Legacy Era: Second Imperial Civil War

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This article is the follow-up to the one I posted a few weeks ago, and is replete with a great deal of info about things I mentioned previously. The first topic is the structures that I added to GC mode. These structures will become vital as you expand your forces. Each one offers an enticing advantage, but often at a hefty price.

Commercial Trade-Port
11/28/13 Update

Although already a feature in the mod, the trade-port is receiving a new model and reduction in armament. Because it is a civilian structure, it only has 1 quad turbolaser battery. Like in the past it allows access to many merchant vessels, including the YT-1300, YT-2400, YZ-2500, Action IX Transport, and Gladius Light Freighter. This trade port can be built at most worlds that have sizable populations and trade connections, and it generates a slight income from taxes collected on all trade.
(Credits: UEAW team)

Gas Extractor
11/28/13 Update

The gas extractor is self-explanatory. These structures extract and refine gas into finished products to be used as fuel in everything from weapons and thrusters, to reactors and hyperdrives. These facilities are very vulnerable but have light shielding, and must be well protected due to the highly volatile nature of the gasses. They provide a substantial amount of income, and also a slight population boost because of its additional fleet support capabilities. These structures can only be built in the atmosphere of a gas giant or in the middle of a nebula. Once built, you will be provided with access to the Hex-type Gas Transport and the AG5 Bulk Gas Transport. Although they are very expensive to build they are a worthy investment.
(Credits: UEAW team, Petroyglyph)

Orbital Hydroponics Facility
11/28/13 Update

Going in a different direction, this structure's purpose is not economic, but rather it a support network for local forces. These structures are most commonly found in orbit of agriworlds, planets that are entirely dedicated to agricultural development. They contain pods where various plants are grown to be consumed by military forces. As such, these structures provide a considerable boost in your galactic population cap by having food directly sent to local orbiting forces. These structures have no shields or weapons, so they require much protection. They can be constructed above worlds with high agricultural significance only.
(Credits: UEAW team, Petroglyph)

Supplementary Drydock
11/28/13 Update

For a hefty price, this structure provides a boost to your starship production above worlds that already have major shipyards. In the midst of combat they also provide some repairs to friendly forces. These shipyards slightly reduce the build time for all corvettes, frigates, and capital ships at the location. They are moderately shielded but should still be protected, as they have no weapons. Additionally, a moderate population boost is provided because of its ability to help sustain fleets.
(Credits: UEAW team)


Next up are some new units I hinted at, namely carriers. Both the Alliance and Empire have one each (note that the Alliance already has the Emancipator Heavy Carrier in addition to the new one).

Conquest-class Imperial Carrier
11/28/13 Update

Armament: 6 heavy turbolaser turrets, 3 point-defense laser batteries, 2 proton torpedo launchers Complement: 8 Predator-class Starfighter, 6 Neutralizer-class Bomber, 4 Fury-class Fighter, 3 Reaper-class Assault Fighter and 3 Blitz-class Assault Bomber squadrons (24 squadrons total)

The Conquest-class is the main carrier for the Krayt Empire, in a combined effort by Kuat Drive Yards and Sienar Fleet Systems. It is a mid-sized capital ship, measuring 1,200 meters, between the size of an Ardent Frigate and a Pellaeon Star Destroyer. The carrier is modestly armed with multiple heavy turbolasers and medium torpedo launchers, and a handful of point-defense cannons to ward off fighters. It should be noted that while capable of holding its ground against corvettes and a couple frigates, it is not designed to go head-to-head with a warship such as the Scythe Battlecruiser, or an armada of frigates. Despite this, its shields are considerably powerful, with average armor and sub-light speed. The Conquest-class comes equipped with a class 0.85 hyperdrive; combined with its impressive 24 squadron-capacity, the Conquest makes for a vessel capable of commanding an invasion fleet-just make sure you guard it carefully.
(Credits: EmperorNiko, model and texture; Adamkop, concept)

Watchman-class Fleet Carrier (Types I & II) 11/28/13 Update

Armament: 8 heavy laser cannons, 2 medium turbolaser batteries, 2 concussion missile launchers
Complement: (Type I) 5 CF9 Crossfire and 5 BB-2 Starfire squadrons (10 squadrons total); (Type II) 4 X-83 TwinTail, 2 BB-2 Starfire, 2 I4 Ionizer Starfighter, and 2 RC-2 Twilight Scoutship squadrons (10 squadrons total)

The Watchman is the GA Remnant's answer to the ever-increasing need to provide a mobile base for its fighter-depended fleets, designed by defectors from numerous galactic manufactures . At 500 meters long, it is slightly larger than a ShaShore Frigate. It comes equipped with a class 0.75 hyperdrive, matching the FTL capability of a Scythe Battlecruiser. Despite this, it is considerably slow in sub-light speeds, due mostly to its heavy armor. The multiple heavy lasers can accurately target fighters but are powerful enough to defend against other similarly sized vessels when supplemented by its turbolaser and missile batteries. The larger hangars and hyperdrive system have lead to reduced reactor size, and as such the ship's shields are not very robust. The Watchman comes in two variants: Type I offers the standard fighters, while Type II holds the more advanced (and more expensive) ones. Each kind has different advantages, and while relatively robust, should be escorted into battle as part of an armada.
(Credits: Warb_null)

That concludes all the new content for this update. By the middle of December I will post again, with information regarding the remaining structures for Galactic Conquest, as well as the aforementioned repair ships. I will also try to get a video of gameplay if I have time, because videos are more fun than pictures. So, that's basically it for now. And remember what I said last time, don't ask for a release date. Just don't.

