Jump to content


Photo

Sheer Firepower


15 replies to this topic

#1 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

  • Petrolution Staff
  • 6,509 posts
  • Projects:Phoenix Rising
  •  Mod Leader
  • Division:Petrolution
  • Job:Mod Specialist

Posted 09 June 2007 - 04:42 AM

Probably the most glaring imbalance that I saw in the mini-mod was the Empire's lack of a smaller dreadnought to rival the Rebel's Independence-class, especially considering that the Executor wasn't ready on time and the Eclipse didn't have its smaller guns. In hopes of remedying that, I've added the Praetor-class Star Battlecruiser to the Navy's arsenal.

This is somewhat of an obscure reference, so if you haven't heard of it before, this is the type of ship that Vader intermediately used before the Executor was finished. Indeed, it is quite obscure because it has only made an appearance in the original Marvel comics from the '70s and hasn't shown up since. Canonically speaking, all we know is that a reactor from a Praetor-class was used to power Echo Base and the ship from the comics never really got a name. After much research, and given that one was left adrift shortly after the Battle of Yavin, I've connected the name with the image and present to you the Praetor-class Star Battlecruiser:

Posted Image

At full double the length of the more common Imperial-class, the Praetor bristles with 240 individual guns, however, like most dreadnoughts, it completely lacks any weaponry capable of tracking the fast movement of starfighters accurately and must rely on a picket line and fighter screen against smaller ships. But it is devastating against anything capital; and as a true warship, it can shunt all power output to its batteries on command. In all honestly, I think it finally gives the Empire the terrifying firepower necessary to feel like the Empire. Other pertinent stats for the Praetor can be read on the Units page under Dreadnoughts.

In keeping with the spirit of last week's update, Darth Vader now receives his battlecruiser as an upgrade, which after much thought, I have dubbed the Immortal after the name X-wing mistook for the Devastator.

#2 slornie

slornie
  • Members
  • 176 posts
  • Location:York, England

Posted 09 June 2007 - 08:35 AM

very pretty, i like the look of this unit, im sure it will make a nice addition to the Imperial Fleet

so will Vader start with his TIE, then upgrade to the Star Destroyer from EpIV (i can never remember its name), then the Immortal, then the Executor ?
Posted Image

#3 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

  • Petrolution Staff
  • 6,509 posts
  • Projects:Phoenix Rising
  •  Mod Leader
  • Division:Petrolution
  • Job:Mod Specialist

Posted 09 June 2007 - 09:57 AM

I gave him the Exactor instead of the Devastator, so his tree will be roughly as follows:

TIE Avenger -> TIE Avenger squadron -> Exactor -> Immortal -> Executor

Of course, the Executor still isn't done yet...

#4 RebelScum

RebelScum
  • Members
  • 43 posts

Posted 09 June 2007 - 11:14 AM

I thought u were going to remove the Executor completely.

Btw, nice job on the Praetor Battlecruiser, Phoenix. I haven't seen this ship in any other mods, so ur the first to have one. ;) Keep it up. :)

Edited by RebelScum, 09 June 2007 - 11:14 AM.


#5 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

  • Petrolution Staff
  • 6,509 posts
  • Projects:Phoenix Rising
  •  Mod Leader
  • Division:Petrolution
  • Job:Mod Specialist

Posted 11 June 2007 - 02:24 AM

I split off the canon debate and put it in the right forum. The new thread can be found here.

#6 Theempirewins

Theempirewins
  • Members
  • 47 posts
  • Location:Belgium

Posted 11 June 2007 - 08:09 AM

'The time has come to reveal ourselves' ;-)

This is indeed a ver nice addition to the empire fleet !

Hoping that the Executor and the Sovereign ships will add some more firepower to this
truly magnificent mod !

Phoenix, keep up the excellent work, i for one, really appreciate the tremendious work and time
you put on this mod !

Until the next update !

:rolleyes:

#7 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

  • Petrolution Staff
  • 6,509 posts
  • Projects:Phoenix Rising
  •  Mod Leader
  • Division:Petrolution
  • Job:Mod Specialist

Posted 11 June 2007 - 02:19 PM

Yeah, the Executor- and Sovereign-class will be on the order of 20 times more powerful than this, so you needn't worry there ^_^. The only issue with that is they will almost certainly take up all of your space population. I think i put the Praetor at 16 pop (same as the MC120), so it really excels at being the flagship of a mixed fleet.

Edited by Phoenix Rising, 11 June 2007 - 02:19 PM.


#8 Guest_Blood Hound_*

Guest_Blood Hound_*
  • Guests

Posted 16 June 2007 - 08:31 PM

Loving the mod Phoenix, but where can I get the new ships from, namely Vaders Star Destroyer, and the new repair ships? Do i need to download the mod again or is the a patch for it that i just add on?

#9 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

  • Petrolution Staff
  • 6,509 posts
  • Projects:Phoenix Rising
  •  Mod Leader
  • Division:Petrolution
  • Job:Mod Specialist

Posted 17 June 2007 - 12:43 AM

They're not out yet, this is just what's in store for the next release.

