STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Sven Feb 1, 2014 @ 9:58am
Why is the Republic at War mod so damn hard?
I have been struggling with the galactic conquest campain named the outer rims for a week on easy mode, It's all quiet to around the 15th day when I get attacked from all over the place. I admit it, I suck at this game.
Any tips you guys can give me? I usually play as the republic.
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Showing 46-60 of 72 comments
IgorTheLight Jan 29, 2017 @ 7:56am 
You can make AI less cheating and more fair. It becames more easy.
Go to C:\SteamGames\steamapps\common\Star Wars Empire at War\corruption\Mods\Republic_At_War\Data\XML or where your keep your Steam games and find DifficultyAdjustments.xml
Open it, delete all the text and insert this:
<?xml version="1.0" ?>
<Difficulty_Adjustments>

<Difficulty_Adjustment Name="Easy_Default">
<Credit_Multiplier>0.5</Credit_Multiplier> <!-- From 3 -->
<Galactic_AI_Contrast_Multiplier>0.67</Galactic_AI_Contrast_Multiplier> <!-- From 1.15 -->
<Space_AI_Contrast_Multiplier>0.67</Space_AI_Contrast_Multiplier> <!-- From 1.15 -->
<Land_AI_Contrast_Multiplier>0.67</Land_AI_Contrast_Multiplier> <!-- From 1.15 -->
<Galactic_Build_Time_Multiplier>1</Galactic_Build_Time_Multiplier>
<Space_Build_Time_Multiplier>1</Space_Build_Time_Multiplier>
<Land_Build_Time_Multiplier>1</Land_Build_Time_Multiplier>
<Damage_Multiplier>1.0</Damage_Multiplier>
<Health_Multiplier>1.0</Health_Multiplier>
<Shield_Multiplier>1.0</Shield_Multiplier>
<Galactic_AI_Goal_Cycle_Sleep_Duration>0.0</Galactic_AI_Goal_Cycle_Sleep_Duration>
<Space_AI_Goal_Cycle_Sleep_Duration>15.0</Space_AI_Goal_Cycle_Sleep_Duration>
<Land_AI_Goal_Cycle_Sleep_Duration>15.0</Land_AI_Goal_Cycle_Sleep_Duration>
<Bribe_Cost_Multiplier>0.25</Bribe_Cost_Multiplier>
</Difficulty_Adjustment>

<Difficulty_Adjustment Name="Normal_Default">
<Credit_Multiplier>1.0</Credit_Multiplier> <!-- From 6 -->
<Galactic_AI_Contrast_Multiplier>1.0</Galactic_AI_Contrast_Multiplier>
<Space_AI_Contrast_Multiplier>1.0</Space_AI_Contrast_Multiplier>
<Land_AI_Contrast_Multiplier>1.0</Land_AI_Contrast_Multiplier>
<Galactic_Build_Time_Multiplier>1</Galactic_Build_Time_Multiplier>
<Space_Build_Time_Multiplier>1</Space_Build_Time_Multiplier>
<Land_Build_Time_Multiplier>1</Land_Build_Time_Multiplier>
<Damage_Multiplier>1.0</Damage_Multiplier>
<Health_Multiplier>1.0</Health_Multiplier>
<Shield_Multiplier>1.0</Shield_Multiplier>
<Galactic_AI_Goal_Cycle_Sleep_Duration>0.0</Galactic_AI_Goal_Cycle_Sleep_Duration>
<Space_AI_Goal_Cycle_Sleep_Duration>0.0</Space_AI_Goal_Cycle_Sleep_Duration>
<Land_AI_Goal_Cycle_Sleep_Duration>0.0</Land_AI_Goal_Cycle_Sleep_Duration>
<Bribe_Cost_Multiplier>0.25</Bribe_Cost_Multiplier>
</Difficulty_Adjustment>

