play it and post screenshots
Basilisk are so fucking good.
>>1947868Now you know why the Mandalorians simply enslaved them and turned them into flying lobotomized cyborg horses instead of just genociding them like they did with other races.
>>1947901Yea, mandos can be really smart when they want to be.
The most practical and sensible vehicle.
>>1947921I love this goofy shit like you wouldn't believe.
These things are amazing.
>MFW the Mandos try to murk Admiral Fr'ey's Force Dup warship
aat
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>AAT's details mesh is still hooked to the wrong texture
>RaW adding new assets without a consistent style
fucking hate this shit. Why do they bother with theFarseers stuff, when it does look very different to all the other assets?
Oh boy do I love random events where nothing happening is the best possible outcome!
AT-ST
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Talk me out of doing a Remnant campaign
>>1948237They are arguably the most boring imperial faction in TR. Many of the warlords, while more specialized, are much more fun. They are also pretenders as everyone knows that Zsinj is the true heir to the Empire.
>>1948237I hope you like multi-front wars, because you're dead center in the galaxy with no quick way to get breathing room.
>>1948237Their roster is boring but flexible. The warlords are more specialized but play extremely well to their strengths, while more generalist warlords like Zsinj have rosters with enough uniqueness to have character.
>>1947861 (OP)Wonder if we'll see the reconstituted sith empire or if it'll just be the old sith.
>Additionally, he was also known to employ various theatrics, such as consuming non-alcoholic beverages and then feigning drunkenness in order to observe the reactions of those around him.
>For strategic reasons, Zsinj did not want anyone to have an accurate picture of his personality
Zsinj is so smart. Truly there's nobody more worthy of inheriting the Empire.
Why does my game crash to desktop when I'm doing the vanilla space tutorial?
HE CAN'T KEEP GETTING AWAY WITH IT!! Raptors backed by AT-APs/J-1s and/or AT-TEs/A9s swat away most problems
>Greater Maldrood seemingly can no longer build Providence carrier/destroyers
nooooo
those used to be the backbone of my fleet
>>1947861 (OP)Anyone know how to get more frames out of this game?
>>1947901>Mandos>GenocideThatโs not what they are doing though.
>>1948330I have been praying ever since it was announced that we would eventually see a swtor tech era, say what you will about the game, but the design of the ships in the faction fleets and background props of big walkers on planets like ord mantell are fucking peak
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Hey /vst/ how do I protect my property from invasive species like power generators?
>>1948672it's just hungry, let it nibble on your radar a bit, it'll crawl away soon
>>1948007Mandos are a bit too overtuned this version.
Being able to spam dungeonships makes for space battles that are hard DPS checks so unless you have a guard fleet standing by, you're not going to be able to even scratch them.
Kandosii also seem a bit too cheap in terms of population cost for their firepower.
>>1947901I thought those were droids
Can't wait to command these things once I try Republic.
>>1948576Which submod If it's the one I'm thinking of, you can still get them at Mon Calamari as an influence unit.
>>1949086>Kandosii also seem a bit too cheap in terms of population cost for their firepower.From my time using them in AOTR, they're going to be cracked in the original time period.
>>1949086Played a full GC of both Mandos and Republic, and everything I did on both land and space was just a total faceroll, but with Republic no matter what comp I do i'm microing for my fucking life, even against smaller fleets that should be faceroll fights because the moment I stop babysitting something they melt so fast. Not even really complaining I like being feeling so pressed for a change and it's fitting thematically.
Kendosii is a very pretty ship.
What fleet comps have you been using?
>>1948353Are those ads running on the outside of the ship?
(I could see this happening if the trade federation was run by humans instead of aliens)
>>1950130Yea, its a Hutt ship, but the Mandos start with a couple.
>>1950303Impressive. How long did that take?
>>1950334Started on the first of January and played on and off for about 45 hours to get to this. Only on normal difficulty though.
