STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Awakening of the Rebellion 2.11.9: Jump To Hyperspace
Falconer Jul 1, 2023 @ 1:57pm
Ok, what am I doing wrong?
So I have been trying to wrap my head around this mod for the better part of a week now, yet no matter what I do it just seems so horribly unbalanced. Playing as the rebels and managing to barely scrape together something resembling a fleet.

Attacking any imperial held world all my ships seem to just melt the instant the enemy appears on the screen. I get im supposed to have a numerical superiority but the enemy garrison fleets seem to be borderline infinite and always somehow perfect to counter any of my ships.

Ship casualties are always horrendous compared to the enemy even when I manage to win despite following all the guides and tips I could find. What the hell am I doing wrong????
Last edited by Falconer; Jul 1, 2023 @ 1:59pm
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Showing 1-15 of 15 comments
Everlaster1138 Jul 5, 2023 @ 3:47am 
I have a couple of tips that might help (in no particular order):

-Keep your ships together, with the tankiest ships in front.
An isolated ship is as good as dead.

-Dreadnoughts are great at absorbing damage, but don't do much damage to enemy ships.

-Don't call in your ships too close to enemy ships/space stations.
In this mod, most of your ships will have their shields down when being dropped in as a reinforcement.

-Always scout ahead before attacking.
Parking a stealth unit above a planet will reveal anything in orbit. A few of your heroes will also reveal any units and buildings on the ground.

-Torpedoes penetrate shields, and can be very dangerous.
You have a few ships with an ability that jams missiles, one of my favorites being the Nebulon B. Make sure to keep them near your tanky frontline ships, as the area of effect is somewhat small.

-Pause battles so that you can properly group your units and plan out attacks.

-Try to break up enemy fleets.
Use natural terrain, such as asteroids, nebulas, gas clouds, etc, to your advantage. You can also use a lone fighter squadron to lure enemy fleets from their defensive positions.

-Read up on the strengths and weaknesses of your units.
This mod has a very rock-paper-scissors like approach, and using the correct unit for the job is essential to achieving victory with minimal losses.

I'll add more stuff if I can think of anything. Sorry if any of the text is confusing, and for the bad layout.
SevTheHunter321 Jul 6, 2023 @ 10:29am 
@Everlaster1138
Technically speaking, this mod isn't adding anything new with the hyperspacing your forces in as that was a vanilla mechanic. In the base game, there is a hyperspace debuff that you will recieve a larger amount of damage when you jump in. So your shields aren't down just weaker.

And the shield pentration is also a vanilla mechanic.

Both things you mentioned are always something to keep in mind, but just wanted to say that it is just normal gameplay with those two.
Last edited by SevTheHunter321; Jul 6, 2023 @ 10:51am
Everlaster1138 Jul 6, 2023 @ 2:36pm 
Originally posted by SevTheHunter321:
@Everlaster1138
Technically speaking, this mod isn't adding anything new with the hyperspacing your forces in as that was a vanilla mechanic. In the base game, there is a hyperspace debuff that you will recieve a larger amount of damage when you jump in. So your shields aren't down just weaker.

And the shield pentration is also a vanilla mechanic.

Both things you mentioned are always something to keep in mind, but just wanted to say that it is just normal gameplay with those two.

My bad, and thanks for the correction. I usually play Thrawn's Revenge and Fall of the Republic, which remove those features. It's been a while since I played vanilla.
Last edited by Everlaster1138; Jul 6, 2023 @ 2:38pm
SevTheHunter321 Jul 6, 2023 @ 3:56pm 
Originally posted by Everlaster1138:
Originally posted by SevTheHunter321:
@Everlaster1138
Technically speaking, this mod isn't adding anything new with the hyperspacing your forces in as that was a vanilla mechanic. In the base game, there is a hyperspace debuff that you will recieve a larger amount of damage when you jump in. So your shields aren't down just weaker.

And the shield pentration is also a vanilla mechanic.

Both things you mentioned are always something to keep in mind, but just wanted to say that it is just normal gameplay with those two.

My bad, and thanks for the correction. I usually play Thrawn's Revenge and Fall of the Republic, which remove those features. It's been a while since I played vanilla.


