Lancer Tie Universe 9.2
Imperial Huge - Lancer Class Sign in. But I'm not so familiar with the SW universe to know everything about the. The Tie Phantom was from Rebel Assault 2. Regarding TIE universe 9.1. Bwt TIE 9.2 is relesed. Go to the top of the page; Social bookmarks. Share Legend: Forum contains no new posts Forum contains new posts.
What is Freeworlds? Freeworlds is a fan built total conversion mod for Digital Anvil's Freelancer game that was released several years ago. When fans began to make mods for Freelancer, one of the many things people were keen on seeing was a Freelancer mod based on the Star Wars universe developed by George Lucas. Freeworlds was the answer to this outcry and work began quickly on developing the first versions of Freeworlds. Multi-Player or Single-Player?
Freeworlds has always traditionally been a Multi-Player Only mod, though a rare and hard to find Open Single Player version has been in circulation of the latest Freeworlds 1.65 version. At the moment, plans are in progress to release an Open Single Player version of the new Freeworlds 1.66 when it is complete along with the normal Multi-Player Only Version. However, it should be noted that Freeworlds is designed primarily for Multi-Player use, so it is better tailored towards that enviroment. Total Conversion? Total conversion is a term that comes up every now and then in Freelancer mods. It essentially means changing as much as possible from the original Freelancer over to what the mod represents. This normally means replacing all the ship designs, system designs and weapon configurations to best suit what the mod is about.
With Freeworlds, we have taken this term very seriousily and believe that with 1.66, we will have achieved the most true sense of the word total conversion, changing possibly more stuff within the game design than any previous mod. How has Freeworlds evolved? The current version of Freeworlds (version 1.65) has grown over the years with the input of many great coders and fan related feed back. The number of ships has continued to increase as more and more content was added into the game. Some people feel that previous Freeworlds versions have also been lacking in their numbers of new systems added to the mod, though the truth is, each system has been delicately built and balanced, hand crafted and coded to ensure that it as stable as one can make the files associated with each system. Custom factions have been added to the game, replacing the original Freelancer ones, so you will see New Republic Navy and Imperial Naval NPC's flying around in X-Wings and Tie-Fighters. The current make up of Freeworlds 1.65 includes approximately 100 star wars based ship designs, 11 star systems, various star wars related commodities and custom intro animations on the title screen (plus much more than regular players will be aware off).
So what is coming with Freeworlds 1.66? 1.66 is a dramatic change from 1.65 in a number of aspects.
For one, you will find that the term total conversion has now been applied to include a number of additional things that previous 'total conversions' have left untouched. Here is just some of the changes that will be included in 1.66 and are either already implemented in the test mods or undergoing testing: Every space station has been replaced with their own unqiue design.
All the original Freelancer stations have been removed and replaced with Aldebaran's Modular Station Project. This has enabled the mod to not only remove every Freelancer station model from the mod, but also to make each one unique. No two stations are alike in Freeworlds 1.66.
Here is some images of some of the stations that you will see in 1.66: New Landing, Bar and Dock sequences. Many off the landing, bar and dock sequences have been replaced with new scenes more appropriate to the Star Wars universe and replacing the original Freelancers scenes.
At this moment in development, we are hoping to replace all such scenes by 1.66's release, though that will be some task to complete, so it is no guarantees. However, you can be sure that many of the scenes if not all of them will be fresh and new.
New NPC models Created to populate the bars. Previous Freeworlds version already included new NPC designs like Storm Troopers and Mandalorian Armour.
With 1.66, Aldebaran and Jong have both come forward with several new NPC models to add more variety to the NPC's you will meet on the stations and planets. 5 new systems Bringing the total number of systems upto 16. These 16 systems also include the sum of 114 bases between them, each one with their own NPC populations and place within the economy of the mod.
