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Old 10-30-2003, 02:55 AM   #161
Admiral Vostok
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Gunship - Okay, I'll make the carry capacity 8. Any less and it gets unrealistic.

As for it being strong against Air, this is intentional. You may notice that the Republic has no ground-based Anti-Air unlike most civs. This means the Gunship is the only unit that can take out Aircraft well. It is less well armoured and has fewer hit points than most Aircraft, plus it is very expensive and will cost more Population, so I think in the end it all balances out. I should add that although the rockets are good against Aircraft, they have quite a long reload time, during which the Gunship is very vulnerable.

I think my Gunship is balanced. Whereas Windu's not only had powerful weapons and a transport ability but was also shielded, well armoured and fast, mine is not. My weapons are indeed powerful, yet the Gunship is unshielded, has few Hit Points, and is the second slowest Aircraft (not including Transports) after the Gungan one. I shall edit the document to make these points clearer.

Sniper - An ion rifle trooper would be good against Mechs, right? I wanted to leave that for the Clone Bikers. There is a bit of footage that was cut from the final film where you see a few Clones on Speederbikes zooming under the legs of Homing Spider Droids. They throw grenades at it, destroying it. I thought this looked so cool I wanted to include it. As for the Naboo and Rebels, there is no reason they can't have a sniper as well. Give me some more reasons to change it and I might consider.

Dropship - As described in the Transports description, it means 10 population worth of mechs.


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Old 10-30-2003, 03:43 AM   #162
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I don't like the movable buildings at all.

How do your build support units cause it looks like you have a building called support units and sounds kinda weird.


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Old 10-30-2003, 04:05 AM   #163
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Yeah I'm uncomfortable with the name too. I'll think of something better and change it.


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Old 10-30-2003, 05:43 AM   #164
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Support bunker, Republic Force Fire support base


lol something like that


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Old 10-30-2003, 08:52 PM   #165
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Gunship-hmmm...I guess...let's wait for the others' opinions.

Sniper/Ion trooper- Ion troopers are obvious in the movie but republic speeder bikes weren't even in it. I think both should be in but have different caracteristics.
To avoid giving the Republic too many anti-mech units, you could turn the AT-TE back to the simple all-purpose vehicle instead of an anti-mech.

As for snipers, they're hit-and-fade sneek around units, something that the Republic obviously isn't specialized in(taken in the context that the ARC trooper doesn't exist).


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Old 10-30-2003, 10:18 PM   #166
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Okay I pretty much agree with everything you've said there, Luke's Dad. I shall make the necessary changes over the weekend. They'll be:

- Removal of the Sniper and addition of the Ion Rifler... need a better name though...

- Change the AT-TE to have no bonus attack but be pretty good all round, like a Assault Mech but less powerful.


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Old 10-31-2003, 12:41 AM   #167
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K here is what should happen totally get the republic gunship and dropship out of the support lot they need a special drop hanger or something to be created from. Once built the gunship should come with 2 rockets and must return to the drop hanger to reload more rockets its load can be upgraded to 2 more rocket cell capsules but it takes twice as much time to reload 4 rockets in (2 rockets = 50 secs 4 = 90secs) This drop bay should be an auto repair also repairing it slower than worker repair but still effective. If a gunship is to idle in the skys you can set it so it comes back to the drop hanger/zone/bay whatever.

There is no way a diplomat will walk to another trade lot and get resources they are speakers not workers. Maybe this negotiations hall could have special econ upgrades for the republic like could tax its business industries more and get funds in that way since Coruscant is covered with factories and cities the Politications and dip into its funds or its war ojectives. But please change the trader name.

Umm support lot doesn't sound any better support units in SWGB1 are your workers who fuel your econ and gunship isnt a support unit its the heart of the skys in the Republic Army. The speeder bike, All Terrain Tactical Enforcer and the Self Propelled Heavy Artillery-Turbolaser should be in Machine Yard but the speeder can only be unlocked when a Machine Yard and cloning facility is built. This prevents the support lot being an over powered building to many great units can be built from it and air should be seperated from mechs in a building.

Im kinda having second thoughts about the moveable buildings but clone facilities and mech yards should not be movable buildings a worker will have to build them there it makes it fair since we didn't see any buildings like that being moved.Drop ships should move about same speed as the air cruiser in swgb1 when moving buildings. Drop hangers should be able to so the gunship can reload in the frontline very cool but it should be vulnerbale when reloading and by the time it starts getting attacked and starts to take off it would have been destroyed.

