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Messages - Darth Revan

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Discussion, Suggestions & Feedback / GM FTGU Strat?
« on: December 19, 2018, 03:11:23 AM »
Don't know why, but I'm hooked into wanting to beat FTGU.  After trying some of the strats I've read from an earlier post about the EA, I thought I'd give the GM a try.  This one is tough.  No safe economic zones to build up an economy quickly and I'm not sure what fleet comp to go for.  I've tried using a bunch of CC Vic II's, but on Admiral difficulty it always seems like they melt even when up against strike cruisers or pretty much any ship that has the faster rate of fire ability (I'm not a fan of this power up because the loss of power to shields makes it quicker for the AI to take them down, but when the AI uses it, it always seems like I can't get his ships down fast enough even though he is losing power.

What are some tips/suggestions for a GM FTGU playthrough?

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Discussion, Suggestions & Feedback / Is Eriadu Authority FTGU Impossible?
« on: October 11, 2018, 07:07:21 AM »
So I'm usually into playing FTGU on Admiral difficulty and I found that the EA has my favorite ship compositions so I gave them a shot. 

2 minutes in and I've ALREADY noticed a HUGE jump in difficulty compared to the other factions.  First off, you only have a pop cap of 15.  15!  That's BARELY enough to get a good enough fleet composition and a somewhat ground force to start off with that can take a planet.  Hell, the GM FTGU start off with a pop cap of 30.  So is this a bug for the EA? 

Was able to take Sullust, but I needed more planets to get more credits rolling in.  Next thing I noticed is how difficult the starting pirate/warlord fleets are that you have to take on just to get to ground combat.  A couple of times I had to go back to a planet to finish it off because my fleet wasn't big enough to take them out.  By the time I was able to stabilize, get the credits rolling, and start building Tectors to start with, the Empire starts rolling in with fleets of two Allegiances with a bunch of MTF cruisers and lancers for support.  Even with two HVG's and Golan space platforms, I usually am either barely able to hold them off or they wipe out my defenses.  If luck was on my side and I was able to take out their fleet, in about little under a week they roll in with either another fleet of the same comp or an even bigger fleet centered around world devastators.

So I have to ask, is the EA suppose to be this difficult or am I doing something wrong?  Due to the planet locations, I'm not able to build credit making buildings/platforms to get more credits because of my need to get two HVG's up and every time I was able to save enough credits to possibly start making SSD's/battle cruisers, the AI would roll in with another fleet and I have to repair/construct replacement ships to hold the line.  It feels like I don't have enough time/credits to get a second offensive fleet up and running to take the Southern planets from my starting position before the Empire or the NR starts dropping the hammer on me.  Hell if feels like they both have brokered a peace deal just to take me out together.

3
Tried it in Admiral. I've got the Knight Hammer on week 5, used it to block Pakrik Minor and built Golan III on the Maw and Hakassi.
Then I secured the Deep Core using the base fleet + heroes. I didn't lose a single ship in that game until the last planet. I tough I could use the asteroid field at my advantage but Harrsk used it in fact and I lost an ISD, Pellaeon and a Strike cruiser. In the meantime, the NR just took space over Kessel but failed to capture ground.

Yeah, it was easy for the NR to smash your space stations/units in your starting planets, but if you turn them into fortress worlds, they become incredibly difficult for them to take over.  Especially if you were building turrets during the ground combat since they remain afterwards if they were not destroyed.  It's hilarious to plant down 1-2 anti-infantry turrets next to the first reinforcement point and watch as the enemy infantry get mowed down one by one.  Doing this has allowed me to quickly move my garrison units to other points and keep them pinned to their first LZ.  I've won a lot of defense battles against HUGE stacks by knocking out their starting units and capturing their LZ. 

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Discussion, Suggestions & Feedback / Re: Caamas/Orinda Campaign?
« on: April 26, 2018, 03:41:52 AM »
I've not yet tried this GC, but a quick question.  Do you have access to the A9 Floating Fortress?  I know it's only for the PA, but since you can build a Bellator you might be able to build the fortress as well.  Anyway, if you can, build some of the A9's and use their sensor ping to scout out the map.  Against heavily fortified enemy planets, you have to be patient and whittle them down slowly.  Using the sensor ping from the A9's will allow you to send in bombing runs and bombardments at key structures.  TBH, against these heavily entrenched planets, my biggest enemy is if the enemy has any air units.  Other than that, it just takes time.

