Star Wars: The Mod Awakens 'EPIC MOD' 2.0 is here and will be available for download in another 2 hours (or so). Can be found here
https://www.moddb.com/mods/star-wars-the-mod-awakens-epic-mod/downloads/star-wars-tma-epic-mod-v20
A number of changes (I really should write a change list), too many to list, so I'll talk about the big big ones. Using the C3X_R15 by Flintlock I've changed how starships and starfighters are built, now you need:
- an Extensive Orbital Shipyard to build the largest capital ships
- a regular Orbital Shipyard to build starfighters and smaller ships (frigates, picket cursers etc.)
- Heavy Industry to build most heavy equipment (like an AT-AT)
- Even more buildings needed for a unit here or there.
The build list has been changed generally requiring more strategic resources, many of which need to be local, however this allows for a much more diverse set of planets where every one will feel unique and not like a "Generic Star War planet #333". This allows for pleasure planets, local slave markets, agricultural colonies, fuel depots and more.
Hero Units are mostly removed and replaced with flagship units which can be upgraded (there is a way to get more of them but it is hard). The flagship units are generally a beefed up version of whatever the underlying unit is, so for the ISD I believe that is one more HP and a couple of extra attack and defense. Use these units to crack the hardest targets.
Update (forgotten info, kind of important) - Planetary shields now provide
+200% defense; Fortress Worlds now provide
+500% defense. Now you need an entire fleet to take a fortress planet even if it is defended by somethin modest like the MC80 or a planetary defense cannon. Utilizing espionage to spy planets defenses become more valuable than ever, as do superweapons and super starships. This attempts to fix an exploit where you wait until the New Republic is off fighting some other nation and take several planets (offer peace which they will accept) and repeat until they are sufficiently weakened to attack head on. You will find the Republic is far less willing to accept peace and the planets you do take will be of limited value or a liability if not extremely costly in terms of capital ships, which you (or anyone) can not easily replenish (
with exception of the republic, which I believe has the capacity from start to build up to 10+ capital ship production centers).
Hyperlane movements have been increased from 1:3 to 1:5 (the hyperlanes are more valuable than ever).
New units (including the Enforcer Picket cruiser for the Pentastar Alignment).
Updated Wookieepedia entries and images.
Updated graphics for fortresses (starbase) and radar station (sector command) and others. Now when you build a fortress you will see a Golan III Space Defense NovaGun!
Meant to be played as the Galactic Empire. . . economy is in shambles, check costs and read the details in the building to find out more.
I think new resources and technologies (though they may be more in the background).
Chiss Ascendancy is more playable now.
I might have time towards the
end of summer to make an update, so please provide suggestions on where to add/improve, I read it all.
C3X_R15 is used extensively for the Mod, it is playable but most of the more intricate features I've worked on require this (not to mention now saves have units facing whichever direction they were facing before woo hoo!!!!).