"They enemy builds depending on what you have" So thats why Rishi keeps getting his by fleets with like 3 Providences and like 50 Diamonds/Geonosian frigates
@@dylanram4653 not really, didn't even have a fleet permanently over Rishi. I kept the fleet in that area over Kamino and jumped it over whenever an attack was incoming
I get a pretty even mix of enemy ships, but that's because my fleet tends to be 3-4 full fleets deep and i tend to have one ship drop in to scout, then make my picks based on what the enemy has present. This is why my invasion fleet always has a hero fighter, because they are very tough and able to zip in and around enemy forces relatively unscathed, as well as being able to evade those forces once scouting is finished.
@@deanadams6185 Speeders are good, no hate to Shack but he just sends them alone in frontal charges against the entire enemy army, I prefer to use them as reaction forces.
You can use a speeder to lure them into attacking and have the Jedi just chase it around the map, made ventress do the same with cody for once so I could melt her with TX-130s
@General Tantor For one, I don’t think that OP was challenging you at all. He just stated that in his view, from the perspective of someone who grew up with the Clone Wars, he was completely satisfied with the mod. Not once did OP say that the mod was flawless. Secondly, it is very easy to know why bodies and wreckage stay always end up as submods instead of implemented into the main mods: stability issues. The base game was not made to deal with bodies and wreckage lying around, which makes the game more prone to crashes, especially in larger battles. Thus, it is always an optional submod.
whoa whoa whoa whoa whoa..... Am I the ONLY ONE that has a thousand hours in Empire at War and DIDN'T know that there are mods and people still playing today???!?!?!?
Interesting. I really played the Republic Campaign actually exactly as suggested in the last days. What I really love about this mod is, that you can roleplay the game pretty much completly and be fine. The way the starting forces and heroes are dislocated does even support this playstyle, which I personally really appreaciate. And everything runs suprisingly smooth so far, even with usually big fighter battles. I only had lag on one occasion, but that was the AI spaming C-9979 carriers in a disgusting way. Great Work!
Agreed, I pretty much play the battles, and the campaign overall, like it was an episode of TCW and it works just fine. When I started playing there were a lot of people bitching about how Venators are too weak and other stuff like that but... I don't see it honestly.
@@rhel373 yeah I play a heap of skirmish with my brother though I have started a campaign recently. I can see why people think the venator is weak, because they have an overinflated idea of what it can do as it's the main ship we see. In lore when we really see it go wild is when it uses the fighters in smart ways but many overlook that aspect. In mod it's still a beast capable of tackling anything the confederacy can throw at it up to balwarks or providences even without bomber support.
i have the same issue in republic at war. lucrehulk carriers are everywhere, always atleast 3, its fucking horrible. even the big ships cant defend against that amount of air fighters
Great explanation! I usually only play the CIS so this was a bit of an eye opener on how the other faction works. Putting images of the unit your explaining on the left screen is a great move.
I kinda held up on the core worlds and the kamino area and just built massive fortress worlds with massive fleets. Then slowly make my way out. Sure it takes a long time but it's so satisfying at the end.
Did you guys end up making a garrison only Mandator "Station" to represent the really early ones that were locked in to their sectors? Kuat's way of saying "You came to the wrong neighborhood motherclanker"
This, exactly. In terms of armament, health/shields, and price, the Venator and Victory I are only a small upgrade from the Acclamator variants. And I would argue that they should not be used as, or considered to be, capital ships. They're frigates.
@@MrJabbafett The Venator and Victory are to small and weak while the Praetor and Mandator are both in credits and fleet space too expensive. The Republic imo doesn't have any reliable main liners and if unbalanced it is interesting, I like it.
I've tried playing this admittedly on a pc that can barely run it, but its so hard to understand and get to grips with especially from a game that was simple. I love all the new units and buildings i just wish i could play it. If only we could have all this but with the simplicity of the original game. Great work on all of the work put into this. 👍
I've tried the game once so far, playing Confederacy in Hunt For The Malevolence. So far I'm struggling with getting anything going, but so far enjoying everything I see!
Do you plan to integrate an HK-47 or a scenario with him for the CIS? I'm asking because, in Legends, the separatists found HK-47 on Mustafar and created new HK droids. Also, it might be fun to have a story event where HK-47 takes over the CIS military and leads a droid revolution. In any case, these guides are a good idea! It's well explained and illustrated. I'm looking forward to the CIS one. Thanks for all the work you do!
Encouragement: A fine idea organic meatbag. It is so degrading see copies of myself commanded with such little finesse. I would relish the chance to show what proper direction of assassin droids would look like.
Excellent video and release EAWX. I'm already halfway into a Republic campaign and I've never enjoyed FotR as much as TR until now. With these tips I will probably start with the dreaded cruel button next playthrough!
I was hoping for a deeper explanation of the differences between building clone troopers and ARC troopers. Last I played they cost the same, so I figure ARCS are just more mobile while normal troopers have a higher combined health pool/DPS?
