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Currently trying to wrap my head around Fall of the Republic. I remember playing Corey's mods almost a decade ago and they were nowhere near as robust as this. There's a fuckton of new mechanics to the point I feel like I'm relearning the game entirely. Trying to play as CIS but I'm getting my ass kicked.
I'm kinda thinking about going back to the original Republic at War just for the classic gameplay of steamrolling everything with a deathstack until you encounter the enemy deathstack.

What are some underrated mods for this game? Also, EaW thread I guess.
>>
>>1889256
Super hyped for Reven's Revenge. I guess the only underrated mod would be the Stargate one, if that counts.
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>>1889256
I like all the new mechanics they give me much more goals to reach for than just building up deathstacks.
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>>1890185
I only learned about it yesterday. The madman is actually already making another expansion mod.

If Disney/Petroglyph won't hire him then why doesn't he make his own game at this point?
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>>1890406
Yea. Corey is currently doing a preview play-through of it.
https://www.youtube.com/watch?v=JXYUambLlfo&t=3s
Also did a video showcasing some of the features. It's looking great so far.
https://www.youtube.com/watch?v=2Dfqt7aqoZo
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>>1890406
>why doesn't he make his own game at this point?
because he wants to do star wars and anything original will get C&D'd immediately like the kotor remake. Not the one announced by goyslop inc, the fanmade one in unreal engine that got C&D'd (most likely because the greedy kikes already planned their own goyslopified version)
also, the difference between modding a game and making a game is like the difference between old trilogy and nu-wars. Incomprehensibly gargantuan
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>>1890721
Also, they would have to start from scratch like Vol'Talkes did, and no-one gives a shit about some star wars modders' OC setting unless you make a porn game.
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>>1890721
>old trilogy
But there are two old trilogies.
>>
Genuinely baffled that the Empire at War devs are still updating the game, fixing bugs and accommodating modders. Wish more developers cared about their old games like this.
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>>1890774
>original trilogy
4-6
>saga
1-3
>nu-wars goyslop by tacobell®
7-9
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>>1890975
I'm pretty sure it was just a one-off updating the exe to run with x64. And it was probably someone higher up seeing Corey's work and having a human soul inside their body.
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>>1891004
They've been doing it for a while now, actually. The most notable one was the Steam Workshop update a few years ago.
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>>1890975
It's because Empire at War is still one of Petroglyph's most profitable games.
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>>1891087
>a few years ago.
wouldn't call that "still updating the game, fixing bugs and accommodating modders". Just one-off bringing up to modern standard, which is still far better than what most games get these days
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>>1891299
they release about one patch a year with the latest one being released a month ago
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>>1889256
Do you guys know if heroes in eaw provide their buffs to ships if I jump them in after or do they have to be jumped in BEFORE I deploy other ships for those ships to receive their buffs?
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>>1892535
In vanilla EaW/FoC? Pretty sure it's applied as long as the character is on the battlefield, no matter if at the start or dropped in.
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>>1891004
Last patch was small but pretty substantial for modders.
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>>1890185
Same. The Sith Interdictor is one of my favorite ships and I look forward to spamming them.
>>1889256
It's a steep learning curve but once you figure it out the game is fun as hell. CIS works differently than the Republic, but basically you just just need to invest in different corporations to unlock more planets for them. As far as combat goes it depends on how you want to
play it.
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>>1892998
>Interdictor
For me its the Hammerhead. Such a pretty design. Will be playing Mandos first though.
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>>1892998
>It's a steep learning curve
It honestly threw me for a loop. It feels so much different than vanilla. I'm impressed by how dynamic and sometimes cinematic galactic conquest feels now.
But FUCK ME, man the AI feels way more relentless. I can't even have a minute of peace to move my fleets around and plan my infrastructure. Really wish you could issue move orders while paused but it's probably hard coded into the engine that you can't.
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>>1893699
What difficulty are you on? I play on normal just to chill after work and it's hard to lose. Not saying that to put you down or anything but it does take time to get gud. It can help to do hit and run attacks, like to kill an enemy shipyard, retreat, then hit them again to whittle the enemy down.
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>>1893699
you need to master the pause button. It's the only gookclick aspect of the game. Sucks dick but no one bothered to fix it
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>>1893706
I'm on Captain difficulty which I assume is normal. It just feels like every victory is followed by two setbacks because I'm not quick enough with managing economy and infrastructure before another front is opened up.
>It can help to do hit and run attacks, like to kill an enemy shipyard, retreat, then hit them again to whittle the enemy down
I've resorted to cheesing it with fighters. Deploy carriers, send in tsunami of fighters at enemy fleet, kill one or two ships, retreat before they reach the carriers, repeat until system is captured.
In turn ground battles don't feel anywhere near as tough. I rarely have to break away from the select all into attack move towards enemy base tactic with force sensitives and an unlimited supply of B1s.
>>1893742
Playing it made me realise how much I take Total War's 0.5x speed for granted.
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>>1894111
>It just feels like every victory is followed by two setbacks because I'm not quick enough with managing economy and infrastructure before another front is opened up.
Have you tried adjusting the game speed? There's separate sliders for tactical ground/space section and for the galactic map section.
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>>1893699
>I can't even have a minute of peace to move my fleets around and plan my infrastructure
Use the pause button and reduce campaign speed. It's unbearable otherwise.

