-Added Resistance fighters/bombers Awing, Xwing T70 and MG100.
-Added First Order Supremacy, Resurgent and Dreadnought.
-Added First Order fighters/Bombers TIE Fighter, TIE Fighter Elite and TIE Bomber (same name, different ships).
-Added the Rebel Starhawk MKI and MKII.
-Added as the First Order ship constructor the Empirical.
-Added as the Resistance constructor the Profundity Com.
-Added Star Wars map made by Sersanara modified for the mod, by the moment only with original planets.
-Rebel One engines position fixed.
-Torpedo Sphere texture improved.
There was not need of improve the files for the Sins of a Solar Empire Rebellion 1.96v because there was anything wrong. By this reason this update is more from additions and some small improves in the mod.
The First Order Supremacy, Resurgent and Dreadnought are inside the Galactic Empire faction and you can get them building a special Constructor Ship made with the Empirical. You can get this ship as a ability from the Capital Shipyard.
The Resistance Ninka, Anodyne, Raddus, Vigil are inside the Rebel Alliance faction and you can get them building a special Constructor Ship made with the Profundity Com. You can get this ship as a ability from the Capital Shipyard.
The Rebel Starhawk MKI and MKII can be builded as an ability from the Capital Shipyard.
The models from the Ninka, Anodyne and Supremacy are new in my mods and never before I used them. The first two are clearly better. The third is not very different but it has less polygons. Anyway the Supremacy looks different. I am not sure if the model from Warb Null is less realistic at parts and angles than this other.
The Star Wars map made by Sersanara is a work in progress, I will be finishing it the next months.
The next updates will improve more the other factions, Free Side, Warlords and Hutts will get some updates and ship replacements to be more different from other factions. Probably more more more stuff will be added. 😀
Well, lately I have not found too much time to write news. I have been making many things and the amount of time for these things were limited to the maximun. So many that I do not go to be able work too much this week in the mod and perhaps the next week. Anyway I have not any hurry and I can not make miracles.
But the past weeks, I started the addition from new ground units for the new factions, it is essential for the addition from these new factions inside the Galactic Conquest.
The First Order and the Resistance will be add several new units as this. Advanced vehicles for the FO and other fun things for the Resistance.
About space units, I have been working in the creation from a Proclamator model. It is a slow progress work but the model is finished at least. I have made it just because one guy who he has supported my web site for years asked me about this new addition.
Probably it will not be the last space unit added with a Fractalsponge, I am working in another but I do not go to reveal it. It is another slow progress work. Anyway, who knows what I can add this year. 😀
In the meantime I will continue updating the mod with critical fixes and some small additions as the Landing Platforms used by the ground air units.
Today I have released a new update, it is not a simple small update with just two improves, it adds several new improves and fixes.
One of the improves is the space combat damage system, now it is a bit different and probably better, more thinking in how the space units add much more hardpoints and to avoid very long space combats.
Not all the improves are in space, there are several improves in the ground combats. In them you will see all the speeders flying around which they were vehicles before, now acting as air units and being destroyed by the aa turrets.
There are several AI improves and some fixes relationated indirectely with its ground units which probably theywill crash your previous savegames. However, it prevents some CTD and it is important.
You will see to the AI building and deploying units in ground battles that you did not see before.
The air units spawned from a landing platform are at this update.
You will note how some heroes can receive a lot of damage, they are force users and they must be destroyed with some of type of weapons of they will reflect a lot of damage. In addition, they can restore their health. By this reason, it can be difficult destroy them.
At this last video as in the video from Sullust attacking an small Imperial fleet with a SSD MKI, you will note a change in graphics because I was playing with the Nvidia DLDSR active where the antialising are better and the 1080p graphics were set as in a 1440p. This last DSR named DLDRS model and only from RTX graphics cards gains performance compared to the normal version.
You did not watch this yet, but the ground anti-vehicle and anti-infantry turrets can target enemies from much more far. It will compensate the lack of armor.
Probably you have played the old Star Wars Rebellion game, there is a good GOG version which it can be ran without too many problems in a modern computer.
I saw without too many because you will need use dgVoodoo2 if you want see the correct graphics in battles. Just download it and copy the files from the folder MS inside the main Rebellion folder.
Just with it you can play this very old game with more of 20 years in its back. It is a poor graphics game, it is true, it was poor even when it was released but it is unique and very fun.
The unique modern game when you can make the same would be the Star Wars Empire at War from Steam+my mod FOC Alliance Rebellion where you have special Galactic Conquest where you can search heroes, research everything and play with more new features from that game.
The Steam EAW version is fully neccesary because it is different to the others thanks to the last patches added by Petroglyph only to this version.
The EAW with the mod is very fun but for me the old game never was bad and sometimes, I play it. This time, I have played it with a mod, this is a thing that I did not discovered before the game was released at GOG. Perhaps I did not search too much, who knows.
