Capshades
Posts: 138
Joined: 8/2/2014 Status: offline
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Note: thread still under construction Star Wars: The Old Expanded Universe Yes, yes, I know, ANOTHER star wars mod. While I like the other star wars DWU mods out there, they just weren’t exactly what I wanted. So I’m making my own. Note that though this project will probably take longer than the release of the new Star War Episode 7 movie (yep come and gone), I will in all likelihood not incorporate anything from the new cannon into this mod. The mod is likely going to be split up into multiple stand-alone mods, split into the different eras. I borrowed several ideas from Mensrea’s WH40k mod, although hopefully not too many as to make the mod as unstable as his. Here’s a taste: • Much larger ships • Limited range of (as in fewer strategic) resources • Changed colonization ships to propaganda ships, and population growth to spread of loyalty. People are already there, they just aren't loyal to any state. • To this end, maximize propaganda ship production speed via characters and any other method I can find. • Most factions can build propaganda ships at max speed, but their loyalty levels change differently, generally imperials will have low growth and rebels high, etc. • Governments replace races. Population represents loyalty to that government, assume the galaxy is already populated and you’re just converting people to your cause. • Large, very diverse cannon ship set (I have acquired every named SW ship in existence.) • 24 governments (races) (see below list) • Minor non-expanding factions to represent species and group that had some autonomy under the republic and empire. • New, more direct tech tree (most components will be automatically unlocked at start of game, tech is just for improving them) • Weapon ranges significantly increased. Projectile speed greatly increased. Almost to the level of the novacannon range. • Faction-specific government styles • Super aggressive factions Suggested game settings include: • Post-warp tech for all governments • Governments paired against governments of the same era (cross-era governments will not be balanced at all.) • Max size, max star spiral galaxy • Several very powerful pirate races (Black Sun Vigos, or rebels, if I split up the mod) • Few or no space monsters (they haven’t been changed) • Put the non-expanding governments at their proper locations, with 2-3 starting planets. Tech: • Lasers, ion cannons, torpedoes, and missiles will be the only weapons available to most races. • However, there will be a sizable increase in the variety of lasers (Turbolasers, Quad Turbolaser, Heavy Turbolasers, etc) • Planet destroyers will only be available to Palpatine (normal empire and dark empire) and the Yuuzhan Vong. • Mass drivers will only be available to governments with a criminal leaning (Hutts, Black Sun.) • Tractor beams available to all, but no gravity weapons whatsoever. • Most expanding races will have maximum colony ship building bonuses (including leader bonuses.) • As stated earlier, most tech pertaining to unlocking units and components will be unlocked at start of game. Most tech will just be for improving current components, and then not by much. • The “carrier” ship role will be converted to more of a “supercapital” role, since most large ships in the SW universe carried a large number of fighters anyway. • Squadrons: All squadrons will have 4 ships, 1/3 of they’re supposed to be due to lag issues. I will include mini-mods to further decrease it to 2, or increase it to the full 12. One hanger per squadron. • Wonders will all be income and ship production speed bonus based. Some will be race-specific, some not. Political leaning (race family): Pro-Centrist: The traditional Coruscantian way of thinking: we rule, they follow. For game purposes, no elections, death of a leader causes massive disruption, etc. Dislikes everyone else. Anti-Centrist: Those who believe that the galaxy can rule itself, advocates a much more federal form of government. Dislikes Pro-Centrist. Isolationist: Just wants to be left alone. Non-expansionist, non-playable, no leader bonuses. Dislikes Pro-Centrists even more, and even Anti-Centrist to a much lesser degree. Criminal: Crime Lord’s dream empire. Likes everyone (they can make money off of, that is,) disliked by everyone. Eras: 1: The Sith-Republic war of 4,000 BBY (commonly known as the Knights of the Old Republic Era) 2: The Clone Wars (Invasion of Geonosis to Death of Sep Council) 3: The First Galactic Civil War (Treaty of Corellia to Endor) 4: The Fall of the Empire (post-Endor to Gavrison Treaty.) 