I did, and the maker of this mod is the same guy.
Yeah, Warlords is great. Except the computer spams mole miners in enough numbers to strip mine Coruscant. Playing on anything but Unlimited unit cap rectifies this, as he quickly runs out of utility slots.
I loved the Homeworld 2 Warlords mod. The only thing that bugged me was the game map size limitation. As it was, the mod was far more epic than the game could handle.
Even SoaSE doesn't fully do EvilleJedi's creation justice. But it does a better overall job than HW2 could do.
Yeah. You would need to make a completely new engine to really do Star Wars. EaW is a pale imitation of Star Wars, and HW2 just isn't epic enough. Same with Sins sadly, as it has all those hardcodes, plus no land combat. So we can't have any massive battles like the Clone Wars had.
So....how about an update Eville? I'm dieing to know what you've gotten done with so far!
quick update then, here's what I'm planning for the alliance
Corellian corvette
scout/envoy (incites rebellions)
blockade runner, special abilities for culture
Corellian gunship
light scout frigate
Marauder Corvette
| flak burst |
light frigate
galofree
slow planet invasion (need many transports)
cheap transport (planet capture)
Quasar fire fleet carrier
cheap carrier
2x xwing or ywing
CC-7700 Interdiction frigate
Interdictor
CC-9600 patrol Frigate
missile salvo (baradium), long range area effect vs fighter (cluster warheads), disabling missile (mag bulse)
stand off missile ship
1x xwing or awing
Liberator cruiser carrier
medium ion cannon
armed carrier with ion cannons
3x xwing or ywing
Nebulon-B frigate
sprint, jamming
anti star fighter frigate
1x xwing or awing
Bulk Cruiser
very cheap cruiser
Assault frigate
equivalent to dreadnaught
Assault Frigate MKII
heavily shielded cruiser
2x xwing or ywing
MC-30c
| shield boost, sprint, area effect torpedo spread, precision torpedo attack |
missile cruiser
MC-40b
| shield boost, medium ion cannon |
heavily shielded cruiser
2x xwing or ywing
MC80 liberty
| shield boost/alpha strike/flak burst/heavy ion cannon |
cheap capital ship, fast and manuverable
3x Xwing and Ywing
MC80 reef home (wingless)
| shield boost/alpha strike/flak burst/heavy ion cannon |
heavier weaponry than above
3x Xwing and Ywing
MC90 Defiant
shield boost/alpha strike/embargo/heavy ion cannon
balanced offense and shielding
3x Ewing and Bwing
Nebula Star Destroyer
abilities same as ISD II
Offensive Abilities similar to Imperial star destroyers
3x Ewing and Awing
Independance Cruiser (home one)
Massive shields, fleet command and control abilities, 3 or 4 of these will be equivalent to the Executor
8x Awing and Bwing
though the detailed list above is pretty solid, the following is depending on how things work out.
ships that may eventually be added, endurance fleet carrier, defender destroyer, kwing, mediator star cruiser, mon remonda, republic KDY cruiser, corellian light and medium frigates, viscount, XJ wing, strident
I so want the K-wing. I can't think of any other snubfighter that has so much firepower. Has a quad laser turret, a pair of forward lasers, a SLAM system, and enough external weapon hardpoints to carry enough firepower to make anything smaller than a Star Destroyer and bigger than a Skipray regret pissing it off.
Tie Defender?
Missile Boat?
The K-Wing packed more of a punch than either of those ships.
The TIE Defender basically served the purpose of a heavy superioirity fighter (Think heavier fighter with same purpose as an X-Wing). And the Missile Boat was 20+ years older than the K-Wing.
Calamari Cruiser!
Just my two cents on the issue.
Personally I think the Planets should have resources of thier own to offer and develop.
Yo peeps,
Is there already a update of the mod? Something new add already to it, or still work in progress?
The TIE Defender basically served the purpose of a heavy superioirity fighter (Think heavier fighter with same purpose as an X-Wing). And the Missile Boat was 20+ years older than the K-Wing.
Acceleration
Tie Defender 4220
K-Wing 2700
Missile Boat None
Maximum speed
Tie Defender 1680kmh (155 MGLT)
K-Wing 1000kmh
Missile Boat 250 MGLT
Shielding
Tie Defender 200
K-Wing Not known
Missile Boat 120
Hull
Tie Defender 20
K-Wing not known
Missile Boat 20
Missiles
Tie Defender 8
K-Wing Varies
Missile Boat 80
Lasers
Tie Defender 4 laser cannons, 2 ion cannons
K-Wing twin medium range laser cannon and a short range quad laser cannon
Missile Boat 1 laser cannon plus another optional cannon spot
The Tie Defender and Missile Boat are better in nearly every area
Any thoughts on the odds of putting unique hero units into the game?