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Discussion, Suggestions & Feedback / Re: Tips and Tricks for 2.2!
« on: April 26, 2018, 03:21:37 AM »
I know, say you build 5 factories on 1 planet. That planet gets +25% build speed.

 if you build those 5 factories on 5 planets you can build 5 units at once. The factory with 5 factories can produce 5 whatever in the time it takes a single factory to make 4 units.

 The 5 planets in the same amount of time can produce 20 units.
1 Factory= 4 units
5 Factories (1 planet)= 5 units
5 Factories on 5 planets= 20 units.

 its the old tall vs wide thing, wide is usually better ( I played Stellaris, EUIV, Rebellion, various RTS etc).

 If you don't have 5 spare planets or can't afford to manufacture the prerequisite factories that might be different but even then the price is still likley two or 3 planets can be devved up vs the 1 super planet (I'm testing it now).

Built X5 barracks on Wayland, its quite funny.

Generally I just have a mix build order of economy and buildings that build units.  Say for instance I have a 5 slot planet and I need to have an infantry building site.  I'd build 2 barracks and 3 economy buildings.  This will still give me the boost to unit production and also give me some credits as well.  This build order would most likely be in an area closed off to enemy fleets.  Now any planets that are close/on the front lines, I'd try to build one of every unit producing building I can find along with turbo laser towers if I have the room and HVG's if the space station is too low of a level to hold off against large forces.  This will give me a good defensive bonus for my space station with the HVG or Ion Cannon and I'd also have garrison units on the ground to hold off any invading armies. 

Oh and here's also a really good and also very DIRTY strat.  When invading a planet, try to capture and build as many small turrets as you can find.  Reason why is if these turrets are still operational after you successfully take it over, they will still be up and running if you have to defend it.  The enemy will 90% of the time send out infantry as their opening and stopping this early rush can give you a chance to capture their one reinforcement point and end the invasion if you can keep them bottle necked into just one reinforcement point if you have garrison units/infantry on the ground.  It's satisfying and yet also dirty to watch enemy infantry get mowed down by anti-infantry turrets that you build close to your opening reinforcement point when you first invaded it.  Like watching MG-42's mowing down infantry on Omaha Beach in the beginning of Saving Private Ryan.

6
:UPDATE:

Just realized how old this post is and so here's the updated strategy from playing Admiral difficulty.

Okay, so bad news first.  You have 3 more factions besides the NR that you have to worry about.  The Greater Maldrood and the NR will be your early competitors and they will continue to attack your two territories.  With the nerf to TIE Defenders (Not sure how bad it is, but in my playthrough I just haven't used them at all), they won't be as effective as they were in the past when you could build 10 squadrons and curb stomp most fleets you fight against.  Also, if you lose your capital, your economy is going to take a HUGE hit.  So you need to rush to get into the Deep Core.

The good news though, is that it's not really a  huge rush to get into the deep core.  Your primary objective will be Odik II.  Capture it, and you will be rewarded with the SSD Knight Hammer.  Also by taking Hakassi, you will also get Pellaeon.  He will be fighting against you with the GM, but if you do manage to kill him he will still join with your forces after you capture Hakassi.  Next good news.  You don't have to fight through EVERY SINGLE PLANET to get to Odik II.  Once you take Hakassi, you then capture the Tsoss Beacon and you're within striking distance of Odik II.  If any of the other factions capture Odik II before you do, you will not lose the Knight Hammer or the hero Cronus.  So again it's not a huge rush.  Lastly, the AI for the IR factions will not huddle and camp around their space stations like they did before.  They will spread themselves more and openly head out to attack you.  Use this info to lure them away from targets of opportunities like an enemy hero and send the rest of your fleet to ambush. 

