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Old 02-24-2006, 07:48 PM   #41
Darkfyre
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Rebels had a few Star Destroyers and Interdictors during the Galactic Civil War era, more once the New Republic was established and controlling Corsucant (aka Imperial Centre), however if you go off Rebellion, their major gravwell ship was the Corellian CC7700.

Other things you might want to note, the Corellian Gun is in effect their anti-fighter/corvette ship, though with some anti-cap power from its turbos and capship concussions. Meanwhile Petro completely rewrote the Marauder's weapons config, according to one source I've seen, it should have three tractor beams and eight dual turbolasers not warhead launchers. And when someone can get the models in game, there is another Imperial fighter that's active during the GalCiv War, the Starwing Assault Gunboat; shielded and hyperspace capable, armed with two warhead launchers, usually protons, two laser cannons and two ion cannons, it's also got a max speed while in maintenance charge energy config of 90MGLT same as the B-wing of the games. Later the Imps developed the missileboat as well, to kill TIE Defenders after Zaarin (I think, been a while since I played TIE Fighter) went rogue.

Edit: A couple of things I forgot to put in this, the Carracks actually have three versions, one with turbos, ions and tractors, one with turbos, lasers and tractors and one with turbos and lasers. Also, the Imps should at some point post Yavin, invent the Lancer, probably the nastiest thing a Rebel pilot could face, one reason, it has twenty quad lasers. Meaning the turrets the Falcon has times 10.
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Old 02-24-2006, 08:15 PM   #42
Necroe
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you mean the tartan isn't scary enough!
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Old 02-24-2006, 08:56 PM   #43
MistenTH
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EAW: Star Wars Realism v2.0 (Space Combat)

EAW: Star Wars Realism v2.0 (Space Combat)

Description
EAW v1.2 mod to bring space combat more in line with my experience from the movies and the EU novels (particularly Rogue Squadron), as well as balancing gameplay elements. Fighters are now more useful, and broken / overpowered units such as the Ion Cannon / Assault Frigate have been balanced. Modded for Skirmish, but all space unit changes transfer over to the Story / Galactic Campaign modes.

Download Link
http://www.filecloud.com/user/files....gory_id=386624 (601kb .zip)

Installation
Unzip the zip file, transfer the XML & TEXT folder inside to your EAW/Gamedata/data folder. To uninstall, simply remove / rename the XML folder and replace the TEXT folder with a backup.

IMPORTANT: BACKUP YOUR ORIGINAL TEXT FOLDER AS THIS MOD WILL OVERWRITE IT.

Major Gameplay Changes
Fighters dogfight and launch attack runs, lasting longer against anti-fighter corvettes.
Many fighters now have missile weaponry e.g. X-wing & its signature proton torpedo.
Capital ships are now deserving of their name, taking immense firepower before dying.
Superweapons now balanced; using them is a tactical consideration instead of a no-brainer.
Skirmish settings changed; slower income, better buildable structures, stronger stations.
Rebel starfighters have strong firepower, as they should be.
The Empire has strong capital ships and TIE swarms, as it should be.
Many changes to heroes and almost all ships.
Power to Weapons and Shield Boost reworked to be more useful / less abusive respectively.
Some SP campaign changes as requested (slower hyperspace, longer hero respawn).

New Units (Some, not all)
TIE Interceptor Squadron, Empire
Carrack Cruiser, Empire
Corellian Torpedo Boat, Rebel
Repair Tender, Both
(not exactly new) Interdictor, Both, Limited to 1 per player, increased reinforcement prevention radius.

History
Decided to play around to satisfy my urge to see a more Lore-linked space combat. Eventually the changes kept growing until I decided to make it accessible to everyone for feedback and to enjoy a better game. I also made changes that were balancing in nature, and might differ from lore somewhat. Can't stand ground combat though.

Future Plans
Placing custom models and sounds when they are available.

More ships, but I will have to consider this carefully. After all, the more ships there are, the more duplication of roles there will be, and the more confusing it will become.

Whatever ideas or suggestions I get ;D

~MistenTH
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Old 02-24-2006, 09:00 PM   #44
MistenTH
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Because there are new units involved, please feedback to me how they perform. Also, for those who DLed v2.0 before this thread was posted, re-download it. Some last minute changes were made.

Also, if anyone has difficulties with DLing the file from Filecloud, Petroden has the mod available for DL @ http://www.petroden.com/eaw_game_mods.shtml . At the moment, v2.0 is not available yet, but it should be as soon as Lion knows about this.
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Old 02-24-2006, 11:11 PM   #45
tsenre78
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Very good impression so far, great mod!

