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Topics - kucsidave

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21
The Lounge / My 500th post.
« on: May 15, 2016, 07:53:06 PM »
well, this is my 500th post in the forums, so I wanted to make it special.
First of all, I would really want to thank the Dev team for creating something this amazing as these games for us what we can all enjoy.
Second in my list is to express how glad I am to be part of such a community. I enjoy this place very much. Xizer and I are pushing each other with new warlord ideas, modding and planning to mod with Xizer, Vulcanus and Delta. Having daily conversations with all of you...
This is a thank you for not just the team, but all of you here in the forums for being such a good community.

I dare to say I don't have this much posts in Facebook... So, I think it is safe to say I enjoy being with you guys more than being with the retards I call ex-classmates and colleges.

22
The Lounge / The paradox game.
« on: May 04, 2016, 08:59:10 AM »
Basicly everyone starts with a sentence, and the next one have to create a paradox out of it.
An example is my double post in the last post wins game :D
if I steal Victory from myself then I still had it, but I did not had it anymore, I didn't wanted to lose it, while I did took it from myself...
Who's in?
I start it, and you have to make a paradox from it.
Let me start: I had a pet parrot.

23
Lately I've been playing with the old star wars games(Xwing series and Rebellion) and thought that there are lots of stations that could come into ICW.
Golans are nice and all, but they are only equipped with anti corvette or bigger ship weaponry and some bomber groups can really do some damage against them.
There are the 6 Platforms in X-Wing Alliance which could serve a simmilar role to the Hand's Brask. You already use one of them in Ascendancy, so it wouldn't really need much work to port it to ICW. And to make it differ from the golans more, it could have anti-fighter weaponry only, since they were armed with laser cannons only and no turbolasers as much as I know. As an addition, since there is 6 versions of it, there could be some variety between New Republic, the Warlords and the Remnants. I know this is a lot of work, but the end result to bring at least one in would worth it. both gameplay, player choices and variety-wise. Like for a world able to build up to 5 stations like Kuat it does not need a Golan I next to 2 Golan III and 2 Golan II. But an anti-fighter station with more fighter groups could perfectly fit there, filling a gap.

My second idea is related to income.
There could be a space station that sacrafices defense capabilities for income. There is no need for golans 3 jumps away from any enemy planets. But income can always be good, especially if you are a warlord and have limited resources. I suggest making the asteroid mines buildable for the warlords, so their small territory could still produce an income good enough to make building up your forces possible. It wouldn't need much work, since the model is already in the game. Just require some coding.

On the ground, there could be more difference in income. OK, I know there are already two methods, but the only difference between the mining facility and the Tax Collection Agencies are minimal... Well, except for the Hand.
But 5 imperial factions having the same TCA is not the best idea... So i think the PA could move to a new building which would relate to trade, so it would also make a link to Ascendancy, where the PA has very good trade upgrades.

Also for the other warlords there could be some minor but more important difference in the Income, like Zsinj using TCAs, but cost slightly more, limited to 4/planet but would give a slightly larger bonus, while maldrood's being unlimited, cheaper but give a much smaller bonus.
Eriadu could use Mining Facilities for sake of some difference, but with different parameters from the NR's and Hand's version.

And I know that the DL is not even a third, but actually an 8th wheel, but they could have Mines too, since they had a thriving metal industry if I remember correctly.

24
To be honest, it was a long time ago when I started this GC, I just never had the time to finish it.

So in the beggining, you start at Nirauan, with the NR right in your doorstep, but the Nirauan archives give you a HUGE advantage.
Attacking them this early is a bad idea, since they outgun you at the moment, so start building Mining Facilities and a Decimator instead. When it is ready take Kariek. Since Kariek doesn't have much of an income, build up a light vehicle factory there and relocate your baracks from nirauan to here, getting an extra slot for mines. Take quethold too and build up mines there, just like Nirauan. If Ilum is in NR hands then their fleet mush have been at least a bit weakened at the moment, so it might be a good idea to strike, but this is mostly about luck.
Try to take Ilum, no matter if it is in NR hands or still warlord. After that if you see Adumar's defenses to be low then You would do best to take the planet.
In the meantime make sure to build ships at Nirauan and Quethold. Take Crustai and Oristrom, and if you feel strong enough take Syca too.
Build there Mining facilities and the Syca Fleet Systems Corporation, and concentrate your fleet to Adumar. Nirauan is so close, that even if an attack comes in, your fleet would be there much faster than the enemy.
Take Wistril, Ord Mantell and the Garqi. then turn back to take Morishim then Borosk. After you have those, take Comkin V, Selaggis IV and Dathomir.
This could be done under 50 weeks, even if you take your time.
It is VERY important to build up Ord Mantell to be a mining planet. Nothing, just mines.