>>1950124As the Sith, I've been swarmming Dephieron battleships, Heavy carriers and personnel carriers backed stopped by the tenders and 2 Centurions. Another fleet is centered around the Swiftsure Sith Hero and a fleet of 4-5 Interdictors.
>>1950124Been doing Republic thus far, my go-to comp is 1 Swiftsure-II, 1 Paladin, 9 Hammerhead cruisers, as many Hammerhead carriers as I can fit, 3 of those support ships (2 repair, 1 interdictor), whatever tier V+ admiral I can find, and about 7 heavy couriers & 3 Forays for anti-fighter screening.
It's been effective thus far for most battles but it's starting to melt against top-heavy Mando fleets (Kandosii spam and dungeon ship blobs) so I think I need to go back to the drawing board.
The Inexpungible doesn't feel punchy enough for how much population it takes up, and I feel like it's got the Lucrehulk problem where it needs to be in the middle of the enemy formation in order to get maximum effectiveness, which exposes it to too much fire and not enough support from smaller ships.
>>1950585You should probably get more Paladins in there. When the Mandos really get revving with doomstacks, you're gonna need every extra scrap of firepower you can find.
>>1950782What company produces the Paladins? I hope there's a discount for them.
>>1950585the GC im playing rn doesn't have access to paladins, and the mandos are going fucking nuts throwing endless kyramud and ajuur spam at me, i've been taking double Swiftsure IIs to maximize uptime on the sensor jamming against the giant swarm of missiles blotting out the sun, and as many hammerheads as i can to focus down all the missile launchers before im fucked
>>1950303Nice! I'm currently on in-game week 282 and have only the core, the few lone plantes west of Ord Mantell and the planets around Lantillies and Kashyyyk to go. But I did eliminate the Hutts in mid game.
Do you adore the Fantail Destroyer as much as I do? A great design (that reminds me of ahorseshoe crab) and great long range ion and light turbolaser fire.
how's revans revenge? remake is fucking dogshit, i continuously struggle trying to play the empire when im not deathstacking everything - doing so leads to minor factions taking over every other planet i have and then building every defense possible in a inhumane amount of time, so autoresolving is out of the question
old republic setting is already rad, but is the galactic conquest good?
>>1951390nta, but I'm a Munificent loyalist. Absolute kino ship that serves you well from the beginning to the end, so long as you have ships to tank for it.
>>1951468It's good, but I feel like some factions got more love than others and only the medium sized GC and Mando Wars is kind of underwhelming.
>>1951390>week 282how do you do that and stay sane
It's impressive how bad transports are in AOTCW.
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>promotion by mitosis
>>1951622Woah! I'm seeing double here! There are four Yularens!!
>>1951545Both ships work wonderfully together as the Fantail strips away shields and its light turbolasers are good at sniping hardpoints and funking over lighter hulls while the heavy tbs of the Munificent are excellent against the heavier hulls.
>>1951599The other Anon was at in-game week 396. How many in-game weeks do your campaigns last?
>>1951390>the planets around Lantillies and Kashyyyk to goHate that area, was a constant back and forth for my entire game
>But I did eliminate the Hutts in mid game.I was tempted to attack them a few times but they never attacked me once and I didn't want to open another front while the Republic was givin me a hard time.
>Do you adore the Fantail Destroyer as much as I do? Early to mid game I got good use out of it but as my economy ramped up I just went for brute force fleets of cc99s to spam if needed and munificents and providences as well as a lucehulk or 2 or 3 across my 5 fleets. Almost always got the job done.
>AI Tarkin trying to say Coruscant
God why did they put this shit in
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>Battle of Coruscant
>every ship in Grievous' group is invincible until passing a mission checkpoint
>except the Invisible Hand needed for that checkpoint
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>>1951915The dark side of the force is a pathway to abilities some consider to be... unnatural
Now that RR's been out for a while, what are the strengths and weaknesses of each faction?
>>1951779The technology caught up to the modders' goals. Instead of splicing voice lines from shows/movies/older games, they can get what they want to say.
