Note: I have stopped work on this mod, however if you have the ability feel free to message me about taking over the mod and continuing work on it if you want too.
BATTLE FOR SUPREMACY
Battle for supremacy is a wip progress star wars mod spanning many ages of star wars history, the final version will have 11 new races (perhaps more) and new scenarios to pit the various races against each other in battle.
Credits:
Many of these ships were made with images found on the internet and the credit goes to the original creator.
Many ships were made by taking pictures of models for various mods for the game Star Wars: Empire at War, all credit goes to the creators of the models. (and the texturers)
Wow, there are some awesome looking ships in there.
My thanks goes to the people that have created the sprites and to you TheMightyCat11 for spending the enormous amount of time required to get the ships properly into the game.
I’ve added a bit and changed a bit:
New ship for the Zann Consortium, an armed freighter.
And the republic ships have a much needed redo of their ships, same models were used but with better shaders so they dont look like shit. Although the venator has a very different look now since i used a model rather then the image i had used before.
Are you sticking with the official sizes, then? GSB has reasons within the game-mechanics for why you probably wouldn’t want to go terribly far over 300 meters - all ships of size 256 or larger have a 100% chance to be hit if they aren’t moving, ships of much greater scale are significantly more vulnerable to fighters (and even frigates and cruisers, should those ships pass close enough to have weapons inside the shield-bubble), weapons will not fire at targets which should be within range if the centroid of the target is not within the maximum range, explosion shock-wave radius is about equal to the ship’s length (and its strength is proportional to the installed power generation), and perhaps one or two other things that I’m forgetting. Very large ships have the additional issue of the engagement range being measured between the centroids of the ship and its target, so a size-1600 ship with ‘engage cruisers at 800 range’ will have its bow sitting on the centroid of its target, and any weapons in that part of the ship sprite have a decent chance of being too close to the target to engage, while weapons at the other end of the ship sprite may be out of range unless the weapons are themselves very long-ranged.
Not saying that you shouldn’t use the official sizes, just that it isn’t necessarily the best of ideas.
I would also tend to think that people wouldn’t object too greatly to down-scaled versions of the Star Wars universe vessels, and that many would not be entirely put out by a not entirely consistent scaling factor (since there probably aren’t too many reasonable sizes for a Star Destroyer which allow the 11-times-longer Star Dreadnought to have a reasonable size within the game). Something like a 200m ISD and a 1000m Executor would probably not be terribly outside of the game’s ability to handle, even though both the absolute and relative sizes of those two ships are way off from what they ‘should’ be. But it’s your mod, so it’s your choice as to how you want to handle it.
Oh, and one more thing - the campaign limits shipyard production by the cost of the ships. Class-A shipyards (the largest type) can produce any class of ship at up to 13,000 credits worth of ships per turn, Class-B shipyards can produce fighters and frigates worth up to to 8,500 credits per turn, and Class-C shipyards can only produce fighters worth up to 5000 credits per turn, while repair yards can repair up to 1000 credits worth of damage per turn; unspent production does not carry over to the next turn, and there is no option to allow the construction to take place over multiple turns - if you want it to be usable in the campaign, it cannot cost any more than the maximum credit limit of a Class-A shipyard. You may want to consider pricing the ships such that the factions you add are usable within the campaign and then balance them for the regular game around that cost level, or you could just completely ignore the existence of the campaign. Or you could also include some campaign modifications to your mod.
Size wise im not going for official size per say but i am making the star destroyers quite big, ships like them are the biggest ships availible.
About the campaign ive done some playing of the campaign with the mod and it and it seems to be fine, plus big ships like star destroyers can be very powerful, and with the way ive made each faction have different bonuses makes it so a bunch of small rebel ships which are quite cheap can be just as good as a big sd when used right.
So Ive released an early version for download because im starting to focus towards another mod ive been in the process of making. Please know this mod is by no means complete and i’d very much appreciate suggestions on balance or changes and stuff.