You can build up your fleet from 2 shipyards after this, and have more than enough time and credit to fuel your war machine.

From that point it is easy to take the "remnant planets" and from then on nothing can stand in your way.

25
Discussion, Suggestions & Feedback / The bothan spy net and NR spying
« on: April 10, 2016, 05:05:52 AM »
I think the Bothan spy net needs some reworking to 2.2.
As it is now in the game, it is basicly... let's say pretty limited.
It only 16 planets in it's circle of influence, but as the NR you controll most of them, and as IR you have to conquer at least half of them to gain access to the planets providing the bonus.
As an addition, as IR probe droids are much more effective than anything the rebels could have, since their main source of info is from heroes, which have limited use.
I think it would be best to give the NR recon units functioning largely as the probe droids. Could be Longprobe Y-Wing Recon Teams like in Star Wars Rebellion. And limited access to bothan spies like 3 at the time, but they would act more like the stealth heroes do and they could only be trained in Bothan worlds for accuracy.
What do you think?

26
Discussion, Suggestions & Feedback / the future of some units in 2.2?
« on: April 04, 2016, 02:24:16 PM »
I am curious about the future of the Lucrehulks in the first place. I know Zsinj will get them since CS was within his holdings, but does that mean PA will loose it?

Second in my list is the Vengeance. Since EaW does not handle the both space and ground hero at the same time idea, It might be best to separate Jerec and the Vengeance and give the ship to Captain Sysco. Since PA starts pretty strong with 2 SSD under it's command and having a relatively good starting position, I also say that the Vengeance to become "recruitable" where you would have to pay a huge amount of credit for it(even compared to other SSDs) but having an instabuild. So to speak you "fund" it to operate within the Alignment, but requires Jerec to be present in order to represent that it is his ship after all. This way even the AI would be able to use it properly.

The third and the most burning one in my opinion the remnant Hero rooster.
Since the Warlords will have their own factions, the IR will lose most of it's Era 3 heroes in the multi era GCs. In shadow hand it can stay as it is now since they seemingly worked together at the time, but in a multi Era GC it could bring troubles, like Teradoc and Delvardus being in two places at once.
Teren Rogriss could be one of the Candidates who could join the IR ranks, since he was with the remnant until at least 13 ABY, and he and the Agonizer are already in game in the Zsinj GCs.

27
Discussion, Suggestions & Feedback / Small adjustment ideas for 2.2
« on: March 24, 2016, 03:23:50 PM »
I just want to make out some points, bugs which could be fixed for 2.2.
1: Coronas are basicly immune for rockets and torpedoes. They just pass right trough the ship. I suspect that the model has something to do with it.

2: Ession's ground map is bugged. It is doing all kinds of strangeness like does not spawning the defending forces, just the buildings and if you win, your forces disappear until you take the planet with an autoresolve.

3: Sensor nodes are practically useless. their view range is barely larger than infantry's and doesn't worth the credits or even the slot to be there. I suggest to buff it's view range a lot so that they would have some tactical value. I suggest making it at least a bit larger than the artilery units' attack range to make it worth constructing.

4:Pentastar Dark Jedi: Their recruitment should be bounded to Jerec instead of the planet Bastion since they only were there with the PA because Jerec was there.

I will post further things like these if one comes to my mind.

28
Discussion, Suggestions & Feedback / Galactic capitals
« on: March 18, 2016, 03:25:34 PM »
I was thinking about my previous idea I already explained in the Zsinj profile and thought I might expand it a little and make it's own thread.

