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INTRO
STRIKE CRAFT
FRIGATE/CARRIER
CAPITAL SHIPS
LAND FORCES
MISC
CREDITS
Star Wars and all things to do with Star Wars are copyrighted by LucasFilm. This scenario is meant to promote the Star Wars phenomenon and it is not created for any commercial benefit. Parts of the storyline are extracted out of context from many of the novels and comics which have come to be accepted sources of Star Wars lore.
CREDIT |
I can take credit for doing most of the unit art - like units from my other scenarios they have a little kb marked at the top right corner. In cases where I modified other people's units, I did not put a kb on it. A few of the wonder icons were taken or modified from existing sources but I did the Star Wars specific icons myself (its obvious which ones). I also made the people.bmp specifically for this scenario using Star Wars personalities. Any art that I drew myself you can use without asking me. I only ask that the kb are left where they are and that ST:Ins is mentioned in the readme.
Some minor parts of the scenario are taken from previous SW scenarios by Paul Cadwell, John Valdez and Nikola Kupreanin. Most of the sounds are new but some are re-mixed from their scenarios. In particular, there are a few units by StM (I think its Stephan Meissl) used by everyone before me. Their work was a major inspiration to me.
I knew almost nothing about Star Wars before embarking on this odessy and much of what I have done is based on information from the following sites on the internet:
Thanks to Chris Polous for spending time to play-test earlier versions. Special thanks to Charles Moore a.k.a. Thoth for his excellent feedback leading to many of the changes for version 1.2. Thanks to Darius and Ohwell, my fellow players in the the first SW:Ins multi-player game, for their comments.
VERSION 1.3 PATCH CHANGES |
a. Added the Aeigis ability to the Corellian Gunship. This is the glaring error in version 1.2 which required a patch.
b. Created this HTML readme you are reading now.
c. Added 26 new icons for improvements and wonders. Almost all of the icons are now exclusively created for the scenario.
d. Increased the cost of the Shadow Academy by 33% as it is a really powerful wonder.
e. Increased the hit points of World Ship from two to three.
f. Increased the attack and defense stats of the Coral Skipper.
g. TIE-Advanced is no longer a small craft and can attack planets.
VERSION 1.2 CHANGES |
A. Changed scheme of gun emplacement units.
a1. Laser Turrets are now anti-aircraft units. The x2 defence verses mobile has been removed.
a2. Turbo Lasers are now specialised anti-ground units. Their defence factor ohas been reduced from 18 to 16 to increase differentiation from Ion Cannons. The x2 defence verses air has been removed.
a3. Ion Cannons have been given the attack role and a high attack factor to induce AI to build some - even though they are defensive units. Defense factor reduced to 30 as they were too powerful behind planetary shielding.
B. Made several adjustments and additions to make the scenario more challenging.
b1. Made certain Techs more desirable so the AI would research in a more potent sequence.
b2. It is now impossible to steal other power's innate advances. However, you can still steal/trade the advances derived from the innate advances. This makes the AI races reach their powerful units faster as they won't research down two tech branches simultaenuously.
b3. The YZV are more powerful now. YZV automatically get the Feudalism form of government. They also get an new sturdy strike-craft, the Coral Skipper.
b4. Gave Planetary Shields to 2 cities of each major power at the start. Its not easy to overrun the enemy's major planets now.
b5. Removed the double defence against strike-craft for the minefields so the AI Millenium Falcon won't commit suicide by attacking it.
C. Miscellaneous rebalancing
c1. Added 2 to the attack factors of all bombers to make them more effective.
c2. Free battle-stations are now veterans to make them more powerful.
c3. Increased hit points of carriers to 2 to compensate for the loss of holds.
c4. Reduced the irrigation time for cloudy planet from 3 turns to 2.
D. Bug fixes
d1. Role of Head Hunter and A-Wing is now set to Air Superiority.
d2. All Ships now have a 'range' of zero. This eliminates the irrelevant display numbers.
d3. Several messages (including the fort messages and the Tarkin obsolete message) have been amended or corrected.
d4. I have changed the ATT to look like the Trade Federation ATT.
d5. Changed Barbarian colour to black so their units can't be mistaken for the Republic.
d6. Removed engineers transform info for terrain so MGE users won't think that an engineer will become available later.
E. Added the barbarian energy module sub-plot to inject 1000 more credits into the galactic economy in aggregate.
VERSION 1.1 CHANGES |
a. Changed cost of MC-80 from 13 to 12 and changed cost of MC-90 from 13 to 14.
b. Adjusted the terrain a bit so that when centerpoint station is activated, a deathstar battlestation (the terrain not unit) doesn't appear.
c. Removed holds from all carriers and battlestations. (Should have remembered that holds do not work on ships which can carry aircraft)