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Star Wars Conquest Troop Tree: A Comprehensive and Detailed Overview of the Module



Saladin's successes alarmed Saif al-Din. As head of the Zengids, including Gumushtigin, he regarded Syria and Mesopotamia as his family estate and was angered when Saladin attempted to usurp his dynasty's holdings. Saif al-Din mustered a large army and dispatched it to Aleppo, whose defenders anxiously had awaited them. The combined forces of Mosul and Aleppo marched against Saladin in Hama. Heavily outnumbered, Saladin initially attempted to make terms with the Zengids by abandoning all conquests north of the Damascus province, but they refused, insisting he returns to Egypt. Seeing that confrontation was unavoidable, Saladin prepared for battle, taking up a superior position at the Horns of Hama, hills by the gorge of the Orontes River. On 13 April 1175, the Zengid troops marched to attack his forces, but soon found themselves surrounded by Saladin's Ayyubid veterans, who crushed them. The battle ended in a decisive victory for Saladin, who pursued the Zengid fugitives to the gates of Aleppo, forcing as-Salih's advisers to recognize Saladin's control of the provinces of Damascus, Homs, and Hama, as well as a number of towns outside Aleppo such as Ma'arat al-Numan.[52]




Star Wars Conquest Troop Tree



Saladin had captured almost every Crusader city. Saladin preferred to take Jerusalem without bloodshed and offered generous terms, but those inside refused to leave their holy city, vowing to destroy it in a fight to the death rather than see it handed over peacefully. Jerusalem capitulated to his forces on Friday, 2 October 1187, after a siege. When the siege had started, Saladin was unwilling[100] to promise terms of quarter to the Frankish inhabitants of Jerusalem. Balian of Ibelin threatened to kill every Muslim hostage, estimated at 5,000, and to destroy Islam's holy shrines of the Dome of the Rock and the al-Aqsa Mosque if such quarter were not provided. Saladin consulted his council and the terms were accepted. The agreement was read out through the streets of Jerusalem so that everyone might within forty days provide for himself and pay to Saladin the agreed tribute for his freedom.[101] An unusually low ransom was to be paid for each Frank in the city, whether man, woman, or child, but Saladin, against the wishes of his treasurers, allowed many families who could not afford the ransom to leave.[102][103] Patriarch Heraclius of Jerusalem organised and contributed to a collection that paid the ransoms for about 18,000 of the poorer citizens, leaving another 15,000 to be enslaved. Saladin's brother al-Adil "asked Saladin for a thousand of them for his own use and then released them on the spot." Most of the foot soldiers were sold into slavery.[104] Upon the capture of Jerusalem, Saladin summoned the Jews and permitted them to resettle in the city.[105] In particular, the residents of Ashkelon, a large Jewish settlement, responded to his request. The subject ordered the churches repurposed as horse stables and the church towers destroyed.[106]


Today we'#039ve got a quick progress video going over what'#039s left for the first release of Fall of the Republic! The short version is that units ans heroes are basically done, and the primary work is in UI edits and galactic conquest/story elements. We'#039re hoping to start the beta on October 31st. For more in-depth breakdowns, see the video....


