Expanding Fronts is a massive modification for Star Wars Galactic Battlegrounds aimed to breathe life back into the classic LucasArts strategy game by adding various new units, features, and gameplay elements. Each of the 8 civilizations is being split into various Sub-Factions that specialize in unique combat roles including Infantry, Armor, Aircraft, Navy, Support, and Economics. Each of these Sub-Factions will have a full roster of new units and technologies available to them. In addition, the Scenario Editor is being filled with hundreds of new units, buildings, effects, and objects to allow campaign and scenario designers more freedom than ever before.

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21 comments by Gen_Rhys_Dallows on May 4th, 2014



AIR SUPERIORITY

One of the four branches your civilization can specialize in is air power. Using swarms of powerful fighters to overwhelm your enemy is a fairly common tactic in Galactic Battlegrounds, and we're aiming to reinvent the system to add more fun and flexibility to the use of aircraft by introducing new classes, and adjusting old ones.

AIRCRAFT CLASSES
In addition to adjusting the main aircraft classes in Galactic Battlegrounds - Fighters, Bombers, Air Transports, and Air Cruisers - we have added five entirely new types of aircraft to the mix: Interceptors, Attackers, Dropships, Corvettes, and Missile Frigates. 

FIGHTERS 

Fighters are your standard, multirole aircraft. They have decent speed, armor, and weaponry, all at a low price. They are your go-to aircraft for most situations, but they don't excel at any one particular role. Relying on them exclusively could mean leaving significant vulnerabilities open for exploitation.

BOMBERS

 
Bombers are a necessity for dealing with fortifications. Their powerful, high-impact weapons can reduce structures to rubble in moments. Bombers are generally slower and more costly than their Fighter counterparts, but make up for it with increased armor. In Expanding Fronts, Bombers have an additional perk; they are now fully capable of using their bombs to engage other aircraft. These bombs deal heavy damage, but travel slowly and have poor accuracy. Trying to take on a group of Fighters with only a Bomber wing won't end very well for you. However, Bombers are an excellent choice for quickly bringing down Air Cruisers, Transports, and Corvettes - provided they're undefended.

INTERCEPTORS

Interceptors are fast and dangerous pests that can wreak havoc on an unprepared fleet. They have flimsy armor, but their quick-firing weapons and high speed enables them to get several shots in and flee before defending craft can react. Interceptors are especially dangerous to slow-moving targets like Bombers. This power comes at a cost, as Interceptors are more pricey than standard Fighters, and they can be quickly brought down by even light Anti-Air defenses. Effectively using Interceptors requires good micromanagement skills; miscalculating maneuvers can send these expensive units head-first into a barrage of missiles.

ATTACKERS 

Attackers function similarly to Bombers; prioritizing ground attack. However, unlike Bombers, their firepower is geared towards harassing units instead of structures. They carry powerful lasers that can shred through infantry and mechs. Their heavy armor also makes them a significant threat to Fighters, Bombers, and Interceptors. These powerful craft are some of the costliest aircraft you can field, but their power, when harnessed effectively, more than makes up for it.

AIR TRANSPORTS

 
Air Transports are a vital part of your fleet when you need to safely move units. Their tough armor and ability to ignore any land or sea-based obstacle is a necessity when fighting battles across difficult terrain. In Expanding Fronts, Air Transports are much improved with an increased carry capacity, allowing them to transport 10 units at a time. Air Transports, while durable, have no defensive capabilities, so they must be placed under escort. A surprise Bomber or Corvette attack could result in an expensive and embarrassing loss.

 DROPSHIPS
 

Dropships are the smaller sibling to Air Transports. They are generally lighter, faster, and cheaper than their larger alternatives. However, they have a lower carry capacity, and can only transport infantry and/or light vehicles. A special benefit to these craft is that they are capable of defending themselves in a pinch with onboard weapons, although it's still recommended to keep an escort nearby. Every dropship is built for a different purpose, so their specific roles, transport capabilities, and combat strengths/weaknesses tend to vary.

AIR CRUISERS 
 
It's hard not to worry when you notice one, (or several) of these flying behemoths inching towards your base. They can cause widespread damage to units and structures, and are able to flatten an economy in moments. These units remain largely unchanged in their capabilities, but those who use them should take extra precautions. There are many new ways crafty players can knock them out before they can cause any damage.

CORVETTES

Corvettes are the antithesis of Air Cruisers. They are just as expensive, but while Air Cruisers wreak havoc on the ground, Corvettes are tailored to terrorize the skies. Their powerful, rapid-fire weapons can swat nearly any challenging aircraft down in a heartbeat. Attempting to take on one or more head on is guaranteed to result in severe losses. While they are extremely hazardous to aircraft, their effectiveness against ground targets is limited. Proper ground-based Anti-Air units will bring them down quickly. Corvettes do not have the durability of Air Cruisers, and rely on their increased speed to evade enemies.

MISSILE FRIGATES

Missile Frigates are the middle ground between Corvettes and Air Cruisers. These heavy aircraft use long-range missile weapons to bombard enemy units and fortifications from a safe distance. While their attacks aren't nearly as devastating as an Air Cruiser, they can outrange most Anti-Air defenses. Intercepting these weapons with Bombers and Corvettes is a must before they can cause too much damage.