I disagree about them being great vs fighters unless the enemy fighter is right next to a laser or right in front and get rocketed but there rockets were not tht accurate lets be honest. So since they are so great vs ground units they should not be that great vses fighters. Jedi Starfighters are the ones you need your countering fighters fast and very accurate it is a force (literally) to be rekoned with especially in waves. With the starfighter its either mass them for dog battles in the sky or scout with them. It has shields and can auto repair thanx to the artoo in the back but its armor is very weak. 2 Light missiles are loaded in it good vs fighters they can not be fired at ground units it must rely on its lasers for this job.

Radars- Like the CnC series radars should be deployed at the command centers to reveal the mini map since alot of communication jamming was used in SW battles I think radars would be a great idea once destroyed mini map is gone so deployong mulitple radars at mulitple command centers wouldnt be a bad idea.

Confed and Trade Federation- Since they cant be promoted they should have a Droid Control Device deploy at the command center to receive signals and do better in battle should add a little more balance.

Hope you read since there are some great ideas in there excuse my spelling and stuff cause I'm not reading it again.


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Old 10-31-2003, 12:54 AM   #168
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That's what I thought, the JS should have been the anti-air fighter. Perhaps removing its stealth capabilities and making them unable to fire at ground units could balance their anti-air force using abilities.

Radar- I thought that was the most annoying thing in all the CnC games. It's technically realistic but very annoying.
Sometimes, in certain scenarios you didn't know where you were going...


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Old 10-31-2003, 01:15 AM   #169
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Ok, this is the first civ template I've looked at. And I like Vostoks a lot because of his organized webpage makes life easier and doesn't hurt my eyes. I can't wait til the Rep and Empire are finished

As for the Radar, The radar wasn't much of a hassle unless you were the GLA. The GLA had to build like 2 buildings before being able to get radar.

I guess there would be some new unit for radar jamming? How would that work?
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Old 10-31-2003, 01:17 AM   #170
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Most of your ideas are C&C based, whereas I'm doing things more AoM based. Here's what I have to say:

- I will change the places the units are built, because contrary to what I said, it would be cool to have some more possible units. So I'll leave room for other units (which as I've stated I won't make up).

- No to reloading. This is one of the things I hate about some RTS games. Reloading would be done like the Comanche in C&C:G, in that it just has a delay.

- That is the point of the Diplomat, he's not going there and getting the cash, he's staying at the ally's place, negotiating with them to tribute to the Republic. He's staying, because I think it's a good idea.

- Will change the Support Lot thing.

- I think the moveable buildings work well as they are.

- I'm hesitant to make the Jedi Starfighter the primary Anti-Air unit. It should be more of a special abilities based unit. Chances are we'll see more of the Republic's Aircraft in the opening battle of Episode III, so it's hard to say definively. However I think due to the Gunship's rockets being seekers, they would be good against Air. Picture the gunship working kind of like the Comanche in C&C:G, except it can transport and is slower and weaker.


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Old 10-31-2003, 02:49 AM   #171
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Troops should be upgraded to radar infiltration maybe or perhaps it is only a jedi thing.

The jedi starfighter was the republic air support lucas didnt add them cause he thought the battle went on for way to long and didn't want to keep the light show going and start boring us. So he kept it low key. So I think it should be the anti-air unit.

The reloading thing is the only realistic idea with its powerful lasers it will be way to overpowered people will just build 5 gunships and call it a game. I think it shouldn't be a bomber and a fighter all in one make a decision cause it is a little to overpowered the way it is. A delay should be at least 1 min per rocket cause it has 1 back laser, 2 trooper mounted shell lasers and I think it has 2 more on the front thats 5 lasers so rockets really don't need to be used that much anyways so delay should be a good minute or so.

LOL! a diplomat walking well now I've seen it all.

I really want the whole game moved away from the AGE SERIES its been done way to many times and it is getting old whats done is done and that based engine is over.

Radars or communications center would be a good idea to make things more interesting.

And ive never played generals once so my ideas aint based on CnC that much only the radar comes close to anything CnC.

You can keep the forward which has realism all over it but where is the balance there is none Republic will be the war machine civ if they can forward like you say they can.

