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.

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Report RSS Lucrehulk-class Battleship (view original)
Lucrehulk-class Battleship
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Ghostlord83
Ghostlord83 - - 90 comments

very nice

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V.Metalic
V.Metalic - - 2,440 comments

Where are the comm towers on the core ship?

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Theta.Sigma Author
Theta.Sigma - - 553 comments

The Comm towers on the core ship are removed (for the most part) for the battleship variant.

The control ship variant will of course have her many spires and dishes.

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cr0n0s
cr0n0s - - 23 comments

where will be the differences between those two ships?
weapons <-> fighters?

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Theta.Sigma Author
Theta.Sigma - - 553 comments

In V1 of UEaW, the difference will be essentially:

Build attributes (cost, time to build, and tech availability differences)
Weapons load-out
Fighter complement
And 1 other attribute that will be new to capital ships that is a production secret, which especially the Control Ship variant will have big value in relative to other capitals.

The Battleship is more geared out for heavy capital vs. capital slogging; and has a wide array and very many weapons, able to lay down dense fire of varying types as well as carrying a large amount of droid fighters into battle. Her shielding is heavy although less so than her control ship counterpart; she is also very slightly faster in both sub-light and hyperspace.

The Control ship has significantly less in the way of weapons; with far fewer heavier batteries, her armaments are mainly made up of anti-starfighter batteries and lighter turbolasers for providing blanket anti-capital fire en masse. She does, however, have various presently secret quirks, including an even bigger fighter complement which will be very formidable in size, and very heavy shielding; as exhibited in Episode I.

By V2, the Control Ship will have extra significance as land combat will be re-introduced, where her role will be widened beyond her specific spatial quirks.

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Morthon
Morthon - - 1,024 comments

Its beautiful :D but I still think the idea of 18K polies is scary D:

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joey5452
joey5452 - - 1,001 comments

cant wait for the skin it already looks better then all the other models for the lucrahulk

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obliterator789
obliterator789 - - 1,052 comments

looks better than every other model I've seen.
just a little recommendation, when this ship is in battle, it should be a bit lower on the y axis, that is "below" the other ships so it's easier for it to fire upon other ships

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Theta.Sigma Author
Theta.Sigma - - 553 comments

The Lucrehulk is a large vessel, somewhere above the battleship status and a mini-super for the CIS due to its massive size and firepower, and will be implemented into tactical combat accordingly, I should expect it will indeed be on a lower Z layer.

I take it you meant the Z axis and not the Y axis...

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Description

The mostly finished model for the Battleship variant of the Lucrehulk; the Control Ship version will naturally have its own model for her enhanced communication facilities, for example.

Over 18k polys; we couldn't make her more detailed if we wanted to, else the game won't run her!