Table One in the complete html document shows details of each system and the bases that lie within each one. 270 ships Yep, 270 ships, including new capital ships. These ships have been taken from across the star wars time line and expanded universes, including ships that can be seen from as earlier as Knights of the Old Republic and through the six movies (including designs from the latest Episode III) and beyond. Table Two of the complete html document lists every ship that is currently built and undergoing testing on the Freeworlds test realms. I was just wondering, cause this is an epic game and epic mod, i have only played the open-SP version of this, i've been to tatooine, corellia and a few other places to the north, i got to the imperial place where there is that huge metal-mesh minefield thing, but i haven't seen any fighting, my question is this: is this game meant to be a completely player driven fighting system or did i just miss one of the 'hot-zones' of fighting? And if the second is correct could someone point one out for me, keep up the good work! Obi-wan would be so proud!
“Age of Rebellion is, necessarily, military-oriented and the ships included in the Core Rulebook reflect that. With them, you’ll be able to fly space superiority missions in brand new X-wings, lead a squadron of B-wings against a squadron of capital ships and turn them into hot scrap, blast swarms of TIE fighters into clouds of dust with stolen Lancer -class frigates, and generally have a great time at the controls of a spaceshi p.'
We all know how much FFG likes to share between its various projects. If they've picked the Lancer as one of the things they're retrieving from the old EU for AoR, my money's on them using it for X-wing too.
Here's hoping they give it a makeover like they did the Z-95 though. Another question though, which is what is flanking that ISD? I also found lurking in another AoR article the following rather scary snippet: 'Also included are all-new adversary and vehicle profiles, including the T-47 sandspeeder, TIE Hunter, Viper probe droid, devlikk, and doran’enok.' Not the TIE hunter.
Anything but that. Edited July 4, 2014 by Lagomorphia. Crusader Class Corvette would make a better fit for the imperials. Doesn't show up in any of the movies, but as far as the EU is concerned, the Empire fielded at least 2 during the Rebellion, and the Imperial Remnant had hundreds of them.
Looks like an evil CR90 the way the Decimator looks like an evil Millennium Falcon. Also like the Decimator, it isn't iconic but has a neat design with Imperial style. But any more huge ships really depend on how well the current ones sell. I didn't buy any because I only buy Imperial stuff while my bro buys the Rebel stuff. If they come out with a neat Imperial ship I'd like to have games where they go broadside against eachother. If they had released the CR90 with rules for Imperial use, I'd have bought it and repainted it Imperial Gray.
The Eidolan light cruiser has the look, but I think it might still be too big compared to the Correllion Corvette. Edited July 4, 2014 by Vulf.
Doesn't show up in any of the movies, but as far as the EU is concerned, the Empire fielded at least 2 during the Rebellion, and the Imperial Remnant had hundreds of them. Looks like an evil CR90 the way the Decimator looks like an evil Millennium Falcon. Also like the Decimator, it isn't iconic but has a neat design with Imperial style. But any more huge ships really depend on how well the current ones sell.
I didn't buy any because I only buy Imperial stuff while my bro buys the Rebel stuff. If they come out with a neat Imperial ship I'd like to have games where they go broadside against eachother.
If they had released the CR90 with rules for Imperial use, I'd have bought it and repainted it Imperial Gray. But have FFG used them?
FFG likes consistency. I was very anti-Lancer but FFG have used it in one of the RPG books.
Also, Crusader is an Empire at War ship. If FFG were taking that route, the Tartan Patrol Cruiser's literally EaW's CR-90 analogue. Cut the. with the ties, we have enough. Is that directed towards me or FFG?
Tie Universe
This thread's not wild speculation (well, it kind of is) it's based on the AoR articles on the FFG newspage, and FFG's great tendency to share the bits of canon they're resurrecting between their various SW games. I just hate that poster of all the different ties 'that we could get any wave now'. There is like one or two actual choices let, none of which we need, all of which look stupid. My worst nightmare is someone at FFG seeing that visual posted too many times and being like 'oh, thats what they want! @All: Tie Hunter is ridiculous btw.