I can see Night Caller too.
But question(s): Will the Nightsisters' recuitment be linket to Gethzerion? I mean she was the only link between Zsinj and the Nightsisters so it would make sense.
Will Zsinj have an even more limited access to the Executor-class than the remnant?
I also have an idea, and this is not exclusive to Zsinj.
Ground "Structure": Capital Planet. Basicly a "building" that would give you certain advantages, but you can only build it to some planets and can have only 1 at the time. This would be logical, and would represent the real value of some planets in the galaxy, so it wouldn't be just the Income and structure slots that count.
For example:
As zsinj you can build it to Seranno and Dathomir
As Greater Maldrood to Centares and Hakassi
As Eriadu Authority to Eriadu and I don't know, maybe Odik II?
As Remnant to Coruscant, Bastion, Byss, Ect.
As PA to Bastion(i know it was not it's capital, but it was still important) and Entralla(if you add the planet)
ect.
What does you guys think?
This could also make the current GCs more accurate by adding that to that planet's land forces so you can represent the current capitals of the time and their significance. Of course "relocating" your capital would be costly, especially if you not just relocate, but lost your capital. Maybe around 20000 credits to build cost and a lot of time to represent the time which required to relocate and build up the infrastucture.(the reason I said it would be more costly to lose it, because if you simply sell the last then it would give you back half of it's cost)

This way, losing your capital could really criple your economy. Just imagine what a blow it could have been for the IR to lose Coruscant or Byss. There was no central command (and every warlord went on their way).

Also PhoenixC279 made an interesting comment which got me thinking.

Hm. Definitely an interesting idea Kucsidave, and it does make sense in more than one way. And I do like that you did not add in the NR, as they really didn't have that kind of a place in the beginning before they took Coruscant,

Since NR already start weaker than the remnants it wouldn't be fair to them to IR having a bonus and they do not, not to mention that they never really had a capital before coruscant, I thought that they could still have a bonus.
It is known that NR held meetings in various planets, it could be used up. They could build these up as "Location of Provisional Council" giving the normal bonus, and once you capture Coruscant, if you build it up there you can build up the Capital for an additional bonus.
This would from one side help to make the game even more accurate cannonically, and the other side is that NR players would be encouraged to not just defend, but it would worth to launch an invasion and take coruscant, even if it means a possible meeting with Issard.
Also in late era games it would give the NR an another advantage agains the IR SSDs.

Also to make things even more realistic, the current faction leader's presence should be required for everyone to build up these buildings.
It would also make sense. The warlords were basicly the only thing holding their empires together, The NR must have had the Chief of State with the council after all, and the IR's capital was basicly all about where their leader placed it basicly.


So... what do you think?

29
Discussion, Suggestions & Feedback / B5 Juggernaut
« on: March 14, 2016, 03:23:36 PM »
In FoC the imperial Juggernaut had the point defense ability and since in ICW there is the A6 which two basicly looked alike, the B5 could return to the front lines in ICW 2.2, serving the IR or a warlord for sake of diversity between the troop transports.

30
Discussion, Suggestions & Feedback / Anti-super heavy units on ground
« on: March 13, 2016, 11:06:11 AM »
We brainstormed with Xizer again after about a month, and we came up with something funny.
An infantry unit specialized against the heavy vehicles.
Let's face it everyone, there is nothing in this game compared to an AT-AT on the battlefield currently. It can spawn soldiers, it is heavily armed and two or three of them can destroy everything in their way.
So our solution is an infantry unit with no attacking option, so othervise it is very vulnerable, but with the Force Crush ability which is basicly oneshots any vehicle or something similar. And to make them protected though give them a very good blaster redirection or something.
For Zsinj, this unit could be a Nightsister Variant.
The NR developed that the infiltrator's sticky bomb can do some damage too so that ability is good too for the purpose.

This would give us(and the AI too) something against those overpowered stuff an AT-AT is.
I think it would repair some on the ground battles, repairing one of it's mistakes.