The only thing I didn't find appealing was the interdictor for the rebellion as well. It just didn't feel right.
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Old 02-25-2006, 12:31 AM   #46
MistenTH
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I know that the Interdictor doesn't feel very right for the Rebels to have, but it is not impossible. They capture ships all the time to use, including ISDs. However, for Skirmish, with its instant hyperspace reinforcement, I felt that preventing enemy ships from jumping into your fleet is extremely important for good gameplay. The missile jamming ability helps against mass Diamond-Boron fire as well.
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Old 02-25-2006, 01:05 AM   #47
edwynn
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Question qn

will the changes (eg fighter dogfights) be available in campaign mode?
thx!
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Old 02-25-2006, 01:54 AM   #48
walpurgisng
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Excellent work as usual. I played a skirmish mode against the Rebel scum and it lasted over half an hour. Eventually, I couldnt build enough ships to keep up with their ship building and got rocked. One little grip and question is, is it possible to change the tie interceptor icon from the A-wing to something scaled down from the starwars.com website. Such as the picture to the left found here: http://www.starwars.com/databank/sta...tor/index.html
Also, could you please add the Venator in http://www.starwars.com/databank/sta...ser/index.html
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Old 02-25-2006, 02:30 AM   #49
Hartmrolf
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Interdictor should definitely be removed from Rebels, at least if you want to continue to call your mod star wars realism, they are already more powerfull since in the early game when the game is most often decided their fighters and bombers just kick the imperials around. And against Massed Missiles Fighters work pretty well, they almost never get hit.
And IF you add the Venator (which i really dont hope, it should stay as an obsolete clonewars ship that it is) then please dont give it V Wings, but rather Xwings for Rebels and Ties for Imperial...
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Old 02-25-2006, 03:05 AM   #50
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Quote:
Originally Posted by tsenre78
Very good impression so far, great mod!

The only thing I didn't find appealing was the interdictor for the rebellion as well. It just didn't feel right.
the....

Corusca Rainbow, I think it was?

forget which book it was, but I believe it was a Rogue Squadron book.


The Coruscant attack book, mabye?

but that was a really abnormal thing....

shame we don't have a CC-7700 around here....

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Old 02-25-2006, 03:18 AM   #51
MistenTH
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Edwynn > Yep, the changes will be in, except for the Skirmish-specific changes e.g. skirmish build costs.

I don't think I'll introduce the Venator, since it fulfils no role that is already taken. Maybe I'll enable it as a pirate-buildable ship.

I don't know how to get the .tga files replaced, so until someone else figures it out, it'll stay that way.

The interdictor's abilities are too useful gameplay since to limit to only the Imps. However, I will be implementing a suggestion from someone on the Petro forums to make it more plausible as a rebel ship.
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Old 02-25-2006, 03:22 AM   #52
Anach
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I agree with the other peoples suggestions about this mod so far.
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Old 02-25-2006, 04:56 AM   #53
TheDeadlyShoe
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Just nerf Diamond-Boron damage against shields and fighters. IMO that makes them very balanced.
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Old 02-25-2006, 06:42 AM   #54
tsenre78
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I see your point about balance and the Interdictor, as well as the possibility for it to be captured by the rebels.

I'm not a greatly-skilled at modding myself (can only do the rather straightforward), but a question. Would it be difficult to merge the Interdictor's abilities with a rebel cruiser hull?
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Old 02-25-2006, 06:53 AM   #55
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Old 02-25-2006, 07:22 AM   #56
Necroe
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i think the empire needs a tech tree revamp getting a carrack before nebulon's seems far unfair it would seem you should get it soon after the rebels get assault frigates!
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Old 02-25-2006, 08:16 AM   #57
ath12
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I like hte mod as far as the balance changes you made and making the space fights feel more epic. I dont like your new additions. The units make your mod and the game feel cheap. Regardless if the rebels could have stolen or even had Intredictors, it doesnt matter the game is not the same and does not feal like SW when I have a Star Destroyer on the Rebellion Side.

What if they released this game with just Star Destroyers vs Star Destroyers. It wouldnt be a SW game no matter how they justified it.

Take out the new units. Focus on what the space fights already have to offer
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Old 02-25-2006, 08:46 AM   #58
MistenTH
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Necroe > The carrack is only available at level 3. If it's available on level 2 it means that you downloaded an early version of 2.0. The one available now is only available at level 3.

Ath > The Interdictor is too important gameplay wise for those who wish to play against each other with this mod. If you don't want it, just don't build it. If someone comes up with a model for the Corellian CC-7700 Interdictor Frigate I'll replace it with that, but for now, no.

And the new ships will be staying in. There isn't any fast support ship that can help out in Capital Ship battles except the Corellian Gunship, and they will address the issue. Same thing, if you don't like them, don't build them or remove them.

