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All guides i find online write that Darth Vader is one man army super unit that can take planets in ground battle at his lonesome, but i found him to be too underwhelming. what he is great blaster magnet and that's it. Emperor is kinda weak as well. Jedi hero on other hand are all fucking OP as hell. Kenobi can auto heal, is tanky as hell, way more tankier than vader anyway, Luke is very fast and you can turn invisible and run away if he's low on HP, and yoda IIRC can auto heal as well. General Veers is Empire's MVP of ground combat. he can spam units and his range is almost like artillery unit. and how you use Boba Fett in ground combat? his jetpack is good if you need to run away, but other than his flamethrower, he's just bit tankier stormtrooper (against anything other than infantry, he's useless)
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>>2170163
what always irritated me is how the Emperor can just swing at a building with a lightsaber and take it down quickly, while Vader goes into building force choke stance that sloooooooooooooooowly lowers the HP to the point where I'd rather have stormtroopers shoot at the thing and do something else with Vader
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>>2177128
one building at the time. so yes, he can neutralize turret, but then he does not reflect blasters back infantry and end result is him taking almost as much damage.
>>2182477
good. I'm now playing republic at war, fall of jedi campaign. I've stabilized space around key planets (corrusant, kuat, kamino etc) and send in jedi and/or commandos to retake planets, its slow progress, but fun nonetheless.
>>2183081
what are you talking about? almost all battles in movies show that empire are led by generals or figures like Vader (hoth for example) and stormtroopers are regular troops, yes elite shock troops but still just guys doing their job. its the rebels who have drive and initiative to do Holdo maneuvers without heroes.
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>>2184391
sorry for late reply. yes, thats the gist of it. at start of the game, CIS has more numerous fleets, but you have a lot of jedi (that can heal, move around star map as agents (bounty hunter and smuggler heroes) and can be used with commando units to launch raids so you build up defenses in key planets and send in jedi supported by few commando units like ARC troopers to liberate planets, until you reach tech level 5 and can fight off CIS fleets in direct battles (basically, CIS have number superiority, while your ships are tougher and stronger then theirs). after you reach tech level 5 you get task to move obi wan kenobi to some planet and eliminate general grevious (who has buffed up stats so i recommend going in fleet and just bomb shit outta him). after that, you lose ALL jedi heroes, Anakin becomes Darth Vader (he loses jedi auto heal, galactic stealth and ability to be used in commando raid) palpatine becomes The Emperor sith hero, you get 3 prototype star destroyers, which i guess are stronger than your regular capital ships (interdictors or whatever there called) but i don't know if you can build more if starting ones are destroyed, and get prototype stormtroopers, which are on par with clone infantry but bit cheaper. so you can still use commando raids, but game is significantly different as you cant rely on jedi and have to use your fleets and massed armies to fight CIS in direct battles more, as without jedi, commandos aren't as good in raids. its fun campaign, but Anakin ->Vader feels like a big letdown. i dunno if vader has more HP or does more damage, but one of your strongest jedi heroes becomes way slower, with no auto healing and way WAY less utility then he had. on up side, Chancellor Palpatine is upgraded, as he keeps his 25% cost reduction, but you can use him in battles, unlike his civilian alter ego. overall i would recommend it to you if you want long campaign that forces you to switch up how to conquer galaxy mid way
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>>2189302
imagine you start out vanilla game as rebel alliance and mid way thru, you start playing as empire. that's basically fall of jedi campaign.
>>2186300
me too, but i said in OP, vader feels good early game and against undefended planets. once rebels start to field artillery, tanks etc., he's just blaster magnet. i read somewhere thats hes supposed to drain health (as in, sith heroes were supposed to heal by doing damage, opposed to jedi heroes healing while outside of combat) but i've never seen this on Palpatine OR vader.
>>2186288
is it good? i tried it few time via steam workshop but that version always has unfinished assets and feels either mod was loaded wrong, or theres bad version uploaded unto workshop.
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>>2189313
Revan's Revenge doesn't have any unfinished assets or anything that would make it seem like the mod loaded wrong, there are just very few things in it because it's been in 0.5 for a year because Corey has ADD and can't stop bouncing around to 20 different projects.
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>>2190498
>>2193934
I should give it a try sometime later. like i said, i downleaded it via steam workshop few months ago, tried playing GC as Sith Empire and it didnt had any leaders and most of assets were just vanilla units and lot of text was "MISSING TEXT STRING" or "???? ?? ??????" so i deleted it without giving it more time.