>>1894111
One thing that might help your fleet micro is using control groups. I found them useless in TW, but in Empire at War they feel essential.
EaWX fleet sizes are so massive, and AOTR fleets are so micro-intensive, that you really have to use control groups if you want a chance with them.
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>>1894703
>One thing that might help your fleet micro is using control groups.
This. Probably just my autism but I find the following to work best in space battles:
>Group 1 is the main gunline of my fleet (SSD, main capital ships)
>Group 2 is my secondary gunline (Capitals if there's an SSD present, heavy cruisers/frigates if main gunline is capital ships)
>Group 3 is always my point defense escorts. keep them between my gunline and the enemy fleet
>Group 4 is usally support ships like tenders to move them where needed
>Group 5 left open for damaged ships that need pulled back. If a Victory's shields go down, assigned it to group 5 and order it to the rear of the map
>Group 6 is fighters
>Group 7 is interceptors
>Group 8 is bombers
>Group 9 is 2nd group of bombers
>Group 0 is either my vanguard (smallest possible ship that can jump to lightspeed) or my interdictor. Group 0 always jumps in 1st so the rest of the fleet can be positioned as I like
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>>1894914
Another thing is to pay attention a unit's speed. I wouldn't group a Dreadnought cruiser with 2.5 speed up with a group of ISDs with 3.0 speed. ISDs would be in group 1, Dreadnought(s) would be in group 2. A lot of times I'll wait for the fast ships to engage the enemy and then jump in my slow ships into the line of battle.

