This mod aims to improve the true Star Wars space battle experience by changing all the ships stats and giving them their proper armaments and such. Disclaimer: Current Early Access versions of the game may play differently to the final complete versions so please expect some rough edges. Installation instructions are included in every download.

Report RSS Developer's Notes - #4

I'm back and here to discuss a long overdue of what's next for the EaW - Realistic Mod.

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Greetings folks, it's been awhile hasn't it. This time around I've got a decision to make that I want your opinion on in addition to reporting on what next and the usual things discussed in these posts.

Version 0.06.0 released smoothly, no one mentioned any bugs or other issues so that's good. Except there are problems. Not certain if any of you have encountered them but a friend of mine can't launch his FoC with the mod installed. And before anyone goes crazy in the comments yes, he did have all the patches installed. Now what does this mean I can't possibly hear you ask? Well, this is further evidence that I need to create the consolidated version of the mod (less actual hardpoints, but the remaining ones will receive damage and possibly accuracy buffs).

So that means that v0.07.0 will have to be broken down into a few steps of sorts. Step 1 is to create the full version for FoC without any consolidating. Step 2 is to create the consolidated version for the base EaW. And finally step 3 is the consolidated FoC version.


Now, as you all know, the Imperial Star Destroyers and MC80 Liberty cruisers are the only two standard ships from the base game left to modify however, with the port over to FoC, brings with it some new units that will need to be modified. They may or may not be modified for v0.07.0 as I'm sure some of you would like to take the two capital ships for a spin! I would like to re-iterate what I have said earlier about the ISD though; the model used in game depicts the Imperial II-class SD with the eight barreled turret but I will be featuring the weapon complement and other stats of the Imp I-class. This is due to the first IIs only coming out of production very shortly before the Battle of Yavin and not all of them would have been dispatched to deal with the Alliance threat.

So, at the beginning I mentioned I needed your opinions and thoughts on something. That something are TIE/ph Phantoms. If you are aware, the TIE Phantom designs were lost in the destruction of the Imdaar Alpha factory and only a handful of Phantoms survived. So I ask you, should the TIE Phantoms be removed from the game? With that, I'll finish this post here!

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Rebel_Yell
Rebel_Yell - - 153 comments

No keep the Phantoms but the empire only has a limted amount and cannot build more or they can only built on one spot in the or if you have big GC's then one spot per main galactic region.

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Thulram Author
Thulram - - 69 comments

They had enough TIE Phantoms for 1 squadron. Not sure it would be worth to keep it for that. Besides, this mod's aimed at changing the skirmishes, the campaign is a by-product only.

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umad41
umad41 - - 392 comments

I'd say give the Phantoms the axe and replace with something that isn't already in game.

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Thulram Author
Thulram - - 69 comments

I don't do 3D modelling so I can't myself create the model for whatever TIE craft will replace the Phantoms. I could bring the TIE Fighters into FoC as they got replaced by the Interceptors in the vanilla game.

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Dumanios
Dumanios - - 3 comments

I wouldn't object to the TIE Phantoms being removed/made non-buildable. The TIE Scout more or less acts in the same role and is buildable on every planet. If the Phantoms are removed, would the TIE Phantom spawns from the Arc Hammer be replaced?

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Thulram Author
Thulram - - 69 comments

They won't be replaced with the release of v0.07 as this mod intends to change skirmish and multiplayer battles but later after the first full release I'll go back and ensure that things pulled or added are reflected in the campaign as best I can.

Are the Phantom spawns finite or does the Arc Hammer just keep creating them? It is possible that General Mohc could have procured Shadow Squadron or the other remaining Phantoms from former Grand Admiral Martio Batch. If they are finite, then they will remain with the Arc Hammer.

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Dumanios
Dumanios - - 3 comments

There's a limited amount that spawn from the Arc Hammer in battle.

EDIT: Perhaps Shadow Squadron could be promoted to a hero?

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Thulram Author
Thulram - - 69 comments

That would throw out the balance of heroes in the Empire's favour. The Alliance on average, has the better fighters to make up for a lack of power in the Capital ship department, this extra hero unit as well as the introduction of a new TIE starfighter would put the Alliance at a severe disadvantage.

I've still got to keep multiplayer and our Rebellion players in mind.

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Ridley12
Ridley12 - - 43 comments

I say keep the Phantoms.

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Ridley12
Ridley12 - - 43 comments

There's just one thing I would love to see (although it probably won't make it): the Executor from Episode V and FoC's campaign. It's my favorite Star Destroyer!

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Thulram Author
Thulram - - 69 comments

Considering there are only five tiers of ships, it would not be fitting trying to place the Super Star Destroyer within these limitations as it severely outclasses the ISD-1s.

Then we have to consider what the Rebellion would get to match up against it, and unless someone has created a model of the Bulwark Battlecruiser, it doubly won't be happening.

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Ridley12
Ridley12 - - 43 comments

Another thing I really like is the Death Star II from the FoC campaign. If there is any updates that you are able to do, I would like to know what could be updated.

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Thulram Author
Thulram - - 69 comments

Just remember that this mod is aimed primarily at multiplayer and skirmish values, some edits do carry over into the campaign but I don't have the time to devote to a complete campaign re-do.

This also brings up the same issue as the one before; what does the Rebellion get to match it? Answer - nothing.

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