<Difficulty_Adjustment Name="Hard_Default">
<Credit_Multiplier>2.0</Credit_Multiplier> <!-- From 10 -->
<Galactic_AI_Contrast_Multiplier>1.15</Galactic_AI_Contrast_Multiplier>
<Space_AI_Contrast_Multiplier>1.15</Space_AI_Contrast_Multiplier>
<Land_AI_Contrast_Multiplier>1.15</Land_AI_Contrast_Multiplier>
<Galactic_Build_Time_Multiplier>1</Galactic_Build_Time_Multiplier>
<Space_Build_Time_Multiplier>1</Space_Build_Time_Multiplier>
<Land_Build_Time_Multiplier>1</Land_Build_Time_Multiplier>
<Damage_Multiplier>1.0</Damage_Multiplier> <!-- From 1.4 -->
<Health_Multiplier>1.0</Health_Multiplier>
<Shield_Multiplier>1.0</Shield_Multiplier>
<Galactic_AI_Goal_Cycle_Sleep_Duration>0.0</Galactic_AI_Goal_Cycle_Sleep_Duration>
<Space_AI_Goal_Cycle_Sleep_Duration>0.0</Space_AI_Goal_Cycle_Sleep_Duration>
<Land_AI_Goal_Cycle_Sleep_Duration>0.0</Land_AI_Goal_Cycle_Sleep_Duration>
<Bribe_Cost_Multiplier>0.25</Bribe_Cost_Multiplier>
</Difficulty_Adjustment>

</Difficulty_Adjustments>
Mr.Person Jan 29, 2017 @ 9:25am 
What does this do exactly? Remove their free unit spawns? Reduce credit income?
armzngunz Jan 30, 2017 @ 11:01am 
A very good strategy for Republic is if you build barracks, light and heavy vehicle factory as well as turbolaser towers (not required) on every planet, and also get a decent sized garrison of about 5 clones and maybe one or two vehicles, that should be enough for defending.

You gather your fleets into 2 or 3 big fleets and focus building spacestations where those 3 fleets are stationed.

The ai will destroy your weaker space stations andi nvade your planets, but they will lose land battles because your garrisons are amazing, you just wear them down until they retreat or you can rush their landing zones. Meanwhile you build a massive attack fleet and an invasion force and take one planet at a time. Worked for me easily, both for CIS and Republic.
=CrimsoN= Mar 6, 2017 @ 5:41pm 
Kind of makes sense that the Republic would suck in the early game and kick ass in the late game. In the lore (well EU), the Republic gets its ass beat pretty bad in the beginning of the Clone Wars (because Sidious wanted to extend the war).

You kind of just have to play on the defensive in the early game as the Republic. If you're the CIS you absolutely have to blitz the Republic, or you will be defeated in the late game.
Fedora01 Mar 9, 2017 @ 11:13pm 
The Republic only force multiplyer in space is the Venator class Star Destroyer, it's array of weapons and abilites make it more than a match for anything the CIS can throw at it, defend these with all you have since they're they only thing that can singlehandedly take on a Providence or Lucrehulk. The Acclamator on the other hand is a powerful ship, but doens't have the HP/Shields to back this, they make a good second line, only move them up for emergencies. I'm not 100% sure on the Dreadnaught and Carrack as thier weaknesses and strengths are on opposite ends of the spectrum.
Sable Winters Mar 10, 2017 @ 8:20am 
Dreadnaughts are hilarious. I used to spam them, one of the most tanky ships the Republic has iirc. And doesn't it have an overloard fire ability to clean up nice?
oeneg Mar 10, 2017 @ 4:27pm 
^ yes the Dreadnaught is a powerful ship but the Venator is by far the best ship the Republic can buy. A strategy I like to use to break apart CIS blockades is to use the pride of the core and about 10 Venators this fleet is able to destroy just about any CIS fleet even against Lucrehulks and Providence class ships.