>>1948237It's always the same campaign, secure the core from Imperial traitors and then push against the oddly expansionist Pentastar Alignment.
>>1952716nta, but which faction has a more varied gc in your opinion?
>>1953056Generally, those with smaller starts and more remote starts. CSA, GM, and late era EA are all good examples. Spread-out factions like early era NR are also fairly good because you can target different regions each play-through.
Personally, my favorite campaign is the one planet EA start, because you have to play things by ear or get completely wiped out.
Turbolaser bolts seem to travel too fast (although I don't contest that they're lore-accurate, probably) in Thrawn's Revenge. It's a small detail but it makes space battles feel a lot less gratifying to me.
>>1952209I'd say the Sith have a really strong ground game thanks to the War beasts and super wardoids backed up by Advanced Sith Troopers. I've used the Mark IV Drones alone to swarm entire republic garrisons.
They sure pulled out anyone they could for the hero roaster.
>>1953541The bounty hunters I can understand. Especially if they bring in more of the hunter pool from KOTOR II and my nigga/ manlet Calo Nord.
I think Corey mentioned in on of the live streams, that they're looking at everything possible to bring to the table, but yeah it's a little silly to bring the two drunk Sith troopers from Taris or Carth's old war buddy turned Cxerka pilot as heroes. I wish the Sith had more fighter heroes since the other two have a hell of a lot more than the Sith Empire does. Just one Duros pilot in an Aurek Squadron.
https://www.youtube.com/watch?v=skI3grwIeLY
Found this schizo submod for Thrawn's Revenge on the workshop. It adds a bunch of buffed and modified CIS units to the CSA's roster and also buffs the New Republic apparently.
>>1956221>CIS units for CSAKino
>New Republic buffsCringe
>>1956221is there a hero unit for elan sleazebaggano or perhaps glup shitto?
>>1956221Which one? There's a few submods that already do that.
I bought EAW on steam on sale this weekend, hadn't played since around when Gold edition came out and I had a physical copy. Had no idea what I was getting into. Wow.
I wish I didn't play EaW for 20 years already. I could appreciate Revan's Revenge more. It's kind of... boring. Mandos are stupidly good in space and on land
>>1956720It's called "Zero to Hero 2". I messed around with it for a little bit and frankly I think it just makes the CSA and NR way too fucking strong compared to the Imperials. The CSA gets to build gigabuffed Providence Dreadnaughts with 20k combined health, faster firing weapons, Subjugators, all versions of the Bulwark, etc. from day one.
The NR meanwhile had all of its New Class ships buffed to the point where they massively out-dps any of the imperial ships near their size class. The game would be way too easy and not as much fun imo so I didn't play the mod any further
>>1956853Yeah, I went in expecting a couple hours of nostalgia and I've already played 2 vanilla GCs (EAW not FOC) and have now installed the SMG and EAWX mods to check out. I'm awestruck by what these mods bring in terms of space battles, different GC scenarios and deeper mechanics, etc.
I have a couple gripes with the base game - low unit variety, inability to zoom out in battles, simplistic campaign strategy - and the mods seem to totally resolve all those concerns. I also like the "start with a planet or two and expand" GCs, that's more like Sins Rebellion which I have enjoyed a lot over the years.
But really the biggest thing that makes me go WOW is just these fucking awesome looking and playing space battles in the mods. I haven't been this excited about a Star Wars game since pre SWTOR release
RotM received a new update with new art assets and it changed more units than the changelog says. Don't know if I like it. The new stuff kinda clashes with the older things
>>1956909I personally use Legacy of War or the No Cruiser Left Behind mixed with the Blue's Heroes mod. The former adds some CIS heroes and units to the CSA along with Victor class VSDs.
>>1957065what the fuck is RotM
>>1957558Rise of the Mandalorians
>>1957065>>1957067Is that mod any good? How is it compared to EAWX or Steiner?
dooku
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just got the game where do I start - just go through the base game? After that what mods do you guys recommend? I love the Clone Wars and prequels.