31
Discussion, Suggestions & Feedback / The fate of IPV-1?
« on: March 12, 2016, 01:20:07 PM »
Since in Ascendancy we saw Arquitens as the PA's Corvette, will it also come into ICW for the PA as the Corvette, or will the IPV-1 Remain?
And if it comes trough, will the IPV-1 go to one of the Warlords?

32
Discussion, Suggestions & Feedback / From the Ground Up Pentastar
« on: March 10, 2016, 11:04:00 AM »
All right everyone, this is my From the Ground Up PA guide.
As I already said in the one for the Remnants I do these because lots of people think FTGU is impossible in Admiral.

All right, I think it is clear for everyone that PA is the Easyest one from the four we've got right now, but hey, I won't leave them out. I love PA.

So first thing you have to do is to build a VSD I before doing anything and build up all the empty slots with TCAs (Tax Collection Agency). Since you have a good 130 income it will be a good 1170 by the time they are all done.
When the VSD finishes you have no choice but to move to Dubrillion. Take the planet and move on ASAP to Gravlex Med. While the fleet is on it's way start building a space station only and upgrade it ASAP. The Golans can wait. Gavlex will also have a good 85 income, so 5 TCA is still a good choice. After that quickly move to Muunilist and take the planet. The five TCA is a must there too for it's 120 income. Build a Light Vehicle Factory and a at least 1 AT-PT because they are both Anti-Infantry and Anti-Air.
After that, gather your fleet and build up a force you think can take Yaga Minor. Casualties can be taken there, but you should try to keep that to a minimum. After taking the planet send your fleet back to Dubrillion. While your forces are moving it is a good choice to start building up a Capital Shipyard and 2 Hypervelocity Guns (HVG) at Yaga Minor. By the time you finish, someone most possibly took Sernpidal, but it's defences should be weak. Take it before they could be strenghtened and build up a space station and 2 HVGs.
Defend this small area at all cost and spare your credits to have at least two Praetor IIs in both your fleet and in orbit of Yaga Minor. If you need some boost to your income you can sell the Baracks at bastion and replace it with a TCA and rebuild it at Yaga Minor. When you feel you are ready then move on and take Selaggis IV and Comkin V. Build up a secondary fleet and take Dathomir and then the Corporate Sector. Tip for Droid Tri-Fighters(fighter with [Missing] name). After you destroyed everything else then retreat button and Auto-Resolve when it asks you what to do.
Build up everywhere as much TCAs as possible, a Capital Shipyard at Dathomir and Light Frigate yards to Etti IV and Bonadan. You won't need better there. Start producing the Lucrehulks ASAP. My OP fleets stands from 3 Praetors, 1 Lucrehulk, 2 Venators and 1 IPV. That is exactly 40 pop cap, but you won't really need more. Thanks to the fleets' composition the Preators can take heavy fire while you overwhelm your enemy with fighters and bombers. In this fleet every single ship is a Carrier or an IPV. You have more than enough resources for expansion after that point. Build up a backup fleet next to your 3 fleets and start giving extra ships to the existing ones to have reinforcements in case of losses.

You might have noticed that I did not went into details as much as I did with the remnant's and that is because this is so much easier than the Remnant playtrough. It does not contain as hard battles as the remnant playtrough either. The only real difficulty will come with the remnant's SSDs(including the Sovereigns)

Corey, if you read this. I want a harder PA FTGU. Please.

33
Discussion, Suggestions & Feedback / From the Ground Up Remnant.
« on: March 06, 2016, 08:41:50 AM »
This thread is going to be the first of a series (one for each faction). The reason why i do this is because I heard from lots of people that the FTGU is impossible in Admiral and stuff.
I hope these Threads will help many people who are trying fruitlessly to beat the FTGU.

