Ssi Ruuk is one of the planed factions(it's been on the wiki for like a year + now). I think the other one is Hapans.
Ssi Ruuk is one of the planed factions(it's been on the wiki for like a year + now). I think the other one is Hapans.
Hey I've mainly played as the New Republic, but have also done a major campaign with EoTH and used IR a little.
As the New Republic, I basically do the same thing as I would do with EoTH: Make tons of bombers. Now you use Sycas which are weird because they are like regular TiEs in speed, yet they carry bombs.
You will need to escort them though with some regular fighters (because they go down fast vs interceptors, but can sorta outrun regular fighters (xwing, TiE/ln)), ideally your interceptor equivalent (neiss?) or just some Claw-craft. I'm pretty sure you don't have access to land-to-space weapons, so you may as well hunt them out if they are coming after you (but be careful with Ysanne, you lose Thwarn when she dies, and I think you lose more heroes in Era 3, until whenever you get the Thwarn clone).
As the New Republic, I use a fleet of 40 bwings and 4-10 awings to defeat SSDs offensivly, and half as many bwings if I have an ion cannon installation. Usually survive with at least 6-10 bwings, possibly more if I do a good job with the awings and if make sure I get the concussive missile launchers first once the shields are down. I honestly don't even remember how I was able to beat a Sovereign class(Palatine's ship in Era 3), so many droid TiEs... Pretty sure I brute forced it.
What do you mean?Like your stuff won't shoot at it, or you can't target them?
I'd expect not since you can't really play as them except for maybe 1 campaign.
Yeah, but you can only run 1 or the other at a time, as directed in the launch options if you are playing through steam.
I have a feeling though that once Sins get off it's feet, it will eclipse this kind of quickly. This one has been in development for at least 2 (if not 3 or more) times as long as the sequel mod.
The unit experience system is a huge improvement for me, and I already am tending to just auto-resolve land battles in this mod's campaigns now.
Another huge improvement for me: Mid-battle unit changing: retreating and reinforcing. There have been several times in the SW:EaW:FoC mod that I'd have two unconnected fleets with a hostile planet in the middle, but I effectively only have 1 or the other that is able to attack that planet. In Sins, if you were cut-off like this, you could still hit the planet from both sides (currently the Sins mod is pretty much just like the 'from the ground up' campaign in this). You can also send a fleet to a planet, then bypass it and attack another planet, rather than have to win a full battle at the planet in the middle.
It's intended, surprise assaults by random factions in space missions. It can save you if you are on the defense or help you on the offense if you are able to get out of the way. The ships will blindly rush toward the space station at first.
It does reduce the cooldown. Similar to how making multiple of the same unit producing building will increase the speed of unit production, having multiple hyper velocity guns decreases the cooldown. I saw this in an Imperial Remanent campaign, where I had Bilbringi set up as a dedicated space fortress with nothing but hyper velocity guns on the surface. That base and another were under relatively constant attack, and the hyper velocity guns at Bilbringi were charging far quicker than the singular one on another planet.
I'd add k-wings and TIE Defenders to the list of great starfighters as well. Heck, I've been able to take down several ISD II & modular task force carrier teams with just a lvl 1 space station with the two in-battle upgrades and it's garrisoned x and y wings.
Also, it makes no sense why an SSD would respawn for free, so they have to make those heros single-use. I would make somewhat of an argument for regenerating land heros, but I doubt that they could program certain heros to regenerate for free. For a price though, I know it is possible for a modder to program them that way, as Republic at War has heros like that.
No offense intended, but 0.9 felt rushed with the ui bugs in particular (such as there not being an icon for the Imperial titan foundry in the build menu, took me 2-3 games before I found it), so please give him the time he needs to put out a more solid and enjoyable release... I'm just play ICW in the meantime (thank you so much for the defreezer !) .
Given that the base game lacks that system, I'd say not likely. They did say something about causing revolutions w/o invading though. The ascendancy sister mod/spiritual successor to this one already has diplomacy.
More like "LegendaryTroll"... Oh no I'm feeding it...
The opening animation lags for me, but nothing else in the actual gameplay. I don't know, maybe the base engine favors Intel over AMD(if it is stretched by a mods)? I know that happened for TW:Shogun 2. favoring AMD.
Windows version maybe?
Hope you get it fixed, I played this a while back and just came back to it, and it's awesome again.
My Specs(I'm not trying to show-off, just giving info):
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Windows 7 Professional 64-bit SP1
Intel Core i5 3570K @ 3.40GH
8.00GB Dual-Channel DDR3 @ 666MHz (9-9-9-24)
2047MB NVIDIA GeForce GTX 750 Ti (MSI)
Edit: I'm playing as Imperial Remnent though, so not sure how much this post will help, if at all.
Not able to really do that for base-dependent mods(ie: DayZ on Steam is standalone, despite being also available as a dependent mod for Arma).
Plus, SW: Eaw FoC doesn't have steam workshop. Best bet would be to write up a steam guide for it and link back to a separate file-hosting and a steam group w/ forums.
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