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1) It is completely valid for 'everyone builds everything' to be this submod's core feature if that is what you are going for and want to double down on it.
2) it is a large galaxy. From a world continuity vs game design perspective if you set aside military standardization, it is not impossible for a faction to buy or even build ships primarily associated with other factions. The differing rosters are enforced in the vanilla design partly for faction variation.
3) On the other hand, I feel it gets odd to see heroes used by factions they would never align with, to potentially see multiple instances of the same hero under different factions at the same time, and to see heroes in the Unleashed buildings and also individually bound to specific planets across the galaxy map.
4) If you do fleets and heroes Unleashed as player-only, that changes the mod emphasis to the player basically using a specific map start position to either a) hotswap out one of the existing factions with FOTR added to the option list or b) select whatever unit mix they want to make their own custom faction on the fly, then play against the other vanilla factions on the map. This submod makes both mostly possible with zero modding effort on the player's part, its just that the opposition is all mixed up from also being Unleashed.
Personally, I'd recommend Unleashed fleets, vanilla alignment restrictions on TR heroes (for example, NR unleashed heroes building is only for NR), with FOTR heroes kept separated for player-only use since trying to figure out how to allot them to TR factions would be kludge-y. That said, its your mod, and its perfectly fine for you to pick one way to have it after the poll. You've already hinted at a couple other planned sub-submods like popcap removal, and that's a lot of to ask one person to maintain it all.
1) I enjoy how mixed the fleets can get, but do wish heroes and some units had restrictions. For example in my current campaign both NR and Pentastar have Admiral Ackbar, who would never work with a warlord. However, some heroes having both options does make sense, like dark side Luke or even Kyle Katarn given that Dark Forces 2 had a dark side ending option. So some tweaks on availability might be a good idea, but not for every hero. Unless we just say it's a cloning thing and the heroes are being cloned from Wayland tech, good an excuse as any!
2) Another instance of this is in my current playthrough where the Empire, holding Coruscant, is spamming Jedi in ground forces.
3) As for ships and ground units, maybe having those build options linked to specific planets like heroes are would help. For instance, CSA space or Sorenno would unlock CIS unit access, Wayland would allow Empire roster access to the other AI factions, etc. But this may be hard to implement and harder to balance as it could over-correct and lead to minimal usage of the larger roster.
Bottom line, if the choice is only keep the current system or remove from AI usage, I'd keep the current system save for specific units/heroes as mentioned. The submod is fantastic as is, and I'd rather not see the boat rocked too much! And having such a mix of old and new does make sense to me given how badly ships were needed post-endor.