No worries, your tips are pretty good and sometimes people need a reminder of those mechanics in case they played one of the other mods first/a long time.
Falconer Jul 6, 2023 @ 4:16pm 
Originally posted by Everlaster1138:
I have a couple of tips that might help (in no particular order):

-Keep your ships together, with the tankiest ships in front.
An isolated ship is as good as dead.

-Dreadnoughts are great at absorbing damage, but don't do much damage to enemy ships.

-Don't call in your ships too close to enemy ships/space stations.
In this mod, most of your ships will have their shields down when being dropped in as a reinforcement.

-Always scout ahead before attacking.
Parking a stealth unit above a planet will reveal anything in orbit. A few of your heroes will also reveal any units and buildings on the ground.

-Torpedoes penetrate shields, and can be very dangerous.
You have a few ships with an ability that jams missiles, one of my favorites being the Nebulon B. Make sure to keep them near your tanky frontline ships, as the area of effect is somewhat small.

-Pause battles so that you can properly group your units and plan out attacks.

-Try to break up enemy fleets.
Use natural terrain, such as asteroids, nebulas, gas clouds, etc, to your advantage. You can also use a lone fighter squadron to lure enemy fleets from their defensive positions.

-Read up on the strengths and weaknesses of your units.
This mod has a very rock-paper-scissors like approach, and using the correct unit for the job is essential to achieving victory with minimal losses.

I'll add more stuff if I can think of anything. Sorry if any of the text is confusing, and for the bad layout.

Thank you for taking the time to do this, however, these are all things that are in various toturials and guides that still seem to do nothing to help actually doing well. My units still melt in the face of any resistance stiffer than a gentle summers breeze.
Everlaster1138 Jul 6, 2023 @ 7:11pm 
Sorry I couldn't be of much help. If you don't mind me asking, what are your fleets composed of, and what enemy ships are giving you the most trouble?
Falconer Jul 6, 2023 @ 7:47pm 
Originally posted by Everlaster1138:
Sorry I couldn't be of much help. If you don't mind me asking, what are your fleets composed of, and what enemy ships are giving you the most trouble?

I usually dont get very far, so my fleets are mostly the weird hodge podge of what you start with.
The biggest problem seems to be the enemy always having a horde of fighters and bombers while I struggle greatly to keep up.

Managed to get far enough to finis the Mon Cala story Mission. Maybe things are looking up. Even managed to send Vaders ISD running over Manaan. Still greatly struggle with the fighter and bomber ratios. Mine seems to get slaughtered while the enemy has an endless supply.
SevTheHunter321 Jul 6, 2023 @ 9:23pm 
To deal with the fighters and bombers, you can try to get more Braha'toks and Corellian corvettes. That should give a good fighter screen. Also, try not to engage fighters over the enemy ships or near their stations as your fighters can get debuffed from the weapons. Instead, try to draw their fighters to over your fleet to take advantage of debuffing them.

Nebulan-B's are great for diverting missiles with their jamming abilities. That'll help against bombers and figthers.

The cheaper fighters you can build aren't too great, in my opinion without support. So, they may not be ideal to try and spam if you don't have the support fleet.

Dreadnoughts are important for soaking up the damage from the larger ships, but you will still lose one or so each battle (with Garm's Katana Fleet though, you have at least an unlimited supply of dreadnoughts in the south as long as you keep him alive. 2 free per battle though.)

Keep in mind that you won't necessarily be able to keep every starting world. Try to utilize the benefits of the economy planets like Bespin as it'll get you a solid income. Most planets only need an outpost to stop the backdoor raids, so you don't need to fully build them up.

Also, what difficulty are you playing on? If you aren't playing on the lowest one, then it may be worth starting there first.

Hopefully some of that can help you out.
Everlaster1138 Jul 6, 2023 @ 9:34pm 
The fighter hordes are a constant threat that only gets worse as your enemies tech up, and have the potential to wreak havoc on your fleets. Here's a few tips for dealing with them:

-Try to lure the fighter swarms over your fleet, rather than sending your squadrons out to fight out over empty space. Avoid starfighter battles over enemy ships.

-Bulk cruisers, CR90 corvettes, Braha'tok-class gunships, and any other ships with laser cannons are designed primarily to whittle down fighter/bomber squadrons. The Bulk cruisers and Braha'toks also have countermeasures against enemy torpedoes. Spread them across your fleet, but keep them out of the line of fire from enemy ships.

