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  (1700 - 1710 of 1,749)
kumzi97
kumzi97 Dec 17 2009, 5:11pm says:

The Empire should have Carrack cruiser and Victory II Frigate.

+1 vote     reply to comment
Grim1316
Grim1316 Dec 14 2009, 6:57pm says:

I would suggest a mix of late clone wars to early galactic civil war units. Probably along the lines of Venators, Victory-Is, some CIS ships and maybe some older styled Rebillon ships like MC-40s. I would even allow them to make Dauntless-class cruisers wince most were converted passenger liners but with older style weapons or custom weapons maybe.

+1 vote     reply to comment
joey5452
joey5452 Dec 14 2009, 3:47pm says:

well i would say you should add the old clone wars era ships cause the zawn mostly uses blackmarket ships (most ships sold on black market are from the galactic republic) and the corellian ships should be a strategic point/advantage for the one who has the planet

+1 vote     reply to comment
Railgunner2160
Railgunner2160 Dec 13 2009, 8:35pm says:

Corellian Ships, I have yet to see a mod put corellian ships all into one faction, That way they could be built anywhere...

+1 vote     reply to comment
babka96
babka96 Dec 12 2009, 7:09pm says:

hmm you really think its "just" a mini-mod ? this shloud be full scale mod ( and drill again: trackin and dlin )

+1 vote     reply to comment
Decider0916
Decider0916 Dec 9 2009, 9:29pm says:

I was just looking at the unit list and was wondering why the mc80 is still there? Balance issues, perhaps?

+1 vote     reply to comment
cheesecake645
cheesecake645 Dec 9 2009, 9:44pm replied:

balance somewhat... they were outdated at this point, but still used as resources were probably limited for once it became the alliance remenant. Also to provide a wider variety of ships

+1 vote     reply to comment
doomrock9
doomrock9 Dec 9 2009, 7:18pm says:

wow thats alot of lag

+1 vote     reply to comment
xXx8274
xXx8274 Dec 9 2009, 5:09pm says:

holy ******* **** dude, that is so goddamn awesome, cant wait till the full mod is out!

0 votes     reply to comment
ComradeWinston
ComradeWinston Nov 16 2009, 3:21pm says:

Rebel ships looked ugly before and besides that I never liked the rebelion but the ships are nice now and dont look like giant hollowed out tirds with laser cannons and sheilding.
Good job!

+1 vote     reply to comment
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Released Feb 2, 2013
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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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