Okay, so first things first:
You start off with Kessel and The Maw.  One little change up they did was allow ground vehicles to be built at the Maw Installation.  You will have access to light and medium vehicle factories from the start.  Build up some ground forces like TIE Crawlers to support your small force of stormtroopers and other light units.  Once done, unite your fleet and take over Bimmisaari.  This will give you breathing room to build more units.  At this point you will probably start getting attacked by the GM and the NR.  Try to hold them back while you strengthen your numbers in the fleet.  Before sending your fleets to attack, make sure to send in some probots to get an idea of what you're heading into.  You have very few numbers of ships and not much of an economy to rebuild any losses you've taken.  Once you have a strong enough force, head for Hakassi and capture it.  Once it's yours, build Hakassi into a fortress world.  Build a HVG, barracks, and all factories that you can.  Hakassi will now be your "locked" back door as you move further into the Deep Core.  By this time you probably have lost Kessel, The Maw, and possibly Bimmisaari.  If not, try to build at least one of these planets into a fortress world as well just so you can keep your economy and more importantly, your unit cap up.  Also, if you have lost these planets, than your capital is also gone and the huge economy bonus you would get from that.  Don't worry too much if you do.  Leaving behind any ships to hold these planets would be a waste and it's not your objective to hold these planets.  Also, you can rebuild your capital on another world if you do lose it.

After taking the Tssos Beacon, head for Odik II and take it over.  Again, make sure you're gaining intel from your probots before moving in.  Squaring off against a death stack at this point of the campaign would be crippling.  Once you take over Odik II you will be rewarded with the Knight Hammer  and another hero, Cronus.  This is where things get tricky, tiring, and frustrating at times as well.  Hopefully the NR or the GM have been too busy fighting each other to send over a death stack at you, however they will send in small fleets of about 4-7 ships of mostly frigate types or smaller.  Nothing too huge, but enough to destroy level one space stations that could open a way for an invading force.  YOU CANNOT LOSE ANY MORE PLANETS!  This is extremely important because with the lose of your capital from your starting worlds you will be losing credits possibly from your unit upkeeps.  So you pretty much have to juggle building up your fleet and ground forces, building up your economy, taking over the rest of the Deep Core, and also defending your territory from raiding fleets from the GM and NR.  With the Knight Hammer in your fleet, you can curb stomp pretty much whatever you have to attack so it won't be too hard, but the sheer number of attacks and having to rebuild your space stations over and over again will chip away at your economy and your sanity at times.  To lessen the number of planets they can attack, make sure to hold Hakassi and if you have the time and the ships, head North to Pakrik Minor and turn it into a fortress world with 2 HVG's to support the level 1 space station there.  Easiest and fastest way to take over the rest of the Deep Core is to send your fleet in, crush whatever they have there, than move back to either Odik II or Hakassi while leaving one ship that can provide bombing runs and bombardments for your ground forces.  Rinse and repeat until the Deep Core is yours and all those planets to rebuild your economy. 

If you have made it this far, still have the Knight Hammer, still have Pellaeon and Cronus, have taken over the Deep Core, and have stabilized your defenses, then congratulations.  You pretty much have won this GC.  It will take a long time to take over the rest of the galaxy, but at this point it would be incredibly bad luck to lose at this point.  Hope this helps and add onto this if you have an easier method for any of the steps I've mentioned.  Good luck Commanders.

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Discussion, Suggestions & Feedback / Reunification GC Strat 2.2.1 UPDATE
« on: February 15, 2018, 03:24:13 AM »
:WARNING:

The following strategy WILL take a long time to pull off so if you're not a patient kind of person, than you may stop reading now.

Couple of nights ago I decided to try the hardest GC IMO for the IR again on Admiral difficulty.....Reunification.  So I have read a lot of the topics in the forum saying that the sound strat is to invade the Northern area and take out Yavin 4 and the rest of the planets there until you have the economy and the population to begin the run to Odik to get the Knight Hammer.  While I see the merit in this, I wanted to instead accomplish the run the way I think the devs wanted us to in which you race to Odik while the NR is at your heels.  So first thing I did was build a light factory and construct an AT-ST.  With my 3 remaining pop points, I built 3 TIE Defenders.  Grouping my fleet together I made sure my TIE Defenders would exit hyper space first, I head to Hakassi.

