Return of the Shadows is a mod taking place in an alternate timeline, set after the events of the Imperial Civil War. The Imperial Remnant and the New Republic have signed peace and formed the Galactic Alliance, uniting the majority of the galaxy under a single banner. Corellian Engineering Corporation, Kuat Drive Yards and Mon Calamari Shipyards have been given the task of designing a new line of modern warships while the former Imperial Task Forces are hunting down the remnants of the Black Sun Pirates and the Hut Cartel. However, when an ancient alien race invades the galaxy Yuuzhan Vong style, the entire galaxy is thrown into peril once again. The majority of the galaxy has fallen within seven days and the Galactic Alliance has been pushed back to the south of the galaxy, now ruling from Geonosis. Imperial Extremists travel to Dathomir and establish a new Galactic Empire: The Tyranny. The galaxy is thrown into war once again.

Report RSS January update.

This mod has been made public only quite recently but it has been in development for quite some time now. Below I will break down what is being worked on at the moment and what already has been done.

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This mod started of as a personal project, but in the end it became much more entertaining to play than I was expecting and after receiving a lot of positive feedback from people, I decided to bring this mod to the public.

At this moment, the mod features a lot of content associated with the Rise of the Mandalorians mod. In addition to this, a number of Warb_Null and Evillejedi models will appear in this mod. While this is great, I think it would be even greater to have original content in the mod, and therefore I am announcing that I am looking for someone who can edit models so that they may be used ingame (Skins, bones, etc). I already have a modeler on stand-by and I do coding myself so that will be taken care of.

Next to adding a bunch of new stuff I have also completely reworked starfighter combat in the mod: Starfighters will now appear in much larger numbers (but do much fewer damage to corvettes and everything larger than that for the sake of balance) and every ship which spawns fighters will have unique squadrons to spawn. For example: Squadrons spawned by a Nebulon-B Frigate will contain much less fighters than squadrons spawned by Star Destroyers.

I am also experimenting with damage and HardPoint settings to optimise combat. While this is not exactly finished yet, I am happy with the results so far. Speaking of HardPoints, only several of them will be targetable and destroyable. These are most likely to be critical systems such as shields, turrets, engines, etc.
Another new combat feature is that especially capital ships have extremely powerful shields which can only be pierced with ion cannons or significant firepower. To cope with this, ion cannons have been made far more powerful.

Last but not least, I am trying to design a new skirmish mode, in which you start of with a constructor ship and a bunch of starfighters. You use the constructor ship to build you space station at any desired location (must be passable) and from this station you can build other stations with several functions such as generating income, building units, requesting reinforcements, doing research, etc.
This system works fine so far, but the ai doesn't seem to be able to utilize this system yet, so it will not be featured in any releases until I find a way to fix this problem.

That would be all for now. I hope you all have a nice day :)

Regards!

Comments
CaptainFordo
CaptainFordo

Have you tried making a LUA build plan script, its there so that the AI builds stuff in GC...

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megavin123 Author
megavin123

Well the thing is, the ai knows how to build stations, but not at the right moment. The constructor ships deploy build pads close to enemies, and I don't know how to change this.

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