|
Post by Admin on Nov 19, 2019 19:40:05 GMT
I do not like the 19000 meters for the Executor because in the past, it was 12900 and it was made bigger just because somebody wrote 19000 meters one day. But in the original behind the magic cds were the other size and it is a lot better for the mod. The VSD I has missile launchers. The MC80C, MC90, Titan, Allegiance and Redeye are all them different ships, only the Redeye is more similar to the Titan in size and I do see the point from share similar firepower. The info saying how the E-Wing had torpedoes and lasers is based in nothing. The E-Wing in the mod has 3 lasers and a magpulse launcher. The TIE Defender is strong enough, the point is how there are more advanced units from the Empire. The KDY Endurance is strong enough, it has a lot of turrets. In the mod, the ship which it can fire more weapons in a enemy wins. If there are not photo from a ship, I can make anything as it.
|
|
|
Post by Admin on Nov 22, 2019 10:48:44 GMT
I was thinking in the addition of new units or changes to some units but here's the list -Altough sadly there's no photo of this ship, it would've been cool to see the Mandator III. This sounds like a bad idea considering there's no image I have taken in consideration this suggestion made before by other people and I have a model. But I go to add some radical points about the Mandator III. First from all. The lenght from the ship. In "The Essential Guide to Warfare", Jason Fry did not write too much about the ship. Just the name and scenary where it used. Just he wrote in jasonfry.tumblr.com/post/23039847571/eg-to-warfare-endnotes-pt-7 things as...... And I say. What rule has he used with the sizes from these ships? personal feelings? I do not want take away to him any credit about these ideas. But I do not see any need from follow them at 100% and I can add my own rules. For me the Mandator III is variant from the Bellator as he says. We agree at this. But the 12km is too long. 8km is more logic because both ships are similar in shape and they share many things. This is not a send to the trash his work, it is more a follow the things seen in the mod before. At the end, people making guides do not make nothing physical, they write dreams and they must not work as I do with things a lot more real. You can see how he tells as if the Mandator II was a ship with 8km, but for me the Mandator I & II were ships with no more of 4km in lenght. About what is this ship inside the mod. I like this part "hulking weapons platform", it will add some big turbolaser turrets. I will publish a image soon.
|
|
|
Post by Admin on Nov 22, 2019 12:33:23 GMT
This is my idea about the Mandator III. Similar but different to the Bellator and this ship will add some special big turrets.
|
|
|
Post by Admin on Nov 22, 2019 13:13:08 GMT
Another preview. You must imagine how it will add more turrets, not only the two big turrets.
|
|
Slice
New Member
Posts: 12
|
Post by Slice on Nov 22, 2019 14:00:42 GMT
This looks great. Also the two big cannons close the cycle to the Mandator IV 👍🏻
|
|
|
Post by Admin on Nov 22, 2019 14:20:07 GMT
Ah the Barrels from these two big turrets will change and I suppose how I can add 30 or more smaller turrets to the Mandator III and the Bellator. With the addition from turrets, these units will gain a lot graphics improve.
|
|
|
Post by Mando Commando on Jan 4, 2020 10:44:14 GMT
I know that you mentioned incorporating the other version of the Dominance SSD, the Sovereign (the one without the massive hangars). Since there already is a Sovereign SSD, have you considered giving it another name like maybe the Ascendancy SSD? www.vince-t.com/x-wing-alliance/standalone-opts/Also, would you consider also adding the Vanguard-class Frigate? It would be a good escort unit, and fit with the aesthetic with the units already in the mod from Vince.
|
|
|
Post by Admin on Jan 4, 2020 11:11:15 GMT
It is not the first time that there are a ship with similar name.
But import a model from XWA is a complicated process. It does not go to happen in one or two years.....at least it is not a priority. Any addition of units are not a priority. Specially these.
|
|
Slice
New Member
Posts: 12
|
Post by Slice on Jan 5, 2020 11:19:36 GMT
Hey Nomada and happy new Year! I was thinking, if the new Sith Star Destroyer and Goodies of the First Order will eventually find their way ingame, why not do the Tie Dagger as Fighter Complement for them too? Also that TIE/rb would be a nice addition. Also I still say give the Rebs the U-Wing as evolved Gunship for Space and Ground combats
|
|
|
Post by Admin on Jan 5, 2020 15:33:46 GMT
In time. When I fix other things.
|
|
|
Post by Guest on Jan 14, 2020 8:06:56 GMT
If I may make a suggestion... it would be nice to see Imperial Army Troopers available to build since we already see Imperial Navy Marines.
Also, were random pirate attacks ever added back to the mod?
Lastly, I believe there was a feature that I'm not sure if it was ever implemented, but I believe there was a feature where the main factions (Empire, Rebellion, and Black Sun) were able to build units or armies from the Free Side if they captured specific planets. Like for instance, the Empire being able to build Chiss units if it captures Csilla. Was that ever implemented or am I creating false memories lol?
|
|
|
Post by Admin on Jan 14, 2020 9:24:02 GMT
The army troopers are the survivors from buildings.
There are many units with each faction for to be adding more....
|
|
|
Post by explosivemegumin on Jan 14, 2020 20:26:09 GMT
I propose to add a new type of missions to GC What is the point, you need random missions, to defend or attack objects, for the player and for AI That is, for example, you play for the rebels, in the list of missions appears - sabotage at the Imperial shipyards On the planet specified in the mission, spavn model shipyard, which is built ISD or other ship, and the mission will be accomplished if you destroy it, and then you are allowed to retreat And an analogue for AI, the player is given a mission to protect the object in space or on the planet, at the end of the period of preparation of AI is given the task, to jump a specific fleet/army into your system, and all his individuals are periodically given an order, destroy the targets specified by the mission, and if he destroys them then the mission is lost Why would you do that? First, will bring diversity to the task (rather than the usual battle for a new battle), and secondly, if these missions are set up, it will be historically correct to play the existing battles for different sides
|
|
|
Post by explosivemegumin on Jan 14, 2020 20:42:07 GMT
And the second point that I think for the sake of interest can be refined Once upon a time, (not without our dialogue on YouTube), you removed the super attack station and in return added reinforcements that depend on the level of the station I think there are at least a few options on how to diversify these reinforcements First, you can make a separate station - "link node" And it's already tied to a lot of different builds and reinforcement options Because in life there are situations when your signal for help can be ignored at all, and sometimes when a simple signal will fly a whole fleet, simply because it was near at that moment Depending on the location of the planet, you can give different - "link node" For example, the Empire in the outer ring, the random will arrive not the regular Imperial Navy, but the local "Sector Group" with ships of the "Clone Wars" era. The Rebels or Pirates, in theory, would have even more diversity in reinforcements
|
|
|
Post by Admin on Jan 15, 2020 9:02:49 GMT
This is the random system used with the Starbase reinforces.
You are dreaming with what can be made and what can not be made.........I can not create a mission for each planet. Anyway, not possible. The game does not run as you think.
|
|