ON THE ROAD AGAIN 
With summer rapidly approaching, we are slowly getting the ball rolling again. Hopefully updates will be more frequent over the following months. As always, if you have experience in terms of 2D/3D art, Random Map/AI scripting, or general editing experience with the AoK/SWGB Genie engine, and would like to contribute to the Expanding Fronts project, feel free to contact project members Gen_Rhys_Dallows or Sarthos via ModDB Private Messaging. Alternatively, you can post a message in our project thread at SWGB.HeavenGames.com

THANKS 
Again, we thank everybody who has been following our project so far. Last I checked, Expanding Fronts has amassed over 3000 downloads. That certainly doesn't sound like a lot, but it's about 3000 more than we expected when we started this. We appreciate everybody's suggestions and feedback, and we look forward to bringing you more content in the future. Until then, May the 4th be with you!

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Expanding Fronts  BETA 0.1.1 (Manual Installation)

Expanding Fronts BETA 0.1.1 (Manual Installation)

Jan 5, 2014 Demo 3 comments

This extensive update fixes numerous bugs and balance issues. Also included are several new units and map design objects. This download includes a manual...

Expanding Fronts  BETA 0.1.1 (EXE Installer)

Expanding Fronts BETA 0.1.1 (EXE Installer)

Jan 5, 2014 Demo 8 comments

This extensive update fixes numerous bugs and balance issues. Also included are several new units, and map design objects. This download includes an automatic...

Expanding Fronts - Galactic Empire BETA

Expanding Fronts - Galactic Empire BETA

Oct 31, 2013 Demo 15 comments

This is the first official Expanding Fronts beta. It contains a rebuilt and functional Galactic Empire civilization, alongside numerous new units and...

SWGB Taunt Pack

SWGB Taunt Pack

May 26, 2013 Audio Pack 3 comments

This audio pack increases the number of audio taunts available in the game from 62 to 250, giving you a massive library of new sounds to rally your allies...

Expanding Fronts Preview - Spinnaker's Spoil Co-op

Expanding Fronts Preview - Spinnaker's Spoil Co-op

Feb 13, 2013 Multiplayer Map 2 comments

The Trade Federation requires resources to fund its invasion of Naboo. The coastal town of Spinnaker has those resources. With the help of your partner...

Expanding Fronts Preview - Behind the Lines Co-op

Expanding Fronts Preview - Behind the Lines Co-op

Feb 13, 2013 Multiplayer Map 0 comments

The Naboo have captured a Droid Control Program, and rendered a portion of the Trade Federation army motionless. With your partner, secure the Control...

Post comment Comments  (0 - 10 of 390)
Shiasnira
Shiasnira Jul 17 2014, 10:08am says:

This is a great work... is like: "My Childhood is back again" :)
When you will release the next update??? I will wait for it whit a lot of patience xD

+1 vote     reply to comment
Guest
Guest Jul 14 2014, 7:43pm says:

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Takistaniofficer
Takistaniofficer Jul 13 2014, 4:34pm says:

Keep up the good work!

+1 vote     reply to comment
Meyerm
Meyerm Jul 6 2014, 3:01pm says:

I haven't gotten this mod yet, but it looks great. What happened to the Confederacy faction? By the pictures, it seems all the missions with Separatists are the Trade Federation with some separatist tech.

+1 vote     reply to comment
JjForcebreaker
JjForcebreaker Jul 5 2014, 2:49pm says:

OMG!

I love SWGB with CC exspansion. I can't tell how much I love the concept of this mod. Keep us informed, good luck to you all! Don't abandon this project, SWGB deserves it!

+2 votes     reply to comment
Kriegtooth
Kriegtooth Jun 23 2014, 1:59am says:

Wow, this sounds very interesting. I'll be sure to check it out sometime. Used to play this game alot when I was a youngin. :P Glad to see it getting some love

Curious though, is the Republic and CIS in it?

+2 votes     reply to comment
spam223
spam223 Jun 18 2014, 5:20pm replied:

After toying around a bit, it seems that only mods for the original SWGB work in Expanding Fronts (At least the sounds and skins. No icons though) I've tested a few that i have such as:
-Admiral Thrawn (Replaces Governor Antes Belladar(Empire)
-Watto (Replaces Utric Sandov(Rebellion)
-Imperial Security Officer (Replaces Trans Decar(Empire)

Some that have not been working are:
-Commander Cody(Replaces Chancellor Palpatine(Republic)
-MagnaGuard(Replaces Guamorrean Guard(Miscellaneous Unit added by Clone Campaigns
-EP III Anakin(Replaces EP II Anakin(Republic)

Based on these results, I would say that non-Clone Campaigns Mods work for Expanding Fronts while CC required Mods do not. I thought I would share this with whoever would look at it, so I hope this helped

+1 vote     reply to comment
Gen_Rhys_Dallows
Gen_Rhys_Dallows Jun 18 2014, 5:35pm replied:

Expanding Fronts uses new 'x2' DRS files for all of the Clone Campaigns units/audio/etc. When you run Battlegrounds_x2, the game refers to the new DRS/DAT files instead of the originals, so any modifications to those will not be seen.

In short, mods that effect non-CC/EF Units and objects should work. As far as I know, there's no way to adjust the Mod Installer to modify the x2 files instead. But honestly, there isn't much point in doing it to begin with. All of the stuff you just listed is already on our 'to-do' list anyway, most of which will use higher-quality models than the existing HeavenGames mods, and won't replace currently existing units/objects.

+2 votes     reply to comment
spam223
spam223 Jun 19 2014, 11:45am replied:

Oh cool! Looking forward to it. Thanks for the update.

+1 vote     reply to comment
spam223
spam223 Jun 19 2014, 11:53am replied:

I feel a bit naggy after that last one, but one suggestion-a "change object range" trigger for scenarios-if that's not too much to ask? If you already are, that'd be awesome.

+1 vote     reply to comment
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