Ships Sith Would Use -1 reply

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Mobius13

aka Mobby!

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17th February 2009

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#11 11 years ago
Keyser_Soze;4951799there's a basilisk in AOSW, that is not ingame, that can be modded ingame. i think it's only partially rigged, though. i was unable to make it move. still, if you get permission, it's a start. there are also lots of mandalorian ships, both canon, and not. these include the Kyramud, Jehaveyir, Lictor-class, and Shadow-class. the mod "Honor's Call" also has a lot of mando ships. however, as AOSW's forums are dead, i don't know where you'd find it, and also don't know where you'd find the maker. you could also include the sith meditation sphere "ship" if you wanted, but i don't know where you'd find a model, or how you'd really implement it.

Ah yes... i have seen those models... too bad the maker never posted contact info on his readme. "Ship" wouldnt be hard to add.. just make it a hero unit... i could try and model one...lets see what happens =/




JC9542

I want to be like the Admins

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27th February 2009

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#12 11 years ago

Mobius13;4951750Haha you think just like me =p

The pellaeon is already on the unit list, as well as the leviathan. The Consortium will either be removed or completely redone in my mod. So the Sith will probably get to keep their ships for the "Unique" feel.

Also, the Mando's will be a big part of that faction. I like the idea of KotoR ships being less powerful than GCW ships, but as its and era based mod it will make it kind of unbalanced. I guess I'll give them weaker shielding and/or armor and heavy firepower.

There's other ways to tweak the balance other than pure firepower vs shields. You can tinker with the cost, build times, and pop values. One thing you could try though it would be a lot of grunt work would be to increase the overall population for space battles, and then make the GCW ships have a higher population value but keep your new faction's ships at a lower pop value to sort of give it that quantity vs quality feel.




X4ldin

Dark Lord of Boredom

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29th October 2006

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#13 11 years ago
There's other ways to tweak the balance other than pure firepower vs shields. You can tinker with the cost, build times, and pop values. One thing you could try though it would be a lot of grunt work would be to increase the overall population for space battles, and then make the GCW ships have a higher population value but keep your new faction's ships at a lower pop value to sort of give it that quantity vs quality feel.

Thats really the idea I was trying to get across. The lost tribe had no shipbuilding capabilities, limited technology and would have to use whatever outdated ships they could get their hands on. Against a well equipped fleet like the Empire, they would have to be cunning and use overwhelming numbers with strategy to win. They also left no survivors when they stole these ships, and I seriously doubt an Imperial or Rebel ship and crew would go missing without someone noticing. You could even balance it out by giving them a huge starting force of smaller warships. Some ideas anyway...




Mobius13

aka Mobby!

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17th February 2009

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#14 11 years ago

I like the ideas guys =]

The hard part of making a unit list for the SIth in my mod is the fact that every category of ships (frigates, capitals, fighters, and bombers) has a tech level counterpart (ie: Z-95 at lvl 1 X-wing lvl 2 etc.). So implementing units for the sith will be tough... However, I am still willing to listen to ideas... so keep em coming, im kinda busy patching the consortium's new tech upgrade system.




OmegaCal

XML Noobie

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4th July 2009

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#15 11 years ago

:eek: Ouch.... That's a lot to do. I would say that you should look around, another ship/s that would look nice would be: Praetor and "converted" Republic Corvettes (Warb Null's - Changing skin to black or any dark color)




Keyser_Soze

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3rd May 2009

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#16 11 years ago
Mobius13;4951819Ah yes... i have seen those models... too bad the maker never posted contact info on his readme. "Ship" wouldnt be hard to add.. just make it a hero unit... i could try and model one...lets see what happens =/

well, most of the AOSW team are missing, or have left the community (kalo, THX, etc.) Lord X is still around. don't know if permission can be gotten from him. MSeagle2 is not who you need permission from. he's not exactly popular with the later AOSW team.




JC9542

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27th February 2009

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#17 11 years ago

Yeah I seem to recall reading somewhere on another board that at the very least they weren't going to free release the models, but it can't hurt to ask to see if you can get specific permission. I think one of the more difficult aspects is trying to track down some of the older modelers since so many of them have moved on to other things.




Keyser_Soze

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3rd May 2009

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#18 11 years ago

on EEAW, it's implied that they are free-releasing, but the question is when. Kalo, who said that is MIA for one. only arbiter, Lord_X and Enceladus from the team are still around.




Mobius13

aka Mobby!

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17th February 2009

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#19 11 years ago
Keyser_Soze;4952187on EEAW, it's implied that they are free-releasing, but the question is when. Kalo, who said that is MIA for one. only arbiter, Lord_X and Enceladus from the team are still around.

Its ok, I can manage without those models anyways (their firing bones were messed up if those are the ones im thinking about)

So the Unit List for now is this:

- Vengeance Class Frigate (reskin)

- Krayt Destroyer (Reskin)

- Sith Destroyer

- Sith Fighter

- Inferno Class Fighter

- Tie-Wing Assault Fighter

- X-Tie Starfighter

- Consular Class Frigate

- Pirate Frigate

- Dreadnaught

- Leviathan Interdictor

- Sith War Cruiser (reskin pelleaon)

Thats all i have for now... as for heroes this is what I've got:

Starting Heroes

- Vestara Khai

- Darish Vol

Hirable Heroes (big part of my mod)

- One Sith on Ziost (or was it korriban?)

- Sith Adepts on Byss

and more probably later.




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