#10 Guest_Guest_*

Guest_Guest_*
  • Guests

Posted 30 June 2007 - 08:20 AM

Any ideas on when the next release is going to be? =)


I'm loving this mod! (it actually had me reinstalling and replaying EAW :p) but the imbalance between Imps and Rebs was a bit glaring. If anything, Imps should have the massive capital ships, and the Rebs the stronger fighters and stuff. But still, excellent work!!

#11 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

  • Petrolution Staff
  • 6,509 posts
  • Projects:Phoenix Rising
  •  Mod Leader
  • Division:Petrolution
  • Job:Mod Specialist

Posted 30 June 2007 - 04:24 PM

I'm expecting it to be done at least before Q4 2007. Could be earlier, depending on how it goes.

Edited by Phoenix Rising, 30 June 2007 - 04:25 PM.


#12 Theempirewins

Theempirewins
  • Members
  • 47 posts
  • Location:Belgium

Posted 02 July 2007 - 02:45 PM

About turrets...

I guess there is a limit to the number of turrets you can place on a ship...

i did some experiments with some 'heavy' fleets and a few SSD's, i did mention at that time that the game has some :p difficulties to keep running properly.

Phoenix, are you sure that your mod is not too 'heavy' to keep all these modifications running, i mean even with some 'heavy' fleets as opposition ?

I really hope so, i guess there must be an impact to this, anyway as i earlier stated in previous posts, we are all in good hands with your mod that you're making, but i just wondered about the performance impact.

Looking forward to see your progress on the whole mod, and of course in particular the SSD's like the Sovereign and the Executor.

Grtz and thx for all your valuable time

:lol:

#13 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

  • Petrolution Staff
  • 6,509 posts
  • Projects:Phoenix Rising
  •  Mod Leader
  • Division:Petrolution
  • Job:Mod Specialist

Posted 02 July 2007 - 05:00 PM

Turrets, as in moving turrets? Hmm, I've got the 38 working on the Recusant and I can't think of a ship that will require more off the top of my head, so I guess that's not an issue. I'm curious, what was the limit you hit before the game broke?

As for performance, I haven't noticed anything too horrible as of yet. I mean, obviously the models are going to have a higher poly count than those in EaW and there are going to be more on-screen, but EaW's graphics are not state of the art and a decent graphics card should be able to deal with that. I'm sure that if someone benchmarked it, you could find games from 3-4 years ago that are more hardware-intensive than PR. As for EaW's minimum requirements, it's listed as a 1.0 GHz processor, 256 MB RAM, and a 32-MB GPU. I think anyone who is seriously into modding is going to have specs that totally blow that away by a factor of 2-4 times, so it shouldn't be an issue.

Projectiles are another thing that is popular for people to naysay about, but it's never been an issue. I've also increased laser speed to 50.0 since the mini-mod, so it looks more realistic and reduces clutter.

As for SSD performance, a single ship like that will take up less hardware power than a mixed fleet of smaller units.

#14 Rob

Rob
  • Members
  • 41 posts

Posted 02 July 2007 - 06:38 PM

Great idea about the lasers. I was thinking the same thing last night while playing PR.

#15 Theempirewins

Theempirewins
  • Members
  • 47 posts
  • Location:Belgium

Posted 03 July 2007 - 02:41 PM

SO, if i understand you correctly Phoenix, a SSD like the Executor, cannot have more then 38 moving turrets ?

or did i read this wrong ?

:grin:

Fyi the limit i reached was around 200 units in space combat, then the game freezed.
My pc is heavy enough, so this is cleary a EAW issue

Anyway, looking forward to read from you agin in your weekly PR updates.

;)



Turrets, as in moving turrets? Hmm, I've got the 38 working on the Recusant and I can't think of a ship that will require more off the top of my head, so I guess that's not an issue. I'm curious, what was the limit you hit before the game broke?

As for performance, I haven't noticed anything too horrible as of yet. I mean, obviously the models are going to have a higher poly count than those in EaW and there are going to be more on-screen, but EaW's graphics are not state of the art and a decent graphics card should be able to deal with that. I'm sure that if someone benchmarked it, you could find games from 3-4 years ago that are more hardware-intensive than PR. As for EaW's minimum requirements, it's listed as a 1.0 GHz processor, 256 MB RAM, and a 32-MB GPU. I think anyone who is seriously into modding is going to have specs that totally blow that away by a factor of 2-4 times, so it shouldn't be an issue.

Projectiles are another thing that is popular for people to naysay about, but it's never been an issue. I've also increased laser speed to 50.0 since the mini-mod, so it looks more realistic and reduces clutter.

As for SSD performance, a single ship like that will take up less hardware power than a mixed fleet of smaller units.



#16 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

  • Petrolution Staff
  • 6,509 posts
  • Projects:Phoenix Rising
  •  Mod Leader
  • Division:Petrolution
  • Job:Mod Specialist

Posted 03 July 2007 - 07:22 PM

No. The model I have for the Executor-class has zero moveable turrets (let me be clear, I mean "turret" and not "hardpoint"). I'm aware of the hardpoint limit at 2^12 characters, but not of any other limit.



Reply to this topic



  


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users