1AI skirmish. The GC mode is also more playable than the FOC version.

    - SS – Normal
    - GC – Difficult

    Hard – This setting is the same as the FOC hard setting except the credit gain is the same as the FOC normal. This is meant for a tough 1v1AI skirmish. The GC mode is most likely not recommended.

    - SS – Difficult
    - GC – Not recommended
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