>>1957607The EAWX series of mods even though Revan's Revenge is a bit barebones, the Age of Legends mods.
>>1957607Fall of the Republic. Play the historical campaigns first.
>>1956866early Sith ships suck donkey balls. Also in progressive, age 1 is Darth Sion and age 5 is Malak? that doesn't make sense chronologically
>>1957641Most likely it's a placeholder for the Exar Kun stuff that isn't yet implemented.
>>1957607For CW?
Fall of the Republic is probably the most polished one.
AOTCW is the most complex and hardest. Very good but might not be the best for a start.
Republic at War plays more like vanilla. My least favorite, but still well-made.
I'd say FOTR is best for a starter since I feel it plays better then RAW and isn't as overwhelming as AOTCW. EAWX mods are also much better in easing new players in.
>>1957641The Supremacy class isn't half bad, granted it took 8 of them plus a swarm of bog standard Deliphems, carriers and Herkalon class supports to take out the Foreoest dreadnaught yard plus its two support stations. I guess I would have been turbo fucked if the Republic staged an actual fleet there.
>>1957650>>1957641Yeah, IIRC Sion was a Sith Warrior that fought under Exar Kun before he went into hiding.
>>1957595It's more like vanilla EAW with a great art style at least in my opinion, although some of the updated assets kinda clash with the older things. The ttk is faster and the mod has some rough edges. The layouts from the new maps are also rather plain. I'd say that its still worth to take a look into it
>>1957684How do I get over the learning curve for AOTCW? There's so much shit going on and I feel like I'm digging myself into an unwinnable hole trying to figure out what I'm even doing. I've been tweaking the fuck out watching how many losses I sustain in this mod compared to EAWX because of how fast paced combat is.
>>1958023The mod isn't that hard to learn, its just hard to play well compared to others. Basically, you need patience. Expect decent defense fleets even on lightly defended planets, so don't bother attacking until you build up a decent fleet and don't be afraid to pause. If your playing CIS, I'd recommend 4-5 munificents in every fleet. Those things are so damn good if you keep them in your backline.
>>1958033The munificents are amazing, I can tell by how they tear up all my shit. I had a really cool battle where Admiral Trench + a carrier attacked a lone venator I was using for ground support and I beat him by blowing out his engines with a bomber and kiting him into the neutral turbolaser asteroids. The maps are so cool in this mod
>>1958044They are great. I guess the best way to beat them would be either bombers or rushing with close range ships. Dreadnaughts might be good.
The maps in the mod are interesting. Space maps in particular almost feel like they added elements of ground battles to them, and it works surprisingly well. I just wish some ground maps were a little bit smaller.
>>1958023AOTCW, unlike EAWX, prescribes ships with very clear roles. Providences and Dreadnoughts are tanks, Munificents are backline artillery, and so on. Once you learn what the ships' roles are and how they fit within combat, it gets much easier.
My tip: learn how to use corvettes. Those are some of the most important units, but also require you to learn their micro. They're not like EAWX where you just make a mob of corvettes and sit them behind your capital ships to shoot down fighters.
The other part is just learning to build up an economy. The CIS has no real economy until they get space mines, but once you get them you grow very fast.
>>1958047>I guess the best way to beat them would be either bombers or rushing with close range ships. Dreadnaughts might be good.Republic should have a much better fighter game, especially once you unlock Venators. CIS fleets have worse anti-fighter (hardcells are more for anti-corvette/anti-gunship duty and C-9979s are too slow to do much).
>AOTCW is harder than FotR
...How?
The only part that could be called hard is early CIS since your economy is locked behind Commerce Guild tech (and Banking Clan to a much lesser extent) and you essentially have 4 capital regions all cut off from each other, but stacking Munificents and AATs will still lead to easy victories.
Republic is much easier, you can just turtle up in the core worlds until you have enough Venators and cavalry TX-130s to start wrecking the seps.
Finally finished my Mandalorian run. I think I'll try Republic next.
