Rise of the Crime Lords is a mod that adds the Black Sun Syndicate and The Hutt Cartel as playable factions along with multiple additions to the original ones as well as adding some new unplayable ones.

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JPJones
JPJones - - 48 comments

Do you think you'll buff the Venator a little bit? At least in 4.1 it didn't have any turbo lasers, making it weak against anything larger than a small frigate, while the Arquintens has at least 2, making them more viable in battle.

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vjeko1701 Author
vjeko1701 - - 292 comments

I see it as an outdated ship now serving mostly as a sort of tank/damage sponge/support ship.

It's supposed to be used along assault-type frigates where they do more damage while the Venator tanks for them.

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JPJones
JPJones - - 48 comments

I guess, but even then it's not as tanky as it could be to properly fill that role (this is all being based on 4.1 knowledge though). I also can't remember if it spawns fighters or not, that might be a good way to increase the balance a little bit.

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vjeko1701 Author
vjeko1701 - - 292 comments

I'm no longer sure about fighters in 4.1, but in 5.0 every Venator variant has fighter garrisons and some have a couple of additional weapon hardpoints.

Also, there are some new higher-res skins to better differentiate them.

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JPJones
JPJones - - 48 comments

oh good, yeah those changes sound like they'd do the trick. Also love what you've been doing with these promo images, they look really nice.

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vjeko1701 Author
vjeko1701 - - 292 comments

I'm trying to highlight some of the more unique mod features and graphical look (which I think is one of the most distinctive things about the mod) hoping it might get more people to notice it.

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JPJones
JPJones - - 48 comments

For sure! The art style looks really clean, and professional and highlights what your mod has to offer (vanilla feel while also being unique in its own way), which there aren't many good classic mods anymore, so it's really nice to see. I might even take some notes from you on it and borrow a few concepts if you don't mind :) (of course if you do I'd respect that too)

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vjeko1701 Author
vjeko1701 - - 292 comments

Ideas should never be "contolled". If you see any concept or mechanic you wanna add to your mod, feel free to do so.

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JPJones
JPJones - - 48 comments

very wise words indeed, though it is still important to give credit where credit is due.

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vjeko1701 Author
vjeko1701 - - 292 comments

Update, just checked, all Venators have 4 turbolasers added, 2 on each side. Green variant on imperial, blue on all other.

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Guest
Guest - - 690,577 comments

You don't happen to know when your latest version will be released? The new update looks incredibly interesting :)

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vjeko1701 Author
vjeko1701 - - 292 comments

Waiting for a few assets and giving my test group time to hunt down bugs. It is very close to being ready.

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KaPaull
KaPaull - - 26 comments

Mod suggestions (for the place of individual planets, add these units to factions, and capturing planets will reduce their cost and allow you to hire individual heroes)

Empire
1) add an imperial prison for the place of the Hutt palace (it was taken away by the Forces of Corruption). To produce imperial policemen in prison (the scarlet Guard - the one that was in the campaign, there is not a squad, but individual fighters, they are stronger)
2) On some planets, add imperial command centers (to produce adepts of darkness and Noghri assassins) Capturing the Noghri homeland will reduce the cost of hiring them.

The rebels
1) add an antenna array in order to see what is happening on neighboring planets.(as the ability of the planet Botawui)
2) add a rebel headquarters on some planets (produce Botany agents (hero killers are stronger and more expensive than regular assassins from the Hutt Palace) and a Wookiee squad to hire

The Hutts
1) Add a rebel antenna array
2) Add a Hutt field commander
3) make the arena for games only a Hutt building
4) on the planets where Hutt bars and palaces are being built, other factions should introduce Mandalorian barracks (friends of Bobba Fett) with militias and a Mandalorian saboteur

The Black Sun
1) add an imperial communications hub from the campaign (blocks the visibility of the garrison and buildings on the planet, in ground combat the ability to "open part of the map")
2) on planets where Hutt palaces and bars are being built, other factions add a building (a building of local residents from Corelia - it matches the black sun in color). It contains units of clones of the old Republic

The Zanna Consortium
1) Add different types of droids to build in the droid factory
2) on planets where palaces and bars are being built, the empire and the alliance should add a building with shadow warriors of the Sith (in the campaign, Silri opened a vault with shadow warriors at the end, she could give the consortium the opportunity to build them) Take the building of the tvileks from rylot as a basis
3) add the construction of Vornsks, Night Sisters Rankors and slavers with Ewoks on all planets of the syndicate (capturing planets where these units were previously built gives a bonus to their construction price)

There is also a trading port from the battle. It can be made an orbital structure like the mines on the asteroid near the black salt. They increase the influx of resources from the planet and make it possible to build two or three ships of another faction every galactic day (You can give the Zanna or Hutt consortium)

There is a pirate space station/Hutt base on an asteroid. Add the Hutts and the Black Sun on separate planets. (the only difference is in the support ships and fighters) This station is an analog of the 2-3 levels of a regular station.

The consortium is trying to link the appearance of individual units to the level of stolen technologies. Otherwise, some squads will be strong early on. For example, the rancor of the night sisters will be available for construction if any technology is stolen on the black market of level 4. Please add shields to the cruiser of the Revenge Consortium after studying the disguise ability.
I'm sorry for my English

If at least one of my proposals is implemented in the future in fashion, I will be immensely glad and happy

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vjeko1701 Author
vjeko1701 - - 292 comments

Interesting ideas, some have already been implemented in the coming update.

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KaPaull
KaPaull - - 26 comments

vjeko1701 thank you for your mod. Unfortunately I can only help with testing and suggestions

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vjeko1701 Author
vjeko1701 - - 292 comments

Well, I'm searching for several assets: Boushh model, imperial Mandalorian model, Fenn Rau model...if you know any mod or team that have those and might be willing to share, I could use a heads up.

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Description

List of special units and heroes unlockable by certain factions when controlling certain planets.
02.04.2024 Added Selkath Healers on Manaan for all factions.
07.04.2024 Added Mining Guild outpost and garrison to the Empire.
11.04.2024 Added Local Enforcement outpost and garrison to the Rebels
15.04.2024 Added Pursuer to Mandalore