Like most people I love FOC, and like some people I was a bit disappointed by the Zann Consortium. Although galactic strategy is somewhat different when playing as or against Zann, in the tactical battles Zann comes off as just a slightly different version of the other factions. In order to maintain game balance the creators pretty much made each Zann unit different versions of their counterparts; in other words, not very exciting. This is my first major mod and I am attempting to make the Zann Consortium as different as possible without totally screwing up the game balance.
Here's what I plan to do:
- Initial release of the modified Zann Consortium space units. - Consortium Space Mod v1.0 released
- Release of the modified Zann Consortium land units. - Consortium Land Mod v1.0 released
- Release of a the modified Zann Consortium space and land units in one mod. - Consortium Combined Mod v1.0 released
- Release of all factions original Space units modified to complete canon specs. This will include armament, size, complement, speed, hyperspace speed, hull, shielding, etc. Zann units will keep their Consortium Space Mod properties but will have canon squadron size, shielding, hull, size, speed, etc. - pending completion
- Release of all factions original Land units modified to complete
canon specs. This will include armament, size, complement, speed, hull, shielding, etc. Zann units will keep the properties of the planned Zann Consortium land mod but will have canon squad size,
shielding, hull, size, speed, etc. - pending completion
- Release of all factions original space and land units modified to complete
canon specs in
one mod. - pending completion
- Release of the above mod with all units unlocked and set to canon specs. For example, all pirate units will be available for hire at the cantina. Other units and planets that for some reason exist in the code, but are not playable in the game.
- Release of the above mod with additional units not included in the game. This could be released as several mods that may include different eras like clone wars, legacy, etc.
One reason why I started this mod was that I had played other canon mods and found them lacking in either completeness or game balance. My goal is to make everything to established canon while using the properties that do not have established canon to balance the game. I will also endeavor to accentuate each faction's strengths and weaknesses, making each one unique and thus the strategy when playing as or against different factions unique as well.
I wanted to give you guys something while I work on the next version of my mod. This new mod contains all that was included in both my Space and Land mods. Read more for details.
-The Grand Arena: This new building offers supplemental income in the form of gambling. You could make lots of money, or even loose a little.
-The Repusorlift Jammer: Now has shields! Removed the requirement of having a factory to build it.
-Ground Turrets: With no Turbolaser Turrets, I figure the consortium could use slightly better turrets. Turrets are now shielded. Because Zann doesn't have large bubble shields but shields his buildings directly, it makes sense that he would shield his turrets, too. Mass driver turrets have point defense lasers and torpedo turrets have sensor jammers built in. [I would like to link the turrets shields to the Palace like the other buildings for realism. If someone knows how this can be done please contact me.]
-Grenadiers: These mercs can now purchase carbonite guns on the black market as a secondary weapon.
-Pulse Tank: Removed the shields and made this a faster; more manueverable light artillery tank. It can be equipped with a sensor jammer, too. I got sick of Plex Soldiers killing me with one shot. Plasma cannon now bypasses shields and has a small area of effect.
-Canderous: Did away with it's cheesy special ability. Now it has point defense lasers.
-The MAL: Now is effective long range artillery. Equipped with boron ("radioactive") missiles it can lay down devastating cover fire. Upgrade the warheads with carbonite and greatly impede the enemy's ability to fight back. Still lightly armored and with a long reload, it's best to keep them well out of the enemy's range. Also makes it worth investing in light armored vehicles and speeders if you play against Zann.
-Starviper: Can be upgraded to use disruptors (apparently smaller disruptor cannons are harder for Zann to acquire).
-Skipray: Mass driver turret has replaced ion cannon turret. Carbonite cannon has replaced laser cannon. (Coming soon - Space Bombs!)
-Crusader: Laser cannons have been replaced by disruptor and carbonite cannons. The firing rate and range of the point defense system has been greatly increased.
-Interceptor4: Replaced laser cannons with plasma cannons. Plasma cannons now bypass shields and have a small area of effect.
-Vengeance: Turbolasers replaced with proton torpedo launchers. Proton torpedoes are now white, like in the movies - looks cool; no longer looks like a slow laser. Increased range of self destruct.
-Krayt (Aggressor) Destroyer: Replaced the turbolasers with large carbonite missiles. Greatly increased the range of the mega plasma cannons and self destruct. Added a small hanger (you could see it was always meant to have one).
-Keldabe Battleship: Replaced the ion cannons with mass drivers. Replaced the turbolasers with advanced concussion missile launchers. Reintegrated the Dekard Concussion Blast. [I would like to tie this in to the object just in front of the bridge that looks the same as the shield leech one. If anyone knows how to make this a hardpoint please let me know.]
-The Peacebringer (Tyber Zann's Ship): -Play the game to see this one. [I would like to do more though. If anyone could create a model with the front of the Peacebringer replacing the front of a Keldabe, please send it my way. I'll make sure to give you credit!]
-Consortium Space Station: Redid all the weapons to only include disruptor cannons, carbonite cannons, plasma cannons, advanced concussion missile launchers, proton torpedo launchers, and carbonite missile launchers. Also changed the main cannon to shoot the "Blast" plasma burst like the Peacebringer and auto-target like a regular hardpoint (note: bug - occasionally doesn't work unless you select station and then select target to attack but will work correctly after that).
-Boron Missile Space Turret: Now has ability to swap weapons to carbonite missile.
I have completed the land portion of the modifications to the Zann Consortium. Check out the downloads page.
All my content has been approved and posted by ModDB. This will be an ongoing mod with new content added as I complete it, about once a week at first...
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Here is the Consortium Land portion of the mod. I will be releasing different parts of my mod as I make it.
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