In an alternate timeline where the Battle of Endor did not transpire well for the Rebels, fight for power in a new war as the Black Sun Pirates, Empire, or Mandalorians. Featuring two converted factions, graphical enhancements, new nonplayable factions, GCs, and more.

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PvM 0.97: More Derelict ISD PvM 0.97: Derelict Star Destroyer 0.97 Preview: TMUs Again
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2 comments by Mogenar on Mar 5th, 2014

EDIT: PvM 0.97 is now available for download!

Ladies and gentlemen, fans of Pirates vs. Mandalorians, it's been a while, hasn't it?  School has often kept me busy, but it has not halted progress on PvM.  In the near future, I plan to release version 0.97, an update primarily concerned with making the Galactic Conquest map feel more like the Star Wars galaxy.  How will that happen?

Thyferran Medical Units
Especially around the time of the Galactic Civil War, Thyferra's a rather important planet.  The source of the galaxy's primary healing agent, it became the main target of Moff Kohl Seerdon in his campaign against the Rebel Alliance.  In canon, Thyferra was again contested when Isard took over the planet, a conflict appropriately dubbed the "Bacta War."  Around the time period of Pirates vs. Mandalorians, Thyferra should be one of the most important planets in the galaxy, as it was during the Galactic Civil War.

In Empire at War, it's one of the most useless.

In standard Empire at War, Thyferra grants a healing bonus to...itself.  Units stationed on Thyferra get an automatic heal.  No other units benefit from controlling one of the galaxy's centers for medical supplies.

0.97 Preview: TMUs0.97 Preview: TMUs Again

To that end, we have introduced the TMU, or Thyferran Medical Unit, a variant of the Mobile Defense Units from Forces of Corruption.  TMUs provide a mobile construction point for a Vratrix Medical Station, a stronger version of the buildable Bacta Tank that can heal multiple units simultaneously.  TMUs can only be built on Thyferra, a result of controlling the center of galactic bacta production.  We hope that this change will put Thyferra back on the map of planets and help make it tactically feel like the critical Thyferra of Star Wars.

Planet Bonus Changes

Thyferra wasn't the only planet to get a canonically inappropriate treatment in Empire at War.  While Petroglyph gave many planets appropriate planet bonuses, other planets received bonuses that correlate little with their existence and galactic role in canon.  0.97 marks the beginning of a planetary bonus overhaul designed to make planets play the part they play in general Star Wars.  Besides Thyferra, four other planets have had their bonuses changed:

Carida
Old:
20% time reduction to recruit infantry
New:
30% health bonus to Stormtroopers
Why:
A universal time reduction bonus reflects a quantity over quality focus, and that seemed inappropriate for the Empire's most elite infantry academy world.

Ryloth
Old:
30% health bonus to Stormtroopers
New:
10% cost and time reduction to recruit Zann Consortium mercenaries
Why:
Ryloth having a major connection to the Empire never made sense.  The new planetary bonus reflects Ryloth's role as the Zann Consortium's primary hub.

Saleucami
Old:
Damage boost to Mandalorian Cruiser
New:
reveals information about nearby planets
Why:
The old bonus didn't make sense for Saleucami, even in its original FoC form (a damage bonus to Interceptor IVs and MC-40s).  The new bonus pays a homage to Forces of Corruption's original campaign by using the Hutt listening post as a basis for the new bonus.

Bespin
Old:
Damage boost to Aggressor Destroyers
New:
10% damage boost to all space units
Why:
A boost to a ZC unit doesn't make sense, especially one that plays a relatively minor role in PvM.  We decided to give Bespin a bonus reflecting its large supply of tibanna gas.

For the Right Price
Empire at War often did a poor job of portraying the scope of the criminal underworld.  Criminals were always organized and always employed by a major faction like Black Sun, the Hutt Cartel, or the Zann Consortium.  Mercenaries, pirates, and anyone else simply willing to work for the highest bidder were unrepresented.  However, that changes in PvM 0.97 with the introduction of a new mechanic: the derelict Star Destroyer.

PvM 0.97: Derelict Star DestroyerPvM 0.97: More Derelict ISD

The Empire's fragmentation prior to the time period of Pirates vs. Mandalorians left many derelict vessels behind, damaged beyond the point of usefulness to the Imperial Navy.  However, criminal elements have commandeered what's left of these ships and turned them into a gathering point for anyone willing to fight...for the right price.