Canโt wait till someone either makes a SWTOR submod or RevRev gets around to the SWTOR time period, I want to drown the Republic in a sea of Harrowers.
>>1958687Unless Corey has a free time generator I think Imperial Reign, the later part of Thrawn's Revenge, and SWTOR era will probably be the last of Corey's EAWX mods. He's become overextended and has too many projects on his plate. Even Imperial Reign seems unlikely since the only thing that's come out of that in the past year or two is a few models and Corey talking about a couple of ideas.
>>1959011>past year or twoCorrection, Imperial Reign has been in development since at least early 2021, so nearly five years with almost nothing from that.
>>1958687>SWTORI fucking hate how many of the designs are just your average space doritos and walkers. SWTOR has some cool designs, but they feel weird at that point in time
>>1959011>Imperial Reignhasn't Corey said that it's more like a side project to test mechanics and other stuff?
>>1959205Maybe new government and scripting mechanics. Anymore new mechanics are tested on whatever mod is releasing 1st in the cycle. Like right now RR has mechanics and UI changes that'll probably end up in the next version of TR and FoTR.
New to the game, when should you use Sith personnel carrier VS heavy carrier in Revan's Revenge?
>>1960798It depends on preference. Both seem to fit the same role, but a bit differently. Heavy carrier has more fighters while personnel carrier is a bit tankier. Personally, I like to use personnel as pathfinders for their retreat ability and heavies for actual combat since they get more fighters.
>>1960798>>1961113I use them interchangeably, although I sprinkle in some Star Forge variants of the Heavy Carrier for more firepower in the rear lines. I feel like the Sith could have gotten a captial ship or some missile platform.
>>1961525Interesting bombers. Mandalorian?
>>1962310K-Wings, they're New Republic
>>1962392zamn, we're running out of alphabet to name all the rebellion/republic ships
There really needs to be a victory condition for all GC modes regardless of mod where you win the game if you control 60% of the galaxy.
>>1963343What is political victory in EAWX for 400, Alex
>>1963343What would be more interesting is if they had Total War-style "short campaigns" and "long campaigns." For EAWX, that could be pretty fun.
e.g. in TR, the Imperial Remnant's short campaign could be eliminating Zsinj and the Pentastar Alignment and taking over the Galactic North, while a long campaign would be unifying all the warlord factions (and maybe taking planets like Sullust or Mon Cala).
>>1963787It would be really nice in steiner, but EAWX already kind of has that with the historical campaigns. I just did all of the Mandalorian Wars and it was pretty fun.
>>1963787vanilla EaW already had GCs where you had to capture a specific planet or kill a leader in a specific timeframe
https://www.youtube.com/watch?v=vnTV6XFXPmg
Would the ground battles been better if they stuck with this instead of the reinforcement point thing?
>>1965484No, using dropship guns to blast enemies in an LZ is sick
>>1963787>>1963794Same with Fall of the Republic. The Malevolence survives chain in the historicals is fun
>>1965675That's only in mods.
Excuse the low quality, I don't often take game screenshots.
Here is my recreation of the Imperial fleet sent to base delta zero Nar Shaddaa in the Hutt Gambit (part of a trilogy of Han backstop books from the 90s). Pretty interesting how the author notes it as being a relatively small fleet since the imps were content with letting the hutts have relatively free reign.
>>1970508>3 dreadnaughts and 2 carracks were supposed to base delta zero an entire ecumenopolis moonJust once I'd like to see a star wars media that uses proper galactic scale numbers for fleets and armies
>>1970534Yeah I was expecting two ISDs at the bare minimum.
>>1970508That is rediculously small.
>>1980828What's that ship next to the Ton Felk?
>>1984630Imperial Escort Carrier or Commando-class Escort Carrier as its called in RotM
Guys coincidentally I've been thinking of getting into Empire at War for the first time as an RTS game. I've been in a SWmania-kind of gaming marathon in the last months.