-troops can't be bombed anymore (except war droids), so you have to battle them with your own troops (that increases the meaning of troops and their stats, now you have to deal more with troop transports and troop vs troop fighting)
(if you want to bomb troops again, take one of the files from the folder 'bombable troops') (the AI can't deal with this new concept and sometimes bombs a planet again and again and again and try to destroy the troops via bombing, but can't due to the mod (in this case, you can dissolve the troops manually to 'help' the AI or you take one of the 'bombable troops' files before starting a game to prevent this case))
-most fighter and troop capacity's are halfed (you need to build more transport units and tactical combat are not only fighter battles anymore)
(at game start some ships will have to much fighters and troops aboard, because reduction of capacity isn't considered at game start by the game -> so reduce them manually)
-bomber are a little bit weaker (less laser weapons and more ion cannons) against other fighters, but stronger against capital ships
-the a-wing has no hyperdrive anymore, but is relativ low on cost (the a-wing was always a little bit "unrealistic" in the star wars universe, this little a-wing had too many features, it makes more sense as short fast interceptor and that's the role it now has in the game -> no hyperdrive and cheaper, the a-wing is still the best choice on alliance side for fighter vs fighter)
-also all laser armament (anit-fighter) on the capital ships are reduced by nearly 50%, because there are less fighters in the battles now (the reduced laser amount is regiven as turbolasers to the ships)
-all ship stats are redone and (hopefully) balanced, also all ships now have a function (no more useless ships)
some exapmles for some special changes:
-> the imperial assault cruiser seems to have a low amount of weapons, but have the highest fire rate in the game (the weapon recharge rate stands in direkt relation to the fire angle with the highest total number of all three weapon types)
-> the mc90 cruiser has mainly ion cannons and is low on turbolasers (so he isn't that effective against ship's hull), but has a high firerate, very good damage control and strong shields
-> imperial star destroyers seems to have very strong shields, but also have a low shield recharge rate, which results in a constant shield loss if it's continous bombarded
-> the assault frigate has a very low production cost for it's size and values, but a high maintaince cost, so it's a ship for short terms, if you need quickly some medium battleships
-almost all ships have got a new 3D model (don't be irritated because the models sometimes seems a little bit inconsistent if you look close at them, but the old engine of the game is to bad to give us better results)
-also put in many new ships (for example: allegiance star desroyer, mc90 cruiser, imperial assault cruiser, dominator interdictor, home 1 star cruiser, nebulon-b 2 frigate, golan 3 station)
-every side has now one spacestation that can't travel through hyperspace, but has strong firepower and relativ low maintaince cost
-all interdictor cruiser are much more expensive, especially on maintaince, now you have to think about where to use this ships and not only building many interdictors and every fight has to be a last men standing when interdictors are researched
-also some ships are available for both sides now
-special forces & character stats have also been changed (special forces are more expensive, special forces and main chars have now a little bit variance on their stats, research ability of chars with research capacity were decreased by 50%)
-it needs more time to research and you have more things to research (some units are available at game start, but have to be resarched first to build them, for example: stormtroopers, mc40 light cruiser, kdy ion cannon)
-also the stats of defenses & facility's have been changed (gencore level 2 can also fire at bombing ships and troops now, level two buildings incrases building speed only by 50% anymore)
-coruscant has now the most energy points by far
-in tactical battles you can't see anymore which units are on your own or your opponents ships, you only will see that's something on the ship, but don't know exactly what it is
(make it a little bit more difficult for the enemy to know which ships to hit first to kill your commanders or so (but yes, you still can see who is aboard ships in the battlescreen before battle is starting, so it's only a little advantage))
(this can be redone with the file in the folder 'visible units') (it wasn't possible to change the game the way, that only your opponent doesn't see the units or that you can't see the units in the battlescreen -> some pics are shared with other functions in the game)
As you can read, there are a lot of new additions, many changes in the main game, even some new units and new models.
I have recorded a small video. Very fun, even if the 3D combat is not looking 100% perfect because the game is too old and it can not be better.
I was curious lately because Disney announced a new Strategy game. I will wait with many curiosity what they are developing.
This weekend I was playing the mod and as other times, I thought, Fighters and Bombers have a problem, they move too fast and they are too weak against anti-air units. Before I tried increase their resistance but it was not good because it affected too much to the balance making very powerful air units.
Other option was to try save them alive more time, repairing them but many times you lose all them in one single attack as you can watch at this video.
Air units are too fast compared to other units and I needed some better. Solution? They will be deployed from a ground landing platform. It deploys them as other ground buildings from the defender in battle or in skirmiss. One single unit each few seconds and it restores the destroyed units.
It will be used by the human and AI player. By the moment I have made the Rebel version only and it was the first in game test. Perfect. You can imagine how each faction will use different flags.
But it has more good features, depending from the unit that it desploys it, it can add from two to four AA turrets.
Have fun. It lets you to create better tactics, the AI uses it and you do not lose your fighters and bombers in one single attack.
It is not the unique new improve from the last days. I have been working in improve the build from some ground groups for the Empire AI because it had too restrictions and an AI with limits where it must require a unit in orbit for to build other unit, it does not work. Now the Empire builds more and different ground teams.
Other improve is the amount of units spawned from the fleets builded by the AI. I have added new limits and now even if the fleet is huge, it will not overload the battles so much as before. It is a important improve because sometimes the AI could launch in a battle 15 or more fleets and even if you can destroy them, it was not very random and you could get end very bored.
Another small change is change the type of unit for the speeders and speederbikes flying. Now they are air units and they can be targeted by default by the AA units. Much better than before.