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Topics - kucsidave

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41
I know everyone is hyped about the warkords, but the DL should get expanded too. There are so many possibilities in those xenophobe devils, that I couldn't tell...
I just wanted a thread what gives them some love, and would contain suggestions about how they should be expanded in both space and ground(no matter how broken ground battles are with petroglyph).

My ideas so far

Ground:
Barracks
-Yevethan Soldiers(already exist but should be reduced to 6 soldier/squad and 5 squad/landing)
-Yevethan Plex Soldiers: The yevethans definitely need them. Cheep anti vehicle troops, nothing extraordinary
-Yevethan Scout: A lonely Yevethan soldier with a sniper rifle and huge view range, having the sprint ability
-Hijacker: (Act as the commando units) A lonely yevethan soldier without any modification, but having a personal cloaking field ability and Chewbacca's ability to capture vehicles.(maybe with build limit to do not make it too OP.)
Garrison: 2 Soldier squad, 2 Plex Squad and 1 Scout(important for Medium Vehicle Factory's garrison)

Light Vehicle factory(finally getting some real tech tree)
-AT-ST(already exist)
-AT-PT: This unit would make perfect sense for them. As simple as that, and would not require new unit
-Freerunner: My explanation would come later! It would give them a great force against the NR's speeders early game.
garrison: 4 AT-ST like the imperial ones.

Medium Vehicle Factory
-IDT: Would act as in the empire. Nothing too complicated.
-MPTL 2A: Explanation comes later! The NR artilery, but they would get 2 of them, but would not get the scout droids, which would make people use the Yevethan scouts in coordination with them.
-TX-130 Saber tank as basic anti- vehicle unit. nothing too complicated
Garrison: 2x MPTL This would definitely give them some flavor, and with the barrack's scouts it could give a very unique defensive strategy :D

Advanced Vehicle Factory
-AT-AT(Already exists, but they should not get the deploy stormtrooper ability, but gain the increase firepower one what in the vanilla game Veers(I think) had.)
-Juggernaut: They would be the Troop Transports
garrison: 1 AT-AT like the Imps. nothing extra.

Hypervelocity  Gun: Only buildable in certain fortress planets. with 1/planet limitation. This would enable players to establish fortress worlds, but they would not be able to spam them and therefore making them OP, also they would have to make their strategies considering these limitations.

Slave camp: basically the same as the IR's Prisons, except instead of the build time bonus, they would give the players the ability to build the NR units(both ground and space, including MPTL and Freerunner, i just didn't wanted to shot down the best part). It would make sense too, because that would mean that they actually captured them from the NR with the original crews in slave labor with the population to build new ones. Makes sense, right?

Mining Facility[requires Slave camp]: We know that the DL had quite a thriving metal work industry, but it would also make sense for them to use slave labor to mine. This would make building prisons quite important, almost requiring players to build them, giving them a feeling of DL. Whom is not us dies or gets enslaved. This is SO Yevethan!
Limitation 3 or maybe 4/planet

Turbolaser Towers: Everyone have them. Why not let them use those beasts too?

Shield Generators: just like Turbolaser Towes. Why not give them too?

Space

All right, I know that the DL only had the Thrustships and the D-type trifoil fighters as unique ships, but this does not mean they should not be expanded there too, because they can, if even just a little bit...

Light Frigate Yard
garrison: 3 D-type Trifoil squadron, 2 TIE Bomber Squadron
-D-type Trifoil fighters(already buildable, nothing new.)
-CR90 Corellian Corvette: We know that the DL had at least 1, which Nil Spaar himself used once and if they have one, they can build others filling the Corvette role and would even make sense.
-Armadia-Class Thrustships(already exist as it is, nothing changes)
-Immobilizer 418 Cruisers: They also had them, and they used one to capture Han Solo, so this would also make sense, filling the Interdictor role in the meantime
-Nebulon-B2 Frigate[requires Slave Camp]: Filling the light frigate role and giving the DL some variety :D

Heavy Frigate Shipyard
Garrison: 2 TIE Bomber Squadron, 2 CR90 Corvette, 2 Thrustships
With the Thrustships spawning the Trifoils there is no need for them in the station, so DL shall not be too OP.
-Victory I-Class Star Destroyer nothing new, already in game
-Victory II-Class Star Destroyer nothing new, already in game
-Dreadbaught-class Heavy Cruiser(the imperial one with tie fighters)[requires Slave camp]
-MC40a[requires slave camp]

Capital Shipyard
Garrison: 2 TIE Bomber Squadron, 2 CR90 Corvette, 5 Thrustships
This would empathize the DL's focus on thrustships and making them unique in space defense forces, making them interesting to play.
-ISD I (already exist as it is, nothing changes)
-ISD II (already exist as it is, nothing changes)

These are just my ideas about how could the DL be both unique in tech tree and playstyle, while having connection to their lifestyle and tactics in canon.
I hope you guys like this idea...