5: The Yuuzhan Vong Invasion (Invasion to Surrender) 6: The Second Galactic Civil War (Krayt’s deposing Fel to whenever) For the “shakturi” invasion, a copy-paste of the Yuuzhan Vong Empire will be used for the shakturi, and the Dark Empire for the mechnoids (with Palpatine wagging his finger saying “I told you so, I told you so!”) The first release will be for era 4, my personal favorite: Governments: Playable main: Name: The New Republic Era: 4, 5 Leaning: Anti-Centrist AI Expands?: Y Playable?: Y Capitol: Dac Strengths: Good trade income, decent military, high loyatly growth Weaknesses: Low tax income Notes: Espionage dampened down a bit from rebellion era Name: The Imperial Remnant Era: 4, 5 Leaning: Pro-Centrist AI Expands?: Y Playable?: Y Capitol: Bastion Strengths: Decent military, good tax income Weaknesses: Low loyalty growth, medium corruption Notes: This faction represents the largest Imperial splinter faction, either based at Coruscant or later Bastion. Leaders include Sate Pestage, Isane Isard, Grand Admiral Thrawn, Admiral Daala, Supreme Commander Palleon, etc. Followers: Teren Rogriss Name: Warlord Zsinj (Zsinj’s Empire) Era: 4 Leaning: Pro-Centrist AI Expands?: Y Playable?: Y Capitol: Serenno Strengths: Good business acumen, (trade, taxes). Somewhat good espionage. Weaknesses: Disliked by the imps and reps alike. Notes: Represents Zsinj’s Empire. Reflects Zsinj’s brilliant business acumen and decent subterfuge. Strong financial background. Followers: Terrinald Screed. Raptors for ground troops. “Grand Moff or Warlord” Flagship: Executer Name: Warlord Harrsk (Zero Command) Era: 4 Leaning: Pro-Centrist AI Expands?: Y Playable?: Y Capitol: Kalist VI Strengths: Weaknesses: Notes: Leader of zero command, a deep core fiefdom that Blitzer Harrsk (the first warlord) set up. Get’s along fairly well with other imperials, though Harrsk was partially insane. Likes Dark Empire. “Lord High Admiral” Dislikes Teradoc. Schizophrenic. Friendly to IR. Less aggressive, more intelligent. Flagship: “Battlecruiser” Tagge? Followers: Roganda Ismaren Name: Warlord Teradoc (Greater Maldrood) Era: 4 Leaning: Pro-Centrist AI Expands?: Y Playable?: Y Capitol: Centares Strengths: Weaknesses: Notes: “Admiral Treuten Teradoc” Name: Warlord Delvardus (Eriadu Authority) Era: 4 Leaning: Pro-Centrist AI Expands?: Y Playable?: Y Capitol: Eriadu Strengths: Weaknesses: Notes: Leader of the Eriadu Authority. Name: Warlord Drommel (Oplovis Sector) Era: 4 Leaning: Pro-Centrist AI Expands?: Y Playable?: Y Capitol: Oplovis Strengths: Weaknesses: Notes: Leader of the Oplovis Sector. Admiral Gaen Drommel. Flagship: Executer-class. Killed by subordinate. Name: Warlord Krennel (Ciutric Hegemony) Era: 4 Leaning: Pro-Centrist AI Expands?: Y Playable?: Y Capitol: Ciutric IV Strengths: Weaknesses: Notes: Took over Sate Pestage’s territory and created the Ciutric Hegemony. “Prince-Admiral Delak Krennel” Original admiral, no subtlety. Brute. Flagship: Imperial-II Class Name: Dark Empire Era: 4 Leaning: Pro-Centrist AI Expands?: Y Playable?: Y Capital: Byss Strengths: Weaknesses: Notes: Palpatine’s Deep Core empire. Will also act as Mechnoids if story enabled. Name: Pentastar Alignment Era: 4 Leaning: Pro-Centrist AI Expands?: Y Playable?: Y Capitol: Entralla Strengths: Good taxes, good trade Weaknesses: Some corruption Notes: Also known as Oversector Outer, led by Warlord Ardus Kaine. Grand Moff Ardus Kaine. Flagship: Executer-class. Peaceful with most factions. Intelligent. Good economy due to alliance with imperial corporations. Internal dissent. Good diplomacy. Followers: Inquisitor Jerec, Grand Admiral Octavian Grant, Governor Ib Dekeet, Name: Hutt Cartel Era: ALL Leaning: Criminal AI Expands?: Y Playable?: Y Capitol: Nal Hutta Strengths: Mass-driver tech Weaknesses: Poor overall economy, high