Thinking of getting the Gold Pack. If I want to play in Clone Wars era or even in Revan's time like OP, will I be needing mods or I can find modules like this as expansions?
>>1985344If you get the gold pack, it comes with FOC, which was the game's only expansion. After that, its all mods. Original game is set exclusively during Galactic Civil War.
For Clone Wars, there's Fall of the Republic, Awakening of the Clone Wars and Republic at War.
For Reven, there's Reven's Revenge.
If you're buying, do it from Steam. GOG version is outdated and a bitch to handle with mods.
>>1985416Oh I get it, it's mostly mods. Thank you so much for your help anon, will start downloading them after I install the main game.
>>1965484Doesnt seem like it would be that different. Seems like they just cut the middleman of placement phase and allowed for the deployment of troops mid battle.
https://www.youtube.com/watch?v=dFeY3cGAxtw
>>1985556Just use a VPN and you'll be fine anon
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>>1947861 (OP)What's the best mod for ground combat for EAW? Space combat is already good, so I don't even give a shit about mods that "fix" something that aint broken.
>>1995128Steiner is really the best you're gonna get. I liked a lot of the ideas the Remake guys had but there are so many other problems that it isn't worth it at all.
>>1995128AoTR and AoTCW by Steiner's Mods
Empire at War 2 NEVER EVER
>>1997297That makes me sad.
>>1962310K-Wings. They're new Republic Bombers that are closer to Skipray Blastboats or gunships in size. They have a fucking light turbolaser as their integrated armamnet in Legends.
tried playing vanilla EaW recently and man it's a slog. Fighting space stations with infinite fighters, bombers and corvettes and land battles where you get 6 units and the braindead AI gets unlimited ones.
Do the popular big mods change this and make it more interesting?
>>2017584Yes. You really shouldn't be playing vanilla outside of maybe the tutorial or the campaigns if your interested in the story.
>>2007650I just think they're neat
>want to play CIS in AOTCW
>can't deal with the goofy droid voices
>non-goofy voice mod is only available for FOR
>don't want to play Republic
suffering
>>2019292isnt there a voice volume slider? just turn them off if its that big of a deal
>>2019298But I want to hear unit voices. Just not goofy droid ones. I want the cool droid voices. You can't play RTS battles without unit voices.
>>2019292You mean the B1 voices? If you want to swap it you can replace their SFX events in the XML folder with that of another unit. A basic one is the Dark Trooper voices from FoC, you can just copy a unit that uses those.
https://www.youtube.com/watch?v=dL2_MjUUvDs
Prank or real mechanic?
And if real, which warlord would you go with? I think Sector 5, Tapani, or Mindor could be fun.
>>2021895I think I saw Corey mention on his Discord that it was real. Though that was also on April 1, so it might still be a joke. I think it would depend on where I feel like starting at the time.
>>2021895iirc they won't be fully playable factions but rather sub-factions you can use as a mechanic while playing the Empire Remnants that allow you access to the leader as a hero and some unique units
>>2022282What I heard was that it's a separate faction slot from the Imperial Remnant, but it mirrors the IR roster with some heroes.
>>2021895I'd go Zero Command, Sector 5, or the Restored Empire
So what the hell happened with the remake again? They removed regiments?
https://www.youtube.com/watch?v=CmGXMlJl30E
>>2025902new update looks cool, although I personally find TR cooler
Didn't think there were upscaled Acclimators.
Why is this thread so dead?
>>2028431we're all busy playing!
Anyone started a run with the new FOTR version? How is it going?
>>2028441space mcdonalds ships looking rad and ready to serve quarter pounders
>>2028431Activity traces mostly to big mod developments. People aren't that big on blogposting rn, but we are playing.
Picrel is my current From the Ground Up campaign. Eriadu Authority start is actual cancer, but I've gotten past the painful part and into the fun expansion.
>>2028558Based, rebels on suicide watch.
>>2028441I'm playing a from the ground up era 2 republic campaign because I was feeling nostalgic for pre-rots era clone wars where everyone was wearing phase 1 and the only republic space ship was the acclamator.
