Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - the_trots

Pages: [1]
The Lounge / Ads
« on: April 04, 2018, 11:06:06 PM »
How does one enable ads here on Firefox?

Imperial Civil War Tech Support / Multiple Installations Possible?
« on: October 14, 2017, 02:46:02 PM »
I would like to try the 2.2 demo but don't want to delete or uninstall my existing 2.15 installation. 

Is this possible?

Discussion, Suggestions & Feedback / Enforcer Armament
« on: April 03, 2017, 07:26:06 PM »
The excellent 2.1 manual, and numerous discussions on here refer to the Enforcer being equipped with quad laser cannons.

The Enforcers in my 2.15 install do not have any laser cannons
  They are equipped with just Ion cannons and TurboLasers and I am not confusing them with Vindicators.

Discussion, Suggestions & Feedback / Tector in 2.2
« on: March 11, 2017, 12:36:04 AM »
I see the Eriadu Authority and The Greater Maldrood get the Tector.  In what eras will they have access to this glorious ship?  And is it still era 4 only for the IR?

Thank you.

Discussion, Suggestions & Feedback / NR player trying the IR
« on: February 27, 2017, 07:46:10 PM »
I am not new to this mod however I have limited myself by only playing as the NR, mainly Art of War but sometimes From the Ground Up as well.  I have tried to play as other factions in the past but I could not get into the games.  It made me too sad to destroy the ships I saw in film and read about in books that saved, protected and harbored my favorite heroes.  It’s okay, you can laugh at me.
Anyways, the NR was getting a little stale.  I felt I had fleet consists and tactics figured out for nearly any situation, so I started a new Art of War game as **gasp** the IR.
My first reaction was sadness.  I was loosing ships left and right, and my favorite Rebellion/NR ships were going down in smoke too.  I had grown accustomed to the strong shields and hulls of NR ships brought about by their philosophy of life being precious.
Then, I saw the light.  My VSD1 wiped out a whole NR fighter squadron with it’s missles.  Then the same VSD1 shredded a Nebulon, and an Assault Frigate after that, and next to it an ISD2’s octuple turrets were doing very naughty things to a MC80.  Power like this is fun, and fun is the reason I play this game.
Playing as the NR, your ships are tough, but often it feels like you are shooting boogers instead of laser blasts.  The IR is the opposite of this, and it can be shocking.  It is a hard adjustment to make to see VSD’s and ISD’s go down under punishment that a Mon Cal would brush off.  Seeing the massed green laser blasts from nearly every IR ship makes it worth it.
Looking back, I think I have crippled myself.  I have spent so much money on ISD2’s, when VSD’s with support will often get the job done.  I wish it was a little more robust, but the VSD1 is my favorite IR ship.  Small enough to support it’s larger ISD brother but powerful enough to form a battle line and take on a huge range of opponents.  The biggest ship in game I have seen that can defend itself against fighters.  I am curious to see my VSD1 face off with the Bothan Assault Cruiser.
ISD2 feels like a bigger (and more expensive VSD).  It cannot take a beating like it’s Mon Cal rivals; it prefers to give the beatings.  The octuple turrets are a man’s weapon.  Once the shields go down, the entire ship will go down soon.  Such is Imperial life.
The Carrack is the best value in the game I have seen yet.  Stunning armament for the price and 1 population point.  If the Carrack was a NR ship it would have 3 population points.  It’s Ion biased cannons are very useful for taking down heavy NR shields, but the same Ion basis makes it struggle blasting away at a bare NR hull.  I have at least five in any fleet I construct.  A no brainer to attach one to each ISD/VSD, and have a couple roaming around to attack anything else.
I view the Strike Cruiser as a bigger, more expensive Carrack with a turbolaser basis and fighters.  A good escort for ISD/VSD’s, but are the turbolasers and fighters worth the extra money, and more importantly, population cost?  I view IR fighters as paper mache, as they should be, and not terribly useful.  That being said, a group of them packs a punch, as long as their shields are up.  No saving this ship under heavy fire.  Perhaps I will like the Strike Cruiser more over time, but right now I would rather build Carracks and use the saved money and population points for more VSD’s.
I know the Vindicator doesn’t get much love here, but I understand this ship.  I would not build this ship as part of a main fleet, but it is a great garrison unit for isolated planets.  I am great full it can be built at light frigate shipyards.  This ship is the reason I have not lost my isolated planets.  Doesn’t have a lot of firepower but the first IR ship I would say can take a beating for what it is.
The Lancer is effective at bringing down fighters, but I prefer (and miss) my Corellian Corvettes.  I can park those anywhere I want while the Lancer has some trouble maneuvering for it’s size.
I agree with Thrawn’s view on SSD’s.  At era 3 I went wild and bought every Executor and Sovereign I could.  Now I am out of money, and I don’t have enough population points to make decent fleets elsewhere.  I like the Executors more than the Sovereigns.  Superweapon aside, far more tough giving and receiving punishment.
As I am in Era 3 I am eagerly awaiting the Tector ISD’s.
I think the Preator is OP.  The same population as two ISD’s, but one Preator will shred two ISD’s.  The range advantage is the killer offense, crippling opponents before they can return fire.  Thankfully the IR is not defined by this ship.  I am choosing to limit construction of this ship.
I have also noticed gameplay differences.  Art of War as the NR, my main opponent has always been the PA.  The PA wipes out the Hand and the IR both early, then it is a long grind of taking out the PA’s endless supply of Preators.  Playing as the IR, the PA appears to be wiped out and the Hand is an opponent for the first time.
Please excuse my rambling.  Feel free to offer any advice on my beginner IR observations.  Thank you.

Discussion, Suggestions & Feedback / Nebula Shields
« on: February 06, 2017, 10:34:08 PM »
Is there any plans to adjust the Nebula in 2.2?  It's in game, apparent shield replenish rate is horrible, much slower than Mon Cals and ISD's.  Maybe it is coded differently, but this has been my observation.  Quite a shame as the model is beautiful and it packs quite a punch.

Please don't view this as a complaint.  I am very thankful for all the unpaid work done to create this great mod.   :)

Imperial Civil War Tech Support / System Requirements
« on: January 13, 2016, 01:17:27 PM »

What are the system requirements for ICW 2.1?

Imperial Civil War Tech Support / Yavin IV freeze during ground battle
« on: January 12, 2016, 08:17:37 AM »

I am new here.  This mod looks great and it is obvious that a lot of hard work went into it.

I have been very excited to play but I have not been able to get very deep into it. 

I have a fresh Win7 installation, and I am using EaW/FOC gold pack on disk.  I installed Imperial Civil War 2.1 with the installer, and installed the 2.15 patch, and clicked "auto detect" on the graphics setting menu.

Playing Art of War as the New Republic, my game froze during a ground battle on Yavin IV, while watching theater mode.  Ctrl-Alt-Del did not respond and I had to do a hard shutdown to get out.  Any ideas?

Also, what are the system requirements to run this mod?  I apologize if they are posted elseware but I have not been able to find them.

Thank you.

Pages: [1]
Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!