GC

You start at Carida and have 60/week income. Pause the game as soon as possible. I know 60 isn't much but you have to build 5 Tax Collection Agencies(TCA from now on), because you need that income. At the same time start building a Victory I. The reason why VSD I instead of the II is they are a bit cheaper and their rocket launcher makes them able to serve multiple purpouse what you really need. This way, you don't have to build lancers too, since those rockets are quite effective against fighters too.
Unpause the game and immediately launch your fleet to Farrfin and your ground forces too, before your fleet arrives there since you have no time to lose. Take the planet without losses. If you lose even 1 unit be it in space or ground then better start again, since you don't have the luxury to replace them.
While waiting for the VSD to be done build this planet full of TCAs too and nothing else. don't even build a space station. just move on to Champala and repeat. DO NOT Build anything there for now just leave it empty. 30 with 30 income it does not worth to spend your precious credits to TCAs either. By the time they would bring your money back it would be too late.
Go back with your fleet and army to Farrfin and wait for the VSD. After it is done, immediately repat this with Noquizor. This will be harder since the NR holds the planet, but with the VSD you can do it without losses. The ground will be hard to win without losses, but possible.

Noquizor

Main thing is you have to move careful and watch out for your AT-STs. with their barrage ability it is easy to destroy the NR T2-Bs one by one. Your main goal is to push to the other side of the river because there are build pads there. make sure that your stormtroopers are close by and start building a repair pad ASAP so you can heal your AT-STs.after they are fully healed send them forward to the crossorad. bring your E-WEBs and bloc the main route to the enemy base with them while you send 1 AT-STs up north to scout and call in a bombing run or orbital bombardment to destroy the enemy units there. (or both)
Now you can push down to the enemy base, but first if you need to repair your AT-STs bring them back and do so.
If not or if you did , just sell the Repair pad. that is credits back to you.
Push down to the enemy base to the small passage and wait for the bombing run to fill in. Bring only one of your AT-STs in there and call in the bombers to finish up the enemy base.

GC

Build the Planet full of TCAs. 50 income is not good, but it is barely in the limit to build them up. If you have extra credits start building VSD Is. Wait for at least 1 and unite it with your fleet. As soon as it is done take Obroa-Skai and Gravan VII. At gravan quickly build up a Heavy frigate yard and 2 Hypervelocitygun(HVG) ASAP. with the income you get from the 2 conquered planets should be enough to kickstart the constructions while your income shold be enough to keep em going. Make sure constructions never stop, or if it does make it to the minimum so if you see the first HVG is not yet complete, but your space station is, then stop the second HVG so you surely have the creds to build up the second tier. In the meantime in champala build up a light and a heavy factory ASAP. Take Brorleais too and keep your ground forces there while moving your fleet back to Gravan. Also when the Heavy factory on Champala is done start building IDTs there and pump them to Borleais.
keep building up your forces and when you have 4 VSD Is in your fleet (a Modular Taskforce Cruiser is also recommended) you can try to take Bilbringi.

Bilbringi

Just bring in your Escort Carrier
If there is no Raid fleet:
Place your other forces quickly around it. Make sure that the VSDs are on ethe front and wait. The enemy will come to you.

If there is Raid fleet:
Just get out it's way, and when you are in a safe distance bring in a VSD just to protect your escort carrier.


Wait for the enemy to come to you. Bring in your whole fleet and make sure the VSDs are in front.
Focus your fire and try to take out their weapons first. If only the shield and engine or maybe a hangar remains leave the ship be, it can't harm you anymore, focus on something else. Also make sure to destroy the Turbolasers first. they are the most dangerous. Ion cannons can cause no phisical damage. If the ISD II comes fucus on it's four Octuple Turbolaser Batteries first, then every other TLs and only then the ion cannons. Shield, engine and tractor beam can be left alone.
When their ships are done, you can carefully destroy the golans. It's range is not as good as VSD I's so there is a small gap where you can shot it, but it can't shot back. Use it to your advantage and before you know it, you won.

