Behold the Yuuzhan Vong Army! This mod adds the Yuuzhan Vong Race as a playable faction and all units of this era. We are a community of modders working for the greater goal, so anyone who wants to help or support us is welcome!

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Burntstrobe Author
Burntstrobe - - 3,471 comments

Know your warships: (left to right, top to bottom)

Belarus Artillery Frigate
Majestic Cruiser
Liberator Class Battle Carrier
Defender Assault Carrier
418 Immobilizer Interdictor
Hajen Fleet Tender
Prowler and Ferret
MC90 Battleship
ShaShore Frigate
Imperial MK 2 Star Destroyer
Ranger Gunship
Endurance Class Fleet Carrier
Sacheen Escort Frigate
Imperial MK 1 Star Destroyer
Millenium Falcon
Rejuvenator Class Star Destroyer
Warrior Class Gunship
Agave Class Picket Ship
Victory II Class Frigate
Corona Class Frigate
Nebula Class Star Destroyer
Proficient Class Cruiser
CR90 Corvette
Paladin Class Corsair

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DarthC
DarthC - - 222 comments

may I ask, is there going to be Tector-class Star Destroyer? Tough, hangarless, better armored ISD ;)

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Burntstrobe Author
Burntstrobe - - 3,471 comments

No, sorry. Tractor class was specialized version used by the empire. At this time in history, only a few star destroyers remained, and none were recorded as being the tector class

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DarthRevansRevenge
DarthRevansRevenge - - 488 comments

do you mean Tector? you wrote tractor, which tractor beams were used by everyone

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Chimera1138
Chimera1138 - - 138 comments

Greatly anticipating using all these beautiful ships!

...and not feeling too bad when my Hajen fleet tenders get blown up

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Hyuza
Hyuza - - 83 comments

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Burntstrobe Author
Burntstrobe - - 3,471 comments

It's a lot to explain, but this is just some more of the stuff that the team is working on. We didn't want to just add a thousand units to the game and have a giant free-for-all of "build whatever you want" gameplay.

Our galaxy map has multiple types of strategic locations:
Urabn worlds : large population points
Shipyards : large capital ships
Resource worlds : large credits
Nav Points : choke-point staging locations in the middle of space where ambushes may happen.

We want the game to play as real as possible. Each ship will have unique strengths and weaknesses: rapid fire, long range weapons, anti-capital weapons, Ion technology, enhanced LOS, Stealth, strong armor, strong shields, etc. The Quasar-Fire Carrier of Sullust is strong shielded, relatively fast but light armored. The Imperial Escort Carrier in contrast, is slow, heavily armored, has more weapons, but only has light shields. All ships will be production capped. So maybe only 5 Quasars total can be made while only 3 Imperial Escorts Carriers can be built. Different ships, different limitations, different battle tactics and strategy. This is the type of game we are trying to build for everyone here.

The Vong will advance and divide the galaxy in 2. The New Republic player will be split down the middle, Coruscant on 1 half, Dac (Mon Calamari) on the other. To combat the Vong, and the Hutts, different types of ships will be needed.

We've been planning this for a while, it takes a good bit of time, but this is the reason why we have so many ships. With all ships being production capped and only certain ships allowed to be built at certain locations, Players will be very strategic in their methods of battle. It will not be just a "build lots of units and go attack" type of game.

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Xorras
Xorras - - 345 comments

In this case, AI should be very carefully configured. Because as i have seen so far, in different mods, an AI always have advantage in money and units. Especially in money :D
(And i mean GC)

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Mirsh
Mirsh - - 1,776 comments

The problem with the AI is that it sucks. Really hard.
Especially when talking about actual combat tactics.

Afaik, no mod really managed to actually improve the AI tactics. They just give it more money and units to counter the fact thats it's so bad.

If you lose against the AI it's always because you're heavily outnumbered, not because the AI has better tactics.

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Burntstrobe Author
Burntstrobe - - 3,471 comments

No mod, yet.....

"Insert tagline here"

;)

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oOXyroxOo
oOXyroxOo - - 710 comments

the shortform of this text: pure awesomness

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Vlado87
Vlado87 - - 260 comments

you can add fortress worlds: very powerfull in defense some special buildings for those planets

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Burntstrobe Author
Burntstrobe - - 3,471 comments

Already done, you can look really far back in our images and see the Vong Fortress

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Vlado87
Vlado87 - - 260 comments

ok

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AugustusFlavius
AugustusFlavius - - 156 comments

Will the cap be for overall production? like I could only build 3 nebulas for the whole game, or just limit how many ships can be present at one time, so if I lose a Nebula I can build a fourth to replace the third.

