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Topic Summary

Posted by: Vulcanus
« on: October 01, 2014, 10:15:23 AM »

Once again, thank you all for your helpful advice. This is by far my favourite mod of all the ones I have tried!

That brings me to one more question. Can you have as many mods as you want in your FoC mod folder? Just want to make sure it's ok to play one mod, then later on change the launch options (using Steam) and play another mod, then go back to the first mod later on? So far I have been playing Phoenix Rising, Republic at War and Legacy mod along with most of my time with Thrawn's Revenge. So far no issues but just wanted to be sure.

Thanks again.

Phoenix Rising and Legacy mod shouldn't cause any problems, but the issues with having RaW installed are well known.

From ICW 2.1 manual:

Does Thrawn’s Revenge conflict with Republic at War?
Republic at War installs its scripts and AI files into the base game folder. This means that it overrides the vanilla game files
and, in some cases, mod files. We cannot guarantee that these files will not impact upon Thrawn’s Revenge and
recommend that players rename or move the \XML\AI and \Scripts folders in Forces of Corruption’s Data folder before
playing Thrawn’s Revenge. Remember to rename or move back the folders before you next play Republic at War.
Posted by: gord9
« on: October 01, 2014, 12:58:02 AM »

Once again, thank you all for your helpful advice. This is by far my favourite mod of all the ones I have tried!

That brings me to one more question. Can you have as many mods as you want in your FoC mod folder? Just want to make sure it's ok to play one mod, then later on change the launch options (using Steam) and play another mod, then go back to the first mod later on? So far I have been playing Phoenix Rising, Republic at War and Legacy mod along with most of my time with Thrawn's Revenge. So far no issues but just wanted to be sure.

Thanks again.
Posted by: Pali
« on: September 28, 2014, 07:12:48 PM »

Another thing to bear in mind is that capital ships exist on a different plane than non-caps, so that while two ISDs can't fly on top of each other, a VSD or a couple of Lancers can be right on top of your ISD, and the big ship's shields will often soak up fire protecting your smaller ships.  This is especially important early on for the NR, as Mon Cals can take a beating but not really deliver one, while Dreadnaughts play the exact opposite role - keep the Dreads above and behind the Mon Cals and they stay alive a lot longer.
Posted by: Revanchist
« on: September 28, 2014, 03:30:57 PM »

You can save anywhere (except the situation Senza mentioned) but I have found load times are quicker if you save on the Galactic Map.

Secondary ships vary by faction, fleet composition, and personal taste. The last two are interconnected. However, some type of fighter screening ship (at least 2-3 per fleet) is a must. If you play as the IR and are using ISDs, then some type of carrier (Escort Carrier for the first 2 Eras, add MTCs for Era 3, then Venators and Acclamators for the final 2). The ISDs are tanks, so bring in some high DPS units too (I like Strike cruisers, as well as Vic-2s). Also can't forget the unsung hero of the Empire: Carrack Cruisers. For 1 Population point these guys pack a pretty decent number of Ion Cannons which can strip shields for the ISDs Turbolasers.

If you are a PA player there is the option of a similar style to the IR or the "PA special" of a Praetor anchor with fighter spam support. My usual PA fleet has a Praetor guarded by 2 IPVs, a carrier line behind the Praetor of 2 Venators and 3 Acclamators, 3 Vic-2s, and an Escort Carrier. Then I just bring in whatever else I need depending on what I'm facing.nI can take on any fleet that comes at me with this force and walk away probably only losing the IPVs.
Posted by: Senza
« on: September 28, 2014, 01:47:21 PM »

Really, it varies a lot by faction, but generally you'll want to have either corvettes (or lancer frigates if you're IR) supporting your main capital ships. I know that a lot of the guys who play PA religiously swear by the victory cruisers as opposed to star destroyers, with a Praetor behind them sniping stuff from out of range of return fire.

It varies a lot by era too, especially if you're playing as the NR, since they change a LOT from Era 1 to Era 5. Really, I would encourage you to experiment with fleet configurations for whatever faction you're playing with. Think of a ship type you'd like to use, and then base the rest of your fleet on what you will need to cover the weaknesses of that ship type. I.E. if I want to use Tectors as IR, since they have no fighters at all, I will want to support them with lancers and some sort of fighter carrying ship, perhaps Venators, or maybe escort carriers, and possibly have smaller ships behind them to provide fire support, like, say, Strike Cruisers.

And yes, you can save at any time, except I think when you have a battle pop up and haven't yet chosen whether to autoresolve or do it normally.

Posted by: gord9
« on: September 28, 2014, 11:48:09 AM »

Thanks again guys!

A few more questions if you don't mind....

Can I save anywhere? I know from experience with other games that have an overhaul mod, sometimes the devs recommend saving at particular times to prevent corruptions etc, just wanted to see if it was ok to save whenever (in land battle, space battle, while fleets travel between planets, etc).

Also, what kind of 'secondary' ships should i be putting in my fleets. As I mainly play 'Imperial' factions I seem to just want to build SD's, but I am guessing it's important to have frigates and corvettes as a screen?

I think Easy was 'too easy' so I restarted as the Pentastar Alignment on 'Captain'. So far so good!

Thanks again for your help!

Posted by: Vulcanus
« on: September 27, 2014, 06:08:21 PM »

On that note, how can i tell if I can get to a planet or if the enemy can get to me? Is it just the lines connecting the planets that show this? Just want to make sure I can't get attacked from a direction I don't have covered.

Just the connecting lines.
Posted by: gord9
« on: September 27, 2014, 05:10:08 PM »

Wow great info guys!!

And yeah I tried the land battles and they are SO much better in this mod then vanilla. So I think I will keep playing them.