GC

Buikd two TCAs to Bilbringi and build up to Capital shipyard. Don't spend your credits and wait until you can build a Sovereign. As soon as it is done, send it to defend (and most possibly retake) the orbit of Borleais.
Save your credits again and build the second one and send it to defend Gravan VII. You have secured your territory. Even if a Viscount comes, you can one shot them. If there is more in one fleet then oneshot a Ciscount, retreat and then return with your Sovereign only, oneshot one and retreat. Repeat until there is no more Viscounts.
Sell 2 buildings you had on Borleais and build them to be HVGs(if you didn't had them there) and build up your space station too. Do the same with Obroa-Skai and build it up to Heavy frigate factory to make a second line of defense, just in case. Then you can hold this small territory and build up your forces. When that is done, it is recommended to go to Garos IV then Wayland then Comkin 5 then Selaggis IV and Dathomir. You only have to hold Comkin, do not press further. the EotH will take care of every NR holding there afterwards. If the hand already took a few planets ther, don't care and take them. You have to get Dathomir since it is a Shipyard planet with relatively good income, safely away from the fronts.


In my current playtrough with the IR I am at week 155 and have all this, but I have good forces and it looks like I can expand.

After that the best course of action is to go down the Duskhan Planets, then Galantos and finally take Byss, since that planet can be built up as a Fortress World and it can defend on it's own or with minimal defence forces. Then take Corulag so getting a safer border planet instead of Borleais.
Also this means you can sell the HVGs from Borleais to get back some credits.


Good luck, Admiral

34
Discussion, Suggestions & Feedback / Retreat times
« on: March 01, 2016, 05:36:07 PM »
I don't know if this is possible or not, or even a good idea to begin with, but I think the retreat times could be lenghtened. 10 seconds are almost nothing and the human retreats quickly if he/she even senses that this is going to be bad, but the AI still throws most of it's forces at you before even attempting a retreat. and if it defends it is hopeless anyway until there is a station. So to make it more realistic to "calculate the jump", retreat time could be increased to at least 20 seconds, so the AI would have some time to cause damage. This way the Hand also would lose that op 3 sec jump and could be lenghtened to 6-7 seconds which is enough to get to your senses and do some damage, or if you are the retreating one then sustain some damage. I think it would (even if just a little bit) level the field between the AI and the player. Not to mention this would make losing a SSD easier. under that extra 10 seconds much can happen. like a HyperVelocityGun shot.
Though to be honest IMO 30 seconds would be optimal with the Hand having a 10-15 seconds retreat time.
That would even create the question that is it worth it to retreat, or am I better sacraficing my remaining units to cause just a little bit more damage...

35
Discussion, Suggestions & Feedback / Dathomir
« on: February 16, 2016, 02:09:16 PM »
All right, this is entirely Xizer's idea, but I agree so much I'm gonna post it. I copy his message to me.
Is there any way we could put the base game Dathomir map in? From the ZC campaign? It was huge and quite detailed. Maybe tweak it so it's different?

Was thinking each of the Warlord capital planets get updated maps. Larger, more important. Especially Eriadus which looks like a swamp with no buildimgs

36
I want to give an another try for myself to create models...
What is the program's name what you have to use for EaW?

37
Imperial Civil War Community Mods / I need some help
« on: December 23, 2015, 12:18:47 PM »
While creating my own GC i messed something up in it and now when I try to launch it writes down that syntax error(in the GC file) and to please see log file...
My questions are:
Where can I find these log files?
Do I need something to read them?

38
Star Wars Discussion / The Force Awakens discussion(spoilers)
« on: December 18, 2015, 02:22:20 PM »
All right, this... movie... was... awesome.
I am eager to read all of your oppinions, fav scenes and biggest surprizes. Discussion is free. Whom entered not regarding the spoiler warning it is their mistake.
I loved this movie.  When Han died was the perfect emmotional cannonball hitting us all with hyperspace speed. Funny thing is that a hungarian movie critique foresaw it and told that he should die. But the way he died... ah, snap.
I love that J.J. kept the Han and Leia's son turning to the dark side from Lucasarts canon.
there were only 2 things I didn't liked in this movie.
1, the reason no trailer shown luke is because HE ONLY APPEARED IN 1 SCENE! and he just stood there...
2, too much syrup... Too much romantic scenes for a star wars film. At least not as forced as it was between Anakyn and Padme.
My biggest surprise? That the black armored Stormtrooper was FEMALE! HOW AWESOME!
Though... this movie still fails in the Bachdel test, but this is just nitpicking
Oh, and if you wouldn't guess from my username, I AM A MEN! This is starting to get a little awkward for hollywood and yet...

