Conflict in Space: New Units

Conflict in Space: New Units (V4.1) Empire 1) Sovereign-class Super Star Destroyer * requirements: tech level 5,...

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Conflict in Space: New Units (V4.1)

[NEW UNITS IN V4.1]

Empire 1) Sovereign-class Super Star Destroyer * requirements: tech level 5, space station level 5, shipyard planet * available in skirmish (space station level 5) * equipped with an axial superlaser -> 1 hit = hardpoint destroyed * orbital bombardment capable 2) TIE Avenger * tech level 5 starfighter with lure ability * A-Wing's counterpart 3) TIE Phantom * cloaked fighter available on Aeten II only * semi-transparent, invisible on enemy radars, can travel undetected though the galaxy * buildable in skirmish (level 4 & 5) 4) Royal Guard TIE Interceptor * red TIE Interceptor with a hyperdrive and shield * available on Coruscant only

Rebel 1) NRS "Mediator" * "hero" variant of the Mediator cruiser * equipped with heavy ion cannon (similar to planetary i.c.) * level 5 hero, buildable in skirmish (space station level 5) 2) Liberator cruiser * requirements: tech level 2, level 4 space station * carries 6 X-Wing squadrons and 4 Y-Wing squadrons * available in skirmish (level 3) 3) K-Wing * heavy bomber armed with laser cannons, turbolaser cannons, proton torpedoes and concussion missiles * buildable in GC (tech level 5) and skirmish (space station level 4)

[MAJOR CHANGES IN V4.1] * all capital ships are buildable on on all shipyard planets (including SSDs and Mediator) * Death Star II buildable on all planets * 2 new shipyard planets: Bestine and Corellia * B-Wing/K-Wing/ARC-170 bombing run feature added * LoW SSD V1 replaced with Bailknight's one * new V4 models fixed and improved * cpt. Needa's comeback * more new units available is skirmish mode * improved AI

[MINOR CHANGES IN V4.1] * more balanced Alderaan's Demise scenario * hunt ability for X-Wing * wingless MCC - shield hardpoint removed, icon size adjusted * Venator SD - hardpoints reassigned * improved explosions in space * robotic sounds for TIE/D fighters * E-Wing is slighly better against larger ships * TIE Defender is more expensive * smaller Titan Cruiser * slighly smaller Death Stars * slighly improved hero spawning in GC * Clone Wars-era starting units removed from level 3 and 5 GC scenarios * Liberators and Venators added as starting units to some GC scenarios * Republic SD toned down * Titan and Home One - population value 4 instead of 6 * Executor SSD is less expensive on Fondor, Mediator - on Mon Calamari and Death Star II - on Endor * blue lasers for Acclamator * improved some icons

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Conflict in Space: New Units (V4.1)

[NEW UNITS IN V4.1]

Empire
1) Sovereign-class Super Star Destroyer
* requirements: tech level 5, space station level 5, shipyard planet
* available in skirmish (space station level 5)
* equipped with an axial superlaser -> 1 hit = hardpoint destroyed
* orbital bombardment capable
2) TIE Avenger
* tech level 5 starfighter with lure ability
* A-Wing's counterpart
3) TIE Phantom
* cloaked fighter available on Aeten II only
* semi-transparent, invisible on enemy radars, can travel undetected though the galaxy
* buildable in skirmish (level 4 & 5)
4) Royal Guard TIE Interceptor
* red TIE Interceptor with a hyperdrive and shield
* available on Coruscant only

Rebel
1) NRS "Mediator"
* "hero" variant of the Mediator cruiser
* equipped with heavy ion cannon (similar to planetary i.c.)
* level 5 hero, buildable in skirmish (space station level 5)
2) Liberator cruiser
* requirements: tech level 2, level 4 space station
* carries 6 X-Wing squadrons and 4 Y-Wing squadrons
* available in skirmish (level 3)
3) K-Wing
* heavy bomber armed with laser cannons, turbolaser cannons, proton torpedoes and concussion missiles
* buildable in GC (tech level 5) and skirmish (space station level 4)