Imperial Civil War 2.3Today, the Steam version of the mod has been updated from 2.2.5 to 2.3. The link for the workshop can be found here for those who are not already subscribed: =1125571106After we'#039ve had a chance to respond to any initial issue reports, we'#039ll make the necessary changes to be able to post a version on ModDb to support non-steam versions of the mod. Like with 2.2, this will necessitate the removal of custom VO and map preview images, along with some other things like that. We strongly recommend people play the Steam version where possible.The main goals of 2.3 were to clean up some elements of 2.2, while also putting down the ground work (haha) for some changes that we'#039re starting to flesh out in 2.4. The first steps of our ground reworks have been implemented, changing how a lot of squad sizes work, infantry loadouts, unit ranges, movement changes, and plenty of other changes and stat tweaks (MMTs shouldn'#039t be shredding everything quite as much, for example) as we build up to completely redo projectiles and armour/damage modifiers on ground and in space for 2.4. We have some major ground mechanic changes in discussion on top of that which we'#039ll be starting to experiment with in 2.4. There'#039s also been the start of some economic and planetary development changes, built around helping to slow down snowballing and nerfing blitzing strategies to allow longer campaigns to remain interesting, including the introduction of the local planetary capital/garrison buildings (major government features to come). But, here'#039s a non-exhaustive list of 2.3'#039s changes.New playable faction: Corporate Sector AuthorityThe CSA has been upgraded from non-playable to playable, and can be found in most progressive Galactic Conquests along with a couple era specific ones, and has their own From the Ground Up setup as well. Because of game limitations where we can only safely have 17 faction slots (including non-playables, and some coded factions like neutral that are more functionality things), we'#039ve had to downgrade the Yevetha from playable to non-playable and group them with the Independent Forces faction that represents a lot of the much smaller groups, since their slot is best used for some other more unique, less Imperial-clone factions we'#039ve spoken about in other news posts (some playable, some not).New Mechanic: Era SelectionOn top of some script cleanup to flesh out the era changes a bit more and eliminate some bugs, we'#039ve added the option to select which era you start in for Galactic Conquests, adjusting starting points accordingly. In the future, we'#039ll have evrsions of the maps which allow you to choose starting eras while keeping more even starting territory (so you can play the New Republic with era 5 ships, but without starting with more territory). Obviously, since some factions didn'#039t exist for the whole timeline, some factions will not be able to start in later eras.AI UpdatesWe'#039ve already done a whole news post about this, so I won'#039t cover it too much here, but we'#039ve also done some pretty significant changes for galactic and tactical game modes, including three new difficulty settings using the Cruel AI modifiers. We'#039ve also tried to clean up certain functions to make the AI run more smoothly and improve ingame performance. The issue where certain factions would not land a significant amount of their troops has been solved as well.New Galaxy ArtWe'#039ve modified Lord Enpremi'#039s galaxy model and shader setup to fit the mod'#039s aesthetic, so that'#039s what you'#039ll be seeing when you'#039re conquering or liberating worlds.Tactical MapsOn top of a bunch of new maps, including some shared with Phoenix Rising (another great mod developed by our own evilbobthebob), most existing tactical maps have had a series of updates and fixes. New UnitsVigil, Victory II Frigate (like in Battlefront II), Imperial II Frigate (Rand Ecliptic), TIE Punisher, Jumpmaster (Dengar'#039s Punishing One), Bulwark I, Bulwark III, Citadel, Invincible Cruiser, Recusant, Mankvim Interceptors, IRD &amp IRD-A, Gozanti, PX-4 Mobile Command Base, T-Wing, Espo Soldiers, Strikebreakers, JX40 Jailspeeders, Airskimmers, GX20 Hovervans, A-A5 Speeder Trucks, K-222 Aero Interceptors, Persuader (Snail Tank), Espo Walker, Repulsor Scout, BattledroidsRedone ModelsPraetor II, Munificent, Dreadnaught, Nebula, Endurance, Secutor, Procursator, Gladiator, Y-Wing, Snowspeeder, Juggernaut, TIE Crawler, AT-TE (animations)And plenty of other small changes.Into the FutureAlthough 2.3 has just been released, we'#039ve already got several things underway for the upcoming versions. This will also involve a new way for us to handle release structure. Rather than year-long development cycles, in order to make sure things stay consistent and to get changes out faster to players, we'#039re hoping to make the scope of each release more focused and get versions out to players more frequently. While the Hapans becoming playable will mark the 2.4 release, there'#039ll be several 2.3.x versions adding and updating new content. In order to facilitate this, we'#039ll be maintaining a constant testing team on the Discord server for the mod ( ), which will get the new versions every few months/weeks, and then the Discord server as a whole will have access for testing in the week before any release. We'#039ll consistently be looking for people to add to the testing taskforce from the Discord as well, so if you want to track mod development, that'#039s the best way to do it.Early focuses in 2.3 patches will include:- Mon Calamari art updates- New units (ie Assertor, VT-49 Decimator)- Tactical space map art updates (environment lighting and low-orbit maps)- Economic overhauls- Continued ground emchanic changes- Space and ground projectile reworks- Balance patchesI'#039ll also be running community matches on my youtube/twitch channel 2-4 times per month. The dates for these will be posted and updated each month ingame, the first of which will be next Tuesday, streamed on Youtube: . On top of Imperial Civil War, we'#039re also working on a Clone Wars mod which is approaching release as well, Fall of the Republic. I'#039m currently running a preview playthrpough for the Republic on that channel as well, which can be found here:...


In .7 they are bumping up the price for EVERYTHING. All good armours, all good weapons, all good mounts, but they are lowering the prices for Goods like bread, meat, cheese, etc. You will need money for everything. Hiring troops, and upgrading them of course, but what about the armour and weapons you need? What about Companions that will turn the tide of war if well trained enough? You basically need money for everything. DON'T WORRY THOUGH! The devs have made crime more profitable. Remember in Native where if you raided a village, you'd only get like a few goods, and a little money? WELL the devs of the mod made it to where you can raid, and earn loads of profit from it! I'm talking about almost 10,000 Aurums! Just from one Village! A tip the devs have stated, don't be the honorable one. War is out there, and its harsh. Raid a village once in awhile. The great treasure inheritance is very helpful, you can open a weavery and dye works for easy early game income at your starting town. Join a faction if you're scared the lord of the village you are raiding will come and kill you! Also, prisoners are HUGE! In this mod your army size is factored in to how many prisoners you can have, so mid-late game it's possible to have several hundred prisoners. AND, nearly all prisoner sell for over 100 aurums a piece, some going up to 1,000 each (mostly noble troops).


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