39
Discussion, Suggestions & Feedback / My ICW rewiev
« on: October 29, 2015, 02:52:49 PM »
This is my honest opinion on the mod, and if some people can't take that I am telling it has a few problems and it is not perfect, then close this tab right away.

Let's face it everyone. We all needed a good Star Wars game.
Yes, there are some very well made FPS, TPS, fighter simulators and other games, but considering strategy games... well... Let's be honest. We never had anything really good.
Rebellion was way worse than most of the games of it's time, Battlegrounds was a reskinned Age of Empires II, but then Empire at War came and the salvation with it. I still remember when I first played with it and I said that: "yes, this is something.". A game which had both ground and space battles, not to mention a Galactic Conquest. It's not a wonder there are still so many modders out there for EaW, even to this day.
The problem was, It was not lining up with other games. Proton torpedoes and rockets passed trough shields when the Expanded Universe (EU), especially the X-Wing video game series clearly established that they don't(or everyone would have destroyed an SSD with one torpedo in the bridge), the monstrossity called the ground battles, bad development choices like only Rogue squadron could destroy the Death Star...(Meaning Zann Consortium had no counter) The best solution that had been created was Imperial Civil War.

This mod was daring. Even if not unique, but between the very few mods which dared to come out of the comfort of the Rebellion Era and did not went to the Clone Wars Era. Instead of these, it went ahead in time, showing many people what happened AFTER Endor. Many people didn't even knew that there was Star Wars after Endor. This was the mod what made some of us want to know more about the Expanded Universe. Is the mod perfect? Sure as hell... NOT.
Is this a problem? Not... that much. It is still a pretty good game. Yes, it is as good as a new game, so in my dictionary, it is.
Torpedoes does not pierce right trough shields, the ships which had fighter squadrons finally all have them properly represented, and they don't need micromanaging because every single fighter got the Hunt ability. The scales are finally accurate and the weapon systems finally got some justice. The modders also fixed the "unsalvageable" ground battles as much as they were able to and presented us with new Galactic Conquests. But the pathfinding still sucks. Especially in the GCs. But let's go into details.

The units:
Improved the graphics to a much better state, on a much larger than original unit rooster. It is not the mod with the most units in game. Is this a problem? Absolutely not. Only adds as many units as it have to. They single handedly recreated ships from small pieces of information they could find. With hard work and much care, they created many many units from picures showing only the sides of a ship, and many from only descrbed in texts. This however led to many "mistakes" when concept arts of those ships came to life, not to mention that they had different models in other mods, many people calling theirs crappy. Of course some models have problems, like the ships' engines does not taking damage or the missles and torpedoes shot against the ship are passing right under it giving me a constant headache, especially when I see 20 of them in the same fleet.

The gameplay/ ground:
The ground battles are better than the vanila game, but they are still... well... crap. The only factor deciding which infantry unit is going to win in a battle is only decided by only one factor: Which one will stop and turn to the enemy first. If your unit was the first to stop you surely won unless they have reinforcements. I experienced many times that units are just standing there, shooting the ground because there is an enemy in a lower or an upper level and the terrain is in the way, and sometimes there is a small elevation or a hole in a reinforcement point making my units stuck there as soon as they reached the ground, giving me an annoying disadvantage, especially if that is one of my most powerful units.
The civilians on the other hand was a surprise. Finally I was not able to win a battle just because I had them in my side. Yes, they still give you an advantage and they could still turn a battle around, but as I experienced it, they are not as powerful as they were in EaW. The only problem with them that only the humans are represented. Did everyone else just died or what? Yes, I see that this means there is less data in this already enormous mod, but the vanila game's aliens have also disappeared. Why? Also one world only supports one party. It could be so much better represented if the aliens support the NR for their politics, some humans the IR, some the NR... Why not? (of course only if necessary)

