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 0.99: Mobile Bunker PvM 0.97: More Derelict ISD PvM 0.97: Derelict Star Destroyer
Blog RSS Feed Report abuse Latest News: PvM update: 12/14/14

3 comments by Mogenar on Dec 14th, 2014

PvM fans,

It's been a while since I've updated this page with any progress on Pirates vs. Mandalorians. With a busy summer job and a hectic school year, finding time to work on PvM has been difficult.

That being said, I've been working tirelessly on PvM when given the chance, and now I present open beta 0.99 to the community.

Why have there been no other updates? 0.99 is going to be the last version of the open beta. I've spent the last few months combing through the mod, adding and finalizing features I desired in the first true release for PvM. Many of these features include scripting changes, hence why few images have been posted in the past few weeks.

So what's been done?

MDUs are back!
PvM 0.99: Mobile Bunker
After largely removing them for bug fixing, MDUs are back in the game and ready for use. Particularly for the Pirates and Mandalorians, MDUs have been overhauled to include more useful and interested options. For example, as the image indicates, Mandalorians can now construct a makeshift bunker anywhere on the battlefield with their MDU.

The Mandalorian tech system works!
Getting the technician system to work properly has been a challenge in its own right, partially due to my learning of more of Empire at War's code as I move along with the PvM project. Finally, however, the technician system works as initially intended, with technicians recruitable from any planet in any order. For more information, check out PvM's tutorial, redone for the changes in 0.99.

A bunch of fixes
Of course, PvM couldn't be properly prepared for a full release without mopping up some bugs. A variety of scripting and text errors have been fixed, including one where minor heroes would respawn (forcing a player to fight all Imperial Warlords on the same planet!).

Removals
Approaching a full release, I've looked back to see if everything in PvM was up to par and mattered for the whole of the mod. To ensure that every aspect of PvM works as intended, a few things were removed. For example, perhaps at least temporarily, Rav Bralor has been removed, as her hero unit design was bland and lacked a well-defined role. In PvM Warzone, the Warlords presence on Mustafar has been temporarily removed, as this was part of an attempted Warlord base in the past that never saw realization. I will probably try to re-implement this base properly after 1.0.

To everyone who has provided feedback and encouragement, thank you. All of you have helped Pirates vs. Mandalorians get to where it is today. The first non-beta release of Pirates vs. Mandalorians will soon be upon us!

On behalf of the PvM Team,
Sith of Steel/Mogenar

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Pirates vs. Mandalorians Open Beta 0.99

Pirates vs. Mandalorians Open Beta 0.99

Dec 14, 2014 Full Version 0 comments

Provides numerous changes to gameplay, graphics, etc. in preparation for a full release. See the changelog for more details.

Post comment Comments  (60 - 70 of 206)
DarkDragonic
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 Creator Online
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
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 Creator Online
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
packy21
packy21 Jul 8 2012, 8:53am says:

are the bsilisks just starvipers because the model isn't finisht?

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

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

+1 vote     reply to comment
DarkDragonic
DarkDragonic Jul 5 2012, 12:34am says:

I wish Keldabe and the Venator had hangers. I also like the new laser schemes, however, the blasters for infantry should not be that big, you could keep it the same, but tone down the size of it just a bit. The Mandalorian Tank seems a little useless to me at close range, i was firing at AT-ST's and the shots would go right thru it with no damage and explode somewhere off screen if u didn't track it.

+1 vote     reply to comment
Mogenar Creator Online
Mogenar Jul 9 2012, 4:29pm replied:

Any smaller, and the blaster particles will be barely visible. Perhaps that's more realistic, but I think a lot of people would rather see what's going on.

Yeah, Bralor's a bit underpowered at the moment. We're working on it.

+1 vote   reply to comment
DarkDragonic
DarkDragonic Jul 5 2012, 5:00pm replied:

My hanger reasoning is that the Imperial Bombers can prove quite a nuisance and when the Emps start to bring out Star Destroyers, ur Crusaders or IPV (or w/e the pirates use) cant be everywhere at once. The pirates and Mandalorians should both get hangers with at least fighters imo. In any case, Still fun :D Love the Mandalorian infantry.

+1 vote     reply to comment
Mogenar Creator Online
Mogenar Jul 9 2012, 4:28pm replied:

I'm not making more carriers than are necessary. Having large amounts of carriers was a unique mechanic exclusively for the Empire in FoC, and we have no intention of changing that.

+1 vote   reply to comment
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