Jan > Ok! Thanks for the merge.
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Old 02-25-2006, 09:40 AM   #59
kimballkinnison
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Really excellent mod the battles feel alot more balanced and last a good duration. I do find the hyperspace travel a touch slow now even though I agree it should have been reduced from the original value.

Could you let me know in which file the value is located (probably gameconstants?) and what it's called so I can adjust it?

Thx
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Old 02-25-2006, 09:45 AM   #60
Necroe
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i love the new ships just the carrack's anti-shields seems TOO STRONG i mean one salvo does a hellava lot of shield dmg to ships!

maybe its just me being scared due to using the tartan model i try to flee as soon as i see it :P

can't wait till we can get proper models in and all!

about the sd vs sd comment, no its not the same its an interdictor its not a major fighting force! and i believe it's probably temporary till we can get the CC7700 model in!
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Old 02-25-2006, 01:00 PM   #61
MistenTH
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Kim you need to change ALL the hyperspace speeds for each space unit in their respective SPACEUNIT files. However, in the next update i've upped the hyperspace speed from 0.15 to 0.30.

I lowered the Carrack's RoF as well, still figuring out the best way to increase the corvettes' longevity as well.
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Old 02-25-2006, 01:29 PM   #62
Necroe
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i don't think longativity is the problem its the damage, sure it does nice damage but compared to the tartan its pathetic, if i have a squad of 5 ywings, the SECOND i see a tartan i pause, make em fly away...by the time theyre away theres 2 left. at half health.

that's ONE tartan.
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Old 02-25-2006, 01:44 PM   #63
Tybalt
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It would be nice when the Rebel Capitalships would have a fighter loadout aswell. Is it possible to do that without letting the Fighters respawn?

In XvT:Balance of Power there is a modified Stike Cruiser doing a similar job of an Interdictor. Maybe you can build that in.
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Old 02-25-2006, 01:49 PM   #64
Adonnay
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You can mod a hangar bay to have no reserve fighters if you mean that. Then all you have is the initially deployed squadron(s).
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Old 02-25-2006, 02:02 PM   #65
Tybalt
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yeah thats exactly what i mean. It may be ok for Bases but totaly unrealistic for capital class vessels.
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Old 02-25-2006, 02:12 PM   #66
Necroe
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i think its bad for bases, well for the higher up stuff like tartans(grrr!), acclamators etc.
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Old 02-25-2006, 02:20 PM   #67
Tom Servo
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Very nice changes, i removed the new ships and the slower hero spawns however since i dont think these changes contribute to a better game.
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Old 02-25-2006, 02:55 PM   #68
Necroe
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i think the carrack and torpedo boat both contribute as well as the interceptor as a counter to the awing!

carrack is great for taking down shields of the moncal although maybe too good (just like the tartan), the torpedo boat works as an early, weak assault frigate.
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Old 02-25-2006, 07:27 PM   #69
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What we need now is an assault transport from many X-wing games (TIE Fighter, XWA). I'd say use the escort shuttle model (for the rebel field commander in space) and give it some guns and torpedoes.
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Old 02-25-2006, 07:44 PM   #70
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hey love the mod but 2 quick questions..

1) how did you mod the speed at which the cap. ships turn it seems way to fast too me and I would like to set it back to the normal setting

2) also why not add fighter squadrons too Mon Cals, and Nebulon-B frigates I know that this would seem to make the Mon Cals overpowered but if you added more fighters to SD it should balance and plus those two ships do carry fighters in the star wars universe lastly it would make the Nebulon-B frigates worth building

if some one could tell me how to change these things in the XML files I could do it thanks!
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Old 02-25-2006, 09:01 PM   #71
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Hey, I started on a TIE interceptor model, I'm not the best at making the textures though...so...can anyone else do it?



I used XSI to do this, around 900 triangles now, and also I can easily get it into another program for .ALO and .ALA file exporters when they come out.
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Old 02-25-2006, 10:42 PM   #72
MistenTH
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That's very nice Wildcat! Once it can be converted to .alo it'd be great to use it

And one thing about targeting in this game, especially with fightercraft since they are so fast. If you want to run them away from a tartan, DON'T DO IT IN A STRAIGHT LINE. This is the same reason why when you get those same Y-wings to ATTACK the Tartan, they don't die, and they _Will_ kill the Tartan, especially if you use Ion Shot first.

Here are the changes I've made so far.

---

Capital Ships' rate of speed reduced from first adjustment. Was too fast. It is still faster than
default turning.

All advanced fighter squadrons costs down from 500 to 450 to help Rebels against TIE swarms.