I grabbed every hero with stealth operative I could which lead to the amusingly schizo stealth army of Knol Ven'nari, Appo, and Omega Squad. I was using Delta earlier but I accidentally moved some regular clones with them and the independent forces had an interdictor so RIP Delta. Anyways through stealth I cheesed a bunch of planets until I made contact with the hutts. Got them down to 3 planets and it won't be long until they're completely gone. But the CIS has finally established borders with me so we've finally entered open warfare.
So far my standard fleet a bunch of acclamators with carracks cr90s and a bunch of peltas in front to heal tank has fended of the first couple CIS attacks. I plan to hold the line there while I finish off the hutts.
>>2030726Interesting fleet comp. Poor Delta though.
>>2032470its pretty effective.
I fucking love the OG CW reference.
Have you guys done anything clever with cloaking ships? So far the main thing I use it for is safely rotating a ship out of the battle line once its shields drop. Which is useful but feels very boring. Any anons have some daring maneuvers to try?
>>2034736Not really, I might have snuck in a Storm Fleet Destroyer or two to take down a shipyard after they skirted the main fleet during one of my CIS runs.
>play as empire
>build no anti fighter
>build only star destroyers
>lose
another roleplay campaign won
>add cool new Acclamators>KDY market only>literal gachashit spawn ratesWhy
>>2019292Is it this?
https://steamcommunity.com/sharedfiles/filedetails/?id=3466466881&searchtext=fotr+droid
Anyway, if you have the sound files it's fairly easy to swap them
Do mods really save this game? I played this back in the day and remember just thinking it was a mediocre RTS and the ground combat was really bad.
What mod is the best for making this game good?
>>2037788>Do mods really save this game?In my opinion - no. Cool spaceship models, though. Ultimately, if you're not one of those 20 people who play this religiously you're gonna have a bad time.
>>2037788Mods add a lot more complexity and variety to the game, so if you like the basic game loop you'll enjoy the mods more. If you think the basic mechanics are bland, you won't like the mods.
>>2037780I rolled 4 secutors in a row.
>>2037788Its hard to pin down why but when I played thrawn's revenge for the first time I really enjoyed the ground battles after hating them in base game as a kid. They feel very dynamic, I use transports and fast units a lot more. I think part of it is map design, there's a lot more maps with interesting layouts to come up with unique strategies around.
>>2037824>>2037833ok well thanks for the info
>>2037965The mappers they have for TR are really good and have done tons of great work. I agree their attention to map design really helps a lot of battles. Even when I get bored the variety of planets and care taken to modeling them to feel like a variety of obscure star wars locations makes things much more fun.
what the hell this map is insane
>Mandator II upgrade removes the hyperdrive debuff
>Mandator II upgrade also removes the light secondaries
>>2041680>Mandator II upgrade removes the hyperdrive debuffIs that bad?
>absorb a trade federation fleet that had 13 munifexes and 21 lupus missile frigates
>its actually really good once I put some fleet tenders in it
I'm playing it for the first time, rebel campaign and first 3 missions are so ass, should I hop on the mods immediately?
>>2046386If you feel like you got the hang of the controls and don't particularly care about the story, then sure. Just note that some do borrow the corruption mechanic from Zawn, so it might be worth playing the expansion campaign a little.
>>2046386I would recommend playing the Zann campaign. It's the best of the original 3. If you don't want to play anymore campaign at all I would at least play one galactic conquest before hopping into mods.
So, how is this revan mod when it comes to unit?
I really, really want to like Thrawn's Revenge but i'm too much of a brainlet to manage all those units at the same time. It's just too many units.
>>2047264when it comes to unit count*
I should specify, I was able to win the Zann campaign no trouble. The issue is that Thrawn's Revenge has too many at the same time. And the controls being awkaward and not being even able do anything during pause doesn't help.
>>2047271Learn to use control groups. Corvette spam is really good when you can move 12-16 corvettes as one group while you micro your capital ships and battlecruisers.