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Xorras
Xorras - - 345 comments

It works this way:
You build 3, capped the limit. Send one in combat => it was destroyed. And after that, you can build one more to cap the limit.

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AugustusFlavius
AugustusFlavius - - 156 comments

Ok, that makes sense.

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TheLastStarfighter
TheLastStarfighter - - 102 comments

You should post this in the news section on the front page.

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Draven_Felius
Draven_Felius - - 170 comments

...Aw, but my favorite type of gameplay is to hyperspace in a ton of ships with an Interdictor of some sort in the center, go make a sandwich, come back, and click the button to accept victory and proceed to the galactic conquest screen xD Jk

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pincuishin
pincuishin - - 572 comments

Wait I thought Escort Carriers we're supposed to be fast and stealthy since they were used for commando raids?...

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Hermannbs
Hermannbs - - 1 comments

Is it possible to enhance the production capp by building certain buildings or conquering planets?

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DarthRevansRevenge
DarthRevansRevenge - - 488 comments

wait... so you can run out of units to build? that's that fair

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Guest
Guest - - 690,540 comments

Whell, even in NR fleet Star Destroyers are still the most dreadful and beautiful! Glory to Empire

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166248
166248 - - 288 comments

To answer the question as to why the Imperial classes, Immobilizer, Victory, and CR90 are here, well, I believe that it is because 1, the Imperial class really has no equal as far as Versatility goes. Here you have a ship that is capable of engaging a small fleet of Frigates and cruisers, capable of deploying nearly a hundred spacecraft, invading and supporting a small scale planetary invasion, commanding a fleet, performing long duration and range scouting missions, and negotiating with various parties, all with need of little to no escort. The Immobilizer is, imo, a better interdiction craft than the CC7700, as it is better armed. The Victory is a good escort for slow craft, and the CR90 is either here for scale/reference, or because so many of them were made

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Burntstrobe Author
Burntstrobe - - 3,471 comments

Star Destroyers were few left after years of war, but they were still one of the most heavily armed ships in the galaxy-- correct

Immobilizer was a better interdictor, and due to so many being built, were common throughout imperial worlds which joined the NR. Same with the Victory and CR90, they were cheap, easy to upkeep, and were scattered all over the Imperial worlds of the galaxy.

and correct on the ShaShore also

Nice job 166248 ;)

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166248
166248 - - 288 comments

I know a little bit about a lot of things. Star Wars, military matters, and heavy metal are what I know the most about. Having said that, I still have yet to learn the air-speed velocity of an un laden swallow.

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Burntstrobe Author
Burntstrobe - - 3,471 comments

Some things you just have to know when you lead a mod team...

Your welcome:
Style.org

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Vlado87
Vlado87 - - 260 comments

ShaShore Frigate should be part of legacy era how I know, not new republic

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166248
166248 - - 288 comments

Starwars.wikia.com

the NR used a few. this mod refers to them as prototypes.

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Kryptonater
Kryptonater - - 241 comments

Deep breath... AAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!

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Durog25
Durog25 - - 168 comments

So is this going to be built as one unit?

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Burntstrobe Author
Burntstrobe - - 3,471 comments

I had thought about this, but decided no.

I do not like the idea that all the ships would just keep respawning after every battle. To me, that does not feel real.

The player will just start with a large number of these ships initially. If they die, more can be made, but they are all individual ships.

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Durog25
Durog25 - - 168 comments

That sounds workable. Out of curiosity how are you going to make the UI capable of coping with so many units. With planets having only so many slots for unit recruitment. (Not the build que, the actual section where you select what you want to build.)

It's always been my modus operendi to custom mod Foc so that I can build battle groups of a single capital ship plus escorts (same with ground units I like to set up armoured battalions or airborne divisions).

Hence why I wondered if that's what this was.

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166248
166248 - - 288 comments

some units are only buildable at certain locations, and sometimes only for certain factions. for example. the Bakuran Destroyer is buildable by the Hutts at Bakura, obviously, but not by the New Republic.
I think some of the larger ships produced by planets like Rendilli or Kuat are only buildable at their planets, etc.

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Durog25
Durog25 - - 168 comments

I just meant for this fleet. There are more ships here than for any one vanilla faction.

