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NPC

Member Since 18 Aug 2015
Offline Last Active Sep 03 2017 11:10 PM

Topics I've Started

Couple of Ideas

19 August 2015 - 06:29 AM

Alright, thought I would throw my hat in the ring, to the hopefully still living mod, and voice my ideas. Love the mod so far and I really appreciate the amount of canon units represented correctly in the game.

 

1. If a planet has a surface to space weapon it could prevent space ship from getting close enough to conduct orbital bombardments. Don't know how hard the coding would be but I thought it would make building surface to space weapons move valuable then just parking another star destroyer over the planet. Perhaps it only kicks in if there are two guns built on the planet to make it more balanced. Note I said orbital bombardments and nothing about bombing runs.

 

2. Space station destruction. Again likely a huge pain to code in but I thought it would be worth mentioning that a way to get rid of unwanted space stations would be quite helpful. Especially, considering the UI limitations of the engine. 

 

3. Spoils of war, this comes right out of Thrawn's Revenge. When you conquer a planet from independent forces perhaps you should get a bonus that isn't just pure credits. Say your forces seize a factory or mining complex. Perhaps you enforce conscription and get a few units of SecForce Troopers/Army Troopers or mix it up with Auxiliary Soldiers levied from the conquered. How about some of those campaign starting forces like LAATs, Pod Walkers, and artillery everyone likes to play around with. Even a corvette or fighter squadron from a boneyard. Basically play to the mods strengths and encourage unit diversity even after all the starting forces are used up.  

 

4. A minimum lag GC map. I noticed some posters have already made something like this but it might be a good idea to make an official one. Basically create a GC with the minimum of fighters, transports, and freighters in starting units for all sides. Maybe disable some of the heroes too. Perhaps cut down on independent forces as a whole would help. 

 

5. Hire mercenaries from Hunter Guild Houses and Cantinas. Not hire in galactic mode where the unit is persistent but just in tactical battles. For instance pay 200 credits and get access to a unit of mercenaries by clicking on the structure, say Cantina, and waiting for the negotiations, build time, to finish. Yes I realize that 200 credits would be expensive when you could build a unit of soldiers for cheaper but you're paying to have them there asap rather then having the time to train your own soldiers. Like in RaW where there was an upgrade to add additional fighters and bombers to a space station's garrison. 

 

Thoughts?

 

 

 

By the way, on page four of the manual the picture cuts of a line of text and on page sixth four the Clone Trooper has the wrong picture. The Defiler from base is used but in game they have stormtrooper models. Since it's not a bug in the mod I didn't think it belonged in the bugs subforum but I thought I would mention it.


What units to build?

18 August 2015 - 07:40 PM

Greetings everyone. First time posting on these forums. I've been playing PR for the past few weeks and I love it. In my opinion it's the best mod for EAW. I just have a few questions.

 

1. SecForce/Army Troopers when fully upgraded are only equal to low level SpecForce/Stormtroopers. Should I just never build or upgrade them and stick with the elite barracks? 

 

2. Clone Troopers seem to have good stats despite not requiring upgrades. Should I just build them instead of other infantry if I have access to cloning vats?

 

3. Should I build freighters for credit income or stick to attacking mining planets?

 

4. Juggernauts seems weak compared to T2 tanks and AT-AT walkers. Am I using them wrong? Their missile attacks seem weak compared to turbolasers. 

 

5. I never build anything from level two space stations. That's transport and freighter class ships. Should I? It's hard to justify compared to capital ships and fighters but am I missing a hidden tactic? 

 

6. Should I use capital ships with complements of fighters or just build my own?

 

7. The high level fighters; Preybirds, E-Wings, K-Wings, and Tie Defenders, seem really OP. Is there a good way to deal with fighter spam that doesn't involve better/more fighters of my own? Most of the corvettes I've tried don't to seem to cut it.

 

 

I win on easy and medium difficulty without too much trouble but I get worn down and overwhelmed on hard, especially on the Galaxy Far Far Away map. I was hoping for some tips. In particular when should I wait for upgrades and when should I just build and attack? Any heroes that are "must haves"? Are there any starting forces that I need to hold onto? The manual does a very good job detailing every unit but doesn't have any hints for how to use them or any long term strategy.

 

 

As Empire in space, I use Acclamators to push through a lot of pirate and rebel defenses early game. Then change over to Tectors, fully upgraded, and large swarms of advanced fighters with the occasional hero and Praetor. However this takes for ever to research. Is there an alternate way to play? It's far too slow and expensive on hard difficulty.

 

As Empire on the ground, I use stormtroopers and AT-ATs, that's it. Is there a use for the other units? The AI never seems to be able to deal with the AT-ATs very well if my stormtroopers screen against rebel vanguards. Eventually I build AT-AAs if the rebels start using a bunch of air speeders but other then that I use no other units. Frankly the pathfinding for AT-ATs, especially when several units are on the ground at once, is driving me insane. There must be a better way to fight these battles then a slow grind.

 
As Rebels in space, I just fumble around. I really have no idea what to do aside from try to build up to high level fighters as quick as possible. Recusants are fun but I don't seem to have the same punch as Acclamators. Really have no idea what to do here. Perhaps I should rush for MCs early?
 
As Rebels on the ground, I spam T2-B tanks, SpecForce Rangers, SpecForce Vanguards, and every Jedi I can find. A little less homogeneous then Imperials but not by much. 
 
 
 
I would like to that the people who worked on this mod for the effort and time they put in. I especially want to thank you for the unit descriptions and manual. It's so helpful to be able to directly compare units in game and to have an idea of what I could run up against ahead of time.