Those amongst you may remember a Star Trek Armada 1 mod that was made many years that went unfinished (it was aprox. 75% completed). Well with a new game and game engine to mod comes a bigger and, hopefully, more complete version. WCI is now being slowly compiled for the Star Wars Empire at War expansion and is going to be solely a space based conversion. We are recreating a majority of the stock WC models to better fit the needs of the game engine and there is going to be significant usage of the capital ship fighter launch capabilities. There is going to be extensive changes to as much of the game as possible and news updates will be posted here, so stand by...... and stay tuned.

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The end of an era!!!

News 2 comments

Okay so its been five months or so, since the last news update. Alas I had some large scale plans for this mod but now, again, for some reason the AI is refusing the budge from its home planet for the test GC I made. The only thing I can think of is the stock game and the handful of mods I've played all have one thing in common - The home planets have surface usable maps. This has left me with one choice, and one choice only - The mod is considered finished. Unless a drastic solution is found there will be no further updates to this version of the mod and it will remain as v2.5. All mod files will, therefore, be archived and placed in storage. Appologies to anyone who may have been looking forward to the v3.0 update but all is not lost......

......WC: Invasion 2 will be officially announced some time in the future but will most likely be returning to a more "familiar" game engine (it would be really nice if I was capable of programming a custom made game engine but no matter), so stay tuned for a new page!!!

Breaking News!!

Breaking News!!

News 3 comments

......WC:Invasion back on track after 12 months!! With news of v3.0 as well.

News Update.........

News Update.........

News

Third race chosen and other things. Also v2.5 patch has begun!!

Invasion News........

Invasion News........

News 1 comment

So whats next?? Whats left to do?? Hmmmm, well lets take a look....

v2.0 taking its sweet time.....

v2.0 taking its sweet time.....

News

An intermediate update on the v2.0 release, and the news is all good :)

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Wing Commander Invasion mod patch 2.8

Wing Commander Invasion mod patch 2.8

Patch 3 comments

This release is a patch with some major updates to the space mode in preparation for the upcoming 3.0 Galactic Conquest patch. Requirement: The original...

Wing Commander Invasion mod patch 2.7

Wing Commander Invasion mod patch 2.7

Patch 6 comments

Some major bug fixes such as AI upgrading, Capital ship weapons range, corvette speed... etc...

Wing Commander Invasion mod patch 2.65

Wing Commander Invasion mod patch 2.65

Patch 4 comments

- Fixed issues with Z-position of different layers so ships of different layers won't collide. - Fixed AI so build time dramatically decreased. - Fixed...

Wing Commander Invasion v2.5

Wing Commander Invasion v2.5

Full Version 10 comments

Latest complete version of WING: Commander Invasion

WC Invasion v2.0.1 Patch

WC Invasion v2.0.1 Patch

Patch

This is an interim patch to fixz several bugs that were found in the current v2.0 build. Installation instructions are included in the readme.txt file.

WING Commander: Invasion v2.0

WING Commander: Invasion v2.0

Full Version

Full version of the v2.0 Beta which includes additional ships and various tweaks/updates.

Post comment Comments  (0 - 10 of 91)
Ahnassi1
Ahnassi1 - - 132 comments

Glad to see that the mod isn't dead.

Here are some suggestions for future additions.

Kilrathi:

Space:
Sha'Kar-Class Transport: transports for ground units

The Ralarrad-Class light destroyer should have a small fighter complement.

Ground:

Infantry:

Kilrathi Warriors: Come in larger squads then Terran Marines, armed with
Dor-Chak laser rifles

Anti-tank Squad: armed with rocket launchers

Imperial Guards: Elite Kilrathi warriors armed with enhanced versions of
Dor-Chak laser rifles

Ground Vehicles:

Vorgath light tank: Effective against infantry.

Kar'shar medium tank: Effective against light vehicles

Torghak heavy tank: Effective against vehicles and structures.

Ground versions of fighters

Heros:

Emperor Joor'rad nar Kiranka, fleet and field commander, reduces construction costs on the planet he's on in Galactic mode. (in space he commands a Hvar'kann-class dreadnought, while on the ground he comes with four squads of Imperial Guards.)

Ratha nar Kiranka, field commander, comes with two squads of Imperial Guards

Fleet and field commanders as minor heros.

Structures:
Barracks: Builds Warriors and Anti-tank Squad.
Light vehicle factory: Builds Vorgath light tanks, required to build Heavy factory
Heavy vehicle factory: Builds Kar'shar and Torghak tanks
Airbase: Builds ground versions of fighters
Imperial Palace: Builds Imperial Guards, field and fleet commanders
Slave Quarters: Increases planet income, decreases construction costs for larger ships and structures, when destroyed in a ground battle it'll spawn one squad of Terran Marines and two to four squads of civilians (like the imperial prisons in the Kashyyk mission for the Rebels in the original game).