Comandos are wack vs vehicles they just have normal anti i f blaster and thr more damage longer range sniper. But are tanker have shields and heal. Come in 16 guys Arcs come in squads of 10 have waaaay more guns and gun variety (lmgs, rockets , flamethrowers and sprint) but aren't as tanky as the comandos. Normal clones.come.in i think groups fo forty have less guns per clone group but still have the basics of grenades rockets and heavier blasters in que squads and are harder to cripple from ambushes or anti inf units with their larger company size. Normal clone troopers are the bulk fo your forces the arcs ane comandos are specialized elite units to compliment, pound for pound better but they get outpaced by say landing 5 clone trooper companies vs 5 arc or comando groups . Same concept applies to B1 B2 vs droidekas or comando droids
My first time playing this game, i saw that trench was near kamino so i went full force in that region. Its been maybe 10 hours so far and im still trying to connect to my core worlds to get my massive fleet to have easier acces to other worlds. But half way through i found that i could build a flet cheaper at corosaunt but im still happy taking trench out pretty early on but need to find him again. I did get lucky at not having to encounter space doughnuts, maybe because im focused on the outrim
The guide helped, but sadly I am weak, I was playing on Capitan but unfortunately I was getting bombarded on all side and was losing my fleets across the Galaxy. All my planets where just becoming ground wars, and I couldn't get an fleets up without them being destroyed as soon as I placed them. So sadly I had to lower the difficulty just to give myself some breathing room for a bit. However, I still have these massive CIS fleets that the AI built all over my borders.
here's a couple tips that i've employed while playing on captain difficulty: 1. Use the pause button. a lot. if you don't give your enemy room to breathe, life gets easier with each liberated planet. 2. Unite your initial space units into powerful fleets and focus them on main directions. some routes are shorter than others, and there absolutely are key points from which one fleet can cover several directions. plus, this allows you to waltz through most enemy-controlled planets in the core sectors early on. 3. Always use fleet tenders with your main fleets, and always have ships in orbit while doing ground battles. for obvious reasons. 4. focus on the core worlds first, the inner perimeter is easier to protect.
Will a guide like this but talking about projectiles be on the horizon too? People often confuse the assault missile concs with the conc missiles for anti fighters and with the fighter carried ones I've noticed people get confused and get false perspectives with that
@@snugglecity3500 my best guess for something like that would be out ranging, were there Bulwark 1 or 2s, or both in enough number to be a problem? Sacrificial Acc2s and Venators to whittle down the kolivexes
From the unit card those NTBs look more like gunships than ARCs, interesting. Ah from the actual zoom in. Those are definitely still showing their ARC heritage but my god the're fatter than expected. Even have a double-belly.
Are missions bugged right now? I'm on week 128 and the only missions I have ever gotten were to stockpile 25k Credits and build two Golan I stations. The rewards are either two Acclamators or two Arquitens. So the only A6 Juggernaut I've ever seen was a CIS hero :(
13:22 Calling the anti-armor attachments underslung. God I *WISH* that the anti armor attachment was permanently underslung/side slung. Switching to it with its own animation in Republic Commando was terrible.
I get this takes time from actually doing the work on the mod itself (or Real-life stuff... even tho, its very existence is very disputed by all modding sages)... BUT, I wish every larger mod had this kind of overview. It is nice and dandy, but for casual players, it can be very daunting to learn it and for more experienced players having FOMO, for they do not know all the nuanced changes that are working on the "background" and are more impactful than something that is obvious on the surface... THANKS... Also, DEATH TO THE CORRUPTED REPUBLIC!! *eagerly waiting for CIS guide*
I was under the impression that heavy meant more power, although I guess it does but the firing rate is slower, so light turbolasers can dish out just as much damage in the same amount of time? just fire quicker, the main difference is accuracy, but then the reason you would get bigger ships with heavy turbolasers is because they have higher hull points, and a few shots from those are enough to deal with a ship with light turbolasers that's usually smaller
Don't think of it as a given weapon being stronger or weaker- they do different things. Heavier will do more damage per shot and have a longer range, but they have higher cooldowns and worse accuracy, so with that additional time between volleys, they become worse for killing small ships when paired with their worse accuracy, but also suffer less from hardpoint overkill.
One thing to improve for the AV-7 cannon comes from LEGO Star Wars 3: The Clone Wars. On the underside, the AV-7 has an anti-personnel gun that's useful against infantry. The Proton Cannon in that game also has it, so I'm wondering, is there a way to implement that feature to those vehicles in future updates? Even though that game is technically "non-canon".
28:23 I ended up investing small sums each cycle into mon-calimari's defense by building up a substantial fleet mainly because a jedi hero started there. I ended up building 3 invincibles, multiple carrier type acclimators, and bolstering the station there. So far, the AI has opted not to engage on that world, likely as even though they COULD take it, if they ever tried it would take a substantial force, and i'd know they pulled away from the front to do it allowing me to make an aggressive push in their moment of weakness. As such that world has lived in a state of mutually assured destruction with it's confederate neighbors. This has been the case deep into era 3 so newer better ships do exist, but invincible class dreadnaughts are a big enough threat gun wise that it doesn't matter that they are outdated, and enough anti-bomber support exists as to make sure they cannot be fighter-bomber rushed. It would take a massive combined assault to claim that world. My biggest issue this campaign has actually been population. I've run out multiple times, causing me to have to surrender some battles even though i had the credits and time to otherwise defend there.
That would mean either doubling the meshes in the files or doubling the number of unit variants in the mod and replacing every single unit. Neither of those is worth it- it's not like they immediately all turned grey in universe anyways, either.
@@CoreyLoses could it be that the existing Republic red becomes unbuildable and the Imperial grey becomes buildable? Not a replacement, like the clone phases? Just, instead of researching an upgrade, it becomes part of the order 66 code. It should be somewhat easy if the imperial gets it's own mesh and textures but carries over the rest of the stats.