42
Imperial Civil War Community Mods / Polished Duskhan League
« on: April 15, 2015, 05:51:14 PM »
I was playing with the Black Fleet Crisis a few days ago, and thought that the Yevethans do not have enough means to pose a threat to the NR, not to mention the other GCs they are present.
So I decided to give them a few more stuff.

Disclaimer:
This mod is a custom modification and was neither created nor is it supported by the Thrawn's Revenge team.
The Thrawn's Revenge team is not responsible for any negative effects from installing these files
nor can they be held responsible for fixing any issues which arise from them.


With 0.9, I came to a crossroad. Before this time, my submod was compatible with Vulcanus' submod, but with the Turrets, that's changed... So I had a hard time thinking: "What should be the right thing to do?"
I think Vulcanus' submod is too good to let myself the luxury of being uncompatible with it, but I also couldn't demand players using it, in case they didn't liked the changes. So I found a solution. WHY NOT GO TROUGH BOTH PATHS?

And so I did it. I made two versions of 0.9, and I always will from now on.
The normal mod requires an unmoded ICW, what everyone should have had at a point.
But if you use Vulcanus' submod, use the compatibility folder's content
V 1.0 Beta:
-Features:

-Duskhan League Playable in Empires at War, From the Ground Up, Imperial Civil War and Art of War Galactic Conquests.

-All new Optional GC: Galactic Civil War.(and some more)
this GC is pushing the game's engines to the limit(and sometimes beyound. please keep this in mind.)
This is a unification of the Imperial Civil War, Art of War and Essence of War GCs with some extra. :)
This map is contains all the Imperial Civil War planets, all of the Empire of the Hand planets, the 6 planets(3 planet+3 Transistory mist) of the Hapes Consortium, the 6 planets of the Duskhan league, but also added Belsmuth II and Gravan VII for the Warlords from Hunt for Zsinj, and changed  Garos IV's rulers from the Imperial Remnants to the Warlords, so Zsinj's planets are more unified than they were before, but also opening an additional route to Dathomir.
But these weren't the only planets coming from Hunt for Zsinj. New Alderaan also appears, separated from all other NR holdings, only one of the Transistory Mists connecting to it, so you would have a hard time holding it. Galantos also appears from Black Fleet Crysis and From the Ground Up, connected to Byss giving the DL access to that oh so important central planet.
Also because of this GC I made a HV gun buildable at Doornik because it is a very important planet for the DL from now on. 5 Hyperspace lanes meet here. Mrisst(neutral but close to NR) from the north, Oristrom(EotH) from the West, Pantolomin(IR) from the East and ILC-905(DL) and N'zoth(DL) from the south. Not to mention this is one of the only two entrance to DL territory.

With this GC comes a repair to the Hunt for Zsinj to the bug where you could not enter a planet if playing Zsinj, rendering a GC unbeatable.

New Space tech tree
    -Light Frigate Yard.
        -Builds: D-type Trifoil Fighter, CR90 Corellian Corvette, Nebulon B-2 frigate, Immobilizer 418 Cruiser, Armadia-Class Thrustship, MC40a Light Cruiser.
        -Garrison: 3x D-type Trifoil squads, 2x TIE Bomber sqads.
    -Heavy Frigate Yard.
        -Builds: Dreadnaught-class Heavy Cruiser, Victory I-class Star Destroyer and Victory II-class Star Destroyer.
        -Garrison: 2x TIE Bomber Squadron, 2x Corellian Corvette and 2x Armadia-class.
    -Capital Shipyard.
        -Builds: ISD I, ISD II and Dominator-class Star Destroyer.
        -Garrison: 2x TIE Bomber Squadron, 2x Corellian Corvette and 4x Armadia-class.
    -Golan I, Golan II, Golan III
        -Garrison: 2x D-type Trifoil squads for each