I have a feeling that Eville's thoughts for HW2 Warlords also applies for SoaSE
http://warlords.swrebellion.com/wp/?page_id=2
"What about hero units? I want Jedi!"
Well, Sins does not allow hero units. No build limits on individual units. That's part of why superships are hard to balance. You can make as many as you have supply, instead of limited to one Eclipse or Sovereign.
If there could be hard limits on individual ships, then I can see Eville adding heroes in. As soon as StarClad lets us have more than 9 cruisers, 9 frigates, and 5 capitals (I know 1.09 has 9 slots, but we don't have reference data for it, so no modding).
Although a guy posted the 1.09 reference data straight from Sins somewhere in text format.
There are ways of getting around that. For instance, pirate ships aren't built, they are spawned, RA spawns ships as well. If you can't build them, they don't take up build slots, and are made unique by only spawning them once. It's a question of work requirements versus benefits, something only the guy doing the work is qualified to decide. ![]()
It would never have made sense in Homeworld because the game design is completely different, it more resembles a small scale tactical game than Sins. With such a massive scale to Sins, individual units spawned with research aquisition or other achievements are a vastly different result. Homeworld was individual battles, while Sins can be the entire war from start to finish.
I've always been irritated by the idea that 'heros' are somehow vastly better than regular well trained crews/pilots.
Oh look, a hero is piloting that snub fighter. You can tell because it's shields/hull/weapons are 1.5 times as powerful (wtf!?!?)
In most cases, the 'hero' ship is effectively nothing more than a uberized ship that has little to do with the pilot being an ACE. Why even call it a hero? Might as well just call it an advanced snub fighter.
Still, there are some cases where having heros on the battlefield can make some degree of sense. For example, a Grand Admiral Thrawn 'hero' that gives all friendly ships in the same system a bonus to weapon accuracy, increased turn/manuevering rates, and quicker phase jump charge times. Such a Command bonus for that kind of 'hero' would actually make sense.
However, a Grand Admiral Thrawn 'hero' that has a Star Destroyer that has shields, weapons and speed 3x more powerful than any other Star Destroyer = lame 'hero'. Worse yet, a Grand Admiral Thrawn 'hero' that gives all ships in his fleet 3x more shields, weapons and speed...how would that make any sense?
Still, this is EvilleJedi's baby, and I'll go with whatever he decides he wants.
I agree that it's best to avoid just bumping up random stats, though. It should make sense for that particular hero. (Tarkin shouldn't get a retreat bonus, etc.)
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Tarkin would get the opposite (one of the things I actually liked about EaW), his subborness would not allow him to retreat.
In the SoA 2 mod the "Elite units" are the heroes. There is no difference between an elite, and a standard except for Price, Cap ship crew research, Elites gains levels, and only elites have abilitys.
You can price a hero, or elite unit through squad cap, and resources to limit the amount of heros on the map. The hero units should always have some kind of ability that makes it stand out from a standard unit. I am not talking about "invulnerability" for x amount of time ether, or some other ridiculous buff. Basically something that unit already does, but just does it better. Like an elite interdictor with a slightly wider jump inhibitor range, or an ISD that has slightly better ROF that represents a veteran crew. This is easily done, and it already has been done in SoA 2. The "hero's" in EaW are a farce, and an example of what "not" to do.
Yeah but unless Eville gets a "next" button for the ship building menu, then 1 of each unit is more than enough ![]()
AFAIK you can add as many pages to the build menu as you want
Invincible is bad, unique abilities are nice though. I enjoyed not the invincibility aspects, but some of the units in EAW had niche uses where they just plain kicked ass, like the droids being able to repair on the fly. Something you didn't have unless you had them.
A millenium falcon that was a badass of a scout and wiped the floor with fighters would be accurate, useful, and needn't be a cheeseball homo star destroyer killing version to be something you'd want to avoid getting needlessly killed. Assuming it's possible without a code rewrite, he could pop out on researching some smuggling related tech and give the Rebellion an unholy scouting advantage by being able to punch through fortified sectors without getting bagged. Useful, nice to keep around, especially if it leveled like a capital ship, but not cheesy.
Yeah it would be a nice scout. Until the hyperdrive broke down.
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