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Report article RSS Feed POLL- Galactic Conquest

We have several options available (in the 1.0) for galactic conquest mode

Posted by DarthNerd on Dec 30th, 2009

Given that the amount of ne wunits surely will not fit on the tactical units list in Galactic Conquest, we have several ways we can code the units to only appear in their tech levels.
First way: write events so that old units are switched with new ones (much like Z95s are replaced by XWings)
Second way: Tech Levels make more space buildings available, which are used to build newer units (instead of building units directly from the space station)
Third way: for every faction, make certain units only available on certain worlds (so you get a mix of techs all the time, but different units buildable on different planets)

As an example:
First: Venators replaced with Acclamators, replace by Victories, replaced by ISD's
Second: Tech 1: Basic Fighter factory (V-Wing, ARC-170) Tech 2: Fighter Factory (TIE Bomber, TIE FIghter) etc.
Third: Hypori: Venators, IPV-1, V-wings Courkrus: Tartan Cruisers, Acclamators, TIE Interceptors (etc)

Basically, I am asking the community which method they would prefer us to code. If you still have questions, I could write a full diagram of each one for you (just give me a bit)

Post comment Comments
Vithar-133
Vithar-133 Dec 30 2009, 7:19pm says:

As this is for GC, then I think the third option is the most effective way.

Also, I think Venators should come after Acclamators. Just my opinion, but it is timeline fitting.

+1 vote     reply to comment
DarthNerd Author
DarthNerd Dec 30 2009, 7:44pm says:

we stacked units mostly according to firepower and strength as opposed to timeline 'canonocity', but we'll take that into account.

+1 vote   reply to comment
LucianoStarKiller
LucianoStarKiller Dec 31 2009, 3:41pm says:

i agree third option
and im sure Venator is more powerful than the aclamtor, came later, and stayed for more time in use

+1 vote     reply to comment
Kharcov
Kharcov Jan 1 2010, 10:41pm says:

I would have to vote for the 3rd way.

The Venator-class was born from the success of the Acclamator-class assault ship and was designed by Lira Blissex for the purpose of serving as a medium-sized, versatile multi-role warship.
The Venator is far more powerful then the Acclamator I or II.

- However the Venators where to be cast out as obsolete, Whereas the Acclamator would serve the empire up to the Vong War, and 2nd Civil war.

+1 vote     reply to comment
DarthNerd Author
DarthNerd Jan 1 2010, 10:59pm says:

Acclamator and Venator issues aside, it seems like the third way is holding dominance so far

+1 vote   reply to comment
Kharcov
Kharcov Jan 2 2010, 1:08am replied:

Ya really, I have seen this option done in others mods before, and works.

+1 vote     reply to comment
Kharcov
Kharcov Jan 2 2010, 5:46pm replied:

Actually this works out well, As you can have the Acclamtor I. But replace it with the upgrade 2nd version, witch was designed as a planetary bombardment ship. - thos giving the player a reason to buy a lesser powerful ship, as to use it's ability to say.. Ad faster recharge to bombardment, or a 2nd or 3rd option in that field.

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DarthNerd Author
DarthNerd Jan 2 2010, 10:20am says:

so: backwater worlds: tech 1&2
developed worlds: tech 3
civilized worlds: tech 4
advanced/hub worlds: tech 5

+1 vote   reply to comment
Kharcov
Kharcov Jan 2 2010, 5:40pm replied:

Ah yes, Very nice. I think that system will work very well. -
I think you should also take it to the next level and ad in many structures that are dependent on the would type. - Like Trade outpost, Civilian Station, Mining Hub.. Ect.. As to prompt attacking base on strategy, not just what would is easier to grab.

+1 vote     reply to comment
mikey1871
mikey1871 Jan 2 2010, 3:21pm says:

yeah Darth, that sounds like a good mix. It works pretty good in Nomada's new alliance 2.3 lite.

Now, he also has a nice feature whereby a 'fleet commander' can summon reinforcements dependant on what kind of ship the commander is in.

I can agree with ur worlds view :P

+1 vote     reply to comment
Commander165
Commander165 Jan 2 2010, 8:20pm says:

At first I thought that a combination of options 2 and 3 might
be good, but #3 really seems to be the best choice.

+1 vote     reply to comment
DarthNerd Author
DarthNerd Jan 2 2010, 10:08pm says:

I appreciate the input...
and Ive already coded the units for option 3.
took a few hours... but its set.
the summon reinforcements sounds cool... but with pop caps at 40, it might be moot.
And I was actually thinking about an aspect like special structures...
Listening post (spy on neighboring systems) Trade hub (more income) Inquisitorium (Empire) (build Inquisitors- I.e. Dark Side adepts)
Recruitment Center (from Mix of Consortiums) -Rebels hire indgines
Slave pit (Consrtium, Hutts, Pirates) enslave indigines
Conscription Office: Empire forces indigines into service
Racketeering office: Consortium's criminal hub
(Note- I have already secured code for the buildings from Mix of Consortiums)
Impound lot (allows Empire to build exclusive units)
etc. etc..

+1 vote   reply to comment
Kharcov
Kharcov Jan 3 2010, 1:35am replied:

Very nice, This will give it a much needed focus on strategy that the game lacks.
I'd be glad to help with building concepts, or that such.

+1 vote     reply to comment
DarthNerd Author
DarthNerd Jan 3 2010, 2:15pm says:

hehe.. Commander, youre gonna have a field day when I send you the xmls to debug....
after we get the eclipse stuff, of course :)

+1 vote   reply to comment
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