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.


Messages - Mitthrawnuruodo

Pages: 1 2 3 [4]
61
The Lounge / Re: Who exactly is Thrawn getting revenge against?
« on: June 02, 2015, 06:59:54 PM »
Short version: the initial idea for a campaign, back when I was 13-14 and thought that was a feasible thing to do in EaW, was to follow the books but then in the EotH version, it ends with the Thrawn clone winning and getting rid of the NR so it technically still kinda worked.

Funnily enough, that's just what I assumed before deciding to ask this question - that since the mod seemed to be bigging up the Empire of the Hand, what with the startup screens being of a Stormtrooper with the Hand logo on the shoulder and the Hand intro playing as part of the title screen, that it must refer to the Empire of the Hand and Thrawn's clone getting revenge for the death of Thrawn.

Anyway, since this now seems to be the "How I found the mod" thread, I can't remember exactly when I first came across it but it must be around 2012 when I was first getting into the EU and read the Thrawn trilogy, and after trying to play out Thrawn's battles in vanilla FoC skirmishes, I decided to find a mod that pitted New Republic against Thrawn.

62
The Lounge / Who exactly is Thrawn getting revenge against?
« on: May 30, 2015, 03:40:51 PM »
I've read the Thrawn trilogy and Hand duology and I'm still struggling to grasp who Thrawn is getting revenge against.

63
Discussion, Suggestions & Feedback / Re: Diplomacy for ICW
« on: May 30, 2015, 01:21:30 PM »
I'd also like to posit that I think the diplomacy function should be optional in case people just want a straight up classic game of invading plants.

64
I decided to start a PA playthrough of the Imperial Civil War GC recently, and for help on composing fleets, I checked the feedback section's Pentastar megathread. Of the people who listed units they like and don't like to use, I was surprised to see the Lucrehulk, a unit the devs want us to earn, not receiving much love. It didn't appear on the lists of units people never use, but only one person said they use it in place of Praetors. I guess my straight fight through to the planets that produce it wasn't worth all that effort (of jumping in Kaine and Jerec to wipe out space then using Dark Jedi to autoresolve ground :P)

65
I think it's because what little coverage it has portrays it as a more "human", less humanocentric Empire.  So you still get all the stuff you love about the Empire (Star Destroyers), without the sith, without the human arrogance.  It's a likeable empire.

I agree that the Pentastar Alignment is at least a more realistic version of the Empire (as in it's the kind of Empire you'd see if Star Wars was more hard sci-fi), but I'd have thought the Empire of the Hand is what people would go for if they want a more likeable Empire. Funnily enough, this very notion is a source of internal conflict for Mara in Survivor's Quest - she finds the Empire of the Hand an attractive prospect because it reminds her of her good old days in the Empire without all the evil.

Anyway, I voted Empire of the Hand due to their cool units and utilising hit-and-fade tactics using their ships with indestructible engines, and Pentastar Alignment due to their similarly interesting and varied roster plus the fire-power they can bring to bear with it.

66
The Lounge / Rebels - Rogue One mod for EaW?
« on: May 08, 2015, 07:55:08 PM »
I don't know how well-loved Star Wars Rebels is around here, but I was thinking that with the known details of the spin-off film Rogue One, we're being provided a lot of material for the period between Episode 3 and 4. So do you think a mod which progresses through a tech tree of Rebels material up to Rogue One stuff would be a sound idea?

67
Discussion, Suggestions & Feedback / Playing as era 5 IR
« on: November 25, 2014, 01:34:17 PM »
Does anyone have any advice for which units to use when playing as the Remnant in the fifth era? I'm not big on the IR, but I'm giving them a go in Final Imperial Push. I'd like to know how best to compose defence fleets and attack fleets. Also, for ground, are Novatroopers and IDTs any good?

68
Discussion, Suggestions & Feedback / Utilising units effectively
« on: October 24, 2014, 10:21:41 AM »
I have to confess that when it comes to ICW, I'm a lazy gamer. I tend to go for the 'strategy' that Yahtzee said he resorted to in the Zero Punctuation review of Halo Wars - tank spam. Or in the case of ICW, building as many of the biggest or most powerful units as I can, ctrl-A, then ctrl-right mouse in the direction of the enemy.

This is a habit that I'd like to kick as I feel I'm missing out on a lot of the content the game has to offer otherwise. However, I always struggle to gauge just which units are effective against which, due to ICW's balancing and no clear rock/paper/scissors system as in other RTSes, and indeed the original EaW which showed exactly which enemy units your unit is strong and weak against. So when I send a unit into battle and see it get destroyed much quicker than I expect it to, that just registers with me as 'crap unit, do not use', usually because in all the crossfire of different enemy units, it's hard to tell just what it was that destroyed it, therefore it looks like it's just crap against everything.

I'd like to know how I can deduce which units will be effective against which enemy units, and how to group units together to compensate each others' weaknesses. I'm playing PA at the moment, but my other favourite faction is EotH.

69
Discussion, Suggestions & Feedback / Re: Diplomacy for ICW
« on: October 17, 2014, 08:54:40 AM »
I've been trying it out, and it certainly does add an extra challenge. Although you start with Boba Fett, I found I had to rush a planet that can produce bounty hunters and quickly get them pumped out, otherwise the enemies end up with an early advantage. Having to check the credits tab all the time is a real ball-ache, I'd recommend giving planetary influence its own display on the galactic map. Also, it would be better if we could see how our diplomat is influencing another planet, as at the moment, you just leave it on an enemy planet and wait until it becomes yours with no indication of how long it'll take.

It's a very interesting system and I would encourage you to keep working on it. As a fan of the Hand of Thrawn duology, it would be awesome to do Final Imperial Push using diplomacy to be a bit more accurate to the novels.

Pages: 1 2 3 [4]
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!