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1. Well if you encounter lot of fighters you need to build your own anti-fighter corvettes (Lancer for Empire) and your own fighters. Hardpoints are pretty much the same in size as base game, if that's a problem you can still zoom in/out. If you have issues selecting units you can ctrl+a to select all your units. 2. I'm not sure what else would you have in mind? If you toggle the options next to the minimap you can see what space station level each planet can build and has built on it. 3. That sounds more like an issue with your monitor brightness?4. The tutorial description is just an old leftover from main game.
2): The real flavor comes from specific planets having "companies" you can build. Like the Kuat Shipyards on, well Kuat. They give a boost in building speed for specific units while also making them cheaper.
If things are happening too fast for you to manage, the pause button is your friend. I make use of it in a number of strategy games I play. Whenever you need to take a look at something (like a ships's health or an enemy hardpoint), or think about something, or perform a number of actions quickly, hit that pause button. It's in the bottom left corner of the screen, near the minimap. Give the orders you need to while the game's paused, then resume it once you're ready. Also, NR likes their fighter/bomber spam, and it can be pretty deadly. That's part of how their faction works. To counter that, you'll need anti-fighter corvettes and plenty of your own fighters. I'm not overly familiar with the Imperial Remnant units, but presumably you can build some kind of carrier that'll spawn a few fighter squadrons of your own. Planets and shipyards: On the galactic map, next to the minimap, there's a button which turns on the planetary info icons (or whatever they're called). I'd recommend turning that on each time you load a game. They are a bunch of icons next to each planet that'll tell you what level of shipyard can be built there and how many buildings can be built on the ground, as well as what level of shipyard is currently there and how buildings have been built. For instance, 3 shipyard icons means that a capital shipyard can be built at that planet, but if only 1 icon is lit, that means there's only a light frigate shipyard currently there.
2. It seemed to only tell me what I could build, and it didn't seem to be accurate.
4. Not according to http://thrawnsrevenge.com/features/other-changesThrawn’s Revenge includes a brief tutorial to explain several of the key new features introduced by the mod (all of which are also outlined in this manual). You can access and play through the tutorial from the Galactic Conquest menu.
3) The majority of units & building icons in the taskbar (or whatever the bottom build display is called) are really dark, so I find it to be really hard to tell what I'm clicking without waiting for the pop-up description.
No special advantages/disadvantages to any of them. Was this intentional? Makes it a bit less fun to pick which planet to hit next.
You can ignore the planetary tooltips that say that, if you look at the icons on the galactic map, it'll show what each planet's shipyard level can be.That information was for 2.15 on the website, not the recently-released 2.2, which hasn't been updated for the release of 2.2 we're basically going to be removing all direct ingame-info from the website, since it's more cumbersome to update and most people never even look at it, we have the manual for that, which gets updated with each version.The backdrop is darker, and the icons themselves tend to actually be brighter, so there's a higher contrast between them and the backdrop, so they generally should be even easier to make out than the base game, so I don't really know what more we could do in that direction.Planet capture rewards are not the same as the base game abilities, they're units or structures that can spawn when you take a planet. As for abilities, EaW had 2-3 factions and about ~60 planets between all of its GCs. We have about 250 planets, and 8 playable factions plus several non-playables. Most of the base-game abilities if you tried to apply them within the mod's context would be either meaningless or OP. You'd either have to make them very generic, so ultimately every faction would more than likely end up with the same abilities and wash the whole thing out anyways, or very specific, and then any given faction could be at a huge advantage or disadvantage because of what the planets in the GC happen to be. As others have mentioned, that's why we've gone in different directions with planet-specific things, like corporations, capitals, and other stuff we'll continue to add, since they allow a bit more flexibility in scenario design without completely fucking up balance like the base game abilities would tend to if applied the same way.
In regards to fighter/bombers, I have found that selecting them all (double clicking an icon selects all ships on screen, not map. IE double clicking TIE Interceptors selects all of them present on screen) and then setting them to Guard (G Key) around your fleet (In front of it most times) and they will tend to do a great job engaging other fighter/bombers and preventing them from doing their mission. I've found the same works well with anti-fighter ships, the Lance for Empire.I like to send my Interceptors and Fighters out ahead of my fleet, then send my bombers to attack a specific target. The INTs arrive first, then get backed up by the FTRs, and by the time the bombers get there the area is either clear or all the enemy fighters are locked in a dog fight, letting my bombers slip in and do damage. Though I do wish some of the other Corvettes and Frigates had more anti-fighter appropriate weapons. The VSD1 is nice with it's missiles but you are sacrificing on not having a VSD2 with it's Ion batteries and heavier turbos.
2) I saw in one of your youtube demos that you could select your ships placement when arriving at a system. How do you do that? Mine all just auto-place. To make matters worse, when I have a big fleet I frequently get backwards facing ships (including on defense). By the time the Star Destroyers get turned back the right direction they're already getting hammered.
Yeah, I just started with that strategy last night (can't believe I'd never tried double clicking the units before lol) and it seems to help a lot. Thanks for the reply
Just set a pathfinder unit, see attached pic. That way only the ship you put in the slot will warp in at the start, leaving you with the decision of what ships you actually want to use.
@OP, this makes a huge difference. I almost always check to make sure I have a ship in the pathfinder slot before launching an attack; if I start a major battle and find out too late that I didn't have a pathfinder ship and my ships just jump in automatically, I usually retreat or load a previous save.
Also in regards to pathfinder units, keep in mind they are not saved when you load the game from a save file. I'm other words every time you start up the game you will need to set a pathfinder. Can't tell you how many times I've forgotten that at the start.
Report it as a bug, and maybe next time don't frustrate yourself by trying 20 times.