Star Wars Sci-Fi at War: Silver Edition

Star Wars: Empire at War: Forces of Corruption mod |

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This is a mod I'm working on since 2010. Currently I began development again and try to make this mod even better.

Latest tweets from @bframke

Not the best, but its okay. We will see if its that good when we can play it T.co

Jun 14 2015

Star Wars Sci-Fi at War: Silver Edition is awesome because ... Moddb.com #modlove2015

May 19 2015

Sieg Hain! The Trailer soll den Deutschen Webvideopreis gewinnen! Webvideopreis.de #WVP15

May 10 2015

Updated my Mod: Moddb.com

Apr 15 2014

Moddb.com a link to my Mod for Star Wars Empire at War.

Mar 24 2014

Webhosting bei @onecom gibt Dir Domain, Homepage, E-Mail + vieles mehr. Meld’ Dich an und erhalte 3GB extra! One.me

Jan 8 2014

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  • forestfur147 forestfur147

    Could you put the units that are in GC into skirmish as well? There are some people that don't do GC a lot, like me, so having them in skirmish would make the mod a lot more fun to explore and experiment with.

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    • Silvakilla Silvakilla Creator

      Yes that something I already try, so its more in a test state. Newest Patch has atleast some troops for the empire, which are normally available in GC.

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  • SirionJadie SirionJadie

    Hi again! i've tested this for a while:

    When the scout-bike of the empire is destroyed, the scout trooper spawned is in the infamous T position.

    Space stations Lvl 4&5 do not spawn the acclamators, it spawns 2 tartans and some fighters.

    Some shipyards are still available? because i've conquered corellia but there are not corellian shipyards. Also i'd like to suggest that if you play as Empire and conquer Mon Calamari, you can make the calamari cruiser lines, and of course if you're rebel if you get Kuat you can do ISD's series. That kind of rewards make the game a lot more interesting I think. You can limit the number of ships created to maintain balance though.

    Asault MKII rebel frigate is overpowered. Checked hardpoints values and it seems plain and simple overpowered.
    EX: ISD I health in hardpoints 575, engine 900. Assault frigate MKII health in hardpoints 800, engines 4500. (Deliberated? if yes, totally unbalanced i think. If not, re-check the health values pls.)

    Sometimes in some space maps having bigger ships (ISD's and Praetors) are unable to reach some points in the map due pathing. You can "order&forget;", to reach the position but, they are wandering the map unable to reach the enemy station on the other side of the map.

    I had credits enough to deploy 2 praetors star destroyers, but when the battle begins they are spawned in the same position invalidating the "2 things cannot occupy the same space". You have to move one of them to see the other.

    I think you should reduce the deploy numbers in space (it's 100) but the rebels just spam overpowered ships with 3 and 4 pop cap each (assault frigates mk 2, some nebulon b, and mc80's) and those ships spawns lots of fighters so you are just swarmed. I had a "freezing" problem but applying the defreezer didn't work. (i mean this one: Moddb.com).

    That's all for now. Sorry for the TL,DR. I'll give more feedback as i play. Good work by the way, there are lots of units that make the game interesting but, pls give the empire some air capability in tie/gt form.
    I think the Empire have too much redundant infantry: Infantry army troopers, stormies, navy stormies, and tritons. Tritons aside (they are really good) the rest have almost the same stats, range and abilities. Put some new abilities like sprint or throw thermal detonator or even stealth (shadowtroopers). Make the infantry more varied, able to take charge of different actions or even infiltrate in a planet (shadowtroopers).
    Thx for your hard work in the mod!.

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    • Silvakilla Silvakilla Creator

      Hello, thanks again for the big bug update and ideas for my mod. I already fixxed some of them and tested it so far. The Shipyards that are left over, are the 'normal' ones which are used by the Rebels and Empire. The other ones I will reintegrate in a later state of this Mod.

      Also still can only recommend that you join me on my Discord Chat, so we can do this a bit more reactive, instead of passive.

      Discord.gg

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      • SirionJadie SirionJadie

        Thanks for the invitation, but i haven't a working microphone, and english is not my native lenguage, (if you ear me someday you can go in lol mode for weeks) anyway if i get a mic i'll let you know. I've and idea for the navy stormies, is making them a semi-hero (to limit them to only 1 unit for army) buildable space unit, able to board other ships (honoring their name) using a variated form of the bribe ability (drill pod boarding) matching with the *coughcoughborgassimilate* other ships. Ships proposed Star Destroyer Variant or other capital ship. Starwars.wikia.com

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      • Silvakilla Silvakilla Creator

        I already had the idea to capture ships, not with the Navy Troopers, but with other Ships, like the Imperial Escort Carrier.

        You know Discord also has a chat and most communication I do with my new teammembers, is with writing in discord with them, because its faster then just comments or pm's on Moddb.

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  • SirionJadie SirionJadie

    Hello Silvakilla, congrats for the new release! I've tested for a few minutes (a couple of hours, lol)I switched to CD version of the game, and started the Sci fi At war campaing at lvl 5. I was playing almost in space battles. Rebels gains the upper hand here, i was rushed early as day 10 with a mediator battlecruiser, Ackbar and a couple of neb-B frigates. That was intense! but nothing my Tie-Defenders coul not handle. Again i see the fighters lasers too slow, i see the bolts for fighters (in projectiles) have a speed of "11" i tweaked for my likings to "25" and no fighter scape now.
    Now the feedback:

    Corellian light frigate is unhittable even for torpedoes. (they dance around harmlessly).
    Hammerhead unhittable, same as corellian light frigate.
    Mc-80 release smoke on the wings with no hardpoints destroyed.
    I'm not sure, but happans battledragon has shields even when shield hardpoint is destroyed.
    Tiny Slave I when landing on planet.
    Arc170 model tiny in comparison with Tie Defender (i think)

    And Venator model, man this is a real beauty! with turrets and burning harppoints. Not bugs here just a masterpiece. Superb work!.

    Keep up the good work Silvakilla! This mod is going to be great.

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    • SirionJadie SirionJadie

      Auto-reply. Pls disregard the happan battledragon issue, it has not shield gen. hardpoint from the begining. So it's ok.

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      • SirionJadie SirionJadie

        Auto-reply 2.
        ISD's I&II; do not shoot the the fighters/bombers. You have to remove the "<Fire_Category_Restrictions> Fighter, Bomber </Fire_Category_Restrictions>" in "Module0_HardPoints.xml"
        ISD I Spawns only 1 missile boat at tech 5.

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      • SirionJadie SirionJadie

        Auto-reply 3.
        Imperial Lvl 5 station reinforcements consist only on tartans, no fighters no acclamators.

        Sorry for the slow drop on feedback, i'll post as i go.

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      • Silvakilla Silvakilla Creator

        Tried to fix that, but everything I do with the star base is unrecogniced from the game. Star base 1 to 4 works fine, only 5 is doing this and I can't fix it...

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      • Silvakilla Silvakilla Creator

        You could also join my discord channel, then the feedback would be faster.

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      • Silvakilla Silvakilla Creator

        Thought I missed something, thanks.

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