This mod catapults Empire at War into 2077. It maintains the game's design philosophy, while adding new units, better graphics, and deeper gameplay.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Report RSS Vigil rerig (view original)
Vigil rerig
embed
share
view previous next
Share Image
Share on Facebook Post Email a friend
Embed Image
Post comment Comments
Maxyms
Maxyms - - 510 comments

"I kept the three dual turbolaser turrets as rotating turrets."

YES

Reply Good karma Bad karma+4 votes
Jeroenimo Author
Jeroenimo - - 6,765 comments

The discord was asking for mercy, and I am a merciful Dutchman

Reply Good karma+5 votes
chulaksaviour
chulaksaviour - - 234 comments

How will the change in rebuying starfighters affect the AI. Say, the AI retreats with a couple of Quasars, but you've decimated the squads. Will the AI be affected as a human player would.

Reply Good karma Bad karma+1 vote
Jeroenimo Author
Jeroenimo - - 6,765 comments

AI suffers from it too. Of course individually buildable fighters you only pay for up front, so they don't have the death penalty.

Reply Good karma+1 vote
MiWadiAddiction
MiWadiAddiction - - 718 comments

Always one of my favorites, yet underrated ships. I love watching them zoom around taking out rebel fighters/bombers while the big boys take out the larger targets.

Reply Good karma Bad karma+3 votes
vaders_Legion
vaders_Legion - - 129 comments

Soooo What you're telling me is that running at 0 credits with carrier spam is optimal....:P

Reply Good karma Bad karma+2 votes
Jeroenimo Author
Jeroenimo - - 6,765 comments

You won't live long, but yes, it gets around the new replenishment mechanic.

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Description

Nothing special, but as someone mentioned the tiny lasers on the vigil were still rotating turrets, I decided to give the old vigil a rerig. One of the oldest models in the mod, really it could do with a complete make-over, but for now a new shadow, collision, engine glow and exhaust will have to do.
I kept the three dual turbolaser turrets as rotating turrets.
While it doesn't look like much changed besides the engines, the unit is now far more optimized for EAW.

IN OTHER NEWS:
"Free" starfighter garrisons are now no longer free. Strap in because this one's major: Since carrier units are currently too powerful, and there's no good way of fixing this due to the free-units mechanic that garrisoned units suffer from, I've decided to make a change in the way garrisons from starships work.

Starfighters and gunships (such as the K-wing and the Tartan) which used to come free as a garrison after purchasing the starbase/starship they came with, are now no longer "free". While the garrison cost is incorporated into the units cost and pop value, now on top of that, when you lose a squadron, you pay the full build cost of that squadron from your galactic credit pool.

What does this mean?
Lets take the quasar for example. It still comes with units. They still replenish after combat if you lose the garrisoned starfighters, but for each starfighter you lose (in the squadron itself too) you now pay a portion of the build cost of the squadron, up to 100% for losing the entire squadron. So while you still have the advantage of instant replenishment inbetween battles, you will now have to actually pay for the replacements. This goes for all starfighter and gunship squadrons except for the "swarm" units, the ones that move as a block, such as TIE fighters, V-wings, Vulture droids and such. They instead subtract the full squadron build cost upon squadron death.