[MAJOR CHANGES IN V4.1]
* all capital ships are buildable on on all shipyard planets (including SSDs and Mediator)
* Death Star II buildable on all planets
* 2 new shipyard planets: Bestine and Corellia
* B-Wing/K-Wing/ARC-170 bombing run feature added
* LoW SSD V1 replaced with Bailknight's one
* new V4 models fixed and improved
* cpt. Needa's comeback
* more new units available is skirmish mode
* improved AI

[MINOR CHANGES IN V4.1]
* more balanced Alderaan's Demise scenario
* hunt ability for X-Wing
* wingless MCC - shield hardpoint removed, icon size adjusted
* Venator SD - hardpoints reassigned
* improved explosions in space
* robotic sounds for TIE/D fighters
* E-Wing is slighly better against larger ships
* TIE Defender is more expensive
* smaller Titan Cruiser
* slighly smaller Death Stars
* slighly improved hero spawning in GC
* Clone Wars-era starting units removed from level 3 and 5 GC scenarios
* Liberators and Venators added as starting units to some GC scenarios
* Republic SD toned down
* Titan and Home One - population value 4 instead of 6
* Executor SSD is less expensive on Fondor, Mediator - on Mon Calamari and Death Star II - on Endor
* blue lasers for Acclamator
* improved some icons


[INSTALLATION]

Run CIS_V4.1.exe
Make sure that proper folder is entered!
Patch 1.04 or 1.05 is required!

Run 'Conflict in Space.bat' to start the game. You can find it in your 'Star Wars Empire at War\GameData' folder. You can also use provided icon (cis_icon.ico) to create a desktop shortcut.

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[NEW UNITS IN V4]

Empire
* Death Star II - battle station capable of destroying enemy ships with 1 shot; requirements: tech level 5, level 5 space station, planet Kuat or Endor
* Titan Cruiser - heavy Imperial cruiser, 2 times larger than ISD; requirements: tech level 4, level 4 space station, shipyard planet (Kuat, Mon calamari, Sullust or Fondor)
* TIE Defender - advanced Imperial fighter, armed with laser cannons, ion cannons and warhead launchers, hyperspace capable; requirements: tech level 4, level 2 space station
* TIE/D automated fighter - droid fighter, slightly better than standard TIE; part of the space station level 3-5 garrison
* ARC-170 - multirole fighter armed with laser cannons and proton torpedoes; carried by Acclamators and Venators
* TIE Fighter (available on ground battles) - Snow Speeder's counterpart, less effective against ground troops but deadly to speeders; requirements: tech level 3, light vehicle factory

Rebel
* Mediator Cruiser - the largest and most powerful Mon Calamari warship, carries A-Wing and B-Wing squadrons; requirements: tech level 5, level 5 space station, planet Mon Calamari
* Republic-class Star Destroyer - advanced destroyer, cheaper and more powerful than ISD, population value 3 (most capital ships have 4), carries X-Wing and Y-Wing squadrons; requirements: tech level 4, level 4 space station, shipyard planet
* E-Wing - advanced Rebel fighter, very effective against enemy fighters and bombers; requirements: tech level 4, level 2 space station


[NEW UNITS IN V3]

Empire
* TIE Interceptor - advanced Imperial fighter, can be spawned by SSD, ISD and level 4/5 space station
* Storm Commandos - elite Imperial troopers equipped with sniper rifles and thermal detonators, need tech level 3 and an Officer Academy, can travel around the galaxy undetected by enemy fleets
* Imperial Royal Guard - Emperor's elite guard, can only be recruited on Coruscant
* Mara Jade - level 3 hero, during space battles uses modified Z-95 Headhunter fighter

Rebel
* B-Wing - heavy Rebel bomber availiable with tech level 4
* T4-B/AA - anti-aircraft variant of the T4-B Heavy Tank, TIE Bomber's nightmare, buildable at tech level 4
* Wookie Warriors - Wookie squad, can only be recruited on Kashyyyk
* Kyle Katarn - level 3 Rebel hero, during space battles uses the Moldy Crow


[NEW UNITS IN V2]

Empire
* Grand Admiral Thrawn - level 4 imperial hero, greatly boosts effectiveness of ships in space battles, can see enemy fleet at nearby systems

Rebel
* Z-95 Headhunter - an outdated Rebel fighter, a bit cheaper than the X-Wing


[NEW UNITS IN V1]