I feel that i just cant zoom out enough during battles, at least space ones, it is very hard and painful to organize a large scale space battle like this tbh, i think is after 1.2 and in have some other mods, but i just cant fix this issue
gonna guess way more guns and damage types, with flames for organics and both heavy fast firing blasters and rockets, comandos have the good gun and the sniper one but thats too slow for massed enemies
Venators seem to function best as a replacement for the carrier Acclamator in later game fleets? I never rely on them to deal too much damage and especially don't use them to tank. They're squishy af.
10:26 so my question about the a.i adapting to counter your fleet is, say you build a metric shit ton of CR90's to protect your fleet, but still have a good number of tanky heavy hitters. is the a.i smart enough to adapt to that? or is it possible to build so many smaller vessels that the a.i overcompensates and doesnt have enough concentrated firepower to focus down capital ships? just a thought i had
The way they adapt involves contrasting power based on category masks for the ships. So a lot of corvettes means they will use more ships with the AntiCorvette mask, while high presence od capitals would favour AntiCapital
vsds light turbos are morea ccurate vs smaller ships vsd ones are the ebst at this even if corvettes snipe their missiles also gozantis and other gunshp types like the ones in thrawns revenge get one shot by missiles since the splash of one hit damages all 3
There are some units like Delta Squad and Jedi Aayla Secura, which have stealth buffs on the galactic map. Are their certain tactics that would be recommended using to use them to cause havoc behind enemy lines? I.E. raiding?
raiding is way too good as a concept so only a few heroes in the factions can do it. delta and ayyla are an amazing combo just watch out for anti infantry units like the staps fot aayla and even alrge infantry groups for delta. go on worlds with low buildings and take them, or raid a planet that has a big shipyard things like taht are really usefull with them
@@AaronGuest well, pretty much everything is moddable/changeable, especially things we actually added, except tons of hardcoded base game stuff, so yes
I have a hard time controlling the insane amounts of fighters and bombers the CIS gets. I had a battle in which I fielded a fleet containing 10 CR90s vs 2 Lucrehulks and some other ships and it still felt like I couldn't control the CIS spam
Think about how much population is being spent on something. 10 CR90s can deal with 2 Lucrehulks worth of fighters over time, but they can't get super close to the Lucrehulk without starting to die so they can't fire on everything immediately and that's only 10 pop cap. Meanwhile, a third of the pop cap of a Lucrehulk carrier comes from its fighters, and they have super deep reserves, so proportonally they're still spending way more on it than what you have for antifighter. Unless you're going very heavily into carriers yourself, 10 antifighter isn't going to (and shouldn't) be enough to counter the fighters of a fleet almost entirely made of carriers.
I STRONGLY dislike that the A6 is now so limited. I’m already iffy on the space station reworks and feel it’s less intuitive than the previous one, the resource facilities were “meh” too but I’m willing to give that time. But I really, really do think it would be better to not lock units out. Irregardless of balance, it reduces fun.
They were huge problems both for players using them and for when the AI would spam them. Nothing reduced fun more than getting to a planet that had broken the pop cap because of a stack of 2 pop ground units. For stations, which part is unintuitive? The levels being shifted up was something that brings station power in line with the pop cap compared to TR- it was too common to just have pretty masive station sieges that didn't scale very well with actual fleet sizes, and could make it way too easy to defend when paired with a GTS cannon. For the limits to number of defensive structures, there's not really any way around that without us never being able to add anything again. The second or third Golan tended to not impact battles very much,and we were never going to be able to add other structure types because there was not other way to limit structures per planet.
Maybe it’s just me, but I genuinely never encountered stacks of 2 pop cap units. Even playing on hard with cruel. Now, I don’t play ALL the time, but I played at least three campaigns on the last update and by the time I got ahold of large numbers of super units it was already functionally the end game. For me, they were a way to end the late game ground battles quickly without losing huge chunks of my army to auto resolve. As to the space stations, that’s probably purely a taste thing. But I very much did enjoy the previous layout. And yeah, it should be easy to defend when you invest 20 grand into a massive cannon and multiple stations. Kinda the same thing like with the super lasers on the dreadnoughts. They’re just too weak at this point, or at least feel like it. With the cool down on those big guns I never had a problem spamming light carriers in the corner of the map and swarming them, so the damage debuff seems a bit... needless.
Favorite mod by far but having a issue as the Confederacy in the mid game. All the build tabs except land disappear and make it unplayable. Reloading old save works but it makes progress really hard since it randomly happens. Does anyone know of a fix?
Hi, nice Video. I have a question to the multi-player mode. Is it possible to play campaigns against each other in the current version? I can't find maps to play together when I try to play a campaign.