>>2194056
Bring Order and Stability to Galaxy, one planet at the time is cool as well.
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What's everyone's favorite faction in Revan's Revenge?
I've done the Republic and Mandos. I love the Republic space roster but hate their ground roster, while it feels like the exact opposite for Mandos.
Does /vst/ think the Sith are the best of both worlds? Or boring as fuck?
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>>2206595
I love the republic ground roster but hate the goofy swiftsures in space. They're the only faction that really has a military sci-fi feel where the sith have retarded lord of the rings monsters running around. mandos are alright but they're braindead op.
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>>2212837
>I love the republic ground roster but hate the goofy swiftsures in space
Funny, I love Republic space roster because I like to just spam Hammerheads and small ships, but hate the ground roster because it feels too squishy (save for the war walker, which feels sluggish).
>the sith have retarded lord of the rings monsters running around
Yeah, I don't like how the Sith in RR are basically a hybrid of Naga Sadow's Sith and Revan's Sith. Makes it feel incoherent rather than interesting.
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Anons just installed the game (gold pack) which mod(s) should I start? From a quick scan I found that there are mods for either the Clone Wars period or even Revan's time. So which one would you recommend?
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>>2226331
If you're really new then any EAWX mod is a good place to start if you use one of the smaller ~50 planet story campaigns. They usually only have 2-3 factions involved who are pretty non-aggressive. The only thing to know going in is the infrastructure system. It's way more simple than it sounds because the ui to show you whats going on is very jank. Basically it's
>Don't conquer too fast or prices will double
>You might need to build 1 or 2 crew academies during your entire playthrough
>Don't build more than 1 influence reducing buildings on a planet or it'll revolt and turn neutral
>There's a ship upkeep system but unless you're shitting out biblical amounts of ships you're not even going to notice it
I don't recommend vanilla because it's honestly just a really shitty game, and while the steiner mods are amazing they are really overwhelming both on the galactic map and in combat
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>>2226331
A bit late, but EAWX and Steiner mods are the most popular, and perhaps most polished. EAWX is a lot simpler while Steiner is a much more hardcore experience.
For a pure newcomer, assuming you did the base game tutorials and got through the campaign a bit to learn the mechanics, EAWX is probably better. From there, you can just pick what era you prefer. TR is post-Endor, FOTR is CW and RR is KOTOR. They all play similarly. RR has the least content since its the newest while TR is one of the oldest mods out there and still getting active updates. It probably has the most.
If you find it too simple or just want a bigger challenge, go Steiner. AOTR is GCW and AOTCW is CW.
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My recommendations are more simple.
If you completed vanilla, then i would recommend Republic at War. its similar to vanilla, but both factions feel and play as mix of Empire and Rebels. both republic and Separatists have powerful fleets and ground forces, but both factions have multiple units capable of doing raids, so as a whole, mod feels like Vanila+ as play is in bigger maps (50-100+ planets) but whole layout is similar to vanilla (republic usually starts out with inner systems, like Empire, and CiS start with control of outer rims (like rebels).
Another one is Rise of the Mandalorians. its another vanilla + mod but set in alternative post endor timeline. you have Empire remnants, New Republic and Mandalorians (which basically replace Zann consortium, minus its corruption BS)
and last one to recommend is Rise of the Crimelords. basically its vanilla ++. everyone has eight tiers of tech instead of five. major focus on mod is instad of zann consortium, you have 3 criminal syndicates (Hutts, Black sun, and last one i cant remember but it was Zann's faction, but not consortium). Empire and rebels have major overhauls but it still feels like vanilla (no major economy overhauls or like)
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Anyone excited for the TR 3.5 release soonish? It's in beta testing right now so ideally a couple months or by the end of the year getting released. I think the single warlord starts and new empire of the hand mechanics will be really fun.
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>>2250739
Liberation of Mon Cala if you're just learning the mod. Make good use of your starfighters in space, they feel much more substantial here than in other mods. Sometimes when I'm trying to take a super heavily fortified planet and raids won't work, I have a carrier fleet warp in and just turn the game into Wing Commander, lure the garrison away from the shipyard, and bomb it, and send the heavy strike fighters to knock out any interdiction if necessary. A single unit of B-Wings will wreak havoc on every cap ship it sees if not addressed by a dedicate counter.