Some initial feedback, assuming you want this balanced against vanilla:
Many of the fighters with a high base power need to cut back on that somewhat, or gain a much higher hull cost, or gain a speed penalty, or some combination of the above. It’s very easy to get 3+ speed on a laser fighter if there’s no need to install a power generator, and if there’s a minor speed bonus (like the +10% that the X-Wing gets), that starts getting towards 3.5+ (the X-Wing can get to 4.0 with an Engine III, and still won’t need a power generator, which leaves it at 65 credits - the only fighter designs that can compare in cost are rocket fighters and low-end laser fighters, and the only speed-comparable fighters are the rockets, which are far less effective dogfighters without supporting painters). And despite the high speed, these are among the cheapest fighters you can design - 56 credits for a 3.1 speed TIE Fighter armed with a Fighter Laser Cannon is less than I’d pay for an equivalent Swarm design, which additionally has about 0.6 less speed; it’s roughly two-thirds the cost of the Rebel’s fastest laser fighter and gets about 0.5 more speed. This is a bit excessive. I would suggest that, if you want fighter hulls with lots of available power, you should give them a large power production bonus (e.g. +100% power) rather than a high base power. I would suggest that no fighter design should be capable of mounting both an engine and a laser without also requiring a power generator, unless it also has a stiff enough speed penalty to keep the speed down below about 2.6 (and if you want the speed to be in the 2.5-2.68 speed range, the fighter ought to cost similar amounts to what base-game fighters in that speed range cost - roughly 80-100 credits per fighter).
The Galactic Empire’s Acclamator II should have its armor bonus nerfed significantly. This thing can get to 78 average armor with three installed weapons, an engine, and a shield generator. And it’s a frigate. Which costs less than 1400 credits for the design that I came up with. If you thought cruiser armor tanks were annoying, just wait till you run into a fleet of these.
For that matter, anything with a really high armor bonus should have that dropped significantly. Armor bonuses in excess of 20% on cruisers are excessive, and the same goes for frigates (though they might be able to stand a somewhat higher maximum bonus). Only edge-cases where you create a hull with extremely limited module slots are likely to be acceptable with really high armor bonuses, unless you intend for your mod to not be vanilla-balanced or unless your factions eventually get the ‘no standard modules’ tag and only have access to extremely crappy armor modules.
The Galactic Empire’s Guardian Light Cruiser hull should have one of the bow module slots moved (either the hardpoint or the standard slot), because they overlap at the moment and there’s plenty of space further inside the hull sprite to move one or the other to.
The frigates with really high speed bonuses could probably stand to have those tuned back. There’s at least one CR90 Corvette design with 2 ion cannons and a Shield Generator II that gets to 1.45 or so speed for about 850 credits. For comparison, the fastest frigates in the base game with a 2 ion cannon design are somewhere around 1.22 speed, and don’t have a 200% shield bonus to further improve their survivability, and I think those cost somewhere around 20% more than the CR90 mentioned above.
Hull integrity bonuses beyond 100%, with no negative hull ‘bonuses’ to compensate and only a particularly expensive base hull are probably somewhat out of balance. Even the ISD-II’s 1500-credit hull cost is only going to increase the cost of the ship by ~80%, yet the ship is four times tougher than normal; the Vic-II’s 1000 credit cost probably increases the design cost by ~50%, but that too gets a 400% hull integrity bonus. That said, as long as there’s something cheaper, I would typically choose the cheaper hull over the tougher hull, especially among cruisers - I really don’t need 26 module slots to do what I want on most cruiser designs, and filling all of them pushes the ISD-II up to around the 5000-credit mark while straining any armor that I did place on it.
I was under the impression that the Viscount Star Defender was a class comparable to the Executor Star Dreadnoughts, not the Star Destroyers and MC80/90 Cruisers. Makes it somewhat odd to find it in the mod as something smaller than the Imperial Star Destroyers, the Interdictor, and both of the MC80s. I was also under the impression that it was a later New Republic design, and therefore more appropriate for the Galactic Alliance than the Rebel Alliance, although I suppose that you’re going for the Galactic Alliance that competes with Darth Krayt’s Sith Empire rather than the Galactic Alliance of the immediate post-Yuuzhan Vong period.
Speaking of the MC80s, you might want to arbitrarily call the wingless one the MC80a and the Liberty type the MC80b, to avoid having MC80 Heavy Cruiser and MC80 Liberty-type Heavy Cruiser.
