Ultimate Empire at War is a conversion of Star Wars: Empire at War: Forces of Corruption. It aims to include four eras of Star Wars history: the Age of the Old Republic, the Clone Wars, the Galactic Civil War, and the Dawn of the New Republic in an re-created game that is more engaging on both the tactical and strategic level, enhancing gameplay and deepening it, as well as overhauling the graphics in the game. In short - EaW the way it was meant to be - spanning Star Wars history in a deeply strategic game with high quality graphics and challenging gameplay.
VIEW ORIGINAL - very high res, purposefully because the model now has full shadow, lighting, hangar shield etc. meshes and has a re-worked gloss map, which bring out the details of the high-poly model
This is the base model, PLEASE don't ask where the antennae are - they are attached in game with varying types of antennae depending on whether the Battleship variant or the Droid Control Ship variant is the vessel in question.
i really like this ship
Is this supposed to be a "futuristic" version of the ship? It seems sleeker, and it doesn't have all of the bulky antennas/satellite dishes
Oops, did not read description. I'm such an idiot
I'd like to know the combat capabilities of the battleship variant of the lucrehulk, will it be usefull in ship to ship combat, or would it be better suited to hang back and deploy fighters for support?
It depends which variant you are deploying - there are two available to the player, the Battleship and the Droid Control Ship. Both have fighter capacity, and even the Battleship with fewer fighters has a significant number of droids, but they're specialised to each role. To give a very vague overview of each:
Battleship: (http://starwars.wikia.com/wiki/Lucrehulk-class_battleship)
Dedicated Lucrehulk conversion to a line warship of the CIS:
-Large number of weapons batteries; armed as canon with the Clone Wars -upgrades, variety of powerful weapons
-More engine power than the Control Ship variant; slightly faster and more maneouvrable.
Droid Control Ship: (http://starwars.wikia.com/wiki/Droid_control_ship)
Specialised vessel for starfighter deployment and co-ordination. Super-carrier and offence co-ordination vessel. She will have a large bank of sensor and transmitter apparatus.
- Massive hangar capacity deploying swarms of droid starfighters that are slaved to the control ship
- Far less weaponry; limited to a series of quad-(light)-turbolaser batteries; though compared to other ships it is by no means un-armed.
- Special radar functions (development secret)
- Slower
- Greater sensor range
Could you post images of the different variants here so we can see the visual difference?
No :D.
The main visual difference are their sensor and transmitter arrays. The DCS obviously has a hefty set up radar and transmitter dish apparatus, whilst the Battleship has a basic array of battle sensors; these are attached with code in-game.
I like it without all the junk. looks more advanced
you say droids are slaved to the droid control ship will the starfighters die when the battleship is killed?
Any squadrons that are slaved to a mothership will cease to function after their controller is destroyed, since they'll be receiving no signal.
Not all CIS squadrons are like this; this applies mainly to squadrons spawned obviously from the Droid Control Ship (in vast numbers) but for things like planetary defence where localised transmitters are available, also buildable there. Since they lack the individual droid brains of non-slaved Vultures, Tri-Fighters etc. they are obviously limited in range and slaved to a controller, and less capable fighters, BUT are in greater numbers, very cheap and very easy to build. Spam with a twist.
That is a good feature, it adds some realism to the mod. plus it gives the Republic a nice big target to eliminate a lot of fighters at once if taking them out one by one isn't an option.
but if you say that we need to build a transmitter
i would simply use a small task force sneak past their defences and destroy it in a ground battle.
or can you no longer use small groups to attack a planet ?
(zawn is gone so sabotage is out of the option)
V1 is space only, so transmitters will be orbitally based only, on satellites and/or small stations; this of course presents targets in-battle to hit, but of course only slave fighters will be affected.
If and when V2 is out, with the full intention to have an immersive strategic simulation, planetary arrays may become available, that allow the deployment of slaved fighters anywhere on the space battle map without going offline, as well as being protected from direct destruction by enemy space forces. This planetary array would of course be more costly and harder to build than orbital relays, since the planetary array is fortified on the surface and has a sensor range that spans the entire planet's space map, but of course leaves the potential for raiding teams to try and sabotage it - by no means easy like in vanilla, but a potential weakness.
i would love the see the moddel you guys will create maybe something like the dishes on the control ship only planetary and with a control station
i'm amzed at how you can actually make fighters stop working if there is no control ship
It's not quite functional yet :P. Evilbob is still perfecting the lua script which attaches to the fighters.
This has already been done with NO lua...
Its amazing the power the games XML hold.. still people look to complex and laggy lua scripts to solve problems ;)
is it that you would have to destroy the whole ship or blow up it's sattelites
dont forget the Lucrehulk have one of the strongest shields in the clone wars
One word can describe this image... Great
it looks very nice
i can't wait too pilot a fleet of those.
the outside rings are too thick.