-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.
While I have been improving the mod with the last additions finding errors and fixing them, I have made several improves in the damage system, space targeting and several weapons, abilities and more.
Thanks to this the battles finish faster, the fighters/bombers can destroy hardpoints easier and the targeting accuracy is better because before there were some weapons which they were very bad against some units and targeting some
I have recorded a video from a fun battle over Rallttiir, it was a battle between all the Empire forces vs all the Rebel folces from the Dark Empire era and they were a lot of them.
The points about the new changes are these:
Now fighter/bomber abilities works better. There are several new hidden abilities from them running.
Shield recharge can happen but it is more slow, just a bit for some units. Big units can receive a lot of damage from turbolasers/ion guns from smaller ships, it is a fact but enemy bombers can damage them faster.
Laser weapons from fighters/bombers have a better accuracy vs starships.
Antifighter weapons are lethal. There are few units with these weapons and they will not show a very difference in the balance.
Targeting between units is now better. It is a fact.
In addition, the galactic conquest have been improved. One thing that you note is the movement from heroes, the enemy heroes between planets where before they were more sit in one or two planets. You will not note that in the video because I have not recorded anything of this yet.
There will be another changes/improves that you note at some ground units as by example the Rebel XP-38. This speeder had some wrong things fixed as the lack of shields. However the biggest change is how before it was considered a vehicle and not a air vehicle. Now it is an air vehicle and it is targeted by anti-air weapons. After years playing with some vehicles as the scout speeder as this, I go to change them by air vehicles flying low.
Other vehicles and weapons which they did not make any damage in some units, now they make more damage. Instead of no-damage, they have worse or better accuracy vs some type of units.
The restore from the accuracy was a big part from the original 2021 patch. Before it did not run very well. However in the mod, there are thousands of units and these changes take more time. I can not edit everything at two days.
This is a curious comparation, the Bastogne map from the older Close Combat Wacht am Rhein with my Ardennes Offensive mod vs a recreation from that 2D map at 3D inside the Close Combat The Bloody First with my Veteran mod using similar units.
For recreate this old battle, I have taken the old 2D background view from the Bastogne map and I have added several new 3D objects, some of them as part of the buildings created from the scratch by me and others made with texture modifications from the originals.
I have made several new clusters of hedges, I like them because now I can deploy these things faster in the map editor.
It took me a lot of time set up all these new objects in the best way, even I needed to add different light effects because so many white with the sun from Normandy was......too much. Anyway, everything are useful stuff for new maps in the future from the Ardennes or other operations.
About the new map itself, it is curious how the map looks smaller. Not a surprise because the map was not one of the biggest maps in the CC War.
Other curious point from the game itself, it is how really there are not 2 floor or more buildings but a wall is a wall and if your fire is too low, it will not pass over the building. It happens with several weapons. At the same time, there are true elevations and most important a tree, any 3D object is a thing giving true covert.
About the future, by the moment, I prefer to create single battles which I can increase with more battle operations in the future. It is more useful and fun. I will release this new map one day not too far. I want improve the mod a bit more, perhaps with darker night battles and other things.
The Indictor is a model Coulden based in the Indictor-class electronic warfare corvette from Fractalsponge. The Attack Carrier is a modification from that model from Coulden making a fast carrier deploying the TIE Baron.
These two units from the First Order have been improved with 4 four turrets with movement each of them.
The Indictor gets two heavy turbolaser turrets and two Anti-Fighter turrets.
Few days ago I updated the mod with a larger amount of new features. There are not a larger amount of new units or changes in the Galactic Conquest, but there are many new things, starting by 4 new factions which you can play by the moment only in the skirmiss mode.
I say how the amount of new units is not big but probably it is very big compared to other updates. 😜
There are at least 41 new space units, several new heroes and several new ground models. Everything descripted in the previous news is inside this update. I do not go to create a list. I have not time and the purpose from all the mod is be played.
There are many improves in the Galactic Conquest but I have not added the new factions in them because it will require more time. Just you can play with the First Order units inside the Empire and the Resistance units inside the Rebel Alliance. In addition, the Rebel Alliance can build units from the Galactic Alliance the Confederation from the Second Galactic Civil War.
Playing with the Empire at GC where you can build the Research Station Level III, instead from to build the Supremacy, you can recruit Snoke and the Supremacy, obviously by a high price. He can recruit other heroes as Kylo Ren or the Captain Phasma. In time, he will recruit more.
Snoke in orbit with the Supremacy can build a special shipyard. This shipyard can build all the space units from the First Order. At the same time, he can build the ground buildings from that faction and their units.
Just him with the Empire can build these things.
Playing with the Rebel Alliance, in a GC where you can build the Research Station Level III, you will be able to build a special Construction ship. This ship can build a special shipyard where you can build the Resistance units. Because there are not different and new ground units by the moment for that faction, there is not a reason for to build them by the moment playing with the Rebel Alliance.
At skirmiss mode, there are not strange ways. Everything works as before, perhaps there are not more units and some of them are builded from different stations but nothing more. I have recorded a video showing it.
From time to time, I will continue updating the mod. I prefer many updates than wait with all the data in my hands waiting a release where you can lose everything in one day by a computer crash. In fact, this time did not happen by very few time. I had lucky with the backups or I had lost the work from many time when I was replacing a damaged hard drive.
Anyway, do not worry, no one of the future updates will crash your game probably and after each update, I need improve somethings. It is a fact, I am not a Borg, I am not perfect and the mod has thousands of parts, each edit require a million of additional changes. 😔
Time to continue the Star Trek mod, this is the time from to start the addition from new ground stuff to the new factions.
I have started by the Borg and clearly I used the ISC faction as a temporal replacement for several things while I do these new features. Otherwise, I would not be able test in game these new additions.
This is a comparation where you can watch how looks an Acer Predator XB253QGPbmiiprzx when you activate the HDR 10 inside a game as the Far Cry 5.
As you can watch, it looks good but it adds a lot of brightness and I can not reduce it making night scenes looking bad. Bt default, colors look worse.
And this is the game without the HDR 10 activated, colors more realistic, normal brightness, everything perfect.