Those amongst you may remember a Star Trek Armada 1 mod that was made many years that went unfinished (it was aprox. 75% completed). Well with a new game and game engine to mod comes a bigger and, hopefully, more complete version. WCI is now being slowly compiled for the Star Wars Empire at War expansion and is going to be solely a space based conversion. We are recreating a majority of the stock WC models to better fit the needs of the game engine and there is going to be significant usage of the capital ship fighter launch capabilities. There is going to be extensive changes to as much of the game as possible and news updates will be posted here, so stand by...... and stay tuned.

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New Confederation Fighters/Bombers Waterloo Class Washington Class
Blog RSS Feed Report abuse Latest News: v2.0 taking its sweet time.....

0 comments by mapayne on Nov 19th, 2009 digg this super bookmark


Hi again all. MaP here with a well overdue news update. Firstly, things are going well. The final Confederation ships are ingame and work as expected. Thankfully so far no problems have been found and Confed side also has a special bonus unit - The Pelican Class repairal tender. This lightly armed, whilst not built for combat, will, when deployed, have an area effect which can repair damage suffered to all allied ships (although it won't repair destroyed hardpoints). Currently they are limited in build capacity (maximum of 3 on a map), but placed in strategic points and you'll have the ability to more or less control the map. Also I've found in play testing that the starbases aren't overly well armed. Therefore these are being given a substantial overhaul. Expect an enemy starbase to not be so easy to destroy this time around. Finally its been noted that the Kilrathi side starts of quite weak (one capital ship buildable plus two fighter classes), so with the additional Kilrathi ship selection the starting constructable units will include a light carrier of some design.

The v2.0 patch should hopefully be available around christmas and will be available in two flavours. One will be a patch upgrade to v1.5 and the other will be a complete v2.0 download. Anyway, when the kilrathi ships are closer to the conversion I'll post initial renders and images.

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Wing Commander Invasion v1.5 Beta

Wing Commander Invasion v1.5 Beta

Aug 06, 2009 Full Version 0 comments

This is an interim release due to some unforseen problems that happened when attempting to code in the custom Galactic Conquest that "should" have been...

Comments  (0 - 10 of 44)
CommanderAE
CommanderAE Oct 27 2009, 5:36pm says:

Cant wait for all these new ships, this is my fav mod that adds stuff to the game.

+1 vote     reply to comment
legoguy1000
legoguy1000 Oct 21 2009, 9:28pm says:

could the waterloo class ship be placed seperately in the download section?

+1 vote     reply to comment
CommanderAE
CommanderAE Sep 15 2009, 8:12pm says:

What is this for FoC or EaW it doesnt say exactly what game anywhere, you should realy put that in the description or something.

+1 vote     reply to comment
Rebelmoon
Rebelmoon Sep 17 2009, 9:17am replied:

It says it at the top, right under the name of the mod.

+2 votes     reply to comment
CommanderAE
CommanderAE Oct 27 2009, 5:34pm replied:

sry i must have been a bit stupid that day :)

+1 vote     reply to comment
mapayne
mapayne Jul 28 2009, 5:26am replied:

Well to begin with this mod is far from finished, but firstly, just to make this clear, the mod will not have any kind of ground based combat. The reason for this is that while ground combat may have featured in the original games there isn't enough in the way of ground units to make it practicle. Secondly, remember that whilst this mod remains in beta it won't be balanced correctly. I'll be attempting to properly balance the mod in the final stages so its going to seem unbalanced until then.

With regards to differences. I think the biggest one is EaW only has 2 sides (with additional unplayable factions) and FoC has 3. As you've found out the Consortium is completely disabled at the moment and I'm still undecided as to the third side. However, because of events in the WC universe I'm highly tempted to include the Nephilim as the third race. The reason for this is because of the Neph's invasion. It'll give me the opportunity to include a few custom GC's to revolve around this.

Anyway, as things are going it'll take a while to get this current custom GC fully working and layed out correctly, so its impossible for me to give any kind of release date for v2.0

+1 vote     reply to comment
FekLeyrTarg
FekLeyrTarg Aug 6 2009, 3:33pm replied:

You could add the UBW as 4th playable race. If you remember, the mod "Trek Wars: Federation at War" adds the UFP as 4th race. I recommend that you ask the team behind it how to add more playable factions.
But since it's your mod, it's your decision and I respect that.

+1 vote     reply to comment
Nagrach
Nagrach Aug 24 2009, 2:33pm replied:

Our Programmers said he is able to add up to 8 Races or so :P

+1 vote     reply to comment
mapayne
mapayne Aug 7 2009, 3:32am replied:

As the mod progresses its always unknown as to what the exact additions will be so you never know.

+1 vote     reply to comment
Nagrach
Nagrach Jul 30 2009, 4:00am replied:

Yes you are right its beta sry. About the Ground battles when you will make a GC ... hmm but the nephs haven'T any Ground units.. ok its your decision. Also If you need help remember me, eventually I have a little bit time to make one or two models... but I'm actually on learning to texture.

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