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With the number of units available having a good/bad screen is very useful to get a rough idea of how to best use them. Especially considering the descriptions are almost entirely lore. It doesn't have to be super specific but now there is almost nothing nudging you in the right direction.
But my main issue is the lack of visual direction. Good visual design means you should be able to know how a unit will be just from it's appearance. The CR-90 looks fast with that massive bank of engines and the MC-80 looks bulky with it's rounded appearance. voluminous ships should have more fighter/bomber squadrons and sharper ships should have more weapons.
I'm playing as CIS, and whenever I have a space battle, my fighters participating in that battle won't come back afterward not even in subsequent battles at different planets. They spawn once, but after that, they don't appear at all.
Does anyone have a solution for this?
although I wish the mission log didnt take me to the planet automatically, that was a bother, but everything else on this mod is amazing!!
Alternatively, complete any other story missions that might be ongoing.
It will not be ARF Troopers.
It's like preferring early CnC games over something like Battlefleet gothic or the entire genre of stuff based on IRL military assets beyond vague notions of 'tank' 'apc'.
The good/bad screen comment and like of vanilla is what really shows that - they're interested in a rock/paper/scissors setup, not fleet-building or math interactions.
Known Galaxy evens the playing field for a better 1v1v1 Experience.
The acclemator should only be a carrier and the Dreadnought should only be a gun ship. This works well with their designs and even the Venator being somewhat inbetween with it being longer than the Acclemator but wider than the dreadnought. In a game you want unit's who's visual design communicates their role clearly to the player.
Tips?
I have try a GC Scenario.
And what can i say?
A amazing piece of work.
The entire UI is different to the original.
And maaaany new Units!
It looks so damn good at all.
One Thing i become my own problems.
That is the GC Map in a bigger scenario...
Its huge...veery huge.
I learn the new units, and combine Fleets,
and in the same time the AI overhelmed me
in Corellia. So i search the system,
and the next getting attacks.
Way to much and to fast for me.
I need a tactical view from more
far perspektive to overlook all the systems
and to react faster. 😅
Like i say, its a own Problem. ^^
i will try the smaler Scenarios and
in most time i play skrimish. 😋
Ah and the Game crashs shortly after the Fall of Corellia. XD
And the Text?
I guess the reason is my german version.
The textfiles is make vor the english version of course.
I will change now the Steam bibliothek settings
and than must be come a EAWpatch for that...
i hope so
The First: The entire game crashs after i wil load a GC Szenario.
The Second: No readable scenario description.
Only the file name and a warning.
I try a complete reinstall of this mod.
Maybe it works after that.
Does somebody know what do I have to do or which file do I have to edit to be able to make Republic Capital Ships? Help
A thing the original game did fairly well is communicate role via design and this mod just totally abandons that.
Dreadnoughts are similar, though unless you're playing era 1 Republic you're only going to see a single version of these buildable at any time. The Heavy Cruiser variant with ions.
The main faction rosters are already heavily curated. There is some role overlap but that just means you have options depending on preference and need.
As an example combat Peltas might fill the same anti-fighter role as CR90s but the CR90 has greater range on its PD and weapons. Its lower pop costs means CR90s are better when what you need is coverage. In comparison the Pelta also carries turbolasers and is much more durable which means it can stand in the line of battle and contribute against ships while the CR90 is less able to do so.
Like the healing, there are 2 ships that do that and it should be only 1 and one with a very distinct design to make it stand out. You have have 2 variations of both the draughtnought and the acclemator which I feel is completely redundant.
The original game was quite good in having a diverse yet small arsenal of ships that all looked distinct from each other. It feels like the mod is trying to cram in as many references as possible rather than having intuitive design.
Another thing that would help is if the bombers were standardized and the one-offs were done away with. On top of that the bombers should be given a different ability than the fighters so that they automatically appear in a separate window. It was already annoying in the original that the X-wing and the B-wing had the same ability making them appear together. But this is worse with all of them having the hunt ability.