[COLOR=Red]SHADOW OF THE EMPIRE[/COLOR]
FOR FORCES OF CORRUPTION by Jedi Consular & The_Sith_Lord
I thought I would make a place holder thread for the announcement of a new Forces of Corruption mod that is in development. Its called 'SOTE' Shadow of the Empire.
This mod incorporates many features I did in my previous mod that I developed as a private mod. This public version is based on my Balance of Power Mod.
Shadow of the Empire is set around the time of Episode V and continues on from there up until + 5 years later after Episode VI
Features (Incomplete as its in development)
Ship Yard Building (By tech level and by Required planets)
Different level ship yards allow you to build different types of ship at different tech levels and at specific planets that have an affinity to building that type of ship.
Landing Platforms and Air Bases
To have ground Air units a Landing Platform and Air base is needed for production and for defence of the structures themselves.
Imperial Prison facility
This will increase production on planets that have built this facility. (only available on some worlds where cheap labour can be used)
Golan Stations 1-3 Bonus stations for orbital defence. Must be un locked via other structure.
XQ -1 -3 Stations
Orbital stations that can give additional units and general light defence.
Imperial and Rebel Warlords Like Vader bonus hero units can be requested. We call these 'Infringement Heroes' as they were not major heroes at any one time and only seen briefly.
Orbital Space Port
This unlocks Space Stations, Bounty Hunters, and Smugglers and even illegal technologies. depending on who you are playing.
Many units in the game are re sized for more precise scale.
Each faction and their units Land and Space are re balanced for better Star Wars Realism. For example Infantry are treated as cannon fodder even more paper like.
Laser projectiles are more movie looking - Long and thin with a whitish bit in the center - not short and stubby as in the default game.
New Planets This mod will include several more planets such as Billingri, Mygeeto and Rendili, as well as Bakura and more.
NEW GC Campaigns includes 3 new campaigns
Expanded Space Units and Land Units Many new land units and Space units will be added to the mod for all playable factions in the game. (unit list not completed)
Release Time: (No date set) maybe end of February if I can keep up with the work load..
Thanks for reading
Sounds very interesting. What exactly is going to be in it?
XQ -1 -3 Stations Orbital stations that can give additional units and general light defence.
Can you make these add more cash income (like mining facilities on ground) ?
Sure I can.. I will add that ability if people like it.
General Secura;3493673Sounds very interesting. What exactly is going to be in it?
Well no idea at the moment. :) I promise there will be some new unit in this mod though not seen much in other mods yet. I'll probably do a complete list later on and post it for people to read, once I'm happy with the units in the game.
There are several CIS units in the game, but only the ones that could be viable for the rebellion or Consortium to use at a given tech level. I am not adding CIS units or any other units that wouldn't suit the time line of the mod however. I want to keep it as cannon as possible. LOL
With things not suiting the timeline do you mean like Old Republic era (Battle Droids, LAAT, ARC-170, AT-TE) or New Republic era (K-Wing, E-Wing, V-Wing Speeder, Sovereign)?
nice lookin forward to it
General Secura;3493722With things not suiting the timeline do you mean like Old Republic era (Battle Droids, LAAT, ARC-170, AT-TE) or New Republic era (K-Wing, E-Wing, V-Wing Speeder, Sovereign)?
Yes I mean like that. With some exceptions..
Battle Droids, and the LAAT and AT TE I have already in the mod. Because there are explanations for WHY they can be in the mod. EAW Commander my Mod co partner wanted some CIS stuff in the mod for people.
We could say that the AT TE for example was still in use on 'some' worlds. In fact variants of the AT TE seem to have been still in use during the early parts of the the Galactic Civil War. Around 0 ABY so we could use them really.
LAAT's I have in the mod really because EAW Commander wanted them in - I other wise wouldn't have them. I can't see how they could fit into this time line other wise.
The Battle Droids we added to the game just to boost the Consortium ground units - EAW Commander argued that the ZC could have used salvage droids to recover them.
The ARC -170 and V-wing I haven't added to the game. Even the Venator Class SD is pretty limited in use (only unlocked on some worlds).
Acclamator Assault Cruisers are replaced with Strike Cruisers in the game. For example.
Oh sorry Obi WAN is DEAD. People should realise that he isn't in the GC campaigns now.
Same with G. Moff Tarkin he's dead. - replaced with Moff JerJerod.
We initially added CIS Space units the ZC - but I am not happy with this in the mod. I still have them there in the beta right now, but I don't see how the ZC would have obtained them. Such as the Lucrehulk Battleship etc.
The Sovereign won't be in the mod - in fact the sovereign as far as I know never made even a maiden voyage, I think they were either destroyed or scrapped down. (can't remember which)..
I added the K-Wing but I need to check the time line for that. This mod does cover up to 10 ABY so we need to see what we can fit into that period.
Really a cool mod. Listen JC. I was thinking about more minor factions on the GC.What you think?