![]() You must study them, examine them, eat with them, live with them, thoroughly study them and know them better than your name. If you want to be the evil Emperor overlord of the galaxy, then you must know all these units like the back of your hand. The Empire has a very diverse line-up of units, from gargantuan capital ships to small TIE-series Star-Ships and Stormtrooper companies all the way up to the massive AT-AT walkers. Fixed tech level upgrades being missing in the FreeTech campaign, CIS start.Ah, the Empire! Possibly the most powerful faction in this game and the Star Wars universe as a whole, and most of this is thanks to the help of its potent navy and army. I will additionally be brainstorming a way to re-calculate the build cost and pop value cost for all units. This is a fair amount of work and will take some time, please be patient. This will need to be done for all units of all factions, all minor factions will need the unit filters set up and planet tooltips will be cleaned up and re-written. Since there is demand for it, next update (minor update 2.4) will give minor factions the ability to build other faction's units from marked planets. Note: Reaper and Final Order invasion scripts are still broken. All Venators except Underworld variant cost 15000 - some costed 18200 before. Reaper and Xyston now cost 30 pop instead of 10. Reversed buffs to beam weapons and Xyston, both are now back to Remake 4.0.9 values. Removed -50% fire range bonus from Darth Vader, which was causing AI pathfinding issues and making Empire unplayable. Fixed tech levels being buildable in all campaigns (it is now FreeTech campaign only as intended) Player income bonus increased from 6000 to 8000. Battlegroup Command garrisons now match their tooltips. Liberation turret behaviour and HTL fire rate fixed. A variant of the complete map, "FreeTech" has been added, where automatic tech level advancement is disabled and the player controls the tech level. Added missing g - should help with issue of bright green planets, Death Star and Executor. Starting tech level and credits for complete map Sith start fixed. NOTE: Be very careful auto-resolving battles with battlegroups against the pirates, as with the new auto-resolve values it is possible to lose it. Due to the above, their randomised starting forces were massively reduced. Same ones as before on the same planets as before. Empire, Rebels and Underworld have their starting battlegroups back in all campaigns. Pirate randomised starting forces reduced slightly. Utapau is under CIS control again in the Clone War campaign, but the Lucrehulk there is removed. Onderon is now under Mandalorian control in all campaigns. Rakata Prime is now under pirate control in all campaigns. Does not apply to outposts on planets with a max starbase level of 3. ![]() ![]() Faction outposts now start with level 4 starbases instead of level 3, to prevent them falling 5 seconds into a campaign. Underworld Venator now auto-upgrades it's garrison at tech level 4. Slight firepower boost for the Venator. Republic and CIS buildable fighters adjusted, BTL-B Y-Wing now tech level 1. Comes with Lieutenant Tanbris commanding Black Squadron as a garrison. This Venator has Quad Turbolasers, and untargetable Laser Cannons have been replaced with Untargetable Ion Cannons. Parity with Venator Rework submod - Tech level 1 Darth Vader now starts with a special Venator named Predator. This will change AI behaviour and build priorities hopefully for the better - but let me know if the AI starts acting strangely. Parity with Remake 4.0.9 - This includes adjusted AI combat values for all units, adjusted auto-resolve values and new icons for Rebel One and Fortressa.
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