Empire
* Super Star Destroyer - powerful dreadnought armed with 12 turbolaser batteries, 8 ion cannon batteries, 6 concussion missile launchers and a tractor beam emitter, requires tech level 5 and lvl 5 Space Station, can only be built on Kuat and Fondor
* SSD "Executor" - Admiral Piett's Super Star Destroyer with commander's bonus and power to weapon ability, at tech level 5 replaces Captain Piett's "Accuser" ISD
* ISD "Avenger" - Captain Needa's Star Destroyer, faster and more manoeuvrable than standard one, level 4 space hero
* Venator-class Star Destroyer - cruiser armed with 2 turbolasers batteries, 4 laser cannons (both blue) and 2 proton torpedo launchers (untargetable), requires Star Base level 2, spawns V-Wings
* Venator-class Star Destroyer (with SPHA-T) - Venator with Proton Beam, requires Space Station level 3
* V-Wing - an outdated fighter, can be spawned by Venator and Acclamator

Rebel
* Mon Calamari Cruiser (wingless design) - capital ship, requires level 3 Space Station, can only be built on MonCalimari, Kuat, Fondor or Sullust
* General Jan Dodonna - space hero availible at level 4, capable of detecting enemy weaknesses, can see enemy fleet on nearby systems



[OTHER CHANGES]

V4
* captain Needa and Venator w/o Proton Beam removed
* new textures for Storm Commandos
* Storm commandos have slower animation now
* SSD targeting improved (priorities, extent etc.)
* targetable hangar hardpoint on SSD
* Snow Speeders, B-wings and A-wings are available at tech level 3
* TIE Interceptors are carried by SSD and Titan Cruiser only
* stronger Rebel forces in "Alderaan's Demise" scenario
* XML files are commented (may be useful for modders)
* minor balance tweaks, adjustments and bug fixes

V3
* strategic pop cap increased by 40% per planet
* number of Scout Troopers in squad increased to 6
* winged MCC buildable at tech level 3
* wingless MCC and Assault Frigate Mk. II buildable at level 2
* Obi-Wan Kenobi is level 4 hero now (instead of level 5)
* some minor balance tweaks

V2
* SSD is more balanced (read: weaker)
* targeting for SSD slightly improved
* 2 additional heavy turbolaser batteries for SSD placed on the hangar bones (fighter bays are still present but hidden)
* Home One is now level 3 hero for Player and AI in all GC scenarios
* Imperial Star Destroyer availiable at tech level 3 (instead of level 4)
* "Hunt" ability for V-Wing
* corvettes are slightly weaker against fighters, frigates and capital ships are a bit stronger
* some minor balance tweaks
* various bug fixes

V1
* Home One is larger and more powerful
* population cap in space battles raised from 20/25 to 30/35 (Imps/Rebels)
* cheaper fighters in Galactic Conquest
* Accamators spawn V-Wings instead of TIEs
* slightly stronger shields for winged Mon Calamari Cruiser
* longer heroes respawn time (240 -> 360 sec)
* some other minor tweaks (units costs etc.)
* icons, descriptions


[KNOWN ISSUES]

If you change starting technology level to 5 in any Galactic Conquest scenario, the Empire will get both Captain Piett's ISD and Admiral Piett's SSD. This bug doesn't appear when you start the game with any other technology level and in Alderaan's Demise scenario (but you won't receive the Accuser regardless of chosen tech level).


[CREDITS]

EvilleJedi for releasing his Warlords Models

Bailknight for providing Super Star Destroyer, TIE Interceptor and B-Wing models

Black Knight (Ryan H.) for converting EvilleJedi's Titan Cruiser

Keeper_of_faith for converting EvilleJedi's ARC-170

Sonic0 for his help in implementing Sovereign's orbital bombardment feature

LucasArts and Grig for TIE/D robotic sounds

Thomas Banner from SCIFI 3D for Death Star II textures


[SPECIAL THANKS]
Special thanks to my beta testers: Admiral_Antilles, Celestial_Kitten, Cpt. Winters, General_Secura, Jedi_consulor, Lt_hawkeye, Sith_lord_jerem and TK-1618 Major (sorry if I missed someone)

[LEGAL STUFF]
Don't use any part of this mod in yours without my permission! Of course I mean public mods, not personal modifications.


Contact: avenger85 AT poczta DOT fm

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Avenger85


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Registered 10th July 2006

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