The gameplay/Space:
The space is the biggest improvement in the whole game. Every single ship looks beautiful, Their armament and escort is much better represented, I already told the torpedo thing 2 times, and the fighters are still useable. Wait, what? Yes. The fighters are not as OP as in the vanila game, but the capital ships also lost anti fighter weapons, therefore giving the fighters and especially the bombers a new, more accurate roll. in EaW 9 bombers(3 squadrons) were able to destroy a star destroeyer. 9 god damn bomber. In ICW the fighters are not a method to just overrun an enemy, but instead supporting role next to the Capitals, as they should be. The rebels could just attack the death star 2 with 100 X wings only but the end result would have been catastrophic. And if we are talking about capitals... They are so much better represented. Each ship has a role in a fleet.
The best thing about space is though: THERE AREN'T 100 UNITS FOR EVERY FACTION. Some says the more the merrier. I don't think so. If you want 150 ships fore everyone go play with the Yoden or Alliance mod. If you want to play a mod where everything is (mostly) balanced out, have a role to play and feels much more like it should, then you are in the right place. Nothing unnecessary, everything has it's purpose. I think nobody could have done this better. My never dying respect for everyone in the mod team for this feat.

The AI:
Well, what can I say? This is something the mod had limited access to modify, but they still managed to give it some juice. congratulations for that one.

The GCs:
You can find it, whatever you are searching for. from the very small to the huge, everything is represented, inculding the From the Ground Up. Tech system removed, but instead there are different Eras, everyone is always in the same Era and every era differs from the one before. Even if your own rooster does not change a bit, someone else's surely do, therefore you have to change your strategies accordingly. You can only go trough hyperspace lines in ICW, therefore no more surprises, however this have a downside too. This feat causes problems with the pathfinding and I experienced on multiple occasions that my fleet goes trough the whome galaxy to reach a planet 3 jumps from it's original location.
There are GCs for specific eras, and there are GCs for all of them. There are even GCs with unique unit roosters and/or playable factions.

The Voice acting:
Definitely one of the stronger sides of the mod. There are lots of new VOs in this mod. The only problem I can name with them is the wide gap between the best and the worst. The worst for me is Issard's itro speech. I could barely hear it, therefore It would have been hard to understand, only the text saved it from being a 100% fail, and right after that came Thrawn's intro and it blew my mind it was so good. I know for sure(from a reliable source) that some VOs will be redone for 2.2 and lots of new ones will come in too. And I don't have any right to judge or praise some of them because they will bemy doings, and I know that it would not be fair to tell a VO sucks and mine is much better, because they might turn out to be worse for most of you. I am waiting for your criticism on them.



Final thoughts:
This mod is one of the bests I have ever seen, and definitely portrays the EU as it should. I hope the team will continue it's great work for a long time, even if balance had been shifted to Ascendancy. It has many mistakes which could wreck one's nerves from time to time, but nothing mayor. It is surely a fun to play game for everyone who loves EaW, and even is to some of those who hate it.


This was my rewiev on this game please let me know if I left out something mayor or you think I was unfair in some points.
edit: fixed some grammar issues and clarified a few things better.
Ps.: disregard the lack of civilians part. for details read the comments bellow :)

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Discussion, Suggestions & Feedback / Breaktrough (kinda...)
« on: September 10, 2015, 10:41:27 PM »
guys, you might need diapers because you might gonna shit your pants.
I think I found a way to have more than 3 factions have story scripting.
The method itself is not perfect and I am trying hard to find a solution to some of the problems, but you most possibly would be able to do it better than I do.
You know I have my submod with the DL, and I mostly ctrl+c, ctrl+v -d the Remnant part and then modified it to make DL playable... so when I always saw the IR's leader pop up I had an idea, and modified their story scripting by adding the DL to the end. Well, it works.MOSTLY...
The ground units don't pop up and I can't build a thing, however in space I see that the era progresses because I made the trifoil era 2 and the thrustship era 3 and they apeared as they should. I also don't notice changes in the Remnant's era progress.(meaning no trifoil or thrustship)
Problem is, in Era 1 the intro hologram and in all eras the speech is basicaly the same, but the hologram separates from era 2. I know that most possibly I made a mistake somehow and I am still working on it in case I can somehow manage to make everything work, but also wanted to let you all know, in case(which is about 100%) you can figure out something better than I would do, or faster than I would do.

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