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Eksim_Enrol

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  1. i've come up with a mod idea, and i have alot of the basic work done, stats whats in and out, to make it really work i need alot of models and i have no skill with them whatsoever. basicly to ofset the super-power like abilities of the gundams and prototype units i made them capital ships, it also alows for more mobile suits in the game, here's what i have so far as what i want in the game. Fighters: EA options: TS-MA2 Moebius GAT-01 Strike Dagger GAT-02L2 Dagger L GAT-04 Windam Zaft: ZGMF-1017 GINN ZGMF-600 GuAIZ ZGMF-1000 ZAKU Warrior ZGMF-2000 GOUF Ignited Ships/Special Space Units needed for each side: EA options: Agamemnon-class Carrier Drake-class Escort Ship Nelson-Class Battleship Nelson-Class Battleship Refit Drake-Class Refit Agamemnon-class Carrier Refit Archangel Class Assault Ship Archangel Class Assault Ship Update (Dominion style) Girty Lue Class Assult Ship Zaft options: Laurasia Class Frigate Nazca Class Destroyer Eternal Class Suport Ship Gondwana Class Carrier Minerva Class Batleship EA MA/MS Heros: GAT-X103 Buster GAT-X105 Strike TS-MA2mod.00 Moebius Zero GAT-X102 Duel GAT-X131 Calamity GAT-X133 Sword Calamity GAT-X207 Blitz GAT-X252 Forbidden GAT-X303 Aegis GAT-X307 Raider ZGMF-X24S Chaos ZGMF-X31S Abyss ZGMF-X88S Gaia Zaft MS Heros: GAT-X103 Buster GAT-X102 Duel GAT-X207 Blitz GAT-X303 Aegis ZGMF-X09A Justice with METEOR with ZGMF-X10A Freedom with MEREOR (both are one unit working together) ZGMF-X13A Providence ZGMF-X23S Saviour ZGMF-X56S Impulse ZGMF-X42S Destiny ZGMF-X24S Chaos ZGMF-X31S Abyss ZGMF-X88S Gaia i know some units are repeated, that's because they are shared units. basicly the story would pick up after the destruction of Heliopolis, the only thing i'm haveing problems with otehr than models is what to replace the advisors with. most of the images (85%) i have already done, i've maped out most of the galaxy with only 57 locations needing assignment. i have troops, defenses, characters. i'm making the EA be the rebels to take advantage of the Luke Event, as Mu will replace him. As well i'm replacing han with Kira so the bountyhunter even will be him running inot the Jule team/Athrun. jedi status will be replaced with seed status or extended powers ala Kira Athrun, Mu, Rae. if anyone could help i would be apretiated.
  2. well often times in a large galaxy, i'll colonize the rim and maybe 5/10 rim sectors will have a shipyard planet, and then they might just be used to reinforce other fleets, often if i'm the rebels the only rim systems with fleets are my shipyards and home base, and then only if i'm making my assult fleets, in the end i usually get 1 fleet for every core sector, 1 more for coursant, 2-3 galactic assult fleets or system domanance forces as i should call them, basicly i make them have no less than 50ish troops, each
  3. personaly, i make every sector have at least one ship produstion (min 4-5 shipyards) at least 1-2 troop produstion (again 3-5 min training facilities) and 1 constructon planet(4+ yards) then i go about making a sector defence fleet stationed over my shipyards, i try and keep it at about a 20/20/80 ballance, 20% anti fighters, 20% frigate/prowler (basicly the semi fast smaller cap ships that run a mix of anti-fighter and anti fighter killer) and 80% big guns (anything that in force would allow me to take on 3-5 isds at the same time) then at most times when my fleets seem quite large, i'll make lots of fighters for those planets that have little or no defenses, about 20-40 squads each, not enough to take out a determined force but enough to cripple or force back small strike forces, but the one thing i never do for my dector forces is make an interdictor, the idea of the fleet is to out preform them if they fight, or make them run, if you make it work, the ai will never make a good attack on you, often times they will strike at a system, but you should have a fleet a few days away, so if they attack or if you see alot of sabotage at a system, move the fleet there, you might catch them in the act
  4. while fleets are essential, why not devide the ships themselves into roles, attack, anti fighter, troops, explore/scout, things like that. that way, when the faction is composing a fleet, the size will reflect it's compsition. i mean usually if i'm building a fleet of 10 isds, i need more anti fighter suport and troop sport to attact a given system, provided it is heavily defended
  5. ah okay, i guess for the beta i'll have to rebed it and write down my thoughts. still, i can't wait. i really want to play it!
  6. i can't remember the exact ship count, but one time my brother and i were playing and we decided it was late (like 100000 days in) and we were sick of playing it for so long, so we picked arebel rim world, and picked a day like 800-1500 days later and said, okay all the ships we have, in a fight right there, i was imps, i swear i had like 20 ssd 40+ isd2 60ish vsd2, 100's of lancers a dstar, and it was filled with defenders, we made a pack not to run, so i didnt need interdicts. he had like 60-100 bulwarks, 200 or so gunships and like 150 fighter transports, in the end i think the whole battle was a 4 hour affair, it was fun. he won, but he lost all his capital ships, well all but 3 fighter carriers, he took out all my fighters first, and he also took down most of my anti-fighter suport, but my dstar was still blowing away his ships, well with my fleet taking out more, i think in the end he had like 400 squads of fighters, x/b wing mix taking out my ships, and not even a ssd can take the beating of 800 torps at once
  7. will there be a fact sheet, like a pdf or something that lists all the characters and ships with the stats, r&d info, sortta like that poster that came with the game?
  8. no, i have both games, and if you try to load EAW with the FoC disk, it asks you to insert the EAW disk
  9. yeah you need the game disk of the game it self, the expansion disk is for the expansion only, the original is for the original only

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