I started a game in the Zsinj campaign as Zsinj. Tried easy. So far so good. I think his starting fleet is quite powerful. There seems to be only two ways into his zone and I have 5 plus imperial star destroyers at each point and Zsinj has his SSD as well. The Replublic threw a massive fleet at me and we were able to destroy them with minimal losses. They send piece meal fleets at me now with little effect. Not sure if they are putting together another big fleet or not. Just putting together a land force to assault Coruscant.

On that note, how can i tell if I can get to a planet or if the enemy can get to me? Is it just the lines connecting the planets that show this? Just want to make sure I can't get attacked from a direction I don't have covered.

Thanks again for all your info. Much appreciated!
Posted by: Revanchist
« on: September 27, 2014, 04:51:15 PM »

Honestly, even then it's really just better to hit up a lvl 3 shipyard and toss another couple of cap ships into the build queue.

One thing I don't think anyone's mentioned, but can be overlooked - abuse the pause button, ESPECIALLY on higher difficulties.  I always play on Admiral, and it's been a long time since I've been on the losing end of a GC - but I could not possibly keep up if I didn't do most of my work while the game is paused (I've tried, it didn't work out well after 20ish weeks :().  On the campaign map, you sadly can't move units while paused, but you can issue build orders and take the time to overview your strategic situation and plan out your moves - waste time doing this while the game is in motion, and you will be outmaneuvered.  On the battle map, it's even MORE important, since here you actually can give orders while paused and some units move fast enough that targeting them while in play can be difficult (especially aiming for that one airspeeder before it escapes, or my pet peeve: the one system point on a ship surrounded by fighters).

Yes the PAUSE button is amazing good especially as mentioned on the Galactic scale. It lets you take stock at the beginning of where the chokepoints are, where the redundant fleets can be consolidated into a battle-ball, where the cap shipyards are, what planets will be used for vehicle & infantry production, and what the rich planets are to use for income. I've been weaning myself off using it in battles, and now generally only use it at the beginning of land battles to issue deployment orders and such.
Posted by: Pali
« on: September 27, 2014, 04:44:11 PM »

For me, it's better to build the golans because then I don't have to keep looking at the icons on the build bar.  It irks me to keep seeing those icons there.

Hah, fair enough. :)
Posted by: tlmiller
« on: September 27, 2014, 01:13:56 PM »

Honestly, even then it's really just better to hit up a lvl 3 shipyard and toss another couple of cap ships into the build queue.


For me, it's better to build the golans because then I don't have to keep looking at the icons on the build bar.  It irks me to keep seeing those icons there.
Posted by: Pali
« on: September 27, 2014, 04:04:52 AM »

Until later in the game when you have so much income it doesn't hurt to build them just so you don't have to look at them on the build bar...

Honestly, even then it's really just better to hit up a lvl 3 shipyard and toss another couple of cap ships into the build queue.

One thing I don't think anyone's mentioned, but can be overlooked - abuse the pause button, ESPECIALLY on higher difficulties.  I always play on Admiral, and it's been a long time since I've been on the losing end of a GC - but I could not possibly keep up if I didn't do most of my work while the game is paused (I've tried, it didn't work out well after 20ish weeks :().  On the campaign map, you sadly can't move units while paused, but you can issue build orders and take the time to overview your strategic situation and plan out your moves - waste time doing this while the game is in motion, and you will be outmaneuvered.  On the battle map, it's even MORE important, since here you actually can give orders while paused and some units move fast enough that targeting them while in play can be difficult (especially aiming for that one airspeeder before it escapes, or my pet peeve: the one system point on a ship surrounded by fighters).
Posted by: Revanchist
« on: September 27, 2014, 01:10:42 AM »

Until later in the game when you have so much income it doesn't hurt to build them just so you don't have to look at them on the build bar...

Indeed.
Posted by: tlmiller
« on: September 26, 2014, 09:54:06 PM »

It can be tempting to build defensive space units like Golan series platforms at every planet you capture, but generally these are a waste of money. The exceptions are "fortress worlds" (that can build 3s) and any choke points. These planets MUST hold, and thus any extra gun emplacements (for 0 population points at that) will serve you handily (especially when coupled with Ion Cannon heavy ships/bombers to strip shields).

That's all I can think of now.

Until later in the game when you have so much income it doesn't hurt to build them just so you don't have to look at them on the build bar...
Posted by: Revanchist
« on: September 26, 2014, 08:31:18 PM »

Welcome to the forums, always good to see a new face. I'll pretty well echo what everyone else is saying: start on Normal, that way you can see if you need it harder or easier. I actually find land battles fun in this mod: nothing is more satisfying than kiting an infantry rush with your commandos, setting up E-web and artillery forward command centers at choke points while you build up an army large enough to steamroll the opposition, executing hit-and-fades with fast-attack tanks, or ferrying troops into combat with your dropships to hold the line. Yup, I love ground combat, especially defensive combat.

When it comes to battles, whether ground or space, always get any capturable buildings or upgrades you can. Those upgrades can turn an outmatched fleet into a force that can take on much larger groups. Proper use of fighters and corvettes is also ESSENTIAL for space victory. The fact that ordinance doesn't bypass shields actually makes bombers MORE dangerous, as they can increase the damage of your entire fleet rather than kill them alone. This means that corvettes and fighters for screening are valuable assets to ensure victory. HVGs and/or Planetary Ion Cannons can also help in outmatched space battles.

It can be tempting to build defensive space units like Golan series platforms at every planet you capture, but generally these are a waste of money. The exceptions are "fortress worlds" (that can build 3s) and any choke points. These planets MUST hold, and thus any extra gun emplacements (for 0 population points at that) will serve you handily (especially when coupled with Ion Cannon heavy ships/bombers to strip shields).

That's all I can think of now.
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!