Now here's where I ran into this little strat.  After reversion to real space, I send in the other 2 Defenders and head to the North East corner of the map where the long asteroid belt is.  From here I waited and put the game on fast forward.  This next part takes awhile because Teardoc's fleet is on guard mode and will stay around the station for a long time.  What I'm waiting for is the moment where Teardoc and his fleet venture a little South just enough for my Defenders to take a shot at their space station.  What this does is it TRIGGERS his fleet to start chasing after my fighters.  Now begins the LONG "Benny Hill" chase.  With Teardoc's fleet chasing you, you can kite him into the asteroid belt and if you're good at kiting and you keep your distance, you can do this again and again and again until his fleet is so crippled that you can send in the rest of yours to finish him off.  I took the even longer approach and kited his entire fleet to die in the asteroid belt. 

I've tried this strat before on the FTGU GC and it also works there, but only on maps where there is either one huge asteroid field or multiple ones around the map.  The only difference is that in FTGU you need at least 5 Defenders to confidently destroy whatever fighters you run into.  After awhile the AI will get bored and send his remaining ships at you and you can start the kiting from there.  In the Reunification GC and more specifically at Hakassi against Teardoc, you can sit for hours and he will not stray too far from his space station since his whole fleet is on guard mode around the space station.  Once you attack it, he will chase you all around the map.  I know this strat may take a very long time, but to me.....it was satisfying as hell to watch Crimson Command's ships get destroyed one by one as they chase me around and it saves you from losing ships which in this GC are VERY hard to come by.  Hope this helps and good luck.   

8
Thanks for the replies gentlemen.  Quick question though, in FTGU for the PA, what capital ships do you utilize the most of?  I've only played as the IR in that GC and know about the Sovereign strategy and the Viscount and BAC spam.  How about the PA?

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First time being on here and I'm lovin' this mod.  SO....after "somewhat" doing decent with the IR on FTGU campaign, I spent a week trying to beat Reunification with the IR on admiral difficulty.  It was tough, but it felt good watching Yavin 4 fall and winning the GC.  So I decided to try the PA for the first time on The Art of War GC on admiral difficulty.  Let me tell you, the AI didn't disappoint......well, at least in the beginning.

Before I could finish building tax collector buildings, forming up my two massive fleets centered around the Reaper and the Vengeance, and forming up my massive ground army, the IR starts chipping away at two planets.  Alright, so what.  I took them back no problem.  Then Isard attacks Ithor and takes away my space station there.  So I deployed the Reaper and the Vengeance and killed Isard easily since she dropped in with only Krennel as an escort......Era 1 finished.  It didn't let up.  IR continued to chip away as I played a game of lose a planet here, gain it back a minute later.  Then Thrawn throws in two of his heroes and they too get destoyed, but Thrawn gets away.  He then reemerges and I take down Thrawn....Era 2 finished.  At this point I'm getting ready to take Cuitric (The EoTH nor the NR haven't attacked me yet) when Palpatine and the IR launches a huge attack with all of his heroes at Borosk.  Right before I group up Reaper and Vengeance for another counter attack, Palpatine himself leads a ground attack and takes the planet away just before my main fleet arrives.  After the space battle, all of his space heroes are dead and I only lose a Muun frigate.  I launch a ground attack to take the planet away and not only did I counter attacked so quickly that the IR didn't build any buildings, but the Emperor was caught on the ground as well.  Two LaaT's then killed the Emperor....Era 3 finished.  Then just to add a cherry on top, the NR shows up with Ackbar in a fleet of himself and one other MC90 over a planet that has a HVG and down goes the Admiral.

All of this happened between half an hour to an hour of playing this GC on admiral difficulty.  Now, is the PA REALLY this good or am I just getting lucky?  The only difficulty that the AI is doing every now and then is that the IR sends a SSD and maybe one or two other escort ships at a planet in which I then take it down with either the Reaper or Vengeance.  I haven't really gotten into an actual fight with the NR or the EoTH yet so I can't really gauge how they will be at this difficulty.

All and all, first time playing with the PA and wow I am just blown away on how fun and powerful this faction is to play.  It's like a cross between the Empire's awesome capital ships and the NR's ability to bring in a ton of star fighters.   I have always been an Empire fanboy, but WOW.  However, again I ask this, after reading what has transpired so far in this GC, am I just getting lucky or has the worst yet to come?  Keep in mind, I haven't really expanded beyond my borders because of the constant having to go back and retake a planet I've lost.  I have one planet specifically for making ground vehicles and another for infantry.  The rest have TC buildings and some with HVG's at a planet that has limited build space in the front line and one barracks on Bastion to train up more Dark Jedi.  What do you think?

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