Temple of Sivar: Decreases build times for infantry units and fighters on the planet

Terran:
Infantry:

Marines: armed with M-47 laser rifles

Heavy Weapons Team: Marines armed with Neutron Miniguns

Anti-tank Squad: armed with rocket launchers

Ground Vehicles:

Confed Assault Walker:
Large, mech-like all-terrain vehicles that are as well armed and armored as a corvette. They are carried to planet surfaces by heavy-weapon landers.

Confed Heavy tank: duel turrets, effective against vehicles

Heros:

Field and fleet commanders as minor heros.

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Power_C
Power_C - - 77 comments

I can't believe it has been more than 1 whole year since I worked on this. Sadly, it has been a really bad year for me in real life and I don't know when I'll have the time and motivation to work on this.

I actually have some more balancing done for skirmish that I could upload as 2.9 (More accurately similar to the video I uploaded). I was originally hoping to skip 2.9 and go directly to 3.0 with the GC campaign done.

At the moment, it is simply put on hold, but conceptually I have it all planned out. It will take a lot of time to implement the coding modifications such as ground units based on the existing game units but with new names and descriptions, balancing, etc... and writing the coding to change the bombers, etc...

Hopefully things will pick up soon and I can work on this again.

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BagaturKhan
BagaturKhan - - 7,874 comments

I love this mod. And like very much its models.

But there are also some things, which I didn`t like.
1. In GC there are still SW heroes of many factions
2. Too low incomes for factions in GC. Can you pls in next time increase income from mines and resourse buildings? AI is working extremely powerful and destroying player in first 30 minutes. Everywhere player needs money, but its no and there is the reason of defeat. Too much hardcore, I also wanted say, unreal hardcore.

Thanks anyway

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Power_C
Power_C - - 77 comments

Hi, actually this mod doesn't work in GC. In its current state, it is only a space skirmish.

I'm working on a GC version, but progress has been stopped for months due to real life issues and I'm not sure when I can pick it up again. Sorry folks, life is a b****.

But I do have this in mind and will get back to it when possible. Thanks.

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Power_C
Power_C - - 77 comments

Happy New Years!

I am currently working on an update. I have decided to overhaul the space mode in preparation to do the GC mode. The overhaul will be quite significant, I'm about 1/2 way done, so I think I will upload this first as Patch 2.8.

The changes will be quite significant, both operational and visual.

Operationally, the AI works better when the ships are matched in their check and balance system: bomber --> capship --> frigate --> corv --> fighters --> bombers. This means that each ship and fighter needed to be cleaned up, making sure everything in the coding fits correctly. This also means each type must have the appropriate shielding/armor/masking of the correct type.

Visually, I've been creating different projectiles for each different cannon type. They vary in shape, color, size, firing delay, etc.. This is taking a long time as there are a lot of projectiles in this game. Also, I'm not sure if I've included it in the 2.7 release, but I did make custom icons for the Nephilim heroes and custom text.

So generally, here's the progress:
Confederation: 100% complete
Kilrathi: 50% complete
Nephilim: 0% complete

---

So after this is finish and uploaded, I'll work on the GC mode. I'm learning as I'm going along, so please be patient.

Thanks and happy new years!

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Power_C
Power_C - - 77 comments

Hi guys,

Sorry for the late reply. I actually lost interest b/c it is very difficult to modify the AI behavior and require a lot of testing. So I actually didn't work on this, fell into other projects I'm working on.

However, I have a better idea for GC mode of this mod and which is what I'm working on now...

"why not land mode?" I don't have that much time to work on it, but I would like to pop out a reasonable playable version in the distant future. I've worked on my own EAW/FOC mod where I modified land units, this is what got me interested in just using the existing game data to form some sort of land teams... it won't have a lot of custom stuff, other than ones I'll make with existing game models etc... but it will leave room in the future for other modders who may want to carry on.

but so far it is all just in my head... it will take some time to implement this.

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loketuff12
loketuff12 - - 124 comments

soo is the tiger claw in this game

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Power_C
Power_C - - 77 comments

Well, I've been mostly preoccupied with my own mod - the EAW / FOC mini mod. It is all new to me, so learning as I go along. I'm pretty much done with my mod, don't seen any forseable thing to change in the future.

I've been dabbling in the GC mode of this mod. The creator, Maxpayne, left a lot of the GC material still in the mod so I just pieced them together. From the article above, there seem to be some issue with the AI. I was able to somewhat fix the AI issue, not completely. It will take some work and time to research more on the AI functions, but I think at least I found the location to the cause of the problem.

Anyhow, I don't want to get people's hopes up, but it looks like it might be possible to finish the GC work started by Maxpayne. It will take some time though.

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