Our goal is to bring into focus the Legacy Era, but more specifically the Second Imperial Civil War. Play as either the tyrannical Krayt Empire, freedom-seeking Galactic Alliance Remnant or the obscure Confederation Revenant.

Post news Report article RSS Feed November Update 11/28/13

A few new structures and units to make galactic conquest more exciting and intricate.

Posted by cheesecake645 on Nov 29th, 2013

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.

Post comment Comments
malanthor Nov 29 2013 says:

Very nice, thank you for the preview.

+5 votes     reply to comment
Afro-yoda-ninja Nov 29 2013 says:

WOW Cheese. That's quite simply epic...

Are the fighters going to be deployed in waves or all at once?

+4 votes     reply to comment
Dark_Ansem Nov 29 2013 says:

thank you man! where do you get your canon info?

+2 votes     reply to comment
EclipseStardestroyer Nov 29 2013 says:

Awesome work man!

+1 vote     reply to comment
Majestic_MSFC Nov 29 2013 says:

I'm a good friend of AdamKop and you've done a great job on bringing his design to EAW. Very well done. :D

+1 vote     reply to comment
LOBOMAX Nov 30 2013 says:


+1 vote     reply to comment
Khanti Nov 30 2013 says:

Seen that, read, approved.

PS: I really liked that sentence: The multiple heavy lasers ARE powerful enough to defend against other similarly sized vessels WHEN supplemented by its turbolaser and missile batteries. :)

+2 votes     reply to comment
getlos Dec 1 2013 says:

Awesome..Well Done..

+1 vote     reply to comment
Rampsquatch Dec 1 2013 says:

My brain is already thinking of ways to use those structures. Keep up the good work cheese.

+1 vote     reply to comment
cheesecake645 Author
cheesecake645 Dec 1 2013 replied:

Thanks, and I've got more structures coming your way soon... ;)

+1 vote   reply to comment
Darth_grave Dec 3 2013 says:

it shines so bright to my eyes!

+1 vote     reply to comment
Roaming_Mutt Dec 9 2013 says:

Brilliant update!

+1 vote     reply to comment
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Sgt_Slaughter Feb 19 2014 says:

My version of the mod doesnt seem to have any of this, when i do GC, all i get is an option to do Galactic Sandbox. I also tried to install the patch, and it didnt work but i believe i did everything right

+1 vote     reply to comment
cheesecake645 Author
cheesecake645 Feb 22 2014 replied:

That's because the current download is from a year ago, these are all recent changes that are not yet available.

+1 vote   reply to comment
ApollyonSWFC Jul 24 2014 says:

First of all, let me just say what an awesome mod this is! Job well done! You are brilliant! Anyways, I popped my copy of EAW:FOC in last week and reinstalled it after some years. Of course, the first thing I did was look for mods. I have to say this is by far one of the best, if not the best, mod I have ever seen and played. I look forward to to seeing more content and until then will enjoy what's already out!! I created a profile just to comment and follow this. Anyways, thank you very much for taking the time to create this!! Fantastic!

+2 votes     reply to comment
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