When it comes to taking on Lucrehulks the best way to get rid of them is to use a swarm of ARC-170 star fighters to disable the hanger bays to "declaw" them striping them of all most all of there fighting power. The same is true for the Providence ships although they stand a better chance in a straight on fight then the Lucrehulks do.

The main thing to remember is if your going to win in space against the CIS you need to control their small fighter crafts because they can just keep throwing fighters at you all day and wear you down and clean up the mess at least thats what I find to be the case.
morpheus Mar 11, 2017 @ 6:05pm 
Originally posted by Mr.Person:
What does this do exactly? Remove their free unit spawns? Reduce credit income?

In general these adjustments are in (nearly) every game.
They multiply with the resource / agressiveness / etc. and
change the amount the AI gets compared to the player / trigger thresholds for attacking / etc.

So by changing these values you can make it easier or harder without reprogramming the whole AI.


Originally posted by IgorTheLight:

<Difficulty_Adjustments>

<Difficulty_Adjustment Name="Easy_Default">
<Credit_Multiplier>0.5</Credit_Multiplier> <!-- From 3 -->
<Galactic_AI_Contrast_Multiplier>0.67</Galactic_AI_Contrast_Multiplier> <!-- From 1.15 -->
<Space_AI_Contrast_Multiplier>0.67</Space_AI_Contrast_Multiplier> <!-- From 1.15 -->
<Land_AI_Contrast_Multiplier>0.67</Land_AI_Contrast_Multiplier> <!-- From 1.15 -->



<Difficulty_Adjustment Name="Normal_Default">
<Credit_Multiplier>1.0</Credit_Multiplier> <!-- From 6 -->


<Difficulty_Adjustment Name="Hard_Default">
<Credit_Multiplier>2.0</Credit_Multiplier> <!-- From 10 -->


<Damage_Multiplier>1.0</Damage_Multiplier> <!-- From 1.4 -->


If i read this correctly the AI gets 3/6/10 times the money per source a player does before the changes he made. If you use this code it gets 0.5/1/2 times the credits

Also on hard the AI had a +40% damage boost he got rid of.....


So if you beat hard without his code then GZ, cause you had only 10% of the income and the same weapon in your hands was 40% weaker.....

Edit: grammar, spelling (it was past 3 am, sry....)
Last edited by morpheus; Mar 12, 2017 @ 1:21am
Mr.Person Mar 11, 2017 @ 7:14pm 
I kind of figured there was some BS like that going on, wonder why they made it like that to begin with
morpheus Mar 12, 2017 @ 1:22am 
though i have no idea what the contrast multipliers mean
Obi Wan Kenobi May 6, 2017 @ 11:17pm 
I seem to have the opposite effect if anyone can help no matter what difficulty i put it on when I play as the republic it is too easy to win and defeat the cis but as the cis I actually face a challenge to win or even just survive. I really would like it as the other way around if anything .Any help is appreciated. Like in Battles they dont even move just defend when I come to attack and its the same in gc they don't try to attack any of my planets.
Shoresy Nov 12, 2017 @ 5:35am 
I think, as the Republic, the best thing to do is go full communist and sieze the means of production. Go insane trying to find out what planets are best, and create campaigns to fight them there.
Captainrex717 Jan 19, 2018 @ 11:19am 
Originally posted by Steevo:
I have been struggling with the galactic conquest campain named the outer rims for a week on easy mode, It's all quiet to around the 15th day when I get attacked from all over the place. I admit it, I suck at this game.
Any tips you guys can give me? I usually play as the republic.


Guys. i know the way to easily beat GC in republic at war as either faction without much trouble. I've done it many times on all difficulties, and the only part that's hard is just being patient while the AI attacks nonestop. I KNOW HOW.
morpheus Jan 19, 2018 @ 5:49pm 
thats nice for you, but not helpful for others
Sable Winters Jan 19, 2018 @ 6:41pm 
how to beat the CIS as the republic: Take over mygeeto. that easy.
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Date Posted: Feb 1, 2014 @ 9:58am
Posts: 72