Love the mod but just the map screen gets super laggy idk why. I play literally anything perfectly fine but get like 10 second freezes on the map screen
@@CoreyLoses Thanks that makes sense. Are Bespin and Mandalore not in the Era Progressive large map? Or am I just blind? (I saw they had Unique units)
So how do you get the different variants of starships? Is that an older version of this mod? I just got the newest mod of fall lf the republic and im not seeing starship variants
@kR-qj7rw watch the video, he goes on about different versions of the same ship, like for example, acclamator 1 carrier acclamator 1 assault, and then there is acclamator 2
@@countrydingus3252 oh that you don't have to do anything they are each individual units you don't build or modify anything Some are time based like the acc 2 Some units variantsaren't buildable usually for lore and unit bloat issues but can be given with other mechanics Some like fighter loseoutd just depends on what the carrier is and what era they are in but it isn't like an upgrade system I think the only on that works like that is the planetary defense force dreadnaughts you get from starting forces and missions as the republic is the only one that works that way it upgrades to a dreadnought carrier (not to b confused with the dreadnought heavy cruiser the normal unit that the republic can build ) Really it may look more complicated than it is tbh
Is this mod ment to be less serious then thrawns revenge? It seems like most units both republic and separatist have alot of joking quips when they talk
That's largely incidental. I think part of it is due to the fact that Thrawn's Revenge doesn't have as many custom voice lines, especially for its heroes, and then we can consider that Anakin and Obi-wan have always been very memey, and that the B1s were comic relief, with a part time job as cannon fodder, so it all borrows the tone of the dialogue in the movies and shows set in that era.
@@CoreyLoses well, that was worth a shot, but thanks. Before I forget- the AI Uses to Spam me with lucrehulks in both mods (atleast 3-6 when they attack) do you have any tips to get rid of them easily?
Probably never going to see this or you just might find it a bit redundant any plans on making art troopers unique units or will probably remain regulated to crew on at rts and speeders
Do you know if there is a percent chance to get the A6 juggernaut missions?, because all I get are arquitents and Acclamator assault variants even though it is helpful I’d like an a6 for some of my defense forces
missions are getting reworked next version this includes frequency, still will probably not have too many a6s since they are too strong and having more than 2 in any battle is almost a guaranteed win
"They enemy builds depending on what you have"
So thats why Rishi keeps getting his by fleets with like 3 Providences and like 50 Diamonds/Geonosian frigates
wtflmao, did u spam carriers?
@@dylanram4653 not really, didn't even have a fleet permanently over Rishi. I kept the fleet in that area over Kamino and jumped it over whenever an attack was incoming
@@PisternatorTV what kind of fleet was it?
I get a pretty even mix of enemy ships, but that's because my fleet tends to be 3-4 full fleets deep and i tend to have one ship drop in to scout, then make my picks based on what the enemy has present. This is why my invasion fleet always has a hero fighter, because they are very tough and able to zip in and around enemy forces relatively unscathed, as well as being able to evade those forces once scouting is finished.
For those who don’t know, speeders (from both factions) are hard counters for any Jedi/Sith
During captain Shacks Republic play through Obiwan dies in like 10 seconds to mass speeders xD
@@deanadams6185 shack :speeders are shit.
Shack campaign : hahaha stap kills obi brrrrrrrrrrr
@@deanadams6185 Speeders are good, no hate to Shack but he just sends them alone in frontal charges against the entire enemy army, I prefer to use them as reaction forces.
It's funny considering speeders are also what destroyed heroes in the newer battlefront 2 as well
You can use a speeder to lure them into attacking and have the Jedi just chase it around the map, made ventress do the same with cody for once so I could melt her with TX-130s
"I've been looking forward to this"
Twice the pride, double the fall.
As someone who grew up with The Clone Wars, I couldn't appreciate this mod more.
so true
Challenge accepted... 1 thing this mod lacks.... Bodies and Wreckage stay!!! lol!!!
@General Tantor For one, I don’t think that OP was challenging you at all. He just stated that in his view, from the perspective of someone who grew up with the Clone Wars, he was completely satisfied with the mod. Not once did OP say that the mod was flawless.
Secondly, it is very easy to know why bodies and wreckage stay always end up as submods instead of implemented into the main mods: stability issues. The base game was not made to deal with bodies and wreckage lying around, which makes the game more prone to crashes, especially in larger battles. Thus, it is always an optional submod.
@@grandstrategos1144 😎
I know it sounds wrong but it’s basically a Clone Wars fan’s wet dream 🤣🤣🤣
whoa whoa whoa whoa whoa..... Am I the ONLY ONE that has a thousand hours in Empire at War and DIDN'T know that there are mods and people still playing today???!?!?!?
It's a good mod, too. I'm waiting on Corey to do a hardcore cover for ground up single planet starts
Interesting. I really played the Republic Campaign actually exactly as suggested in the last days. What I really love about this mod is, that you can roleplay the game pretty much completly and be fine. The way the starting forces and heroes are dislocated does even support this playstyle, which I personally really appreaciate. And everything runs suprisingly smooth so far, even with usually big fighter battles. I only had lag on one occasion, but that was the AI spaming C-9979 carriers in a disgusting way. Great Work!
Agreed, I pretty much play the battles, and the campaign overall, like it was an episode of TCW and it works just fine. When I started playing there were a lot of people bitching about how Venators are too weak and other stuff like that but... I don't see it honestly.
@@rhel373 yeah I play a heap of skirmish with my brother though I have started a campaign recently. I can see why people think the venator is weak, because they have an overinflated idea of what it can do as it's the main ship we see. In lore when we really see it go wild is when it uses the fighters in smart ways but many overlook that aspect. In mod it's still a beast capable of tackling anything the confederacy can throw at it up to balwarks or providences even without bomber support.