CIS Lucrehulks are far too expensive to even consider using. 4000 credits for the basic hull? I don’t care what the hull bonuses are, I’m not using it. To put it in perspective, 3000 credits is roughly the ceiling for the cost of my ‘normal’ cruisers, which typically have 5-7 guns regardless of the number of actual hardpoints (except in the case when there are too few available hardpoints). Filling the modules of the Lucrehulk is going to cost another ~3000 credits on top of its 4000 base cost, and its great size leaves it extremely vulnerable to strafing runs - base game fighter laser cannons will basically come into firing range as soon as they pass through the ship’s shields, while its module count means that its armor is going to be pitiful if you try to make full use of the hull space (average armor equals the sum of the damage absorbable of the armor plates multiplied by the stacking effectiveness raised to the power of one less than the number of armor plates, further multiplied by the hull armor bonus, and divided by one more than the number of filled module slots including armor plates and weapons). Not filling the modules to avoid the cost and improve the armor leaves it as an overpriced balloon. I might possibly consider using it if the hull bonuses included a significant discount on the module costs.
Well thanks for that load of suggestions, ill have to get to work on some things. In particular the bonuses and fighters. About the lucrehulk, while it is very costly and vulnerable to fighters if you equip it with lots of ‘bullet’ weapons and have some frigates with similar weapons fighters go down quite quick. But i will lower the cost and muck around with bonuses to get it more balanced with stuff from the base game.
This is your mod, but I was wondering if you could make the scale and size of the CIS Vulture Droid and ARC170 down to 8 or 9 meters, those ships are generally small. Also, the size and class of the Munificent frigate should upgraded to a cruiser and maybe 180 meters(Huge CIS fan in the mod, btw). Last request or suggestion, more fighters if possible for CIS and Republic because I love having space battles with a carrier and bunch of fighters Battlefront Style. On the basis of the overall mod I LOVE IT, I am happy that you worked on a Star Wars mod for this game(since the others are dead or corrupted) and hope you keep up the awesome work. P.S. I have no clue how to code, mod or any of those things but I’m trying to learn.
Been a while since I did stuff with this mod, or GSB at all for that matter, but I’ll probably get back into things in a bit.
As for the Munificent Frigate (and this can address some other things) I have certain ships classed perhaps different then they should for the sake of having enough ships of each type. For the Munificent in particular it is called a Frigate so that is partially why its considered one…
And when it comes to more fighters I’ll certainly look into what other fighters there are but aside from some CIS ones I don’t know of many more. And modding/coding for GSB is pretty simple, nothing too complex its mostly just .txt files and for the most part I was able to figure out how to do it on my own.
I personally could wait for huls if you could start working on custom weapons – hell even custom images for the weapons (preferably images that make the guns appear smaller because its pretty striking to see a plasma launcher thats 1/8 the size of an Acclamator (which could hold fighters)
if I wasn’t a boob I wouldn’t have accidently deleted the files i had for the Star Wars Reloaded Mod, which im sure if i could have gave them to you it would have helped alot.
Also the Venator needs a buff it was THE main battle cruiser used by the republic, you should make it have like 12 hardpoints and 14 normal slots
Quick update: I’m thinking of stopping on this in favour of something more original, however if that is what I do (and likely will be) I will release one more update to address somethings, Also I would be willing to let someone else take over work on the mod if they so wished.
Thank you for making this mod, its understandable that you don’t want to change the Munificent Frigate now that I think about it. But on the basis of fighters here are ideas for fighters if you’re willing to work on implementing them. I will also give suggestions for boost, hardpoints, and modules:
Republic:
Jedi Starfighter- +30% speed, -50% armor, 1 module, 2 Hardpoints
Republic Attack Gunship- +40% Armor, -35% speed, 3 modules, 3 Hardpoints
Everything else is awesome though, the amount of choices for the other Races like the Empire and Rebels are big, and are all equal in power. Only suggestions would be to buff the Venator Cruiser(Republic), add 30 or 50% speed boost to Vulture Droid, and add custom weapons and weapon effects.