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>>2252653
>sideboard fire
I have no idea what that is, but recucents can do pretty good dps for their pop cap, but are squishy.
>>2252699
That would be cool. I really like the Naboo aesthetic. In the meantime, I could try playing the one that starts at Bakura and pretend I'm playing as them. I heard minor warlords that spawn on specific planets get the unique units from them unlocked from the start from the Discord.
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>>2252653
you mean broadsides? basically never. assuming your ship is healthy almost every ship in the star wars universe is designed to have all it's guns able to focus fire forward past the nose of the ship. it's why the empire has so many flying pizza slice shapes to accommodate for all the turbolaser batteries pointing in the same direction. the CIS is no different, munificents and recuscants are basically just flying guns you point at whatever you want dead. you might put a providence in that situation but it's less to let loose a broadside salvo and more to use its powerful shields and hull to absorb a lot of hits. remember star wars is WWII naval combat not napoleonic.
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>>2254164
Ah, ok gotcha. And "broadside" was indeed the word I was looking for. So there's no need you say to maneuver your ships to fire from the side for maximum damage. Is there some other tactical depth in naval combat other than rock-paper-scissor and basic point target threat assessment?
Btw, I just love drowning the republic in droids.
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>>2262404
you can win a campaign with pretty blunt tactics if you get a solid feel for effective target ranges and pay attention to what gun types are on all your ships. positioning and maneuverability are still certainly important factors though. while all ships can dish out full firepower forwards, most ships are pretty fucked if you hit them from behind so a small, fast destroyer that's hard for turbolasers to hit and has a big gun that punches above it's weight is very good for slipping into a blindspot and fucking up a big cruiser. eaw is special in that you can essentially force blindspots like this because of the hardpoint system. if you blow off all the scary parts on the right side of an ISD then you have pretty free range to fly to that side of it without much trouble. conversely if you're the one controlling a fucked up ISD, then you just got into basically the only situation where you're going for broadsides.
that all being said this is only really going to be relevant for steiner mods as eawx and others have much bigger fleet sizes with cheaper ships and the ai really likes to turn every battle into crashing giant deathballs into each other
https://www.youtube.com/watch?v=303_Xj8FKJU
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>>2268875
remake had really cool ideas like replacing individual units with full companies consisting of infantry, support and whatever the main focus of the unit was. it also placed a price tag on bombing runs, bombardments and small losses on unit deaths that add up if you suck. i don't recommend the mod though because the balancing sucked and the last time i played it a lot of unit cards just had shitty unfunny joke descriptions
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>>2273338
I actually really liked that change, made the battles feel very star warsy and made me use vehicles I'd otherwise ignore.
Shame it ended up being so unpopular it killed the mod. It needed a pass over like you said but it wasn't horrible.
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>>2273569
>>2273698
Bombing runs and bombardments are a straight up win button in every mod, anything other than turtling in the LZ and bombing the map is basically playing a challenge run. Putting a price tag on it forces you to actually think about it as a resource. The only problem with it in remake was that for some fucking reason they decided to nerf their destructive output to the point of being completely worthless, especially against the obnoxious fort buildings. The penalty in space would have put a finer focus on fighter tactics too if paired with a balance change making fighters fewer in number but with stronger stats. As it was the penalties were so small that they didn't effect anything and the overblown backlash was entirely from mouth breathing retards who got used to having 0 drawback to suiciding 20 fighter wings into screeners every battle in other mods. If you think restricting your ability to to press a button that kills everyone immediately or punishing you for losing all your units is anti-fun design then you're an idiot.
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>>2273698
>>2274537
just make the bombing run/orbital strike a one-time use ability during a single battle. It even makes some sense that a small scale skirmish taking place over an IRL hour at most wouldn't necessitate calling the fleet 3000 times to strike singular targets over and over.
But let's be real, orbitals/bombardments are a single player feature, and they are NOT meant to be balanced or competitive or "fair" play.
Bombardments are an award for winning the space battle and parking your big dick fleet over the planet.
Much like you can just turn every planet into an asteroid field without bothering to do land battles if you manage to build, defend, and move the Death Star to its destination. You did all of that, so you get to pulverize the galaxy. Them's the rules
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>>2275553
How often are you doing land battles where you DON'T have a fleet overhead? You can't have an entire half of the game be a drawn own victory screen as a "reward" for blasting an undefended space station. Clearly it's a pretty shit reward considering everyone complains about how land battles are awful and wish they were removed from the game. Raiding is kind of cool but your force is so weak that it just results in you kiting enemies to turrets for way too long.
