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:

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

30% health bonus to Stormtroopers
10% cost and time reduction to recruit Zann Consortium mercenaries
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.

Damage boost to Mandalorian Cruiser
reveals information about nearby planets
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.

Damage boost to Aggressor Destroyers
10% damage boost to all space units
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.

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  (50 - 60 of 200)
GameMurderer Jul 20 2012, 8:15am says:

hiw do u get the venator in skirmish for the imps

+1 vote     reply to comment
intercepter66 Jul 20 2012, 9:49am replied:

You don't, Pirates are the only one aside from the Hutts that are enabled Venators.

+1 vote     reply to comment
DarkDragonic Jul 13 2012, 1:02pm says:

Pirates imo are vastly underpowered in space combat. Their first frigates cost so much, but only have 3 weak hardpoints that do little damage. The Venator seems OK, the mass drivers could be up'ed on dmg just a bit. The fighters and corvette both seem good tho. I'm just saying all of this because a lvl 1 station for Mandalorian and Empire can take out a Pirate fleet of 30+ size (player controlled fighters and bombers) AI can take on that same fleet but lose after doing some damage. The only good ship they have is op i know its not supposed to be there. There are 2 versions of the Venator in GC, one has a gravity well other doesnt. The Gravity Well one is so op, its fast, one hits everything, and doesn't take like any damage. 1 of these took out a lvl 5 space station, 9 star destroyers, and a bunch of other random ships. The fleet size was like 95

+1 vote     reply to comment
Mogenar Jul 13 2012, 5:01pm replied:

The Gravity Well one wasn't supposed to be in the game, it's a special Venator I created for testing purposes.

Balancing the Venator has been tricky because the rear turbolasers don't have the wonderfully forward firing arcs of the other two sets of hardpoints. They still do damage, and I don't want to buff the Ven's mass driver weapons to the point that the Venator becomes a shield-breaking capital ship.

Pirate Interceptor Frigates only cost 200 more than the original Nebulon-B, and I've designed their firepower to match the Zann Interceptor IV of base FoC.

The Pirates may seem to be weaker, but they're fairly balanced. It took me a while to tweak everything for them, especially the Bloodstar (which used to be horribly underpowered).

+1 vote     reply to comment
DarkDragonic Jul 13 2012, 6:06pm replied:

Ah, ok. I feel like a little bit more tweaks could be made, but thats up to you.

+1 vote     reply to comment
Mogenar Jul 16 2012, 6:57pm replied:

Nothing in the mod currently is final; balance tweaks are entirely possible as we head along. Thank you for your input, please do note that we take all suggestions into consideration.

+1 vote     reply to comment
intercepter66 Jul 8 2012, 2:03pm replied:

Yes, I do belive they just have it as star viper, and will not be making a model for it.

+1 vote     reply to comment
packy21 Jul 8 2012, 2:38pm replied:

aww. they would be cool units. well starvipers are also pretty cool. the only problem is: when they land they burry themselves infor half. wouldnt it be better to let them land like the slave one?

+1 vote     reply to comment
Mogenar Jul 9 2012, 4:27pm replied:

Yeah, that is a bit of a cosmetic problem, but as such idk how much I'm willing to put a large amount of effort into fixing it. We started by using Warb's Basilisk model, but the fire bones weren't oriented for air-to-ground speeder combat. Basically, it wouldn't fire. As such, I decided to use a reskin of the original StarViper model, the idea being imitating the Basilisk design from KotOR II.

+1 vote     reply to comment
intercepter66 Jul 8 2012, 9:14pm replied:

Its dose sound better, Halfway in-ground Don't look right lol.

+1 vote     reply to comment
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