-The Rebels have access to some of the best starfighters in the game. The X-wing in particular is an excellent fighter, and can also double as a light bomber. You will need a starfighter/corvette shipyard to produce most of the higher quality fighter/bomber squadrons.

-Target the bombers. Keep them away from your capital ships.

-Make sure to keep your fighters/bombers away from enemy anti-starfighter ships, especially lancers.

It's also important to note that you'll need to micro your fighters a lot, as they have a tendency to run off on their own and get killed. Try to keep them together and nearby/over your ships.
Last edited by Everlaster1138; Jul 6, 2023 @ 9:43pm
Stormyy Jul 20, 2023 @ 2:21pm 
My capitals just melt like butter left under hot sun and my fighters are also terribly weak even if I keep them close to the fleet, I get you man we're on the same boat.

Was starting to do well on a save and then boom crash in the middle of a ground battle, lost everything in that save, gotta love it
Last edited by Stormyy; Jul 21, 2023 @ 7:46am
'Jin Jul 21, 2023 @ 8:40am 
I sure love fighting the Victory 1 and losing my 14000+ credits capital ship
Falconer Jul 21, 2023 @ 1:19pm 
Originally posted by 'Jin よぞら:
I sure love fighting the Victory 1 and losing my 14000+ credits capital ship
Ah yes, the Victory Class. Or the: "How I learned to love the Nebulon B" Class.
Jam them into the freaking sun.
Falconer Jul 21, 2023 @ 1:24pm 
Originally posted by Stormyy:
My capitals just melt like butter left under hot sun and my fighters are also terribly weak even if I keep them close to the fleet, I get you man we're on the same boat.

Was starting to do well on a save and then boom crash in the middle of a ground battle, lost everything in that save, gotta love it

From what I have learned from bashing my head against the wall for a while now, send some CR90s in with your fighter swarm.

Watch out for the enemy equivalent of the CR90 (or any ship with the "Screener" tag)

I cant say I have seen many problem with capital ships. But then again the fleet cap in battles is so miniscule that almost no Capital ships are worth the effort of bringing in. Something I hope is rectified in future updates. Capital ships should be critical, not an afterthought.
Lord Of Pain Jul 22, 2023 @ 11:16am 
u can definitely bring in 1-2 capitals in ur battle line up and support it well with the 220 pop cap. If you really want u can bring more capitals but this will reduce ur support. I havent had any issues building my fleets as any faction
Hollex Aug 16, 2023 @ 10:26am 
The rebels are a difficult faction to start with in this mod and I would recommend you start playing a campaign with the empire.

The Rebels have some of the best fighters in the game and their capital ships are pretty decent but the Rebels are lacking in numbers. Until you can recruit Qasars and they can have decent aircraft carriers they will always lose out by numbers to the empire and the black sun.

But if you want to play with rebels, I'll give you a couple of tips for the early game and help you tu unlock the quasar tech.

  1. Sell ​​all the defensive structures of the core planets (Hoth, Mon Cala)
  2. Colonize Bespin quickly (If neutral) and put the basic station and rebel camp.
  3. Build minimun 2 Rebel Emisary and send to Aargau and Coruscat to get more Money
  4. Build ground defenses on Manaan and Onderon (Power Generator, Shield generator and Turbolasers) including some vehicles from Kashyyyk and Umbara. But do not reinforce the space early game is a lost game.
  5. In Hoth start to build 20 X-Wing and 10 Y-wing (and 5 U-wing if you have Figthter Tech LvL 1)
  6. Build Manufacture bases on safe words (Anoat, Mustafar, Mygeeto and Bastion)
  7. (Opcional and best when is corrupted) Build Tibana Gas refineries on Bespin and Yavin)
  8. Use the figthers to attack Sullust and destroy the Garrison Space station before retreat (You need to lure out the garrison before attack the station)
  9. Clean the space over sullust (after the fisrt strike) and conquer the surface (Is a hard ground battle)
  10. Repeat the same tactic in Eriau (but is even harder) and after that you will get Malastare and Naboo free.

If you manage to do those steps you will be in a more comfortable position to play with the rebels. This works for me on hard dificulty.
Last edited by Hollex; Aug 16, 2023 @ 10:31am
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