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166248
166248 - - 288 comments

no there aren't
In Thrawn's Revenge, they have it so that only certain units (the MC40 and Jedi) can be built at certain planets (Dac and Yavin, respectively). additionally, most mods have it so that heroes are only buildable at certain planets, (in Phoenix Rising, you can Recruit Palpatine at Naboo, Coruscant, or Byss, or Bel Iblis at Dantooine, Corellia, or New Cov i think it was.) some of the ships have the same concept.

a fleet isn't always in a single formation like this. often times, it's broken up into smaller groups to take on different objectives or to keep the enemy's force thinly spread. hell, in X-wing Alliance, the MC80 "Liberty" went off on her own to investigate what eventually became the TIE Experimental Project, and she was a strategic asset. another time in the same game, you had to escort the Independence to the Rally point at Sullust, and I seem to remember maybe one or two Escort ships with her (Nebulon-B's iirc)

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166248
166248 - - 288 comments

the cap as far as I know with regards to buildable units is in the dozens I think. however you can have triggers that will allow you to build certain units.

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Durog25
Durog25 - - 168 comments

There's a faction in vanilla with more than 24 non fighter ships?

I agree with you, btw. I was curious of how the UI worked. I remember years ago one of the Republic at War team ( I cannae remember which) was explaining why they couldn't add too many units because of some UI limitations.

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166248
166248 - - 288 comments

not Vanilla. but technically, the Phoenix Rising mod has the Rebellion/New Republic alone having around 30 non-hero and non-station buildable units
this is also not including upgrades (then it gets a little out of hand. well, a lot out of hand) and non-buildables (they have some units that are leftovers from the Clone Wars.

that mod can get away with it because it repurposed the vanilla stations to act as shipyards, meaning that there are 5 shipyards per faction, plus an unarmed Space Colony, and separate Golan Defense Platforms, and a couple other stations
Fighters Bombers and Tugs
Transports Freighters and Corvettes
Frigates and Cruisers
Destroyers and Capitals
Really big guys (like Executor, Home One-MC's, Bulwarks,etc)

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Jaktt1337
Jaktt1337 - - 25 comments

If I remember correctly the Alliance and Strategic Improvement mods had filter options for the UI. Such as a tab for structures, different sizes of ships, and different types of land units.

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Svenwalker94
Svenwalker94 - - 1,048 comments

Talking about Star Destroyers, will units like "Mon Mothma" "Bail Organa" "Elegos A'Kla" and "Admiral Ackbar" (I am talking about the ships if anybody should be confused) be in the Game?

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Burntstrobe Author
Burntstrobe - - 3,471 comments

yes, they are minor hero ships

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Dutch_Gamer
Dutch_Gamer - - 148 comments

Admiral Ackbar to the rescue!

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JayTheGam3r
JayTheGam3r - - 1,869 comments

Oh no...the rebelling system sounds like the one from sins of a solar empire which is really annoying.

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_w_
_w_ - - 6,176 comments

Little question:

how long did it take you to render this?
xD

all dem sexy polygons

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Burntstrobe Author
Burntstrobe - - 3,471 comments

On my computer: 3 seconds

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_w_
_w_ - - 6,176 comments

;_; Damn son thats pretty epic

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Description

So, just why is the 5th Fleet so important?...

The 5th Fleet was the birth of the Modernization program, then continued on to have success throughout the Vong War, ultimately being adopted into all the New Republic Fleets and becoming the Galactic Alliance Defense Fleet. It was basically the testing grounds for creating a standardized navy for the New Republic, and led the way to the development of the great Scythe battle cruisers of the Legacy era.

The 5th Fleet was the birth of the future of Star Wars.

For the Vong mod, the New Republic Player will start off playing with small pocket fleets located all round the Galactic Conquest map. These will be considered fleet reserves, stationed at key locations such as Bilbringi, Sluis Van, Kuat, Dac, Bothawai and Corellia. The 5th Fleet will be the main defense force stationed near Coruscant. As the Vong advance, the NR player will be able to build ships from any of the affiliated ship manufactures under NR control, but as the Vong advance, and ultimately capture Coruscant, the planets of the galaxy will start to rebel against the New Republic, and some ships may not be available while new treaties, such as with the Imperial Remnant for example, will open up new ship building possibilities.

The 5th Fleet, due to its modular construction and ease of assembly, will allow itself to be built at any NR controlled shipyard, so it will always be the mainstay force defending the galaxy.