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On corruption, it lowers cost because gameplay wise that gives you a dilemma where you might actually want to leave corruption there in some cases, rather than always getting rid of it. Lore wise, sometimes paying a corrupt individual can get you things cheaper, because they won't hesitate to break laws and cut corners in order to deliver and to distract you from their other illegal activity. The 'missing cash' is coming from the black market, piracy, etc. that they're running..
@Lt. Aldo Raine, we might get round to it one day.
@matthewbball20, glad you're a fan!
@ShadowMoon and others, please make detailled bug reports if you experience crashes. Just saying here that it crashed is useless.
@oakinnusotu, the update will be sometime next year.
Thankyou for reading :)
STEAMMOD=3476896655 STEAMMOD=1397421866 are what I was running, all fine running for over 400 weeks so definitely work together lol
That the 3 planet start is semi-random. Cause if you start with all 3 planets close together you can so easily steamroll everything it's really unfair.
I need to emphasize I do love the mod, tho only tried it first recently. And will most assuredly play the Clone Wars one as well after this. There is a lot of good work done here, I just found the one thing right away that made me flip the table.
I just cba to spend a 3rd time of 20 minutes with 1fps and redoing my whole fleet to some cheesier build when I already own 2/3 of the galaxy. Maybe in another playthrough.
And for the record, I cant recall that toggle-able ability on Green Leader, but I have read others had issues seeing that as well.
I've tried this battle twice. Im not gonna try for a third time and lose hundreds of points worth of ships and hope I can get Green leader somehow to destroy the Executor meanwhile watching a comic.
Guess I'll stick to playing the New Republic in Thrawn's Revenge.
Overall fun mod, I love it in many aspects, but I really wish there was a skip for this. Like 'bring the stealth heroes and 300 or 500 points worth or whatever fleet to Endor'. Then you can proceed into New Republic tech era. Just a suggestion.
(p3 cuz tldr)
Fifth. Thus sending Ackbar into the literal line of fire via the objective, then expecting him to scurry off with that giant, slow ship is really painful, too.
You can have 100 fighter squadrons or 30 frigates, whatever, but the destroyers will still seem to focus down Ackbar no matter what. Thus ending Executor should be done quick and fast, but I literally couldnt do it at all.
(p2 cuz tldr)
But the Battle of Endor for the Rebellion was one of my most horrible mod experiences ever. First off, there is no indication whatsoever that you need a gigantic fleet for this - I was just fine so far in prievous story missions without going overkill.
Second. I saw mentioned somewhere and I agree that if you bring - and lose a giant fleet here, that will hurt your overall galaxy progress. Second, if you can get such a fleet together, youre probably not needing this mission to conquer the galaxy anyway.
Third. The Death Star firing about every 20 seconds, or thats how it feels like, destroying a capital ship is kinda BS not gonna lie. Especially when those things cost so much time and credit-wise.
Please submit bug reports in the pinned thread for any issues you find.
Next update will be next year.
Running into an issue with my infantry models not being able to use their flamethrowers. For example Black Sun Infilitrators not using their weapons; not cloaked or anything else. For Rebellion the Bothan Infiltrators also are not using their flamers. But oddly, Mandalorian infantry and Black Sun Flamer Tanks are fine.
@Reverend Falsetto, It's not broken, what assassin are you using and what are you trying to kill? Generic assassins can't take out major heroes if that's what you're doing?
@Legion, we plan to make some changes in our next major update, I can't share the details yet. In the meantime, the intention is that you keep switching techs, so for example change to Zann once you're used Xixor to build a great economy.
What strategic value does it have? I don't recall anything it does on the galactic map. EAWX does have the ground-to-space weapon do damage to hostile ships in orbit. Does this one have something like that?
@S.C.P | REIU-IV "Meg" and Rayzer414, we do not support mulitplayer or skirmish.
@Wilmfe23, we are balanced very differently to other mods, especially to EAWX. Defences have a ton of strategic value. See if you have the same view once you've become experienced with the mod.
@Zany Jumper, of course, you can just buy more in the usual way for your faction.
I don't think they would be OP. Like I said another mod already does this and they aren't OP at all. They are niche by default because they don't have any strategic value, only tactical value. Also the opportunity cost for it is high as building slots are valuable and if there isn't anything of significant value on the planet the enemy will just bypass the defenses.
So you would only make ground defenses on planets where you have other things you much rather build there.