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>>2273698
>>2274537
I was gonna say the way empire at war expanded handles it now is through a few systems and I think it works out pretty well. Firstly if there is a ground to space weapon it will stop bombardment as long as it is alive, and it will destroy ships in orbit every week that passes with an enemy fleet there. Secondly there is a structure you or the AI can build that is an orbital shield separate from the base shield that prevents bombing runs and orbital bombardment until it is destroyed. Third, they've begun to add construction points onto maps where even if you or the AI don't have an orbital shield or GTS weapon you can still protect yourself from bombing runs and orbital bombardments.
I think there's a point where either having the bombardment helps you mop up a battle you've already won, or allows the AI to wear down a human player after a battle that's lasted long enough because the AI generally won't be able to outfight the player without enough of a force imbalance. So having it for those situations is good. I also see what the TR dev team mappers make in a few of their videos and I think they put a good amount of thought in to trying to improve how the ground battles play through their map design.
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>>2276562
>How often are you doing land battles where you DON'T have a fleet overhead?
pretty often ackshually. Guerrilla infiltration missions with heroes are fun and very rewarding
>You can't have an entire half of the game be a drawn own victory screen as a "reward" for blasting an undefended space station.
says the CEO of anti-fun. Should've defended your space station faggot. Coreys mods have hefty garrisons for that reason, if you don't bring enough firepower, you will have to retreat
>Clearly it's a pretty shit reward considering everyone complains about how land battles are awful and wish they were removed from the game.
Nerfing bombardment will only make the land battles even worse.
>Raiding is kind of cool but your force is so weak that it just results in you kiting enemies to turrets for way too long.
As opposed to rolling over everything with an overwhelming force on fast forward?
You want Empire at War to be a far more complex and mechanically deeper game than it was ever meant or designed to be.
"Fixing" land battles can't and won't be done by adding a bombardment credit cost. You'll just say
>BUT I HAVE 15 PLANETS ALREADY AND THIS ADDED COST DOESN'T PUT A DENT IN MY BUDGET ANYWAY!!!! MAKE THE COST SCALE WITH HOW MUCH INCOME YOU HAVE!!!!!!!!!!!!!!
and then when you get that, it'll be
>OMG I'M STILL WINNING TOO MUCH!!!!!! JUST MAKE THE BOMBARDMENT 50% SMALLER AND WEAKER!!!!!!!!!
and then
>JUST REMOVE BOMBARDMENT, MAKE MY UNITS SUFFER 90% HP PENALTY WHEN LANDING, AND HAVE A NIGGER BREAK MY ARMS AND LEGS AND KILL MY FAMILY WHEN I START A LAND BATTLE!!!!!!!
and then
>NURSE!!!!!!!1 PUMP ME FULL OF ANTHRAX, ALL MY AT-ATS SURVIVED THE BATTLE!!!! IT'S STILL TOO FUCKING EASY!!!!!!!!!!!!!!!!
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>>2279051
incoherent nigger babble, you have made no argument as to how limiting an insta win button doesn't add depth to land battles, and your retarded brown brain somehow interpreted space stations being undefended as being my problem and not the dogshit ai and screeched at arguments nobody made. i'm not asking for a tranny paradox game, i am defending the remake crew for trying to create a solution to the massive problem of bombing runs and bombardments being unlimited win buttons in every single battle in the game. whether or not we find guerrilla missions fun is not important, you are fucking coping if you think we do it for any other reason than to intentionally nerf ourselves for the battle because we are bored to tears of doing the same unbeatable strategy every single fight. i am not shitting on your favorite faggot mod creator's solutions, and i am not saying that it's bad to play in a self crippling way to make the game interesting. all I have said is that putting a price tag on those abilities is a good alternative to nerfing the power.
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Vanilla: does Luke and Yoda regenerate out of combat or is it only obi wan?
Do sith heroes (Emperor and Vader) drain health in combat? i read somewhere in manual that they are supposed to drain enemies health in combat but it seems i need to park them near bacta tank for healing (same with luke)
Also, do Vanilla Thrawn has anything special going on? as it seems its just modified Star Destroyer, thats powerful to be sure, but still inferior to Admiral Piett's SD?
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>>2285334
>Vanilla: does Luke and Yoda regenerate out of combat or is it only obi wan?