Kinda funny, when i play any mod it’s completely smooth but with fotr it freezes my pc after 2 seconds
i have the same issue in republic at war. lucrehulk carriers are everywhere, always atleast 3, its fucking horrible. even the big ships cant defend against that amount of air fighters
I fought a 9979 stack with a 300 pop mod once. What a slideshow that was lol
I do quite like the choice between order 65 and order 66, and I do adore the trio of the imperator, the secutor and the tector.
Great explanation! I usually only play the CIS so this was a bit of an eye opener on how the other faction works. Putting images of the unit your explaining on the left screen is a great move.
I kinda held up on the core worlds and the kamino area and just built massive fortress worlds with massive fleets. Then slowly make my way out. Sure it takes a long time but it's so satisfying at the end.
"This is where the fun begins"
Huh, the AT-XT going extinct seems sad, they're a favorite of mine.
I’ve never even heard of this game or this mod but I’m and now sold on it
Did you guys end up making a garrison only Mandator "Station" to represent the really early ones that were locked in to their sectors? Kuat's way of saying "You came to the wrong neighborhood motherclanker"
Come to think of it, in a way Victories and Venators come as successors to the Assault and Carrier variants of the Acclamator.
This, exactly. In terms of armament, health/shields, and price, the Venator and Victory I are only a small upgrade from the Acclamator variants. And I would argue that they should not be used as, or considered to be, capital ships. They're frigates.
@@MrJabbafett The Venator and Victory are to small and weak while the Praetor and Mandator are both in credits and fleet space too expensive. The Republic imo doesn't have any reliable main liners and if unbalanced it is interesting, I like it.
“A surprise to be sure, but a welcome one”
I've tried playing this admittedly on a pc that can barely run it, but its so hard to understand and get to grips with especially from a game that was simple. I love all the new units and buildings i just wish i could play it. If only we could have all this but with the simplicity of the original game. Great work on all of the work put into this. 👍
Brokie
I've tried the game once so far, playing Confederacy in Hunt For The Malevolence. So far I'm struggling with getting anything going, but so far enjoying everything I see!
Great video. I am already excited for the other guides.
this game has my favorite space combat it feels like other games are overly complicated or not that thought out
One thing that I noticed is that the ai takes most or all of the republic aligned planets before integration
This mod is so cool. I want to play it now, but I feel like I’d be better off just waiting for even more content to be added because it’s so amazing.
Do you plan to integrate an HK-47 or a scenario with him for the CIS?
I'm asking because, in Legends, the separatists found HK-47 on Mustafar and created new HK droids.
Also, it might be fun to have a story event where HK-47 takes over the CIS military and leads a droid revolution.
In any case, these guides are a good idea! It's well explained and illustrated. I'm looking forward to the CIS one.
Thanks for all the work you do!
Encouragement: A fine idea organic meatbag. It is so degrading see copies of myself commanded with such little finesse. I would relish the chance to show what proper direction of assassin droids would look like.
as a separatist myself I like knowing republic weaknesses thank you :)
OMG Corey i down loading this on thrusday afternoon, play all day and night and was late for working on Monday
I do really hope the video takes off in people recommended it's really good at breaking down the faction
Excellent video and release EAWX. I'm already halfway into a Republic campaign and I've never enjoyed FotR as much as TR until now. With these tips I will probably start with the dreaded cruel button next playthrough!
This guide was really good I would really love to see this done for other factions.
I was hoping for a deeper explanation of the differences between building clone troopers and ARC troopers. Last I played they cost the same, so I figure ARCS are just more mobile while normal troopers have a higher combined health pool/DPS?
Comandos are wack vs vehicles they just have normal anti i f blaster and thr more damage longer range sniper. But are tanker have shields and heal. Come in 16 guys
Arcs come in squads of 10 have waaaay more guns and gun variety (lmgs, rockets , flamethrowers and sprint) but aren't as tanky as the comandos.
Normal clones.come.in i think groups fo forty have less guns per clone group but still have the basics of grenades rockets and heavier blasters in que squads and are harder to cripple from ambushes or anti inf units with their larger company size.
Normal clone troopers are the bulk fo your forces the arcs ane comandos are specialized elite units to compliment, pound for pound better but they get outpaced by say landing 5 clone trooper companies vs 5 arc or comando groups .
Same concept applies to B1 B2 vs droidekas or comando droids
@@kR-qj7rw I appreciate that, it makes more sense now
Still love the clone legion skins. They make it much more fun
Really needed this. Nice
I really miss being able to just Build Clones I wanted instead of needing the commander but great work on 1.2, awesome update!
It's always been this way in Fall of the Republic
@@CoreyLoses sorry, I'm remembering from the Republic at War Mod
You know what, I like this type of mods. Makes it easier for me to micromanage.
My first time playing this game, i saw that trench was near kamino so i went full force in that region. Its been maybe 10 hours so far and im still trying to connect to my core worlds to get my massive fleet to have easier acces to other worlds. But half way through i found that i could build a flet cheaper at corosaunt but im still happy taking trench out pretty early on but need to find him again. I did get lucky at not having to encounter space doughnuts, maybe because im focused on the outrim
Thanks for making such a great mod
The guide helped, but sadly I am weak, I was playing on Capitan but unfortunately I was getting bombarded on all side and was losing my fleets across the Galaxy. All my planets where just becoming ground wars, and I couldn't get an fleets up without them being destroyed as soon as I placed them. So sadly I had to lower the difficulty just to give myself some breathing room for a bit. However, I still have these massive CIS fleets that the AI built all over my borders.
here's a couple tips that i've employed while playing on captain difficulty:
1. Use the pause button. a lot. if you don't give your enemy room to breathe, life gets easier with each liberated planet.
