Legacy Era: Second Imperial Civil War

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16 comments 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.

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Post comment Comments  (1360 - 1370 of 1,753)
cheesecake645
cheesecake645 Jan 6 2011, 1:59pm says:

Hello everyone, I'm finally back now.
I returned home in time for New Year's Eve, but found out my grandfather passed away the same day in the morning. I've been doing the wake/funeral/burial this week, but it's over now and so I'm back.

Happy New Year everyone!

+1 vote     reply to comment
mikey1871
mikey1871 Jan 9 2011, 3:40pm replied:

Hey Cheese... sorry bout your grandfather man :( maybe you can make him an honorary hero lol :P

oh yeah, it's your mod so you call it whatever you want to :P

can't wait to see your next version though! hope you have a great 2011 !!!

+1 vote     reply to comment
Vlado87
Vlado87 Jan 7 2011, 5:03pm replied:

you dont need to call game legacy era mod it can be after legacy era mod becayse you will have much new units and confederation so there you have more space for new units, heroes...

+1 vote     reply to comment
cheesecake645
cheesecake645 Jan 7 2011, 7:06pm replied:

Forgive me, but I don't quite understand what you are trying to say...

+1 vote     reply to comment
Vlado87
Vlado87 Jan 8 2011, 4:36pm replied:

this your mod have name LEGACY ERA MOD but with this all new models of units and with confederation (noncanon nation) you dont need to anymore to call your mod L.E.M. now can be "post legacy era mod" but that mean that no heroes from legacy and you need now story so this is in some way and bad idea ;)

can you say what will be replacement for viskonsin, aramadia or what super ships will be in new version or this is SECRET

+1 vote     reply to comment
cheesecake645
cheesecake645 Jan 8 2011, 4:49pm replied:

I'm gonna keep the mod at the Legacy Era for several reasons, some of which you said, and others such as no one knows when it ends. Details on the super ships are not finalized yet.

+1 vote     reply to comment
Vlado87
Vlado87 Jan 8 2011, 5:40pm replied:

if you dont now what to put I can maybe help becayse I now almost all super ships from wikipedi (from empire, republic and droids)

+1 vote     reply to comment
cheesecake645
cheesecake645 Jan 9 2011, 9:14pm replied:

I have them planned already but just not the final details.

+2 votes     reply to comment
Burntstrobe
Burntstrobe Jan 5 2011, 8:42am says:

Cheese, where are you...?

+1 vote     reply to comment
Deepstar-61
Deepstar-61 Jan 4 2011, 7:41am says:

how do I change the rate of fire for space units/ships? they fire their weapons so quickly that a ship or even the level five space station last no time at all;same thing with the bombing run. You click the bombing run butrron and they bomb the whole map. How do I change it back from how it was vanila.

+1 vote     reply to comment
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Takes the droll and tediousness vanilla game and rips it out, placing this magnificent shining example of what a great Star Wars strategy game should be instead.

Mar 19 2013, 12:31pm by neronix17

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