Remember vostok they are 2 civs fighting for the land not fighting from another planet just keep that in mind


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Old 10-31-2003, 03:44 AM   #172
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Gunship/Jedi Starfighter: Well I'll change the Jedi Starfighter to be the main Anti-Air unit. I've already said the gunship has a long reload time, and it will turn out quite like the US Camanche in CC Generals, which I think works in that game and isn't overpowered. The main differences between the Gunship and the Comanche are that the Gunship can transport 8 pop worth of infantry and doesn't have the Comanche's rocket barrage special ability. The Gunship is also less well armoured with less Hit Points. I strongly believe this will work. I should also note for the purposes of gameplay the Gunship won't attack with all five lasers, that would be way too overpowered.

Diplomat: You may have missed the fact that the Diplomat doesn't walk between Trade Points, it stays at the ally's one permanently. The best thing to do is ly him in on a Gunship or walk him in inside an AT-TE.

Forward building: Well you're right about the forward building. I'll make it that you can only move buildings to within a radius of a Forward Command Center. This will limit the Republic's forward Building a bit but still make them quite good at it (as they should be).


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Old 10-31-2003, 04:13 AM   #173
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Alos make it so if the forward command center is destroyed the moved buildings shut down and cannot build units. Unless built there by a worker they will be unable to build units.

K well the diplomat thing can stay then since I understand now.

Maybe you can select the gunship and select which ones you want active like click side lasers for the powerful troop control lasers to fire at units on the way or choose the front ones to shoot at enemy from a distance or choose the back one to shoot at units while flying passed.


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Old 10-31-2003, 04:53 AM   #174
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Good idea with the Forward Command Center. I may just do that.

As for selecting the Gunship's lasers, that's an interesting idea but I don't really see much point to it. If we only allow the Gunship to shoot two lasers at a time, it will seem as though they're selecting which lasers to use themself, rather than having us choose.


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Old 10-31-2003, 08:57 AM   #175
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Well, contrary to Vostok's blustering, my Gunship is not 'powerful weapons and a transport ability but was also shielded, well armoured and fast'.

In fact, my Gunship has the following capabilities-
- very expensive
- slow build time
- medium armour
- caries 8 infantry pop slots (refer to my tempate doc)
- good vs Infantry, Mechs
- poor vs Ships, Buildings
- cannot fire at Aircraft

this is because the way i see it, the Gunship is the main weapon of the Republic, much like an airborne AT-AT.


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Old 10-31-2003, 01:36 PM   #176
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For God's sakes Windu, don't call it an airborne AT-AT...don't...

Let's find a way to settle this quickly. Most elders migt be pissed by another gunship thread.


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Old 10-31-2003, 02:05 PM   #177
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I thought "Air Cruisers" where the "AT ATs of the sky."

If it's gonna be anything like the AC, I don't like it.
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Old 10-31-2003, 06:38 PM   #178
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Windu keep your ideas to your own post this is not a thread where you can compare your ideas to vostok.

They were not shielded and is far from being as powerful as an AT AT.


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Old 10-31-2003, 11:03 PM   #179
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I guess we are putting more attention into Vostok's template then his...

I guess you guys don't undertand.
In the time of the Great Evil Gunship thread, Windu used to talk about the Gunship as an airborne assault mech(I could be wrong my memory is fading).
We don't want anyone ever calling the Gunship AT-AT of the sky...


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Old 11-01-2003, 04:04 AM   #180
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LOL I just found out gunship has 7 lasers 4 cannon lasers and 3 light turrent lasers

So they are a strong aircraft.

Ohhhhh and the Confed pulse cannon thing is also great vs fighters I just found out that droids fired it at the gunships which use to through it out of control or destroy it in the air.


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Old 11-01-2003, 07:19 AM   #181
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Phreak - no, it's not like the SWGB Air Cruiser

Luke - i mentioned that it was an 'airborne AT-AT' because it forms the nucleus of any Republic assault, and has comparable firepower. The Gunship has the unique ability to land infantry into a hot LZ, then perform CAS for those infantry for the duration or until they are shot down.


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Old 11-01-2003, 12:51 PM   #182
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It shouldn't be anything like an AT-AT.

- AT-ATs have very strong armour and heaps of hit points. Gunships have very weak armour and few hit points.
- AT-ATs have a huge range with a powerful area effect blast. Gunships have a short range with many less powerful lasers.
- AT-AT is very slow. Gunship is relatively fast.
- You transport units in an AT-AT for protection. You transport units in a Gunship for mobility.