>>2047271Revans Revenge has a smaller unit cap then TR but still higher then base game. But it also reworked ship movement for them to be a lot faster and easy to maneuver. If you struggles to control ships in TR I'd give it a try.
>>2042284No, and looking at the files losing lights isn't as bad and accuracy debuff as I thought. Turns out Subjugators' massive number of light TLs being almost decent at hitting bombers is the exception, not the rule.
I wish there was a mod that combined alll EAWX factions.
Was the MTT ever good in any mod?
>>2052703Not really, they've been bullet sponges for any mod the MTT has been in. I think FoTR's verison has the better droid deployment due to rocket launchers and heavy blasters mixed in compared to the standard B1 squad.
>XPgamers playthrough of AOTR is still going
>3years after he started it
Impressive desu, i love games that you can play for this long.
>>2053167Yea, AOTR is fucking huge in terms of length. One of the main reasons I can't get into it, despite really wanting to.
>>2055838I like loong games like this, shame i hate Onions Wars and im not a big fan of rts myself.
I admire the dedication tho.
Is EaW still insufferably low fps?
>>2059877when was the last time you played it
How do I get into Empire at War? Never played before
>>2059889Maybe four years ago.
>>2059940its easy, Id say complete the vanilla tutorial then go EAWX from there.
>>2059978i cannot find a pirated version that is updated so if you wanna play it you should buy the currentl $20 version off steam since they fixed a bunch of shit and all the mods are on there in the workshop
>>2059999Just because you can't doesn't mean it doesn't exist
>>2053167I am hooked on the 3 random planet grand start mode.
>>2060279Honestly, I'd suggest getting the steam version. The convenience and workshop support is worth it, plus it goes on very good sales often.
zsinj
md5: b434537b357ff980d3cac758f7ca5fb8
๐
>>2060187long live HIS empire
WHY CAN I NEVER GET THE FUCKING ESCORT CARRIER GROUP IM GONNA KILL MYSELF
>>2075078Just build them.
>>2075206What mod?
>>2075301Thrawn's Revenge as Zsinj
>>2075306Ah yes, the best warlord. Even Thrawn is nothing compared to his majesty.
>>2080212Dreadnoughts are pretty.
>>2084116Yeah. I try to include them and their variants even in fleets where it doesn't make that much sense since they're supposed to be so numerous in the lore.
>>1957684Which is the one where the CIS AI cheats like a bastard and throws infinite lucrehulks at you?
>>2087812Good screenshot. I wish raptor troops had capes.
>>2089220Yeah, what I liked about it was that it looks like it was taken by a civilian. I wish they had capes too.
>defoliator is in FOTR now
...Why?
>>2094179It only hits infantry but its a really big AOE
>>2095151It's a 20% bigger AOE which is good against infantry, but regular artillery already has no trouble wiping infantry. Its gimmick isn't doing anything because there's no friendly in EaW and the lead dev even did a video on why turning it on is a bad idea.
I understand mission rewards are meant to be rare stuff and not necessarily good, but this thing is just worthless. If the idea was something to counter the Republic's meme artillery rewards, just add old HAG and make it 2 pop.
>>2095326I haven't really used it but I remember taking a surprise shot from one and it wiping multiple squads of clones with one shot. Maybe I just had them especially clumped or I'm misremembering but after that I would always prioritize hunting defoliators down on the rare cases I saw them.
>>2094179Why do you hate cool vehicles?
Total "Republic" victory.
>>2097788man its fun getting to use darth vader and palpatine with clones as the victory lap
>corpo factions do stuff now
Neat
>getting a corpo world while they're moving stuff there will result in a battle
How does "Known Galaxy" vs "Clone Wars" map differences affect the balance of CIS vs The Republic in "Fall of the Republic"? In other words which one makes for the most interesting campaign for the two main factions, the one with fewer Hutt planets or the one with more?
>>2098591I think its a matter of taste, since you're basically picking between a free for all or a 1v1