Just Obi-wan. Luke and Yoda however have an absorb blaster ability that is not on their tooltip that allows them to have a chance to absorb an attack from certain units (Basically every infantry type type and for some reason the TIE Crawler only for Yoda) and convert the damage to a bit of health (Yoda has a slightly higher value)
>Do sith heroes (Emperor and Vader) drain health in combat? i read somewhere in manual that they are supposed to drain enemies health in combat but it seems i need to park them near bacta tank for healing (same with luke)
Yes, neither drains health. Silri and the Nightsister units have the Drain Life ability in the Zann Consortium faction.
>Also, do Vanilla Thrawn has anything special going on? as it seems its just modified Star Destroyer, thats powerful to be sure, but still inferior to Admiral Piett's SD?
He has a unique ability that boosts his ISDs stats pretty well and gives a 20% health bonus and 10% damage/shields/defense/speed bonus to all standard ships and fighters on the field. Piett in comparison has a 25% health bonus only to standard ships, but has an extra 25% health bonus to Star Destroyers on top of that totaling 50% with them.
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>>2280885
>incoherent nigger babble
>proceeds to write even more incoherent nigger babble for dumb retarded troons full of buzzwords
I dont even have a favorite mod, youre just such an obnoxious dumb fucking NIGGER i had to put you in your place on the porch like the monkey you are
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>>2287384
It depends on the stacking category of the bonus which is something you would only understand if you look at the code. For example, Thrawn and Piett's general bonus are the same stacking category, and within those stacking categories the highest has primacy. That means with both on the field all other ships would get Thrawn's 10% buffs in other categories and Piett's 25% buff, except for themselves with their own buffs. Piett's Star Destroyer buff is a separate stacking category so that is added separately on top of that.
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>>2289566
Zsinj is a staple, because he has a good roster, unique events, special mechanics, and a good range of heroes.
Personally, my favorite is Eriadu Authority because it has my favorite roster. Great ground forces and an even better space roster. Plus, its starts are all fairly interesting; the galactic south gets overlooked by every other warlord and the Empire (eras 1-2), while its one planet start makes it a fun challenge mode in later eras.
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did anyone played
https://starwars.fandom.com/wiki/Star_Wars:_Force_Commander or https://starwars.fandom.com/wiki/St ar_Wars:_Rebellion_(video_game).
I tried Rebellion and it feels like time capsule to times before prequals, but man, gameplay is very dated and poorly explained.
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>>2295087
I exchanged a gaming magazine copy of Conflict: Desert Storm 2 for Force Commander when I was a kid trading with another kid, and I liked the game but even then it was weird and janky and ugly.
But it was an RTS and I really wanted to play a Star Wars one, this is before I discovered torrents so I couldn't lay my hands on Galactic Battlegrounds yet
I really hated how all units fire really slow, but I really liked how TIE Fighters and other flying units actually fly around in circles instead of being static and motionless above the ground when idle
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>>2295841
yes, I honestly don't see a problem in it only having two factions. Well liked mods like RaW also have only two factions present. Vanilla EaW had also the random intervention missions that were somehow cut in FoC, which is something that many people forget
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>>2296140
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>>2296378
Yep, in both cannon and legends Palpy made him Moff of Naboo's sector. In legends he was alive past the battle of Endor and stubbornly refused to surrender to the New Republic.
https://starwars.fandom.com/wiki/Quarsh_Panaka/Legends
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>>2296140
Another good choice is Supreme Warlord Harrsk of Zero Command.
https://starwars.fandom.com/wiki/Blitzer_Harrsk
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>>2290307
Based eriadu enjoyer. Love the big heavy hitters. Small ships are more potent for the cost, but feel boring or annoying to use; it’s either just a murderblob that you drag through the enemy, or have to pause every 5 seconds to assign targets. Big ships are easy to use initially, but are more punishing if mismanaged, so positioning and timing matters more.
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>>2296140
If you want a fun challenge, try the Zaarin remnants. It's a one planet start in Dantooine, where you're surrounded by the PA. Your fleet is a single SD and the rest is corvettes. Switching Carracks to CR92 Assassins makes the light ship roster a lot more interesting.
If you played the TIE Fighter games, you feel like you're pulling off the same shit Zaarin did where you refuse to die. Hoping the ISDs will have TIE Defenders and TIE Avengers instead of the standard TIE Fighters, but I doubt it.
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>>2300655
Nope. Forgot screenshot.