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Old 11-01-2003, 08:06 PM   #183
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hi i'm back

I Know you'll all kill me for asking but would a star wars cartoon show be EU?


because if you lot hink it isn't then your unit problems' for the republic are sorted Vostok i was checking Star Wars .com and i saw lambada like fighter that belonged to the republic that was anti fighter so that might solve your problems

I LOVE the idea about getting buildings ordered in it's like tiberian Dawn with NOD ordering in their units that was so cool.


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Old 11-01-2003, 09:26 PM   #184
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Well buildings aint ordered in they are built but are movable by dropships.


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Old 11-02-2003, 01:15 AM   #185
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Or maybe prebuilded and transported on the battlefield à la Protoss...

Perhaps we should wait on ep3 for more Republic Units. They seem to miss a lot.


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Old 11-02-2003, 04:01 AM   #186
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If you go to www.lucasarts.com and click on there clone wars official site there are a few republic units that were not in the film.


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Old 11-02-2003, 05:47 AM   #187
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Viceroy, Frozted - Yes they are EU, but as they don't violate Vostok's Laws of Non-Canon Units I might include them. I saw them on the official site not long ago, though didn't do too much reading into them.

I might update the Republic with a couple of these units to fill in the holes, and in the process fix up the gunship a bit more. Also due to many assignments I should be doing instead of posting here and writing civ designs, the next update of the Gungans may be a while coming.


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Old 11-03-2003, 10:34 AM   #188
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Okay folks, whilst being bored stiff by assignments I re-did the Republic with suggestions from above and added units from *GASP* EU. I decided people were right and they needed more units, so I took what I could from some of the better EU suggested by Viceroy and Frozted.

I also changed the workings of the Jedi Starfighter, added Luke's Dad's Ion Gunner, and tweaked a couple of other minor things.


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Old 11-08-2003, 01:47 AM   #189
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Is anyone keen to see me continue this? Or should I stop bumping it? Gungans should be up Tuesday.


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Old 11-08-2003, 01:53 AM   #190
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We want you to continue man!

It's pretty fun to read and up to now it's the best organized template we have.


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Old 11-08-2003, 10:01 AM   #191
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Continue I wanna see the other civs.


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Old 11-09-2003, 10:31 AM   #192
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Well then, I shal continue. Here's the Gungan Grand Army up a bit early, because I got bored of assignments. I had a lot of fun writing this one, especially making up the names, but there's also some really characterful units I've added from the movies. My favourite so far!

However, I couldn't think of a good way for Gungans to earn extra Wealth, like the Confederacy's internal trading, the Empire's taxation and the Republic's Jedi meditation. Anyone got a good one?


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Old 11-09-2003, 01:56 PM   #193
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Perhaps since they're not really into wealth they might not need a way to gain extra wealth.

I never saw the gungans being big traders and greedy people anyway.


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Old 11-09-2003, 10:37 PM   #194
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Hmm, I guess you're right. Though giving them nothing would weaken them... I've decided since they are one of the few civs that can build farms (the previous three can't) then that is good enough compensation. I should really be saying who gets to build farms and who does not... I'll put it in the Civ Outlines Intro.


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Old 11-13-2003, 06:28 AM   #195
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For The gungas in terms of wealth/credits/whatever

you could have Booma Export's or something or maybe Plasma exports since in the star wars galaxy plasma is an expensive resource but is found naturally occuring in naboo and harvestable at a cheap cost maybe you could have a unit that flies up to space with a load of plasma and you get some credits/wealth/whatever and it would go underwater collect the plasma and go into space or outof the screen if your not having any space combat.

Just an Idea


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Old 11-13-2003, 08:28 PM   #196
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I think that should be for the Naboo. The Gungans don't seem to be wealth reliant anyway...


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Old 11-14-2003, 12:08 AM   #197
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I'll leave them how they are for now in terms of wealth.

What do you guys think of the rest of the Gungans design?


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Old 11-14-2003, 12:51 AM   #198
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It's cool enough as it is now.

by the way is the gungan anti-air mech a catapult? I would suggest a ballista if it isn't already one.

perhaps shield bearers should give the bonuses only when in formations with other troopers. it would suck if a gungan army is scattered and you have to shoot down the few shield bearers that are in the middle of no where.


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Old 11-14-2003, 04:00 AM   #199
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Yeah I guess they would need to be in formation.

You like all the Gungan names and stuff? That was fun making up those words.


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Old 11-14-2003, 11:32 PM   #200
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Yes it was fun. Making up the names isn't hard anyway.
You just have to take a little gungan accent


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