Currently being developed by Starside R&D, this is a Total Conversion mod for the game Star Wars: EaW Forces of Corruption from Petroglyph Studios. You decide who has the right to survive, the Terran Federation or the Arachnids and their allies, the Skinnies. It will include space & land skirmish and Galactic Conquest and is based on various aspects taken from the movie, animated TV series, and the original book. Command your Forces in the silence of space or the roar of the battlefield, be it the Terran Federation or the Arachnid/Skinny Alliance. Use old favorites as well as brand new units developed for this conflict.

Forum Thread
Poll: How many ships would you want? (45 votes)
  Posts  
How many capital ships would you want? (Games : Star Wars: Empire at War: Forces of Corruption : Mods : Starship Troopers: 1st Interstellar War : Forum : Polls : How many capital ships would you want?) Locked
Thread Options
Rebelmoon
Rebelmoon Team Leader
Dec 22 2008 Anchor

Pretty self explanatory. I currently have 11 large ships modeled with 1 gunship and 3 fighter bombers for the federals. And I'm currently considering replacing a couple with different designs. What is the purpose of multiple ships that basically do the same thing. Should there be 1-2 designs for each class with slight advantages depending on which you choose? Is there a limit that you should use as a cutoff? Once I have modeled these new designs, I'll put it to a vote, but people need to vote or they will lose what control they have on certain things that I'm letting you help on.

Ralok
Ralok Researcher
Dec 23 2008 Anchor

well boss i always saw the feds as having more large ships while the bugs have more medium ships

i am pretty sure there is a way to code is so when the tech level is upgraded that one ship can replace another
in one mod i beleive e wings replaced x wings

perhaps it should star off as

this is just ideas of ship evolution

shawnee->lancer
toyama maru->ryuho
athena->big carrier dude
reaper->roger young class

just a thought evolving ship classes can solve the problem of excess ships
and i am positive that it can be done

Dec 24 2008 Anchor

As many as possible!!!!!
You can never have enough capital ships :P

Rebelmoon
Rebelmoon Team Leader
Dec 24 2008 Anchor

I see the direction people want so far. Unfortunately even as many as possible is limited by the build bar. I know there is one way around its limitation but it's buggy.

Please keep voting, I won't shut this poll down for a while as I'm still developing ships.

Comments are welcome as well.

ATFRico
ATFRico Video Editing & Concept Artist
Dec 24 2008 Anchor

I've got some ideas for having armoured cruisers, pocket battleships etc, I'll send ya the concepts soon, just got xmas to do first lol :PSince ya loved my last designs i bet ull like the next coming up ;)

Dec 24 2008 Anchor

Well what you could do, is not have alot of research, and then you have alot mroe space on the buildbar. Personally I think multiple units for the same class make sense, I dont know I've just never pictured a fleet with only like one ship per type it ust doesnt mae much sense to me, also its alot more fun to have a couple ships for each role.

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.