New Order timeline spans from the birth of the Galactic Empire in 19 BBY to Second Galactic Civil War in 40 ABY. The whole timeline is divided into 6 eras of the mod (replacing 5 tech levels of the vanilla) with the 6th era currently being available only in skirmish.
Galactic Empire and Alliance to Restore the Republic (New Republic and Galactic Federation of Free Alliances in later eras) are playable and CIS Remnants will become the third playable faction (for first era campaigns) in near future.
Some personalities greatly influenced the history of The Galaxy. It is true for New Order too. Nearly 100 new heroes were added, which have many bonuses that represents this hero's skills in canon. In battle hero can be a skilled commander (increasing effectiveness of friendly forces) and/or skilled warrior (being more effective in combat). On the galactic map they could provide economic and espionage bonuses.
Re-enact some of the greatest campaigns of Star Wars Universe with New Order. We decided to start with, mostly overlooked by other mods, pre-Yavin era. Operation Strike Fear, influenced by the great X-wing game, is our first addition, with more to come.
New Order Mod currently has reworked space combat with ships having canonical (or close to canonical) stats. The current system is 4 years old and many flaws was found in it, so it'll be reworked soon to introduce better gameplay and performance.
Disappointed by mostly primitive (and in some ways - stupid) mechanic of the vanilla game, we’re proudly present a completely reworked land combat. New, more logical, damage system, new weapons, units, abilities, new shield mechanic, reworked turrets and a lot more.
New graphics (particles, models, interface appearance), new audio (music, weapon sounds etc.), small gameplay and performance tweaks.
Mod has it's own launcher that checks for updates, and downloads them, if available.
Some plans were already mentioned above. Of course, various new units, graphic and audio improvements and other tweaks will be implemented.
More scenarios will be added: Reconquest of the Rim, Thrawn Campaign, Operation Shadow Hand etc. Some scenarios will require some specific factions (e.g. Yuuzhan Vong), heroes, units and mechanics that will be implemented.
Campaign, recounting the life of Grand Admiral Gilad Pellaeon, is in the works. We plan on adding it divided by chapters, alongside same era scenarios.
Some people are asking for MOBA and survival modes in New Order, so some R&D is in progress to make new fun game modes.
Expansions will be sub-mods based on New Order, essentially large-scale standalone story scenarios. Currently Imperial Civil War and Second Imperial Civil War expansions are in plans.
Development is very slow because of very small team making mod. If you have any useful EaW/FoC modding skills, we'll be glad to see you in our team. Primarily, we are looking for Mappers and 2D & 3D artists, but any other assistance is welcome too. Also, we are in need of Testers. By the way, if you have some interesting ideas, suggestions or any other thing which could help to make this mod better, feel free to tell us.
Hello, everyone. In today's article we'd like to pay your attention to all those features which were implemented into 'New Order' before, are already added or will be represented in mod in nearest release.
Yes, as you may know the most important feature of the new version will be remastered ground combat. We have never told about remaking in details, so I think it's time to.
I will start from infantry, as large part of modelling work is aimed to add and optimize models, ported from different sources to the mod.
The assortment of units for each faction will consist of different types of units, and will consist of different weapons, armour classes and abilities (some of the them will be new). Depending on the era, the same types of units will have their armament or armor upgraded. That means, for example, army troopers in era 1 will be weaker that the same army troops, but in era 5.
Despite the difference in the types of infantry, the basic classes will be the same for each faction, but with different flavour. Here you can see the list of all infantry classes to be implemented:
Imperial vehicles has on average more durability per unit, a larger radius of view (due to walkers) and narrow specialization. Aviation has a transport and fire support function. Alliance vehicles are twofold: The tank line has average weapons and heavy protection. Speeders, on the other hand, are mostly un-armored, very manoeuvrable, bristling with hard-hitting guns. Both of those lines are characterised by heavy use of missiles and torpedoes of different sorts, and fewer number of vehicles per platoon (than Imperial ones). Aviation, starting with the T-47, has the attack function.
We use following basic concepts to balance land units:
No remarkable work on space combat was done for v.0.5, but there was a lot in previous versions. As we have changed tech levels to eras, you are able to build anything from fighter to destroyer on any era.
For v.0.5 we plan some minor visual improvements, minor changes to stats and getting rid of a few bugs. Rebalance of space units is planned after the ground balance is finished.
One of the main scopes of our work in older versions were heroes. All information about current features we described in this article.
The other main line of work for v.0.5 is mapmaking. We decided to set the standard for all maps which will appear in GCs:
We've made our best to think about New Order's concept and to implement it. It should include a mix of unique features, balanced experience and diversity of stuff with strict adherence to 'Legends' canon.
And now, we hope for your support, which may increase the chance of our release in nearby future :)
VOTE FOR US !
After few months of silence we would like to summarize our results.
We are available in Discord now - join us there :)
We proudly present new imperial vehicles and infantry added to the game.
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