Derelict Star Destroyers can be found in Galactic Conquest in the space above planets with a strong criminal element.  The derelicts function as a capturable build site; you'll need to secure the area around the derelict to activate the Destroyer's beacon.  Once the beacon is activated (and funds transferred, of course), local mercenaries will flock to fight under your banner for the duration of that battle.  Once the beacon's credit supply is depleted, the beacon will shut down and remain unusable for some time.  The location of derelict Star Destroyers in a map depends largely on the context of the planet itself; centralized criminal centers like Nal Hutta will have derelicts close to the defender's spawn while chaotic hubs like Atzerri will have derelicts in the middle of the map, equally available to all potential employers.  Derelict Star Destroyers allow players to temporarily augment their forces past the population cap with criminal forces, and this new mechanic will make fights above underworld planets much more interesting.

Coming soon!

PvM 0.97 will launch in the next few days, allowing you to experience all of these new features.  In addition, the update will include some more tweaking to the Mandalorian AI and some new, more appropriate fightercraft for the Corellian faction.  For a full list of changes, please see the changelog when the update releases.

Enjoy,
Sith of Steel/Mogenar and the PvM Team

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Pirates vs. Mandalorians Open Beta 0.97

Pirates vs. Mandalorians Open Beta 0.97

Mar 5, 2014 Full Version 2 comments

An update to add personality to the Star Wars galaxy! Changes are as follows: -all standard MDUs can no longer be built (a temporary measure until MDUs...

Post comment Comments  (0 - 10 of 205)
Guest
Guest Aug 18 2014, 3:05pm says:

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Mogenar
Mogenar Aug 20 2014, 9:15pm replied:

That would require inventing a new fighter role for Black Sun, and the faction already has several different types of fighters. I'm also not sure if there's a Supa Fighter model out there I could use.

+1 vote     reply to comment
Bucman55
Bucman55 Aug 16 2014, 4:19pm says:

Are you going to add Prince xizor's skyhook to the mod

+1 vote     reply to comment
Mogenar
Mogenar Aug 16 2014, 8:06pm replied:

PvM takes place after the destruction of Falleen's Fist, so no.

+1 vote     reply to comment
Queshnaba
Queshnaba Jun 23 2014, 5:45pm says:

How is progress Mogenar?

+1 vote     reply to comment
Mogenar
Mogenar Jul 1 2014, 12:25pm replied:

Haven't made a whole lot lately. I've been working a full-time job for the past month now, hasn't left much time. I'm debating how much more I want to do with PvM...I want the Mandalorian AI optimized (if it isn't already), but other than that, I'm not sure what I'll be doing.

+1 vote     reply to comment
Queshnaba
Queshnaba Jul 9 2014, 12:23am replied:

Could always add a surprise new planet with new features and perhaps on said planet add another non-playable faction (if it were to fit your new time constraints). Perhaps additional planet specific unique units like the thyferra healer. An example being if the Mandalorians take Kamino they can train clone troopers (because after all they are copied from Mandalorians). If the pirates take Nal Hutta they could get access to cheap hut units? I do not know the feasibility of this but they are simply ideas that I had come up with. In the past you had stated as well for future updates in the comments that you would eventually change the pirate star-base and add a new playable faction as well (once you reached 1.0). The mod is your design friend I personally would like to see it continue but if you cannot you cannot I understand. Good luck with the new job and I hope to hear back soon (one last thing if you have steam my account is Charles Cornwallis in-case you ever want to play this or something else).

+1 vote     reply to comment
Mogenar
Mogenar Jul 20 2014, 1:07pm replied:

Kamino already has recruitable EMP troopers and carrier Acclamators, so I probably won't add anything else as special units for that planet. I also probably won't do much Nal Hutta stuff because the original design of criminal units...well, they weren't all that useful. As for changing the Pirate starbase, I'd love to, but I haven't found a model for it. The fourth playable faction is still something very much on my mind, but I'd have to decide which one it is.

At the very least, I intend to optimize the AI, and that should be enough for 1.0.

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Guest
Guest Jun 5 2014, 11:55am replied:

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Mogenar
Mogenar Jun 7 2014, 2:41pm replied:

Which GC is this in?

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