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>>2300655
Reminds me of this bullshit I had to deal with in my Zaarin Remnants run. Cornered him down to two planets, but I couldn't actually take him on because he, Grant, and Dekeet would annihilate my 300 strength fleet with ease.
Had to wait until I luckily got the Tagge battlecruisers unlocked.
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>>2295087
Ah yes good ol rebellion. The only game with enough depth to let you make multiple super star destroyers, name them whatever you please, put Piet on board and make him admiral.
There is a mod somewhere out there for better ship models which helps alot but yeah the UI is ancient and clunky.
>build a castle for Vader on Vjun
>have him train his apprentices there in between campaigns
>single shipyard and barracks to replenish fighters and troops for vaders fleet
>can make multiple death stars lol
Yeah I love this game.
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>>2301697
Yeah i kind of like emergent gameplay with each faction having 5 possible jedi from roster that is randomized each run. Idea that random Moff like Motti or Piett can be Jedi/Force sensitive is somewhat fun to me. I also like that a lot of games DNA got transposed into SW rebellion Board game.
I Also like how they impleted Luke. he starts out as weak Jedi learner (still very strong compared to leaders you have) but as game progresses, he fucking eclipses vader or palpatine in sheer power.
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>>2296140
LUMIYA-SAMA BANZAI!
NEO-SITH BANZAI!!!
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>>2197807
>tried playing GC as Sith Empire and it didnt had any leaders and most of assets were just vanilla units and lot of text was "MISSING TEXT STRING" or "???? ?? ??????" so i deleted it without giving it more time.
You fucked up the download somehow, I played it on release and it was nothing like that. All the factions have unique rosters and hero sets.
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>>2213790
>Yeah, I don't like how the Sith in RR are basically a hybrid of Naga Sadow's Sith and Revan's Sith. Makes it feel incoherent rather than interesting.
>>2212837
>>2207283
>>2206595
I like the Republic space fleet but I don't like their ground troops as much. For me the Sith are tricky in space because so many of their units are slow and unshielded, but the Interdictor cruiser is one of my favorite SW ships. I also don't care for the LoTR ground units. I haven't played the Mandos a lot, but I think their space units look goofy.
Also for Thrawn's Revenge it really bugs me that Mandalore has infantry, tanks, their big fighters, and battleships as influence units but not their escort ships. idk if that's an oversight or what but it feels dumb that they can't build them. One thing I like to do is take Mandalore as whoever I'm playing as and build up a Mando fleet and army as like a merc army
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>>2317420
Mandos haven't been a power on the galactic stage since the Old Republic
They become somewhat more relevant during the Second GCW but even then they get clapped back to irrelevency because all the writers wanted to shit on Karen Traviss and her dogshit mandowank writing
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>>2317497
I think that's a lot more agreeable than an outright full faction. I have a feeling there will be minor faction starts something along the lines of the imperial ones but for neutrals or not aligned planets eventually.
The next two major factions for the mod are probably going to be Corellians and Killiks.
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>>2317497
The Minor factions only work because there are a handful of roster swaps. Corey and the team have already said that anything more isn't worth it. Mandos would need a lot of unit swaps, ergo the team doesn't think it would be worth it.
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>>2317578
Nah it'll be the Chiss. Half the roster for both ground and space is already done thanks to units shared with EOTH anyway
>Corellia
Too reliant on the post-vong era stuff
>Killiks
Zero ship models or ground units done yet
Even the Yevethans and the Ssi-ruuvi have more done for them at this stage
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You all underestimate just how much the EAWX team fucking hate the Mandos outside of working on the mods. They are a joke to them. 'Biggest losers in all of Star Wars' words straight from Corey's mouth. If you think they will actually make them playable in TR you are delusional.
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>>2317582
I forgot about the Chiss, they're 100% next but the devs have talked and discussed that the Corellians and Killiks will be added to game including discussing some of their faction mechanics. You're probably right that it could be other factions first but I've seen very solid discussion that both factions are on the agenda.
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>>2317583
I think you're taking those jokes a bit too seriously. They put a lot of love in to the mandos in RR. They constantly quip about how the empire is stupid and evil but still have done an excellent job implementing imperial factions, making them fun and interesting to play. There's a strong cult of shitting on Pellaeon but he's still a very good hero in game befitting of his status in legends. I don't think they're that unpolished in their implementation or literal in their commentary.
Mandos have some of the most historical content for RR including scenarios where they can win the mandalorian wars themselves.