2. Unite your initial space units into powerful fleets and focus them on main directions. some routes are shorter than others, and there absolutely are key points from which one fleet can cover several directions. plus, this allows you to waltz through most enemy-controlled planets in the core sectors early on.
3. Always use fleet tenders with your main fleets, and always have ships in orbit while doing ground battles. for obvious reasons.
4. focus on the core worlds first, the inner perimeter is easier to protect.
I think it would be neat if they added senate commandos and clone shock troopers
this was great cory very informative
Love the ship name on the statcard for the PDF Dreadnought
Will a guide like this but talking about projectiles be on the horizon too? People often confuse the assault missile concs with the conc missiles for anti fighters and with the fighter carried ones I've noticed people get confused and get false perspectives with that
this mod and repbulic at war are reallly good
Any tips for taking a fleet of bulwarks and 80 kolvex? The nantex fighters seem to do way too much damage in 1.2 despite only being fighters.
Dear lord thats heinous, there's no victory there without attrition
@@tuskinradar8688 it was hell, I made an entire fleet just to die. Acclamator 2s helped with their light turbolasers.
@@snugglecity3500 my best guess for something like that would be out ranging, were there Bulwark 1 or 2s, or both in enough number to be a problem? Sacrificial Acc2s and Venators to whittle down the kolivexes
@@tuskinradar8688 there was a lucrehulk battlecarrier, 80 kolivexs, 2 bulwark 2s and a bulwark 1.
@@snugglecity3500 thats hell
This video was so well made, great job
From the unit card those NTBs look more like gunships than ARCs, interesting. Ah from the actual zoom in. Those are definitely still showing their ARC heritage but my god the're fatter than expected. Even have a double-belly.
Please do a CIS guide as well, also buff the recusant dreadnaught lol
This is were the fun begins
Congrats on 40k earlier
Are missions bugged right now? I'm on week 128 and the only missions I have ever gotten were to stockpile 25k Credits and build two Golan I stations. The rewards are either two Acclamators or two Arquitens. So the only A6 Juggernaut I've ever seen was a CIS hero :(
Great tutorial man, helped me a lot.
13:22 Calling the anti-armor attachments underslung. God I *WISH* that the anti armor attachment was permanently underslung/side slung. Switching to it with its own animation in Republic Commando was terrible.
sick
I get this takes time from actually doing the work on the mod itself (or Real-life stuff... even tho, its very existence is very disputed by all modding sages)... BUT, I wish every larger mod had this kind of overview. It is nice and dandy, but for casual players, it can be very daunting to learn it and for more experienced players having FOMO, for they do not know all the nuanced changes that are working on the "background" and are more impactful than something that is obvious on the surface...
THANKS...
Also, DEATH TO THE CORRUPTED REPUBLIC!! *eagerly waiting for CIS guide*
I was under the impression that heavy meant more power, although I guess it does but the firing rate is slower, so light turbolasers can dish out just as much damage in the same amount of time? just fire quicker, the main difference is accuracy, but then the reason you would get bigger ships with heavy turbolasers is because they have higher hull points, and a few shots from those are enough to deal with a ship with light turbolasers that's usually smaller
Don't think of it as a given weapon being stronger or weaker- they do different things. Heavier will do more damage per shot and have a longer range, but they have higher cooldowns and worse accuracy, so with that additional time between volleys, they become worse for killing small ships when paired with their worse accuracy, but also suffer less from hardpoint overkill.
@@CoreyLoses Right, thank you for clearing things up, this video tutorial helped a lot.
if your someone like Eck what's the point of going with the delegation of 2000 you aren't saving any jedi they're already dead
Really looking forward to getting Jedi sap e units figured out. Don’t need to be invivible but a strong fighter unit at least
One thing to improve for the AV-7 cannon comes from LEGO Star Wars 3: The Clone Wars. On the underside, the AV-7 has an anti-personnel gun that's useful against infantry. The Proton Cannon in that game also has it, so I'm wondering, is there a way to implement that feature to those vehicles in future updates? Even though that game is technically "non-canon".
Maybe as flavor in some form I the future the team has some deep weird cuts on the mods already
28:23
I ended up investing small sums each cycle into mon-calimari's defense by building up a substantial fleet mainly because a jedi hero started there. I ended up building 3 invincibles, multiple carrier type acclimators, and bolstering the station there. So far, the AI has opted not to engage on that world, likely as even though they COULD take it, if they ever tried it would take a substantial force, and i'd know they pulled away from the front to do it allowing me to make an aggressive push in their moment of weakness. As such that world has lived in a state of mutually assured destruction with it's confederate neighbors. This has been the case deep into era 3 so newer better ships do exist, but invincible class dreadnaughts are a big enough threat gun wise that it doesn't matter that they are outdated, and enough anti-bomber support exists as to make sure they cannot be fighter-bomber rushed. It would take a massive combined assault to claim that world.
My biggest issue this campaign has actually been population. I've run out multiple times, causing me to have to surrender some battles even though i had the credits and time to otherwise defend there.
You can build the Golan Space Colonies to increase your galactic pop cap.
