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Warlord Gold Total Mod Expansion v7.0
Hello EAW fans,
For those who played and loved Warlord 6.0 - here is what WTME
7.0 will bring to the table:
1. A master general polishing of EAW xmls to
fix game design bugs and issues or realism aspects that Petroglyph
left out of the game (Imps/Rebs).
2. Adds the Army/Fleet of Admiral Zaarin as
fully playable faction in SP.
3. Adds the Pirates as a fully playable faction
so you will have now 4 full playable factions battling each other
in SP.
4. Adds General's Veers Campaign mode - Basically
Veers will be an empire sub faction and you will only be able
to battle land battles (this is optional).
5. Adds Tarkin Campaign mode were you play
only in space - Tarkin is also a sub faction of the empire (this
is optional).
6. Adds Emperor/Akbar Campaign mode (Expanded
AI) this is a play mode were you and the AI can control the faction.
You are the Emperor and can overwrite the AI. The cool thing
is that the land battles are more now alot more fun and you don't
have to do tones of clicks to command everything. The AI does
it for ya so all looks alive.
7. Introduces the SWR Admirals Nightmares series
to EAW.
8. Adds more planets.
I need:
1. Someone to help me get more planets from
what we already have.
2. Someone to get me Zaarin pictures and data
about his revolt.
3. Anyone who has EAW feedback or requests can
ask the so I can figure out a way to add them if possible.
4. The WTME 7.0 is an NMA project and anyone
who wants to mod more or less can join the team.
PS. I have no clue how much will take for my
copy to arrive from Las Vegas ... so until then we will have
to stick to planning and eaw feedback requests and material gathering.
PPS. The GMP Mod will be used
as a starting base for this mod.
Info about Zaarin:
Grand Admiral Zaarin
Demetrius Zaarin is one of the 12 original Grand
Admirals promoted to that rank after the Battle of Yavin in the
New Year's Fete Week celebration by the Emperor in the Star Wars
Expanded Universe; he appears in the computer games Star Wars:
TIE Fighter and Star Wars: X-Wing Alliance.
Admiral Zaarin occupies the storyline near the end of the original
TIE Fighter (where he attempts to capture Emperor Palpatine),
and is the main focus in the TIE Fighter expansions, Defender
of the Empire and Enemies of the Empire. However, Zaarin was
never affiliated with the Rebellion; Zaarin had fought against
the Rebels in trying to acquire hyperdrive technology for the
TIE Avenger (Advanced) and only wanted to despose the Emperor
in the coup attempt. After Zaarin betrayed the Emperor, he was
cast from the council of Grand Admirals and then-Vice Admiral
Thrawn was promoted in his place to maintain the ranks at 12-strong.
Grand Admiral Zaarin oversaw many experimental Imperial Projects,
including the TIE Avenger, TIE Defender, and (assumedly) the
TIE Experimental projects shown in X-Wing Alliance. Shortly before
the Battle of Endor and after the abortive defection of Admiral
Harkov to the Rebel Alliance, his driving ambition led him to
secede from the Empire, taking his extensive fleet with him.
While supposedly still on the side of the Empire by fighting
Admiral Harkov, who was defecting to the Rebel Alliance, he implemented
his secret plans to kidnap Emperor Palpatine himself, taking
advantage of the turnmoil between Harkov's forces and Imperial
loyalists. Zaarin's attempt was narrowly thwarted by Vice Admiral
Thrawn and Maarek Stele.
Despite the failure of his coup d'état, Zaarin proceeded
to attack key Imperial facilities across the Galaxy, particularly
advanced starfighter production sites and their crews as told
in Tour of Dutys Eight and Nine. Although he did not have many
capital ships, Zaarin's main strength was his squadrons of TIEs,
particularly his shielded and hyperspace-capable Defenders. He
successfully destroyed the TIE Avenger production facilities
in the Omar system. During that campaign, he almost trapped Admiral
Thrawn's flagship by using Rebel-developed magnetic pulse warheads
as bait, although it backfired when loyalist pilot Stele used
the mag pulse warheads to temporarily incapacitate Zaarin's Interdictor
Cruiser and Strike Cruiser, allowing Thrawn to escape. Thrawn
managed to rescue the TIE Defender prototypes from the research
facility in order to develop a new counter, the Missile Gunboat.
Palpatine saw Zaarin as much of a threat as the Rebel Alliance,
and appointed Vice Admiral Thrawn to track down and destroy Zaarin
shortly before the attempted kidnapping, which Thrawn thwarted;
unfortunately, Zaarin escaped completely to the Outer Rim. Zaarin
intended to set up a rival Empire. Thrawn quickly attacked, but
Zaarin was Thrawn's military match or even superior and fought
him to a standstill.
http://time.galaxy-force.com/swtime3.html
Timeline:
Immediately after ESB
Admiral Harkov captured and killed by Lord Vader
Imperial Admiral Zaarin develops TIE Advanced
Admiral Zaarin develops tractor beam weapon
TIE Defender developed by Admiral Zaarin
Admiral Zaarin assaults Emperor's forces
Imperial Civil War erupts
Zaarin's forces destroy TIE Advanced/Defender facilities
Remaining TIE Defenders brought to Admiral Thrawn
Assault Missile Gunboat developed by Admiral Thrawn
Emperor Palpatine promotes Thrawn to Grand Admiral
Thrawn learns of prototype Imperial cloaking device
Grand Admiral Thrawn prepares trap for Admiral Zaarin
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Original Phantom TIE project begins under Admiral Sarrin
Phantom TIE project destroyed by Rebel saboteurs
--------------------------------------------------------------------------------
Black Sun Crime Syndicate challenge Lord Vader & the Rebellion
Luke Skywalker returns to Tatooine, builds new saber
--------------------------------------------------------------------------------
Hal Horn is killed by the Trandoshan bounty hunter Bossk.
Bossk is arrested by CorSec, but released under a technicality
by Kirtan Loor
1 year after ESB
Admiral Zaarin's forces attack the Emperor en route to Endor
Admiral Zaarin steals Imperial cloaking technology
Sole remaining Missile Gunboat sent to Wayland stronghold
Thrawn tracks prototype corvette to traitor's secret base
Thrawn's forces assault Admiral Zaarin's fleet
Admiral Zaarin's forces defeated by Grand Admiral Thrawn
Thrawn sent to subdue Unknown Regions by Emperor
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Wes, Tycho, Hobbie survive Death Star assault
Star Destroyer Chimaera escapes under Captain Pellaeon
Emperor Palpatine's life essence escapes to Byss
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dded in Warlord MTE v6.9.1
-Fixes the scale of all units (space/land) and
heroes reducing it to classic WTME more real scale.
-Fixes the cost for all the ships by increasing
them with almost 1000 credits.
-Fixes the hyperspace speed for all space units
to WTME speeds.
-Fixes the Ant Fighter ships to be less accurate
against fighters (From 1.0 to 1.5,2.0,2.5)
-Fixes the combat fighter speeds to WTME settings.
-The ISD and MC get 1000 shield points more (2000
to 3000)
-The VSD has now half of the ISD fighters and
will spawn them.
It was impossible to play the game with those original settings
(I exited after the first mission) so that's why I made this 6.9.
So I can play the game. If you have any bugs report them in the
WTME 6.0 topic.
This mod is installed like the WTME 6.0.
Download link:
http://pff.swrebellion.com/index.php?action=dlattach;topic=2622.0;attach=475
To return to the any Petroglyph patch settings just remove
the XML folder.
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