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I'd just add that all the stats are based on AotR, so something like a dreadnaught hasn't got any weaker, and should be much stronger since damage outputs tend to be lower. Some other ships in the early game do feel fragile, but to an extent we want that, to illustrate that these are barely proper warships in some cases, and to encourage you to tech up further. Lucrehulk rings are supposed to be scary early game.
I'm glad you feel positively overall. Ultimately, this is just a first release and we're bound to make adjustments down the line or to find bugs that need fixing. The aim right now is to have built a solid base to expand from.
1) I really enjoy the Diplomacy mechanic within the game. Makes me feel like I'm in the clone wars series. Trying to negotiate different system to join the republics cause.
2} Early game it's tough to get going with fleets and different key planets are behind enemy lines. Not unwelcome though I enjoy the challenge of trying to get forces over there to give support. The armies for the republic are very enjoyable. I like the different clone legions and what they each bring to the table. RP is amazing when working with them all. Especially bringing Obi Wan with the 212th and gives them a bonus wonderful idea. I also like the different administrators giving a variety of different play styles. Like having kamino using the Burtoni or Na la se to help productions of Clones, Legions, Commandos etc...
3) Space is balanced in my opinion at first the republic is weak at first. However when I got to the Valiant I was able to push the CIS back. I like the varity just like in AOTR every ship has a role, making it easy and fun setting up fleets with what I need. Ion, brawlers, capital, screeners. Awesome that feature got back in AOTCW!
4) I also love the feature sending Padme to hutt controlled worlds to get free passage through thier blockade. Again very Clone wars feel with that.
In the end I'm enjoying the mod very much so. I like the feel design, mechanics, and sounds of the mod. I would still love in the future a 1, 2 or 3 planet start gives me the sense that my back is to the wall. I have to use all the intellect I have to push to nearby systems to gain more stability in the war effort. Thank you to all the devs that made this mod possible.. Look forward to amazing updates that i'm sure is already in the making.
Im not sure how people feel about the regular galactic conquest ui, but having a ui for it similar to thrawns revenge or similar mods would look less cluttered and much cleaner.
Alrighty, so I am about 60 weeks in now and things are just getting better and better. Following my first impressions this will be broken into categories:
GC: The economy while slow at first really ramps up at least for the Republic once you build a few mines, freighters and other such income buildings/stations. Gotten up to 10k income by week 30 and that's only increasing as I build up more and begin to snowball.
I have noticed the A.I seems a little passive at least on normal, I have upped the difficulty to Hard to see if the CIS will actually start attacking me in strength. It's just been me on the attack for the duration of the campaign except for one very weak attack from an isolated world.
Space: Having had more time to get proper fleet compositions put together things are starting to feel better overall. Having four dreadnoughts broadside tanking early Sepi fire while three Star Destroyers lay down supporting fire and melt targets feels good. Throw in a few Acclamator for back line support and the CIS melts trying to breakthrough the line of fire.
Ground: Now that I have proper armored forces ground battles have sped up significantly although movement as a whole feels a little slower compared to AOTR. I don't know if it's just due to the size of the maps or because I took a month long break from EAW as a whole. I have also noticed that seemingly none of the few jedi I have thrown into battle are able to really do much against vehicles other than hit them with their light sabres. The jedi in question being Obi Wan, Anakin, and Mace Wendu.
The maps are amazing, Munnilist in particular was an incredible experience to fight on compared to how it is in AOTR. I feel like the clone legion cap could be increased to maybe 20 or 25 as 15 feels a little too restrictive if I want to have more than two consolidated legions on the board. The only other complaint I really have with ground is the lack of medic's and healing from infantry squads like what we would get in AOTR.
Overall this mod is just amazing. I am so far still bug and crash free which is impressive for a first release.
When i saw the upload from XPGamers i was surprized and ofc subbed to the mod and started playing.
My first playthrough was with the Republic and was used to how op the vader palpie and 2 inq combo was and i saw all the jedi and i thought who needs an army , well they are much more down to earth which is good.