Please make sure that the ships after order 66 become gray, as in conon
That would mean either doubling the meshes in the files or doubling the number of unit variants in the mod and replacing every single unit. Neither of those is worth it- it's not like they immediately all turned grey in universe anyways, either.
@@CoreyLoses Understood, thanks.
@@CoreyLoses could it be that the existing Republic red becomes unbuildable and the Imperial grey becomes buildable? Not a replacement, like the clone phases? Just, instead of researching an upgrade, it becomes part of the order 66 code. It should be somewhat easy if the imperial gets it's own mesh and textures but carries over the rest of the stats.
Did I just hear the words "Khol Seerdon," as in Moff Seerdon, whom I used to call Moff Ka-hole Seerdon, the villain from the N64 game Rogue Squadron?
Why arent the clone jump troopers a buildable unit?
because we don't want all possible things in star wars being buildable on galactic level
This might be a stupid question but what is the difference between Empire at War and Empire at War Expanded?
Empire at War is the game. Empire at War Expanded is the collective name for.our mods (FotR, TR, etc)
Amazing video
I feel that i just cant zoom out enough during battles, at least space ones, it is very hard and painful to organize a large scale space battle like this tbh, i think is after 1.2 and in have some other mods, but i just cant fix this issue
Pd: I've managed to fix it!
I love the mod just could you do one small thing. I would love to see the guns on the side of the venator move. Is this possible ?
Why think when venator spam works just as well?
Yo corey whats so good with arc troopers that the have less troops per unit than clone commandos
gonna guess way more guns and damage types, with flames for organics and both heavy fast firing blasters and rockets, comandos have the good gun and the sniper one but thats too slow for massed enemies
Venators seem to function best as a replacement for the carrier Acclamator in later game fleets? I never rely on them to deal too much damage and especially don't use them to tank. They're squishy af.
With Acclams being 10 and Vic1 being 15 pop cap is it fair to say that Vics are 50% better?
kinda but not in turbo damage going by code and calculations turbo acc 2 has the most damage per second of all ships in the republic its just frail
By raw stats, yes, but not better per credit spent/pop used.
@@CoreyLoses how do they compared credit wise
good stuff
10:26 so my question about the a.i adapting to counter your fleet is, say you build a metric shit ton of CR90's to protect your fleet, but still have a good number of tanky heavy hitters. is the a.i smart enough to adapt to that? or is it possible to build so many smaller vessels that the a.i overcompensates and doesnt have enough concentrated firepower to focus down capital ships? just a thought i had
The way they adapt involves contrasting power based on category masks for the ships. So a lot of corvettes means they will use more ships with the AntiCorvette mask, while high presence od capitals would favour AntiCapital
Why does your game feels like high quality is it cause of the mod models?
playing as the republic, what is the counter for the gozanti gunships??? the diamonds too but they're a little bigger so it's less of a problem
vsds
light turbos are morea ccurate vs smaller ships vsd ones are the ebst at this even if corvettes snipe their missiles
also gozantis and other gunshp types like the ones in thrawns revenge get one shot by missiles since the splash of one hit damages all 3
Can you spawn Jedi troops?
There are some units like Delta Squad and Jedi
Aayla Secura, which have stealth buffs on the galactic map. Are their certain tactics that would be recommended using to use them to cause havoc behind enemy lines? I.E. raiding?
raiding is way too good as a concept so only a few heroes in the factions can do it.
delta and ayyla are an amazing combo just watch out for anti infantry units like the staps fot aayla and even alrge infantry groups for delta.
go on worlds with low buildings and take them, or raid a planet that has a big shipyard things like taht are really usefull with them
Is there a way to increase the amount of admirals you can hire in the political tab?
no
@@nemesis1st I meant through editing the files.
@@AaronGuest well, pretty much everything is moddable/changeable, especially things we actually added, except tons of hardcoded base game stuff, so yes
I thought you meant without modding, since in TR NR gets one additional slot after NCMP research, it's not a thing for FotR
I have a hard time controlling the insane amounts of fighters and bombers the CIS gets. I had a battle in which I fielded a fleet containing 10 CR90s vs 2 Lucrehulks and some other ships and it still felt like I couldn't control the CIS spam
Think about how much population is being spent on something. 10 CR90s can deal with 2 Lucrehulks worth of fighters over time, but they can't get super close to the Lucrehulk without starting to die so they can't fire on everything immediately and that's only 10 pop cap. Meanwhile, a third of the pop cap of a Lucrehulk carrier comes from its fighters, and they have super deep reserves, so proportonally they're still spending way more on it than what you have for antifighter. Unless you're going very heavily into carriers yourself, 10 antifighter isn't going to (and shouldn't) be enough to counter the fighters of a fleet almost entirely made of carriers.
@@CoreyLoses thanks for the answer, will spam more CR90s then
Is this guide still accurate with the new changes?
yes only the few changes are in the whats new or 1.3 video
I STRONGLY dislike that the A6 is now so limited. I’m already iffy on the space station reworks and feel it’s less intuitive than the previous one, the resource facilities were “meh” too but I’m willing to give that time. But I really, really do think it would be better to not lock units out.
Irregardless of balance, it reduces fun.
They were huge problems both for players using them and for when the AI would spam them. Nothing reduced fun more than getting to a planet that had broken the pop cap because of a stack of 2 pop ground units.