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Comments  (0 - 10 of 1,829)
AlexDaBaas
AlexDaBaas

OK, maybe I'm an idiot, but I can't figure out how to get more warships for the GA. Any help?

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Barseil_Pellaeon
Barseil_Pellaeon

Hi Cheesecake ! Hope you're alright and still going well with your studies !

I was getting back to SICW after a long time away from it, and I was wondering about pulling off some random stuff for 2.0, one day, maybe :

- Considering your involvement in the Yuuzhan Vong project, I thought that their diplomacy system could be implemented to allow the GA Remnant to interact with Fel's Empire-in-Exile in GC and use their units after building up with them, instead of just getting to build the ships once Bastion is taken ? (the same could be made with the Jedi, with Cade and the Jedi units being available after interacting with the Hidden Temple on Taivas, and Nei Rin coming with Zonama Sekot or Ossus)
- I'm not at all familiar with such mechanisms, but could some ships be obtained in GC only through certain conditions defined by some scripts ? Like for instance the Alliance (Imperious-class) only being recruitable if Dac is under GA control and Gar Stazi's Indomitable dies after that ? Or the Dragon-class battleships only available if GA captures Had Abaddon but the Empire holds Korriban (or Krayt dies but Korriban still held by the Empire) ?
- If the previous one is not possible, maybe some ships could be replaced with the tech upgrading ? Like having the Imperious-class available for the Empire as soon as tech 4, but replaced by the Dragon-class at tech 5 ?

And also, just some generic stupid questions :

- I remember seeing an article of yours about a new GC map featuring a LOT of new planets, and I need to ask : do you intend to keep similar starting "conditions", with each faction only having one planet to start from, and the rest of the Galaxy being independant ?
- Is the Confederacy Revenant faction still in plans for SICW ? You really had interesting ideas for the roster of this "separatist" like faction, and I wish to see a bit more of them in the future !
- I've looked at other mods around (especially the FOC Alliance mod, since its creator seems to keep snatching away your ships), and although I don't really appreciate that, do you have ideas to integrate some of its "original" models, like the Trimiran Battle Cruiser, or the Knight-class Star Destroyer (could be a Fel exclusive) ? They could replace the Conquest and the Watchman as fleet carriers (in my humble opinion these two don't really fit with the general aesthetics of the rest of their factions - although you could keep them as the repair ships you talked about)

Again, thanks for that beast mod of yours, I really hope you will keep working on it and making it one of the best mods around :)

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SonicDomo
SonicDomo

any new updates from them?

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ZackZeed
ZackZeed

Not from "them", from him. CheeseCake645. And for now, No. Read his letter so you know.

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Robertari
Robertari

how can i construct imperial star destroyers like the rebels?

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DarthRevanTSL
DarthRevanTSL

Hey cheesecake could you free release The Anakin Solo Star Destroyer please? Just a request cause I really want to use The Anakin. Thanks for making the mod whatever the answer is!

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cheesecake645 Creator
cheesecake645

ANNOUNCEMENT: MOD IS ON HIATUS FOR AN UNDETERMINED AMOUNT OF TIME
As I am in my final semester of undergraduate studies I decided to officially announce what has been an unofficial pause in development on the mod for several months until now.

Once I graduate I may or may not resume work immediately. For the time being, I am still doing some small amounts of particle work for Yuuzhan Vong at War, so you should check out our mod there. But I cannot devote time to full development of the mod on my own, therefore I choose to do small contributions to YVaW instead.

I do want to complete Legacy at some point, but as of now I cannot say when that will be. Thanks for everyone's support so far.

Reply Good karma+9 votes
pincuishin
pincuishin

I miss you and this mod I hope your studies goes well and things go as planned so you can finish this beautiful work. Lucasarts should hire you guys and make a real EAW with an actual good engine imo lol goodluck

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Barseil_Pellaeon
Barseil_Pellaeon

I can only wish you good luck with your studies, Cheesecake, and hope that the results of your finals will not destroy the motivation that you had for completing this mod !

In my humble opinion whatever contribution you bring to YVaW, no matter how formidable, will never be as important as your works on this mod, because SICW is your mod, and no one else's; to me it feels much more personal, and you have no idea how much I've been enjoying it.
Plus you proposed very original content in your plans for Galactic Conquests (like the unique planetary builds in your former posts), which imo brought this mod closer of a Civilization-like strategy game than any mod had ever before ...

Therefore I can't wait for the time when you'll be able to bring us some more amazing Legacy-era material ! Until then, may the Force be with you !

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NeoSigma==
NeoSigma==

So why is the mod on hold? Is the dev/devs busy with some other mod? Or is there just not enough people?

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ZackZeed
ZackZeed

In short: He's busy with his life
Read what he wrote than you'll understand

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