New ground tech tree
    -Barracks.
        -Builds: Yevethan Soldiers, Yevethan Plex soldiers(NR counterpart currently), Hijackers and Yevethan Scouts(infiltrators at the moment)
        -Garrison: 2x Soldier-, 2x Plex- and 1 Scout companies
    -Light Vehicle Factory.
        -Builds: AT-ST, AT-PT and Armored Freerunner companies.
        -Garrison: 4 x AT-STs
    -Heavy Vehicle Factory.
        -Builds: TX-130 Saber tank ,IDT and MPTL companies.
        -Garrison: 2 x MPTLs
    -Advanced Vehicle Factory.
        -Builds: AT-AT.
        -Garrison: 1 x AT-AT
    -Turbolaser Towers
    -Shield Generators
    -Mining Facilities(Max 3/planet)
    -Special Structure: Z'Fell mining facility: Just an extra income source, costs 750 credits, but gives 5 times the ammount of the base income of Z'Fell. Buildable on Z'fell only.
    -Hypervelocity guns(Max 1/planet), but only a limited use. Only buildable on: Bastion, Bilbringi, Byss, Dathomir, Denon, Doornik, Fondor, Kuat, Nzoth, Sullust, Yaga_Minor

You can download this submod from the following link:
https://www.dropbox.com/sh/x5je5i89qsvexiu/AAAmMMP3ZKyGfc4l_n-VeNg7a?dl=0
Both the normal and the compatibility mode is inside this link


You have a suggestion to the submod? Feel free to let me know, and maybe you will see your idea become a part of the submod and finding your name in the credit list!

Submod team members:
Lord Xizer: Tester and a MAYOR source of ideas, info and inspiration.
Delta: New models
Kucsidave:Coder, Tester.

I also want to thank everyone who supported me all the way. They are:
Vulcanus and TlMiller.

43
Discussion, Suggestions & Feedback / Your favorite factions from ICW
« on: April 02, 2015, 02:49:10 PM »
I am curious about what's the community's most favorite factions from the mod.
I let everyone (including guests) to vote for 2 of them in case of a draw between 2 fractions or if you support both very much.
Well, who's your favorite?

44
Multiplayer / For those who are NOT playing trough Steam
« on: March 20, 2015, 09:37:29 AM »
There might be players who have the game as the original disc version, and not trough Steam(or downloaded it via torrent or something...YOU NEVER RED THAT!!!), and I want to make a thread for them too.
Well, for those who want to play it in Multiplayer, there is a software called Hamachi (or LogMeIn Hamachi) what makes the PCs connected trough it believe they are connected trough LAN.
This way we could still play with each other.
If you want to have some fun, then comment here, and we will surely find some time to play together.  ;)

I already created a network for that.
Name:
Star Wars Ascendancy
Password:
Thrawn's Revenge

45
Discussion, Suggestions & Feedback / What would you likein game?
« on: January 30, 2014, 08:31:02 PM »
I AMNOT IN PLACE TO BRING THIS TOREALLITY!!!
i just asking, if u were in position, what would be add or remove from the game :)
i am curiousfor ideas you have in mind :D

just lke: i found out that the DL used immobilizer 418s and other capitals as well

"...The famous Han Solo was temporarily made a commodore and placed in charge of this force. However, on the way to take command of the Fifth, his shuttle was yanked out of hyperspace by a Yevethan Immobilizer 418 cruiser and he was brought before Nil Spaar on N'zoth."
source:
http://starwars.wikia.com/wiki/Black_Fleet_Crisis

"...New Republic Intelligence later divulged that the smallest class of ship represented in Camp Pa'aal Squadron was the 600m Immobilizer 418 interdictor.
An "Interdictor Dreadnaught", the Imperator, was responsible for the seizure of the New Republic shuttle Tampion..."
source:
http://starwars.wikia.com/wiki/Black_Fleet
So interdictors too...
Should be intrestingto see in game isn't it???

46
Discussion, Suggestions & Feedback / GC strategy tips for share
« on: January 26, 2014, 09:22:31 PM »
If u have any ideas for GC's to make things easier for others here you can write em

my one for IR:
at the very beginning of the game you have a very small credit pool most of the time, so my 1st task is always is to create a stabile economy. First of all, pause the game, and find all the planet of yours what have 100 or more standard income, and start to build up as many tax collect agency as possible. Do not spare your credits, it will worth it. The second step is to unpause the game, and if u have any planets what do not have a border with enemy planets, then send your fleet to the borders, and make an unbreakabble defence in those worlds.If it is done you just have to wait. It is important to DO NOT LOSE ANY PLANETS!
After that is done under 3-4 weeks you will experiance that you will have a lot of credits to spend.
Create a suitabble attack fleet and a land attack force with at least 3-4 AT-AT. if all of theese are done, start conquering the galaxy the following way:
Wach out that if you gain a new planet make sure it will remove at least one of your planets from the border, so you shall not have to split up your defences.   :P
HAVE FUN!  ;D


