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Problem with infantry though....it's weak to hit and run vehicle attacks and artillery so it really isn't all that OP. Zinj deserves at least one decent vehicle vs vehicle tank imo, if it's just AT-AT or A6 juggernaut.
Most of the problems I have in this mod will probably be addressed in the next update, but one that I would like to see fixed is the planetary cannon. I don't like that ships that take ages to build can be destroyed in seconds, even after I won the space battle.
I find that planetary cannons are even somewhat underpowered and i had absolutely no problems whatsoever with ai using them. They rarely build them and combat is mostly over before HV cannon can fire for a second time.
Also, a planetary cannon takes 5 shots do destroy a star destroyer. And even 3 shots do destroy a victory 1. So by no means they can destroy a ship in seconds. Anything smaller than an Acclamotor (which still takes 2 shots) is a waste of shot anyway because it takes ages to land and you can easily dodge with smaller ships anyway.
I use HV cannon to cheese SSD's. I kite them with small corvettes, jumping them in and out while firing with HV's. A single SSD takes (yes i have calculated) 52 shots from a HV cannon. which takes somewhere around 20 minutes in a sped-up game. Which is only time consuming.
There are certain things that some people have problems with that are idiosyncrasies of EAWX mods and probably will not be changed. Like bomb/missiles not penetrating shields or the inability to build individual fighter squadrons.
One of the big changes next version is the decoupling of the era system from Imperial regimes, which means you are no longer forced to switch leaders as the Imperial Remnant if you don't want to, which is a good a change and one I definitely support.
While it's certainly indev Corey does have playthroughs of FOTR 1.3/TR 3.3 on his youtube channel which may give you an idea of what changes are being made and if the things you don't like remain the way they are.
As for Ground to Space Weapons... On the campaign map you get a free week before it starts destroying ships in orbit. More specifically, if for example you arrive at the very end of the week next week will be safe and the week after that you will start losing ships. Long enough to start an invasion or leave if you so desire. If you just want to deny them the station, you can just come back in a few weeks time to knock over their sandcastles again.
In battle I honestly don't see the problem? HVG already can't destroy most ships instantly and with the amount of HP many ships have they aren't destroying hard points in a single shot either (maybe if RNG favors them and multiple shots from the same volley hit the same hard point but that is uncommon). You can deploy a ship to tank shots for the rest of the fleet and support it with tenders, and while healing ships with hard points is sorta scattershot it does improve overall longevity.
Typically what I'll do is deploy something like an Allegiance/Praetor/Home One/Altor/Bulwark to take the first volley and then deploy the rest of the fleet, unless the planet is absurdly stacked they probably won't get off more than 1 or 2 more volleys due to reload times.
As for the Ion Cannon it certainly is overall more dangerous but shields do regenerate and you can pull ships out of the main line of battle to let them do that.
About that hypervelocity gun thing, I was mainly talking about what it does after a battle, I don't mind what happens in a battle. Also I'm not sure about you but the AI for me deploys HPV guns on every single planet they can deploy it on.
HV Guns and Ion Cannons shooting ships from orbit is intended, it's meant to stop the player from simply taking the space above a planet and moving on without taking the planet itself, leaving just a corvette in orbit that prevents the AI from building its space defenses back up. That used to be a powerful tactic, especially if you had powerful space forces, but weaker ground forces.
The ship loss always happens at the end of each week, and you will always lose the ship of the lowest pop cap. So if, in a fleet, you had an SSD, Capital Ships, Carriers, and Corvettes, you will lose one Corvette at the end of the week. Though this won't happen on the week that the ships arrived at the planet, so if the week ends right as you arrive you won't lose any ships. It only happens at the end of each week after the week those units arrived over the planet.
As for the AI spamming ships, that's a difficult issue to solve. The AI will always try to do what it thinks is the most powerful, and what's most cost effective. Though there's some extent to which this can be controlled, factions like the Hapens and the Pentastar Alignment are programmed to play defensively, building up each planet they take before they attempt to take a new one. Controlling which unit the AI will purchase is more difficult to do.
This is compounded by the fact that, in each space battle, the smaller units will be the ones able to retreat the most. Either because they have the single-unit retreat ability that no large ship has, or just because they are low-priority targets compared to larger ships, and don't have targetable engines.
Plus, the AI will always have many more small shipyards than it does larger shipyards, and smaller units will always build faster, so even if the AI had infinite money there's always more small units being produced than there are larger units.
They've said the plans are to reduce the starting forces for each faction to encourage building up bases rather than running around with just your opening fleets. In that case a faction that gets an SSD early, before factions can consistently be building capital ships or even large fleets of small ships, could easily steamroll the space garrison forces of all their neighbors. Of course the AI isn't exactly mentally equipped to do this even if they might take a few planets more easily, but for a player it's a massive advantage.
I'm a little unsure about the change in general, since forming up the starting units and being as frugal with them as possible while expanding/holding choke points spending your credits on base building is generally my favorite way to play, and often leads me to using units I'd never normally build because they're all I have. Definitely there's the Empire mentality of just throwing big triangles at everything unless your resources are so low that you have no choice but to make do with what you've got.
I'd be interested to see how many people even progress past Thrawn/Dark Empire if they're not forced to do so. Or heck, even the Crimson Empire phase with all the financial bonuses, especially if DE is decoupled and you get to continue making the DE SSDs. After that there doesn't seem to currently be much reason to advance to a later era.
That might change with the inclusion of the Turbulent SD and later ship types for other factions outmoding the basic Star Destroyers I guess,
Whether you want to advance from DE to CE and etc. is for the player to decide of course. I'd suspect the team to give players enough of an incentive to at least consider doing so at least but what exactly remains to be seen.
It's not difficult at all though... Just dumping your fleet behind it and focusing engines makes the fight easy against both of the early warlord SSDs. Preferably you use your scout ship to separate it from it's support ships and ideally have it oriented so your ships don't need to turn to fire. Place your fleet right, so you don't have frail ships getting obliterated when it eventually gets a firing arc on you, and you can sink it without taking any losses with a little luck. If you're unlucky you're maybe losing just one of your starting capital ships.
Same deal with the Lucherhulks in fall of the republic, people get burned by not using a huge advantage they have over the AI and not understanding how to play against these ships firing arcs.