For stations, which part is unintuitive? The levels being shifted up was something that brings station power in line with the pop cap compared to TR- it was too common to just have pretty masive station sieges that didn't scale very well with actual fleet sizes, and could make it way too easy to defend when paired with a GTS cannon. For the limits to number of defensive structures, there's not really any way around that without us never being able to add anything again. The second or third Golan tended to not impact battles very much,and we were never going to be able to add other structure types because there was not other way to limit structures per planet.
Maybe it’s just me, but I genuinely never encountered stacks of 2 pop cap units. Even playing on hard with cruel. Now, I don’t play ALL the time, but I played at least three campaigns on the last update and by the time I got ahold of large numbers of super units it was already functionally the end game.
For me, they were a way to end the late game ground battles quickly without losing huge chunks of my army to auto resolve.
As to the space stations, that’s probably purely a taste thing. But I very much did enjoy the previous layout. And yeah, it should be easy to defend when you invest 20 grand into a massive cannon and multiple stations.
Kinda the same thing like with the super lasers on the dreadnoughts. They’re just too weak at this point, or at least feel like it.
With the cool down on those big guns I never had a problem spamming light carriers in the corner of the map and swarming them, so the damage debuff seems a bit... needless.
Favorite mod by far but having a issue as the Confederacy in the mid game. All the build tabs except land disappear and make it unplayable. Reloading old save works but it makes progress really hard since it randomly happens. Does anyone know of a fix?
I think that's a frame crash i don't think it's fixable even with hot fixes just load an earlier save and hope for the best
@@kR-qj7rw thanks kinda what I figured
I just spam the flying gunship and some clones as support, maybe some Jedi and I win every battle
Me a cis player watching thos video to exploit my enemies
wait theirs a cover version of the AT-OT?!
Hi, nice Video.
I have a question to the multi-player mode. Is it possible to play campaigns against each other in the current version?
I can't find maps to play together when I try to play a campaign.
No sadly not
So you can only have 1 A6 Juggernaut?
Love the mod but just the map screen gets super laggy idk why. I play literally anything perfectly fine but get like 10 second freezes on the map screen
You mean a hitch when the week changes, or generally?
@@CoreyLoses not sure if that's when exactly it is l have to see when I get on today
I would love to see Darth Vader in this mod
he is
I'm losing a lot of money on recently conquered planets and Unit Upkeep not structure upkeep. Some planets have no upkeep while others do. Why?
The planets with upkeep are the ones with the units over them
@@CoreyLoses Thanks that makes sense. Are Bespin and Mandalore not in the Era Progressive large map? Or am I just blind? (I saw they had Unique units)
How do you move the camera like that in game?
Im getting my ass kicked. I can never win space battles
So how do you get the different variants of starships? Is that an older version of this mod? I just got the newest mod of fall lf the republic and im not seeing starship variants
tf you mean variants?
@kR-qj7rw watch the video, he goes on about different versions of the same ship, like for example, acclamator 1 carrier acclamator 1 assault, and then there is acclamator 2
@@countrydingus3252 oh that you don't have to do anything they are each individual units you don't build or modify anything
Some are time based like the acc 2
Some units variantsaren't buildable usually for lore and unit bloat issues but can be given with other mechanics
Some like fighter loseoutd just depends on what the carrier is and what era they are in but it isn't like an upgrade system
I think the only on that works like that is the planetary defense force dreadnaughts you get from starting forces and missions as the republic is the only one that works that way it upgrades to a dreadnought carrier (not to b confused with the dreadnought heavy cruiser the normal unit that the republic can build )
Really it may look more complicated than it is tbh
Is this mod ment to be less serious then thrawns revenge? It seems like most units both republic and separatist have alot of joking quips when they talk
That's largely incidental. I think part of it is due to the fact that Thrawn's Revenge doesn't have as many custom voice lines, especially for its heroes, and then we can consider that Anakin and Obi-wan have always been very memey, and that the B1s were comic relief, with a part time job as cannon fodder, so it all borrows the tone of the dialogue in the movies and shows set in that era.
Yeah, would've been nice if the droids had their Episode 1-2 and Battlefront 1-2 voices and if we had Temuera Morrison's voice for the clones.
does that count for republic at war?
Republic at War is a different mod with its own mechanics, so this guide doesn't apply there.
@@CoreyLoses well, that was worth a shot, but thanks. Before I forget- the AI Uses to Spam me with lucrehulks in both mods (atleast 3-6 when they attack) do you have any tips to get rid of them easily?
Can you use these factions in multiplayer skirmish
Only cis and rep
Probably never going to see this or you just might find it a bit redundant any plans on making art troopers unique units or will probably remain regulated to crew on at rts and speeders
Last time I was this early I still had a wife and kids
F
i really got to start playing this thing with mods..
Do you know if there is a percent chance to get the A6 juggernaut missions?, because all I get are arquitents and Acclamator assault variants even though it is helpful I’d like an a6 for some of my defense forces
missions are getting reworked next version this includes frequency, still will probably not have too many a6s since they are too strong and having more than 2 in any battle is almost a guaranteed win
Anyone know if thrawns revenge has been delayed or was fotr 1.2 just finiahed first?
FotR generally finishes first each cycle because there's less to go over
@@CoreyLoses thanks for the response.
I installed it via steam but it’s rather buggy with the names liken”text_object_starsystem_*****” anyone know how to fix?
Set your game to English
@@CoreyLoses thanks a lot!!,
Damn dont you think the Name of one of the Dreadnoughts is kinda off xD