Corvettes now take less damage from frigates and capital ships. They still die fast if you leave
them stationary.

Carrack Cruiser RoF reduced slightly.

Slave 1's Harmonic bomb reduced from 600 range / 300 damage to 390 range / 85 damage. For comparison,
X-wing has 90 health, A-wing 70 health and Y-wing 110 health.

All gunnery crews have been given basic training. They should now be able to hit the broad side
of a barn. (Default EAW had frigates and corvettes with 70 inaccuracy against capital ships)

All space structures now prevent hyperspace jumps too close to them. They do have a mass shadow
after all, and hyping into one is not a smart idea. If you own the structure, your navigators will
be able to plot a more accurate jump and the mass shadow does not apply.

All heavy turbolasers no longer target fightercraft. This made winning the AI too easy
when they stupidly aimed their big guns at fighters and ignored capital ships.

Skirmish starting credits can be set at 20000 now to address the issue of the AI being
boring early game as it spent most of its credits upgrading in the first 10-15 minutes.
Simply set this higher to see the AI throw bigger ships your way faster.

Rebel Interdictor now has a unique description. Req. by Many People.

Venator can now be purchased from Pirate/Merchant spacedock in Skirmish.

Skirmish Space Station Upgrade shifted to research queue so that AI will build more units
to fight with.
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Old 02-25-2006, 11:05 PM   #73
Necroe
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i think the prob with the tartan is the weapon boost, maybe lower its speed multiplier from 0.5f to 0.25f ?
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Old 02-25-2006, 11:16 PM   #74
Falcon_565
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Quote:
Originally Posted by Falcon_565
hey love the mod but 2 quick questions..

1) how did you mod the speed at which the cap. ships turn it seems way to fast too me and I would like to set it back to the normal setting

2) also why not add fighter squadrons too Mon Cals, and Nebulon-B frigates I know that this would seem to make the Mon Cals overpowered but if you added more fighters to SD it should balance and plus those two ships do carry fighters in the star wars universe lastly it would make the Nebulon-B frigates worth building

if some one could tell me how to change these things in the XML files I could do it thanks!

sorry if I may have been unclear... my question wasn't what you have done but I was wondering how you did it so I can set it back to regular on my setup... also if somone could let me know how you add X-wing and Y-wings to mon cals and Nebulan B's besides that this mod is the best!
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Old 02-25-2006, 11:22 PM   #75
MistenTH
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Don't worry Falcon, I personally felt the ships turned too fast for their size.

And about space pop caps and fighters, I always thought that the cost of the fighter squadron would be more important than whether they took up any population cap.

Also, all the power to weapons is at 0.5. It used to be 0.2 for the tartan, meaning it fired 5x as fast. Anyway, just remember that cost wise, you can get 3 X-wing squadrons or 4 Y-wing squadrons. And these will take out the Tartan.

Or, just use a capital ship to do it. Fighters still last long enough to help out in battles anyways.
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Old 02-25-2006, 11:46 PM   #76
walpurgisng
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Maybe I installed the mod wrong, I dont think I did. But starting skirmish credits cannot be set to 20,000, still 10,000 is the max for me.
On a side note, does anyone know if the AI utilizes population cap raises and credit per planets raises in campaign and galatic modes. It appears that it does not for campaign mode, anyone know about galatic?
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Old 02-25-2006, 11:55 PM   #77
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The 20,000 change will be in v2.1.
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Old 02-26-2006, 03:05 AM   #78
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Hey, do we have any kind of faster communication? I'd also like to start making anything else that will be coming along, and also, I've been thinking of making hardpoints for fighters, that'd be a bit interesting.
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Old 02-26-2006, 04:15 AM   #79
MistenTH
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Hmm, a .tga file for the Interceptor icon as well.

Model and .tga icon for the Carrack Cruiser and the Torpedoboat. Actually, I sort of made up the torpedoboat, so if there's an actual SW vessel that has that role, you can model based on that.

If you can make a model and TGA for the CC-7700 Corellian Interdictor Frigate that would be cool as well

Maybe a model and .tga for the 2 repair tenders, since I used the gallofree and AT-AT barge, although it's not critical since players can tell the difference.

Hardpoints for fighters? You mean on the model?

I'm not sure what else I would want to add in at the moment. Perhaps at a later date, and as a separate mod, or perhaps continuing with this, I might want to add in the vessels available later in the EU timeline, but that might complicate balance.

Thanks Wildcat!
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Old 02-26-2006, 04:22 AM   #80
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Alright, but one thing, I think that you can add now. Use the escort shuttle model (field commander in space) and it looks just like an Assault Transport if it had some lasers and could fire torpedoes, thatd be nice.
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