I didn't checked this thread I started for quite some time, and now that I rereaded the whole stuff something got my attention:
There were absolutely no mention of strategies about ERA change tactics!
This gave me the inspiration to do one for every single side.
As a PA fav. player I start it with PA
Sign explanation:
RED GLOW: Hard Era, you have to be careful.
GREEN GLOW: Easy Era, you should use your time to strengthen your forces as much as you can before changing Era.
ORANGE GLOW: Medium to Hard Era, but should not have too much difficulty if you can use good tactics.
YELLOW GLOW: Something really important in the current Era. Pay attention to these informations, and always keep them in mind.
Pally is Palpatine, and not Palleon. just wanted to make sure there will be no misunderstanding...




Pentastar Alignment

Era 1
-First thing to do is to use the Kaine-Jerec duo to go from IR planet to IR planet to find and kill Issard ASAP(means:as soon as possible). Warning: DO NOT AUTORESOLVE! Jerec's autoresolve stats sucks. I don't take over those planets, just kill of everything in space, and then go to the next one until I find my target.
-In the meantime build up a massive economy and a solid border with the neighbors. I mean if there is an enemy planet what can attack 3 of mines, then I take it and build up the normal defensive structures I use. I don't tell specifically because I don't want to affect your own gameplay style and form it to mine, however I think it is not a surprise to anyone that all border planets must have at least one HV.gun(Hypervelocity Gun) on it.

Era 2
-This is your time to retreat with Kaine and Jerec to your own territory. Primary task: do NOT kill Thrawn, and hope the AI will not be an idiot, and get him killed.
-Now you have a good economic, and a solid frontier, and as an addon you don't have to fear from an Executor popping up out of nowhere, so it is time to strike. You really should start it with Zsinj. His empire can be reached from Anx Minor, and can easily be defended after taking it out(I mean both all of his starting planets, and even every single one after conquering it in case you have to redirect your forces suddenly. You will get a border planet with the NR, and 1-2 with the IR, but you will have some very important planets including the Corporate Sector, so you will be able to build those Lucrehulks if you can finish conquering it.
-After you have the Zsinj planets, it's time to regroup your offensive fleet to Borosk, and start to do exactly the same thing with the EotH... the other reason to finish off Zsinj first is because the EotH will be much harder to be destroyed, and Zsinj's planets can be much easier defended than the Eoth's.
-IMPORTANT: If there is an Era change to Era 3 stop whatever you did in your conquering, and focus on the defenses again.

Era 3:
Almost the exact copy of Era 1, with the exception of you have to be more careful this time, as Pally's and the Sovereign's Superlasers are quite deadly to Jerec and Kaine, so add a small amount of expendable ships to their fleet. I use Lancers for example. It is important to make those ships are the first ones to enter the battle instead of your heroes(the first small box of the fleet if you didn't knew). This is important because those will be the ones which gets those damn superlaser shots from Pally. Make sure tough to call in the reinforcements about 2 seconds after the start of the battle(or you lose), and try to finish off Pally or the Sovereigns BEFORE they could reload their superlasers.
Also be careful with the NR because of Wedge, and his Executor...

Era 4:
Pally is finally gone, and with him the IR's capability to build Sovereigns too, but the existing ones will still remain, so you will have to stay on your guard from now on. As an additional problem, you will have to face Daala's Knight Hammer, and the IR's renewed ability to build Executors again... aaaagh... *sight*
No matter. When you reach this point you will have a huge amount of credits to spend, and proper defenses what you can still bolster, so it will not be a problem anymore. It is highly recommended though that if you have only 1 HV. gun on a planet, build a second one in your frontier planets. It will provide you with a faster recharge rate, and it really matters when you can send only 2(with one you can shot it twice as I experienced it) or 4 rounds(this is just a guess to be honest) to an Executor before it even reaches your defensive line. Also you can shot it even after that bastard reached it, so you will weaken it. You can say that one round only takes down about 9.66-11,04% of it's hull, but it means you destroyed 7-8 of it's hardpoints, so it will have less firepower when it reaches you. If we count with 4 rounds until it reaches you, then you killed 28-32 from it's 138 weapon systems. that means a 38,64-44.16% weaker Executor, what can decide the fate of the whole battle. Good luck with it.
-If you couldn't conquer completely the starting planets of Zsinj and the EotH, you should start to finish what you started in Era 2. It will be much harder now, but that's why you have to hurry up with it in Era 2
-If you have done with your conquers in Era 2, or just catch up to this point your new priority is to take out all of the IR's Capital Shipyards, so they will be unable to build new Executors, and you will have some extra source of Preator IIs
-With all of these done you only have to hunt down Daala with Jerec and Kaine.

