A mod I started working on years ago and have come back to. Based in the time between "Revenge of the Sith" and "A New Hope" but not entirely cannon, the aim is to create and unit roster and tech progression that charts the change from the Republic to the Empire. The Rebels start off quiet weak, but gain more powerful untis as they capture certain worlds. The Zann Consortium is now a hybrid between the Consortium and the CIS, idea being Tyber Zann is gathering old CIS tech and holdouts. There will be some worlds where Factions cannot recruit many of their own units, however there are powerful local units made available to them.

The launch announcement, what I've done so far and where I plan on going with this mod in the future.

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Hey all

Its only taken like 6 years of on and off work, re-learning what I was doing and changing the name (another mod has been made with the name I was going to use, so Mod DB made me change it). But finally I've got this to a state where I'm happy to release as a version 0.5 of my mod. I had briefly worked on the MOD 'Inqusition' and sent what I had of this as a base to one of the main developers as we'd come up with the same idea at about the same time, however the rest of the team never heard back from him and slowly drifted off over time.

The Mod is intended to be set between the aftermath of "Revenge of the Sith" and run up to around the time of "A New Hope". It's not entirely cannon, taking bits from Cannon, Legends and just some fun stuff. so whats in the mod, at the moment the majority of changes are around Space Units, where they can be produced and at what tech level.

The Empire starts off with some fairly powerful units, however it's best stuff is rather limited in where it can be built, this being mainly on Core worlds or Worlds known to have large shipbuilding capabilities. To begin with your using a lot of the late Clone Wars stuff which is fairly easy to access across the Galaxy, by tech level 3/4 you start getting access to TIE fighters/bombers and more powerful imperial ships. By Tech 5 you've got everything the Empire normally has, albeit very limited in some cases.

The Rebels rely very heavily on their Fighter and Bomber Squadrons and have a very limited unit roster on most worlds, but, get access to some Imperial/Republic/CIS and Mandalorian units on certain worlds. Meaning your fleets can become very varied in make-up but still powerful enough to go toe-to-toe with the Empire.

Tyber Zann has used his influence and power to unite various Pirate, Criminal organisations as well as take over some of the last CIS holdouts. The Consortium is a blend of its Vanilla form and the CIS, this is to keep the core of the Faction the same but give it some more variety, punch and feel more like a galactic power as I felt it made no sense in the base game that a criminal organisation had fleets powerful enough to stand against the Empire (especially attack the shipyards of Kuat at the end of the campaign).

There's still a lot that I want to do. Add in more ground units, tweak the availability of them like I have with Space units, add in more units from minor 'local' factions for example the Hutts on Nal Hutta. I also need to figure out how to get unit icons working and sort out the Space tab so it doesn't just keep adding units to the top bar.

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