Fleet combat seems fine no super op ship , is it just me or you managed to make the ships which are present in AotR as well feel more powerful here? because they arent as old in this era? If so its a great idea.
The new mechanics are always welcome , i enjoy depth in games like this.
Specially things like heroes becoming more powerfull over time , great addition.
This is a style of mod i would love to see in Stellaris as well.
I reached the attack on Coruscant with my Republic gamepl;ay , finished Act 5 The planet turned neutral , but nothing happened , no Act 6 no new mission is it a bug or i need a certain combo of fleet to aproach it?
Tried Obi Anakin and fleet with or without the Mandator nothing works as of yet.
All in all this was a great Christmass gift to us all , have a plesent Christmass u guys as well.
PROS.
- The mod is stable and doesn't crash for me at all, though there is some minor slow down when things are loading in, this to be expected of course but it's more slowdown than in AOTR.
- Beautifully done galaxy map that is very lore accurately. I love how the CIS has fortress worlds in the core with powerful Lucrehulk Droid Control Ships hidden from the main fleets in the Outer Rim.
- Diplomacy works very well, I've not had any issues with it and it seems to function as intended.
- CIS and Republic ships are well thought out, the ships are balanced considering the lore and the technological upgrades you acquire in the late game.
- Challenging start for both the CIS and Republic, causes you to think a lot about what regions of the galaxy you want to lockdown first. This aids replayability.
- Ground maps that you've added in are very well done, especially maps like Muunilinst and Ryloth.
- The campaign is not over in 2 hours and you actually feel like your in the Clone Wars. A big problem I have with Republic at War or Fall of the Republic it that everything is over so quickly if you known what you're doing.
CONS.
- The CIS campaign is definitely bugged, ACT 2 doesn't trigger.
- Republic A.I throws away their acclamators a lot.
- Sith and Jedi die too easily in this mod, I appreciate what you're trying to do but this basically means I never use them in combat. Also some aren't really lore friendly (like Count Dooku being a 'novice blocker'). This is difficult to balance because I like how you can't just tank an army with force users now but I think you've made them a bit too weak. General Grievous especially needs a buff to his ability to block blasters, he does have four lightsabers afterall.
- Not sure how balanced the financial aspects of the campaign is. The Republic seems to get more access to buildings that have financial benefits? I'll have to play more Republic to investigate this (I know some CIS stuff is locked behind tech levels).
- This isn't really a con, but there are some leftovers from AOTR like when the Republic research a technology it says 'the Empire had upgraded their technology' or whatever. I assume it's early days and you'll change this.
The second thing is more of an observation. It may be my imagination, but it feels like the 3 party factions (mainly purple) in battles (more-so space battles) tends to preferentially target the player.
Overall though, loving the mod so far.
I love the fortress worlds in the core, too. It's great risk vs. reward on the tech bonuses for the Techno Union and Trade Federation. Also, I love defending on the ground with Ord Mantell's combat cash.
The Republic is rich and inexperienced thanks to the Ruusan Reformation. And I can look past them being wasteful when they're being led by formerly peaceful warrior-monks with no tactical training (in most cases).
Jedi die in droves in lore and the named ones are mostly resurrectable. Maybe CIS heroes do need a buff, not sure yet. There are very few sith (sadly lore accurate).
I do think it makes sense that Dooku doesn't block well given that he is a master of the Makashi lightsaber form which usually gives negative modifiers to blaster bolt deflection in other games. He's a master of dueling Jedi, not deflecting walls of blaster fire. I don't think that his "novice blocker" affects lightsaber dueling.
It makes sense that General Grievous can't block as well because he doesn't have the force. In legends, he can't block effectively. Disney material might have him blocking blaster fire more often but he still doesn't have precognition on his side.
The CIS has some promising financial options and all of their units are absurdly cheap to boot. Mines, cantinas, pop 10 freighters from the Trade Federation, Banking Clan debt collectors/banks, and Commerce Guild Space Mines/Commerce Stations stack up $$$. It's like playing the Empire but with those Alliance money units and better space stations. Time will tell if I'm right but this seems insane from my first impression.
Even elite ARC have been nuked by them)