Era 5:
-If you could do everything from Era 4 before killing Daala this era should not have any difficulty at all. The only reason I highlighted it Orange is the possibility of what if you could not, and the IR is still able to build those damn Executors. If this is the chase, you should continue what you started, but from now on even the NR will mean some trouble with those Viscount-class Star Defenders... Do the same with them what you already did with the IR(alias take control of all capital shipyard planets), and you already won the game.




Imperial Remnants

Era 1
What should I say? Easy. The IR is still in it's power. Your only problem is the lack of income. Build up your income as fast as possible. Very important that the NR have lots of planets "within your borders". You should take those planets ASAP to make a solid frontier with your enemy. You will still have planets deep within enemy territory like Thyferra in ICW or AoW(Imperial Civil War and Art of War), but those are not your first priority. If you feel you can defend that planet you can try to build up defences there too. For example I was just ably to finish the ICW in admiral difficulty with only 1 lost battle, and even that was a retreat from Qat Chrystac(the planet where you only control the space, and the planet itself is the NR's. It was too far from reinforcements, so i decided to hand it over to them).
This is your Era where you can bolster your forces. You can easily win, even without Era change.
If you want to change Era by all means make sure to have those 3 Executors first. It really means a lot

Era 2
No more new Executors... Do I have to tell anything else? Personally I make sure to kill Thrawn ASAP.(I know you hate me now...)
Send him in as the first ship of the fleet, and when his hull reached the red level send in those Executors remained from Era 1

Era 3
With the proper economy behind you, and if you are clever you made sure to all of your Executors survive Era 2, so the only thing you have to do is to build those Sovereigns next to them, and steamroll everything...

Era 4
I never made it to Era 4, so i don't really know what to do...

Era 5
If you changed to this Era, there is only three options:
1) You are not good with tactics, and accidentally lost both Palpatine and/or Daala, or
2) You are the most idiot ever born.
3) You only want the challenge what the NR's Viscount-class Star Defenders bring in.

The IR is the easiest side to play because of the Executors and the Sovereigns. This is why it's summary is so short. The only real difficulty in it is that your borders are quite large, and you can be attacked by every single fraction from the very beginning.




New Republic
OK, I have to admit that I barely play the NR, as I don't like it's play-style. I will try to do my best to give a proper help though.

Era 1
The Hardest part of the game. The NR's character is that it will be stronger and stronger with every single Era. It starts pretty weak, but will be able to make a punch though.
First, just like always the Economy. You will need every single credit if you even want to dream about victory. Your first priority in the first part of the Era is to survive, and make ONE huge fleet, far larger than that 40 pop cap limit. I always make one somewhere about 160 when I start my second phase.This doesn't mean you don't need defense fleets over your border planets. You also have to know which planets even worth to consider as: able to be defended, or worth to be defended at all cost, and which are expendable. It is only dependent on you, and your playstyle. Playing this Fraction forget even the idea of defending every single planet. It will not come true, and you will only throw your credits and ships/troops to the trash can if you try to defend those not worthy planets.
As soon as you have your gigantic fleet it is time to start the hunt for Issard. Find her, and kill her. If she comes for you in a well defended planet, where you can kill her then you just hit the Jackpot.
IMPORTANT!!!!!!! : Make sure Uwlla Iillor survives! I know you lose her in the end of the Era, but she returns in the 3rd one, and she will have a MAYOR part

Era 2
Maybe the IR don't have the ability to build new Executors, but they still have the ones they built in Era 1. Just like in PA prey for the god, that Thrawn will stay alive for a long time. This is your time to replenish your much weakened strength, and build up your much needed reinforcements for Era 3. This is the calm before the storm. This is also your time to expand your fraction with a few planets. I recommend to retake some lost planets from the IR, and go into Zsinj's starting locations, because of it's defendabbility. If the PA taken them already you will have a hard time, but it worth both the time, and the credits to do so. You may come across with Kaine and Jerec, so be careful though.(for jerec there is only a very small chance, 'cuz of his poor space Autoresolve stat.)
IMPORTANT: If you meet Jerec in space make it an AUTORESOLVE by any means necessary. Even if it means to lose lots of ships, or even some heroes(will be from the task force, not from Jerec).
As soon as Thrawn dies, you have to go to the defensive again, so expand as much as you can during this Era.