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>>2317584
Yeah. Corey made a video a while back going over every playable faction they plan to add. Corellia and the Killiks were on the list alongside the Chiss, Yevethans, Ssi-ruuvi, Hutts and Hapans (Latter two weren't added at the time), so it's more of a question of when than what.
With every update there's little bits getting added, like there's a bunch of Corellian ships in TR and FOTR now like the CEC light cruiser, the Starbolt and the CorSec Infantry, so there's the possibility of adding a sort of early era Corellia and expanding them later with post-vong content after the Vong themselves are added into the game, but only time will tell what the devs have planned.
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>>2317590
I wanted to believe
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>>2317580
It would definitely be more than just one or two, but I don't know if it would be all that extreme.
>Army Guard swap for Mando infantry
>Swap the hovertanks for Canderous tanks
>Swap the IPV for the Crusader (late era empire rosters already do this)
>Swap an ISD for the Kedalbe
Or you could just do an Imperial Mandalore like they did with Imperial Bakura.
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>>2318792
They aren't "in"
They exist as a faction in the code but are just Independent Forces with a different name
They aren't playable, have no Vong units or anything special, just random junk from revolt unit pools.
>Is the current version playable
It's playable like every publicly released version of the mod, but there's save crashing issues that they're trying to fix
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When deploying hand of judgement as hand of the empire it only deploys 3 sgormtroopers, the speeder bike hero doesnt spawn any more and it only costs 2 pop.
Do the individual heros despawm from the commando units when they die for the future?
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>>2321314
but that's my issue. (vanilla) you can take planets solo just by using Jedi Hero and kiting enemies. Obi Wan can self heal, Luke can turn invisible and run back to bacta tanks, Yoda, i don't actually remember if he had any passive survivability. Sith heroes, if you go in too deep, they have no backup plan. they are screwed.
I guess that's the point that by playing as empire, its expected that you'll bring large reinforcements as you need to control space before engaging in ground warfare. and in that case, 9 times out 10, youll have bombing runs and orbital bombardment, so i guess it balances out?
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>>2322809
Yeah. Heroes are a strong force multipliers and will give you an easier fight, but they are all but invincible. One small screw-up WILL cost you dearly. Even Darth Vader will fall hard if he has to deal with units and defense buildings tailor-made to obliterate infantry, and the likes of Garm Bel Iblis and his bigass repulsor fortress the Gargantua will suffer if your enemy build a generator that screws with repulsor units.
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>>2322817
Yes it is you dumb fuck. You want to be able to lose multiple heroes who are part of a commando unit whenever you like without consequences. If you want mods more suited for babies and retards, Remake and Republic at War are right there.
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>>2322968
>You want to be able to lose multiple heroes who are part of a commando unit whenever you like without consequences
this is also not what I said. You fucking faggot, you just LOVE putting things in my mouth that don't belong there.
All I want is RESPAWNING heroes after a LONG time just like in vanilla EaW. Nothing more, nothing less. But you just have to create a whole story in your head that isn't even remotely true just because your skin is the color of shit. That's why you deserve to go back where you came from. Because in the civilized world, we don't just *assume* the other person is a dumb fucking nigger like yourself
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>>2322842
There's no way to make them respawn individually in a company like that without having hero respawns turned on in general unless you make the whole company a LUA dummy and have it refresh unless they're all killed.
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IIRC you can edit hero respawn times in some game config files. i remember i added respawn time is New Jedi Order mod, as it was based on Thrawns revenge, as such killed off heroes stayed dead.
I would not recommend it though, as mods that have disabled hero respawn usually bug out after some time if you enable respawn. I know Thrawns revenge worked off scripts for defeating warlords, but I dont recall if anything similar was in New Jedi Order mod.
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>>2296378
>>2296388
In legends, Leia tried to appeal to him by telling him padme was her mom, and he responded by saying the trade federation invasion was padme's fault and that she could fuck off
>>2296321
I wanna know the backstory for this photo, did they take time out of doing promo shots for the phantom menace to dress the Panaka actor up in a moff uniform and spray his hair gray or is this a weird shop?
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>>2331855
Republic at War if you want the base game to be clone wars.
EaW expanded mods (Fall of the Republic, Thrawn's Revenge) expand the game a bit and have so many unexpected lore callbacks. They're great.
Awakening of the Clone Wars/Rebellion completely overhaul the game from what I hear. More indepth, and more strategy. Will definitely try them out.
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