corruption, small military ships Notes: ______________________________________________________________________________________________________________ Playable Minor: Name: Mandalore Era: ALL Leaning: Isolationist AI Expands?: N Playable?: Y Capitol: Mandalore Strengths: Strong ground troops. Gets mass driver tech. Weaknesses: Somewhat poor economy Notes: I’m trying to find a balance between the expansionist neo-crusaders and the isolationist modern day mandos. Low population, warrior culture, everything gets factored in. Name: Corporate Sector Authority Era: 3, 4, 5 Leaning: Pro-Centrist AI Expands?: N Playable?: Y Capitol: Etti IV Strengths: very good economy Weaknesses: Small, outdated military Notes: Name: Hapes Consortium Era: 4, 5 Leaning: Isolationist AI Expands?: N Playable?: Y Capitol: Hapes Strengths: Weaknesses: Notes: Name: Chiss Ascendancy Era: 4, 5 Leaning: Isolationist AI Expands?: N Playable?: Y Capitol: Csilla Strengths: Weaknesses: Notes: Name: Duskhan League Era: 4, 5 Leaning: Isolationist AI Expands?: N Playable?: Y Capitol: N'zoth Strengths: Weaknesses: Notes: "Darama Nil Spaar" Flagship: executer-class _______________________________________________________________________________________________________________ Nonplyable factions: Name: Shadowspawn Empire (Cronal) Era: 4 Leaning: Pro-centrist AI Expands?: N Playable?: N Capitol: Trailia (or Mindor) Strengths: Weaknesses: Notes: Name: Spadja Sector (Nigel Nivers) Era: 4 Leaning: Pro-centrist AI Expands?: N Playable?: N Capitol: Tandankin Strengths: Weaknesses: Notes: “Grand Moff Nigel Nivers) Name: Restored Empire (Ulcane-Devian) Era: 4 Leaning: Pro-centrist AI Expands?: N Playable?: N Capitol: RZ7-6113-23 Strengths: Weaknesses: Notes: Name: Warlord Prentioch (Sombure Sector) Era: 4 Leaning: Pro-centrist AI Expands?: N Playable?: N Capitol: Ichtor Strengths: Weaknesses: Notes: “Moff Utoxx Prentioch” Large territory minor warlord Name: Protectorate of Prakith (Moff Foga Brill, or Admiral Malfkla Yzu) Era: 4 Leaning: Pro-centrist AI Expands?: N Playable?: N Capitol: Prakith Strengths: Weaknesses: Notes: Name: Invids (Moff Leonia Tavira) Era: 4 Leaning: Criminal AI Expands?: N Playable?: N Capitol: Eiattu 6 Strengths: Weaknesses: Notes: Pirates Name: Empire Reborn (Lord Hethrir) Era: 4 Leaning: Pro-centrist AI Expands?: N Playable?: N Capitol: Rebirth Strengths: Intelligence Weaknesses: Notes: Name: Warlord Getelles (Antemeridian Sector) Era: 4 Leaning: Pro-Centrist AI Expands?: N Playable?: N Capitol: Antemeridias Strengths: Weaknesses: Notes: “Moff Tol Getelles” Name: Warlord Lankin (Lambda Sector) Era: 4 Leaning: Pro-Centrist AI Expands?: N Playable?: N Capitol: Rintonne Strengths: Weaknesses: Notes: “Moff Par Lankin” Name: Warlord Sarne (Kathol Sector) Era: 4 Leaning: Pro-Centrist AI Expands?: N Playable?: N Capitol: Kal’Shebbol Strengths: Weaknesses: Notes: “Moff Kentor Sarne” Name: The Black Sun Era: 2, 3 Leaning: Criminal AI Expands?: Y Playable?: N Strengths: Weaknesses: Notes: Will act as pirates in all eras Name: Warlord Gendarr-Lott Era: 4 Leaning: Pro-Centrist AI Expands?: N Playable?: N Capitol: Jardeen IV Strengths: Weaknesses: Notes: "Captain Iolan Gendarr" Name: Bothan Clans Era: ALL Leaning: Anti-Centrist AI Expands?: N Playable?: N Capitol: Bothawui Strengths: Weaknesses: Notes: Name: Herglic Trade Empire Era: ALL Leaning: Isolationist AI Expands?: N Playable?: N Capitol: Giju Strengths: Weaknesses: Notes: Name: Warlord Pitta Era: 4 Leaning: Pro-Centrist AI Expands?: N Playable?: N Capitol: Corellia Strengths: Weaknesses: Notes: "Grand Admiral Danetta Pitta", flagship: torpedo sphere Name: Warlord Grunger Era: 4 Leaning: Pro-Centrist AI Expands?: N Playable?: N Capitol: Gargon Strengths: Weaknesses: Notes: "Grand Admiral Josef Grunger", flagship: Executer-class Name: Warlord Fonada Era: 4 Leaning: Pro-Centrist AI Expands?: N Playable?: N Capitol: Edatha Strengths: Weaknesses: Notes: "Admiral Inos Fonada" Name: Warlord Delurin Era: 4 Leaning: Pro-Centrist AI Expands?: N Playable?: N Capitol: Bormter Strengths: Weaknesses: Notes: "Moff Delurin" Flagship: Dragon-class HC. "Warlord of wild space"
< Message edited by Capshades -- 5/13/2016 1:51:27 AM >
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