Era 3
Here comes the hard part. Pally, and the Sovereigns. You have an advantage over Era 1 though. Wedge and the captured and repaired Lusankya. Combine him with your rebuilt gigantic fleet, and go hunt down Pally ASAP You can not let the IR the luxury of building up those Sovereigns. If you act swiftly, and have some luck too, you will be able to kill Palpatine.
As I said before in PA, make sure that an expendable ship is the first one to enter the battle. I know i said it, but I repeat it just to make sure. It is important to make those ships the first ones to enter the battle instead of your capitals and especally Wedge(the first small box of the fleet if you didn't knew) This is important because those will be the ones which gets those damn superlaser shots from Pally. Make sure tough to call in the reinforcements about 2 seconds after the start of the battle(or you lose), and try to finish off Pally or the Sovereigns BEFORE they could reload their superlasers.
Make sure that Wedge and Uwlla Iillor stays alive until you have to fight Pally or you are a dead man(not really, but you will have a hard time with him).
If you killed him, you will be finally able to breath up... Of course it means that you lose the Lusankya one way or the another, so you don't have to make sure Wedge survives the battle against Pally, but also make sure that even if he dies he makes some serious punches for the IR fleet. Do not get him killed without him at least weakening Pally to the limit of almost death. Also make sure that Pally shall not able to flee, or your sacrifices will be worthless. Here comes the role of Uwlla Iillor. Her immobilizer 418 will be the key to stop Pally if he tries to run away. This is the reason why you have to make sure she survives by all means.

Era 4
If you were fast enough the IR shall not have any Sovereigns, but you have to stay on your guard if one pops up. Also they will be able to build those annoying Executors again. Try to build up a large fleet again, and hunt down Daala ASAP. Otherwise it is just like Era 1

Era 5
Your redemption came! Viscount-class Star Defenders.
You have to be careful not to lose them, as you can have only 1 currently, and a lifetime of 3...
This is your time to kill Ardus Kaine, Warlord Zsinj, and Jerec(If they survived this long, however i doubt it. Especially Jerec.) Have a good hunting. Also the IR is slowly, but steadily losing that lifetime of 10 Executors, and if you are good you can still have those 2 Viscount-class Star Defender as replacements while your first one can kill whole fleets. Endgame is here... Kill em all.




Empire of the Hand
Ok, I know the whole Thrawn's Revenge team will hate me now, but I played EotH just as much as NR... almost not at all. only a few hundred hours...  ;D

Era 1
This fraction is just like NR with the exception of the fact it have ABSOLUTELY NO SUPERCAPITALS at all!(sorry for my messy english, but it is 3:17 am, and i am working in this since 10 pm yesterday. I wanted to make everything accurate, so i often started a game with my other PC so that I could check out what I was writing down is accurate.)
In Era 1 you have to focus on the defenses, and the Economy. If the Era runs long, and if the IR leaves you alone then you can try to kill the PA. It is important to conquer at least a few of their planets.

Era 2
Your job here is to overrun the PA by all means, and conquer Zsinj's starting planets. If you can, try to conquer as much NR planets as possible before the AI loses Thrawn, and Pally comes for you.
It is very important to weaken the NR as much as possible.

Era 3
Here comes the hard part. Pally and the Sovereigns. DEFENSE! NR have Wedge and his Lusankya too so you can forget the expansion for quite some time... Try to kill Pally ASAP as always. This Era is the hardest for everyone, except for the IR.

Era 4
If the NR still exist, kill them all! you can not let them reach Era 5, because if they do so, they will have those Viscount-class Star Defenders, and the IR will have their Executor-class Star Dreadnoughts, and you can start digging your own rip.

Era 5
Just kill everything what remains... I think you already know what should you do from all what I written down already.




Final words for you, plese read.
Thank you if you were that kind to read everything I written.
I worked really hard to make this as accurate as possible, and i played multiplayer with myself to see if that's really that way. Of course there were thing i couldn't check out for 100%, cuz i didn't had time. I only started the game for 5-10 minutes, and I think about 4-5 times totally, and it still took me more than 5 hours to write down all of these. I hope I could help everyone with this "small" information.
I wish you all good game,  and have fun. :D
I certainly had fun to write all of this down...
Local time:3:39 AM...


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