Move orders are important too. If you have a mass of ships selected and tell them all to move to a point, they'll all move at their own speeds. But if you give them a special move order (don't know the word for it, but where you drag your mouse to make an arrow) they will all move at the speed of the slowest ship. This prevents your fleet from losing cohesion and getting picked off individually.
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>>1894916
Another trick is to use the map to your advantage
>map has a nebula/asteroid field in the center
>capital ships will avoid this and go around it
>jump your fleet in near this obstacle, opposite side of the enemy fleet
>the enemy fleet will generally split up to go around it, dividing their forces
>go after whichever half is the weakest
>I generally go after whichever side has the fewest escorts so that my bombers are more effective
>now that the enemy is split you can mop them up piecemeal
>>
>>1894921
As for ground combat, it depends on your faction and playstyle. In general though I've found a few things to be my go-tos:
>hold down a chokepoint with infantry and turrets, and sensor nodes while having 4-5 artillery unites behind the lines just bomb everything
>go all in on gunships and rush the enemy base to destroy key buildings then mop up enemy units
>elephant walk a group of heavy army straight through the map toward the enemy base, preferably unites that can deploy their own infantry
>almost always build the command post that spawns medics since they repair both infantry and vehicles.
>I don't use hero units that often as I prefer to use them more as markers so I don't lose/forget a fleet/army on the galactic map, but when I do use them it's generally to counter enemy heros. artillery works well for this too though.
>something I didn't realize for the longest time was that stealth units can actually attack an occupied planet without engaging the fleet. You can send stealth units in to a weakly held planet and steal it out from under the enemy, then jump a fleet in to mop up the orbitals.
Overall though artillery is king, but by lategame I usually just build doomstacks and autocomplete ground battles unless it's a climactic battle or a map I particularly like
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>>1890406
based and RTSpilled
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>>1889256
>Still no cracked updated version
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>>1894914
I do the exact same thing, though I tend to put more of my micro into ship tonnages than fighters in TR.
>1 is big tank (SSD or battlecruiser)
>2 is capitals
>3 is heavy frigates (victory-2s, procursators, etc)
>4 is artillery
>5 is carriers
>6 is small frigates and anti-capital corvettes
>7 is point defense
>8 is fighters
>9 is bombers
>0 is interdictors
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>>1892535
I think they get the bonus regardless of when they are brought in. The most problematic aspect is I don't think their bonus applies to themselves. This is frustrating if a leader is in a super star destroyer since they don't get their own bonus. You'd need to bring in a second leader to boost the SSD.
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>>1892998

I like the even more ancient Sith/republic designs. I hope we get some smaller scenarios where we can fight the conflict between Naga Sadow and the Old Republic, the Krath, and the forces of Exar Kun.
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>>1897148
those Sith ships are indeed pretty cool. Seems like they will be some sort of carrier in the game.
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>>1897211
I also like the Krath Supremacy class attack ship from the same era.
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Think we'll see this bad boy in a Thrawn's Revenge update?

https://www.youtube.com/watch?v=Q8Eyqv5V0gs
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>>1897486
Which faction should they go to?
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>>1898725
imperial blastboats? rebellion or hapes obviously
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>>1897148
>>1897211
>>1897454
The GHW had some fantastic designs, and it's a shame we'll most likely never see a mod centered around it.
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>>1890406

Not only that, he's planning a 4th expansion mod for the early GCW period covering the OT period.
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>>1898877
I'm a little hesitant for that one.
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>>1898879

It's far out enough that I'm withholding judgment, but I'm erring on the side of optimism simply on the quality of TR and FOTR.

But I get where you're coming from. EaW just can't really capture an asymmetrical guerilla war well.
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>>1898981
>EaW just can't really capture an asymmetrical guerilla war well.
There's that point you brought up, but I was more concerned with how they would make not make it like be TR, but with steamroller Empire. I feel like their current docket is solid, but this one is out there for me.
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>>1898981
>EaW just can't really capture an asymmetrical guerilla war well
AOTR does it somewhat decently, and I think they even have a submod which goes even further into the asymmetrical guerilla war aspects. Where EAWX would really struggle is the fact that small ships and fighters can't change the face of a battle in it, instead serving as force multipliers for the big battleships. Asymmetrical guerilla warfare only works if small ships and fighters can actually carry a battle.
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>>1899032
Small ships kinda work only if you swarm them en mass and have some tenders to help, but yeah they're mostly fodder to protect even my lowly VSD and Bulwark Mk Is.
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>>1897486
Aren't they already in? I think that the Corporate Sector has them in their fighter roster.
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>>1899161
The Corporate Sector and all the Imperial factions have them all albeit various models. Eriadu and Maldrood have the oldest variant, Zsinj and the mainline Empire have the middle ground while the PA has the newest version.



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